#Monster Hunter Wilds
1943 messages · Page 2 of 2 (latest)
Fixed it, fresh install and then re-downloading the latest Re-Framework update from Fluffy Mod was the fix.
Did all that prior to the uninstall and reinstall and was no joy, fired from the hip here on this.
Thanks everyone!
Yeah, that might have been because you were using an old version of reframework. Good to see it is working now.
01228 should be the latest and updated about 2 hours ago. It is usually best to get the nightly version rather than what is on nexus. https://github.com/praydog/REFramework-nightly/releases/tag/nightly-01228-d294aa723f89bcf72625fb8497e548efd7cf95a8
the app's effect doesn't even show up on recordings so i don't think it's that
nightly 1228 isn't working for me

I haven't played with this version yet but the previous one was working fine
The flickering happens on every tetrad shot activation and on every discerning dodge too
Newest Reshade, Reno and reframework
Disabling blurred lunimance in the post processing effect mod apparently fixes it
same textures and paks don't work though
Is it just me or do the blue rocks in the grand hub look a lot better
like almost more 3d
maybe they changed the high res pack rocks?
I tried it. Sharpness is really good but much more artifacts than ingame old dlss 🙁
Maybe ditch RT and just go with 150% res
I'd be surprised, when they touched the high res texture pack last patch they only made things worst. Waiting for the new revised mod.
I did not play the game after the TU, I just run and test the waters to see potential collateral damage in mods. As well as check if performance got any better.
But did not do actual hunts so maybe indeed some weapon/monster effects could trigger that flicker-like brightness delta... I just tested the seikret gliding action
still never noticed it
I did notice during the at uth duna fight it would sometimes look like sdr
I shared my preset settings.. you can experiment if it does it with mine settings....
I tested it on windward plains plenty during daytime/morning
From the cliff directly from base camp, while descending in the air use seikret gliding and pay attention to the brightness changes
it is not a real flicker in my case but some settings are definetly being enabled/disabled when glide shaders are in place
maybe something wrong with me. but i like vanilla better hahaha
If you like the vanilla grading then it’s fine yeah. The vanilla params option in this mod is more faithful however.
Nah i'm just fool. I setup renodx incorrectly. Now its miles better than original...
Is it possible to get a framerate higher than 80 in this game on mid-range CPUs? I've been trying to configure this game to get over 80 and regardless of my settings, I can't for the life of me break around 70FPS. Both ultra preset and medium provide similar framerate.
5900x + 5070Ti at 4K
not really, would really recommend just targeting 60 and doubling it with frame gen
Btw i found best settings for me
DLAA at 120% with framegen. Its very heavy and my 4080 just barely enough but its super crisp.
DLSS must be default version (3.10.2)
This is the first game I can remember that runs so terribly with such poor graphics.
The latest update is just a joke, all the textures are straight from the PSP era.
And this is WITH high texture pack! It's scary to imagine what it's like without him
Today I’m going to try HRTP mod and I'll see if that fixes the problem
if you have vsync enabled in nvcp and and you have 165hz monitor that might be your problem.
I was getting hard locked at 82 fps no matter what
nah I have a 4k120 C3
Then O I don't know, cpu is not cutting it probably
but no matter what I do I can't get over 80
since using framegen on this display kinda reeks I'd rather try to lower settings instead
Yeah but also frame pacing is kinda ass in this game without FG.
I don't like FG in general but this game kinda forces me
Not sure if it is even frame pacing, even if my frame time is flat at native 75 fps lets say, it doesn't feel like it. Some other game at 75 fps feels better even with worse frame time graph
I haven't noticed any uneven pacing in Wilds lately
It is like of the effect of vrr is not engaged
But it is engaged, when I check it with Display Commander
So LFC toggling?
I don't know, if frame gen is enabled even from 35 fps to 70 fps feels smoother on the monitor
Only this game tho..
Do you have reflex on all the time?
Idk, worth a shot. I was just gonna say it is forced on for frame gen so if it's not on normally that could be the culprit
Yeah maybe I can fiddle a bit more after the work today.
I had accepted this game was ass on native frames but since I heard otherwise now, I will try to find the culprit..
it only really feels shitty when <50 to me
which is only when I have DLAA on for taking screenshots
Nobody said so, lol
That is why I am trying to figure out why it feels less smooth compared to other games at similar native frame rates..
I don't like the fuzzyness which FG causes..
But on this f.king game it doesn't feel smooth for me otherwise.
But it seems like my setup has a problem around this game..
I know this is a reach but does anyone by any chance have any idea why this is happening? Everything is wavy/shimmering and constantly shifting. The eyebrows float up and down the hair too the clothes too. This is on a fresh install I just added reshade and renodx and REFramework. I tried messing with DLSS and framegen to no avail.
I don't know if I am blind or what but the video looks perfectly fine. I think you were seeing something the video was not recording.
I will try to get a more close up video give me a sec
Did your issue happen without any reframework or reno.
Happened both with and without. Sorry for the wait but on relaunch the game shat itself so give me a bit to fix it 
are you trying to use SpecialK with Reno?
if so, don't do it
Nope learned that lesson in the past xD
While I reinstall the game I recorded via my phone the video so quality is shit but you can see what's going on with his eyebrows. That applies to the hair and clothes too
If it makes you comfortable, I am also noticing temporal stability with the newest patch
obviously did not try character creator, but in game objects there are annoying LOD texture quality changes happening back and forth making them kind of unstable
they somehow manage to f.k up something else every time they fix something
Video makes it more noticeable and yeah I think the newest patch introduced this issue.
I see it vaguely on my end but not as noticeable. It may have been something that got changed with the performance fixes.
As for that error idk. I have gotten 2 crashes so far this patch. I am unsure if it is the latest reframework that is causing the crashes.
Turns out just deleting the D3D folder and verifying the game files did the trick
But glad im not the only one
I thought maybe it could be DLSS or framegen being wonky but that was taken with DLAA and no framegen
this overrides the dlss files to their original ones
if you had replaced dlss stuff with newer versions
maybe new dlss was causing it
just an idea
Ya will give it a try with various DLSS versions
Tho I had that happen with one other game and never again until now. Here it was much more noticable. Quality is shit but you can still see her choker melting
I'm on 4.5 ultra performance L. I thought it was just normal at this point.
I haven't had it that bad like you are experiencing.
good luck. I just refrain actually playing the game until the dust settles, mods are updated. I just do some tests here and there.
that is my new way of dealing with this games's technical mess -.-
All my mods work except the gooner skins usually almost every update 😛
Its not even due to DLSS in my case. Turning it off and using FXAA or TAA or both still produces the same result
I will just wait for an update I suppose 
have you tried enable/disable high res textures?
But you said it was already a problem in a different game
I havent but I will give it a try
and yeah stellar blade was much worse as you can see
Whole character was melting down
Asked a million people and no one ever figured it out
I didn't delete my shader.cache2 for this update. I wonder if the update compiliation had an issue.
Btw, I tried disabling frame generation and also disabled reflex and it instantly feels significantly smoother with reflex disabled...
I don't know why but enabling reflex without frame generation makes it less smooth
now my capped 75 native fps feels like 75...
Hell yeah glad that was the key
btw, does it also appear when you record it with a software instead of shooting with your phone?
What I am getting at is: is it display (monitor) problem or an actual rendering one?
nvm. stellar blade footage seems digital...
Ya stellar blade was recorded with game bar im pretty sure. I would like to think its not the monitors fault xD Tho it happened in 2 games out of like 30-50 I played on my new pc
So who knows why these two games decide to give up 
you would typically notice it also in windows and stuff otherwise but if it is only happening in hdr content or under certain brightness levels etc its easy to miss
probably a rendering problem indeed
Hm yeah I didnt notice it anywhere else but might try playing with hdr and brightness levels
Hoping an update will fix it tho
I played stellar blade over half a year ago and in the meantime basically all of my drivers for everything got updates
yeah I hope so, the new LOD instability pretty annoying to me
I have never played Wilds before but that does sound pretty annoying 
But it does seem to be in a better state than 3 months ago at least technically speaking from what I saw
It is one of the kind of things once you see it, you cannot unsee it
like what you have shown
most people will say they have nothing wrong with their game to dismiss my observation probably

I doubt many people really notice much or mind graphical issues unless they are really shoved into their faces
it is definitely better, performance wise, but previous update was the best for me.
With this new LOD "adjustments" they made, is a bit aggressive in my opinion. Changing draw distance does not help as much
other than that honestly it is in much better state
it will depend on your gpu budget
it will be much better experience I assume with lower memory gpu
but this new LOD is not scaling well with the draw distance settings in game
but with 24gb 4090 it is a downgrade 😄
Yeah tell me about it 
I tried the benchmark once some time ago and with this setup I couldnt hit stable 60 fps without framegen
that was when I gave up on the game for some time xD
depends on your graphics settings, but you should hit 65-70 fps consistently with that cpu
native frames..
Prior to any performance fix Wilds had terrible frametime and lag while reflex was on. I am not sure if it has been fixed since frame gen enables it by default.
Hopefully we get a mod to adjust the LOD behavior and also one to turn off the in-game denoiser (for DLSS 4.5)
yeah it would be really nice indeed
Vegetation popping in when you walk within 1ft of it is ridiculous
Well it was maxed out with ray tracing. I just assumed since in cyberpunk I could pull off 60 fps with raytracing without framegen that I could pull it off in Wilds too. But yeah no I couldnt really xD
also there is less annoying but absolutely present geometry polygon number changes happens more than necessary in my opinion
Yeah its bizarre
jesus that sounds bad
its very noticable in the grandhub
I wonder if they do something 😄
theres a number of LOD lines in the ini so surely something there must make it better...right??? 🥲
I mean we are talking about Capcom here
we saw numerious ineffective settings in the past
they don't run anti aliasing on the UI, happens in a lot of places
where they overlay 3d models on ui
like the armor previews
it should look fine in game
I treid setting them to 0 but had bugs, things will not load until I got really close
can't say unexpected 😄
try to increase 😄
with these devs it might work opposite
Oh could be so. Will check it out. Once the game allows me to play. Which it really doesnt want to 
I thought the game was supposed to be in a playable state now thats why I bought it 😭
restart steam
might be denuvo shenanigans
btw, you are experienced in reframework... Did you spot any exposed global variables that might help with LOD stuff in reframework?
there is a mod:
https://www.nexusmods.com/monsterhunterwilds/mods/816
which allows you to configure LOD, I plan to take a look into the script to see if there is a useful method to fiddle in reframework
you need v1.0 though, developer made it into a .dll plugin with v2
the texture mod has some recommendation on engine variables you can set in config.ini but ymmv
bro just adjusted bunch of different game engine parameter on each individual asset(like trees, grass, particles etc)...
I think Steam is having a stroke right now with servers. However, MHW tends to lose connection a lot on lobbies when an update happens.
you got got
(it's a lot more playable, but imo it still runs way too badly for the visuals presented)
Yeah I was expecting mindblowing visuals considering how hard it is to run the game
but seems like its mostly just sloppy optimisation 
I was fortunate enough to be stuck with the Xbox one S port of World
It was one of the worst ports I ever played
Holy hell the game ran and looked awful
probably ran better than launch wilds
i need to test this game on my A770 again though, I played like 80hr using 720p FSR ultra performance with framegen to get 40FPS because both intels awful drivers and the game's awful optimization
You can see for yourself xD https://www.youtube.com/watch?v=LDPjcJ50MX0
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Xbox one s was just too weak for the game
to be fair i was chucking a 1080/1440p card into 4k but still, the game was an absolute blob of pixels
It didnt even run at 1080p on the xbone 😭
That was standard for Xbox one really. 900p was a good turn out, 1080p was usually light games or first party stuff. 720p was common.
yeah was about to say
Didnt realise it was that much weaker than the base ps4
Im pretty sure the ps4 ran most games if not all at 1080p
Base Xbox one fucking sucked
Cant deny that
Genuinely just bad hardware imo
and I still stand by what I said, world on a last gen console still looks better than wilds on current gen
I'm officially back home, I'll hopefully get some time to look into the issues tonight
may have to wait until tomorrow though
speaking of resolutions, does anyone here play ultrawide?
can you fix the black bar issue by just playing in windowed mode?
(and if you have a 32:9, please share the experience lol)
I play in 21:9, ReFramework has a fix for the black bars in its settings
The fix works for 32:9 as well
cool! i guess it'd work in windowed mode where you can put other things on the sides
32:9 i mean
30fps locked, constant disconnects awful TAA
game was rough at launch specially
the load times too, but that was more on the HDDs
I played World at launch on a ps4 pro, didnt even run well there.
Uncapped framerate (I think all MH games were before Rise?)
@worn pawn Hello sir, I am writing this comment in order to get some guidance about the settings, I tried a lot ways and search practically the whole internet but I cant find any answers, I tried to use rehydrated hdr mod even paid for martys regrade but after trying for almost a week I decided to just use reno hdr, but it seems off always because it always came with the settings off and the more I tweaked the worse it looks, I have a quite powerfull pc and also calibrated oled monitor but I am almost giving up because the game looks horrible no matter what I do, If have to pay to join any chat I will do it, please anyone give some light and thanks in advance
- fix flashing issue with local exposure adjustments
- add missing fog shader with RT (still no fog shaders when RT off, sorry)
my recommended settings would just be the presets in the mod tbh
no added reshade presets or anything else
@worn pawn Thanks for your reply sir, so just to summarize it is supposed to look as intended just as it comes? And no I never used any reshade presets nor i have any other mod conflicting anyway I will share a picture and show you, also one of my biggest doubts is: should I choose beetwen the regrade preset or vainilla+ in the reno settings?
You should use which ever looks best for you. The vanilla+ is pretty and regrade if you just want a click and done setting. You can always adjust the sliders to your liking messing with the lut and all the other stuff.
Try posting an HDR photo of your game to get an idea what it looks like.
Reframework ultrawide fix option removes the tiny bars. I think it does it for 32:9 as well since I am on a 21:9. Doesn't Wilds only have fullscreen and borderless windowed.
@loud oasis Thanks for the reply, how do share an hdr picture without messing with the color data? Should i make an in game photo or just screenshot?
I think with the release from Jon fixed it I will try to share some in game pictures
Reshade has an HDR screenshot feature by clicking the print screen button. You can just post it in here. The photo should end up in your main directory where reshade is at.
You can do the overlay of the game. There is an option to do both with overlay and without.
@loud oasis This is the latest reno hdr update just an hour ago with lens distorsion and filmic grain disabled and the settings just as it comes, would you say is a good starting point? I have been seen so much screenshots and tweking so much thins that I dont trust my own eyes anymore
Well the basic preset is already good and this looks fine to me.
It all comes downto your preference on how you want the game to look.
Myself I am a more highlights and saturation type of guy so each of us have our own preference.
Nice cat name btw 
This time I think I got it because everything got updated, thank so much for your help, now I can finally play after almost a week searching for solutions, I am really happy and mad at the same time, I waited almost a whole year just find out capcom dont give any shit about their game
yeah that screenshot looks correct to me
there's no "right" choice. The defaults are the best vanilla friendly settings, just follows the SDR tonemapper but forcing it to make use of the full range
Great! Thank so much for you work
I send some support throu ko-fi I dont if you receive it because this is my first time using the platform, appreciate your work man
I appreciate it 🙏
You can always see other people's screenshots that include the reshade overlay and try their settings. It does come down to your preference at the end.
thanks, i'm heavily considering buying a 49" samsung oled whenever they update them like the 34"s, and maybe or maybe not selling my 4k 27" after that while it still has a decent price
turns out Windows scaling kills off some of the benefits of the massive resolution and ppi, i cant see properly below 150% scale
i think the benefits are mostly inside games where clarity is much better + you can see tiny details
4K at low scale is pretty usable with larger displays for me, it might be due to the small monitor
yeah altho it might not be crazy different for 32" which is the other option
i will not consider a 42" TV xdd
i'll try to go see a 32" 4k closely to see if it's a good compromise
hello this is the first time im trying out this mod and i cant get it to work for the life of me
these are all the mods i have, no pak mods
i tried deleting the games shader cache and nvidia glcache and still the same 4 errors show up for me im lost
Is it the latest version posted above?
its the latest from nexus
i tried out this one still same issue
Have you tried without any reframework mods?
i turned off loose files as well
I am pretty sure most mods require you to have loose file load enabled. There may be some conflicting issue on reframework side. Try deleting the re2_fw_config.txt file in your main directory and have loose file loader enabled.
If you are running the post processing mod, make sure you followed the sticky of what options to have enabled as well.
i only disabled the loose file loader along with the rest of the mods to debug the problem for renodx
when i make it work i will enable it again
Literally any mods that change anything about the visuals at an engine level could be at fault. You’ve got a lot of mods so it may be easier to add things one by one and figure out what’s causing problems.
here i removed everything @worn pawn
all the mods and also the loose file loader
i only have reframework, should i remove it as well?
Reframework config itself can break it too yeah
i dont have any camera settings
Try backing yours up and starting fresh
Not sure what else the issue could be unless you’re somehow on an older version of the game
I guess to be safe, try max settings if you aren’t?
Update could have caused issues with lower settings that we may not have seen
i moved the re2_fw_config.txt, set settings to ultra, deleted shader cache, no difference
i give up
ty all for trying to help
What is this 😭 Everything maxed out and the dinosaur thingy start turning into a blob from like 4 meters away
What version of Reshade are you using? Make sure it is the full addon. What version of reframework? I can see the version on top but I don't know off my head which build.
Just to be sure remove everything in your reframework folder, delete all the stuff related to reframework, and try revalidating your game files again.
There could also have been a mod in the natives folder that is bugging it out.
sometimes it is much worse, the rock textures/geometry/polygons(whatever it is) just under your feet changes LOD back and forth without even moving its damn annoying, it was not like this last week before 18th February update 
I love how game optimization has turned just into lowering the fidelity and game detail in general to make it run better 
Either that or just relying on DLSS/framegen doing the heavy lifting
they are preparing for nintendo switch 2, bar is already too low, they might continue butchering fidelity as we go forward. Performance improvements are nice but now they are now officially going too far with fidelity sacrifices...
How is the game supposed to run on the switch 2?
I mean the switch 2 hardware is much better compared to the OG but its still pretty bad overall
30fps is perfectly doable on switch 2
@grim ravine I think it has nothing to do with the mod, that is on capcoms end.....
Yeah I wasnt blaming the mod this is definitely on a small indie studio capcom 
@sacred oriole You have to many things installed, i am pretty sure is because of that, also unistall everything (the game also) and get the lastest updates of reframework on github, the first time you open the game let the shaders compile first, close the game, then put the reframework dll on the game exe location, boot the game then close it, and lastly install lastest reshade with addon and the lastest reno, i am pretty certain it should work. And are using any upscaling? try first without upscaling, is safe to use taa or dlaa, and lastly try disable windows auto hdr and color managment (this last thing only fuck with your colors)
in my latest messages i say that i removed everything
i also mentioned that I deleted the reframework config the natives folder, reframework folder, disabled loose files, theres also no uncompressed pak files, or additional mod pak files
this is just the the vanilla game with reshade 6.7.2 with addon support and default config REFramework-93-Nightly01208-1766904549 as far as I can tell
i must be doing something wrong but i cant tell what it is i just gave up
if someday i try to redownload the game i will start by adding renodx first thing on the fresh game
but right now i dont feel like downloading all that
Verify your files and delete reframework temporarily. I had an issue with crashing, and verifying + re-modding the game once Reno was setup fixed it.
Nightly 01208 O_O? We are already at 01230. Try getting the latest one here https://github.com/praydog/REFramework-nightly/releases/tag/nightly-01230-b74c47648cb0042d8c353a494837ef78e77baf1b
That might be the issue with you using a very outdated version if it is 01208.
There has been probably 14-15 updated nightly since that version.
its because i generally only update ref when new updates hit nexus or when i get a problem
i think thats the latest ver in nexus for now
i did update to latest from github after i replied here and still no luck
Hmm ok. The nexus one usualyl doens't get updated as often. The nightly is the one that is updated pretty often through github. I really have no idea at this point if you have done a clean install of everything.
i havent reinstalled the game bc my internet is slow it would take a while
if i ever have the time i will try to set up renodx on the clean game install
Doing a game verify should be more than enough as it checks for any changes on the game files. If any are missing it simply will redownload the files. If some have been modified it should overwrite with the original file I think.
I doubt the GPU driver would be causing this.
Its heat effect
like in desert
its totally fine and intended
Is there a way to fix this banding?
try the dithering or film grain options, but no not really
Yes yes heat effect in character creation menu before you even start the game totally intended 🤭
And?
Wym obviously its not
I fail to see why they would apply that effect in the character creator. Its like applying rain or wind or something else in the character creator

Its not new patch
In character creation menu it was even on release 100%
Yeah I went to watch a youtube video and it really is like that on a 11 month old video wtf
I thought it was my PC causing that heat effect crap

Was like that in rise too
When they draw 3d objects on top of ui it always happens
Look at armor preview while crafting and you'll notice it.
oh, I'm a dummy, never did the SDR shaders
@sacred oriole any chance you're an SDR user?
yes i am
i fixed the issue
thanks for all the brainstorming
actually my fault, I never did the SDR shaders
partially anyway, it was only the post processing shaders missing
but i just got working now i didnt update anything
all the sliders change stuff for me maybe im still missing some options?
it would be the tonemap parameters and local exposure sliders
- add missing SDR post processing shaders
I was thinking it was the SDR but in the photo the debug overlay showed HDR. I guess I should have asked 
Unless I misread it
hdr for dlss means a different thing
just mean the image is in uncapped linear space
My mistake then. Not that I could have figured anything out. At least Jon got the missing shaders. I wonder how many others are experiencing this from Nexus.
no no my issue was completely unrelated
So what was the issue and the solution?
Does this affect hdr users?
Shouldn’t
Does anyone else also notice these stripes sometimes?
Sometimes they are very visible
hmmm. it fixed by preset m...
Try forcing L too
Is l better than m?
Looks worse in some places like scarlet forest water
If you were using preset k before then try j instead also
I go back and forth between that and m
Generally yeah. There's less of the GI sizzling and it lacks the over sharpened look, and it does slightly better with particles. Comes with a light performance hit though.
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I'm not sure what J offers over K but DLSS 4 just lacks a lot of clarity provided with DLSS 4.5, so I can't really imagine going back
there's hardly a difference
main thing is it fixes a lot of the issues the k and j models had
but also adds rt boiling in a lot of games
which imo is a lot worse
it's hard to tell the better clarity without a side by side and it has worse performance
unusable in wilds because of the taa noise issues imo I don't have a problem with the ghosting though
still don't know why it's worse on dlss 4.5
For reference: #1347155473266114580 message
J fixes pretty much all of the issues that K has with volumetrics in this game and others
still going to be worse than the newer models for stuff like small particles
if i had say a 5090 i would just use one of the newer models at a higher scale and forget about it but uhhh i don't
Yeah particle clarity and small highlights are the other big improvement
I'm using L at 4K DLSS performance
preset J was pretty much unuseable to me in everything I tested
everybody has different things they want to prioritize though
the telltale flickering that preset j has just doesnt happen in this game
Motion clarity in 4.5 is a lot better too
but yeah my usual process up until the new stuff was to just default to k and try j if the game had pretty nasty volumetrics, it's nice here and in doom the dark ages
it's a shame the newer models aren't quite free
hell a couple of rare games like death stranding and forza horizon 5 still look best with preset f dlaa though i havent gone back and tried the new models on ds
And yeah once you fix DLSS 4 issues there isnt much left to want, so long as you're on a RTX 4000 or 5000 series card
Besides figuring out how to disable the denoiser, but L seems to handle that interaction better to begin with
what does 4000 and 5000 cards have to do with anything
the new models are faster on them
yeah he was comparing to dlss 4 though
if you have like a strict performance target or if you're using high scales it can still be an issue though
trying preset m is funny at dlaa sometimes because in say forza it'll just nuke 40fps from my system (on a 4070ti at that)
man i wish this afi armor was brighter
mainly around 400 nits
looks clipped
man this new version is so unstable
i keep crashing
Where is the blinding highlight 
That looks very dull on the white. For a sec I thought I had my HDR off.
because its an obvious factor if youre comparing models
confused why youd even ask that
i was comparing dlss4 to dlss4.5 quite obviously
DLSS 4 uses hardware that only the 40 series and up has. 30 series and below can emulate that but it is much less efficient. DLSS 4.5 is a larger model and uses more of this hardware, making it even more taxing on 30 series and below.
dlss 4 shouldn't even be used if you don't have a 4000 or up it's a huge peformance hit
like comparing human shit to dog shit
still shit
plus we weren't talking about performance at the time so I thought you were trying to say there was a visual difference for 3000 models
You literally mentioned performance, figure out what you're talking about before you start nitpicking what I'm saying. Idk what your deal is but each interaction with you in here has been like this.
I'm saying the benefits for DLSS 4.5 over 4 are pretty clear (minus denoiser/rt interaction) but the performance hit would be too severe if you're not on the latest RTX generations
why are you getting so mad bro my bad twin i thought we were having a conversation
DLSS 4.5*
this dlss shit serious
Even on a 5090, M, and especially L, are really heavy
Yeah there's a reason why they're recommended at perf or lower
Still gonna use M in addition to DLAA at 3440x1440 😈
Now that's heavy
I gotta get every last drop of power from this absurdly priced card
What's your performance like?
@worn pawn im curious do you even playing wilds anymore? lol
or just run around looking for shaders and stuff lol
actually played it after the rework for a bit lol
I'm still not terribly far in the game though
Haven't seen you talk about game stuff before lol
I just haven't been playing games nearly as much lately
you finish the main story?
yeah
one sec lemme pull up my HR
my HR with my hours played is straight up hilarious
yeah i can't imagine
i think even mine is like >1/3rd running around testing graphics, hdr, and other mods
lmao
116+
crazy
Still more rich than me at this point after upgrading the new armor 💀
steam seems like too much though
maybe it only counts missions?
or just not afk time
not sure. Steam is probably inflated by the game not fully closngi sometime or something
Depends also if you close the game without saving.
A lot of games do that with autosave. My steam playtime is larger than a save. Sometimes on games dying and respawning only counts towards time after the next save.
yeah i've got like 1.6k hours in warframe but like 800 or something in game
Can’t hop in game atm to give exacts, but I don’t think I’ve seen it drop below 60 outside of some rare moments in the Scarlet Forest pre performance patches. Usually hovers at my 75 fps cap (then I use 2x frameslop)
As someone on a 30 series DLSS 4.0 K on performance was the new 3.5 Quality but better. The hit wasn't noticeable if not better with performance. On 4.5 M/L are the new choices for perf/ultra perf while K is the standard still. If you have a 40/50 then you can sneak away with M/L on any choice. Ultra performance L on a 30 series for me has better quality than performance K with more frame rate.
In older games that I can maintain my max frames, I tend to stick to Performance M. otherwise, M on modern games is quite a hit depending on the game.
For Wilds if I do performance M I lose about 10-13 frames opposed to performance K. Meanwhile Ultra perf L gives me about 10 more frames.
Yeah I'd have to go back and jump through each different preset at this point, since I've more or less balanced the games performance improvements by increasing the rendering load (adding renodx and moving from dlss 3 -> 4 -> 4.5)
Performance M and Quality K have the same performance I think for me. I don't run quality on wilds but that is what I saw. I mainly run performance K on most games unless I can reach my max with quality K.
Some day I will get a 40/50 or 60
For now my 3080 on 3440x1440 is still holding strong. So long as DLSS keeps helping us with upscaling. I don't care what people think about "fake frames."
yeah thats about right
only thing that matters is the image quality, its all smoke and mirrors to begin with
Dlss 4.5 preset M with DLAA 120% looks not that bad
But its heavy my 4080 can’t run it fine without framegen. With frame gen it’s playable. This game so blurry this pisses me off
- adjust how min nits is calculated, which should help a bit with it looking just a little too dark
- replace blowout code and update default value and regrade preset (castlecsf naka rushton etc etc)
Seems odd the game is that blurry for you
I have stupid questions i think.... Is it recommended to always update to the lastest release or is it just for people who have problems with their version?
Just to know if i have to keep checking updates
You don't need to if you're happy with where it's at
You only need to when a game update comes out that changes the shaders. Otherwise it’s just improvements/changes you may not care about.
Though I’m mostly done with updating the mod in substantial ways at this point. Maybe when the stuff shortfuse has been cooking gets finished I’ll rework things again.
whats he cooking?
tonemapping and grading system that might let me replace the per channel tonemap in the game entirely
though I don't think it's terribly necessary here, the game's visual issues aren't super related to it at this point
thats fun
Do you smell what The Fuse is cooking 🤨
Title screen time
entirely possible I'm underestimating how much time I've spent there lol
Anyone know what does the "LUT EXPOSURE REVERSE" do exactly? choosing beetwen pregrade and vainilla i get a feeling that pregade feel better but its a bit blurry and need manual tweaking
Also the HDR analisis overlay i seen in this chat are some external tool or is included in reshade?
it basically "undoes" the brightness adjustments from the color grading and only uses the color changes.
it's a bit more complicated than that but that's all you really need to know
Yeah i thought it was complicated but with what you told i have enough
My only and last issue is with the "default" brightness, my game looks awesome as i am tweaking things for my taste but some cutscenes are like too "bright" anyway i am going link a picture as is easier to understand
The first picture is with 203 in game brightness and second is "default" to 138 I dont know what default is that but that fixes the cutscenes a lot since i dont want to mess a lot of things, because if I reset the peak brightness it goes to 600 bacuse that is the windows hdr calibration mi display is supposed to have 1300 nits so any thoughts?
Also the picture is way brighter in my screen
Adjusting the peak brightness also fixes the brightness, so i dont know wich one should i adjust
Just manually adjust the peak brightness
You can play around in presets 2 and 3 to adjust your settings
Preset 1 is the one it will default to on startup
Are you saying the windows 11 hdr calibration puts your monitor at 600 or 1300 nits?
windows hdr calibration puts mi display at 600.....
that's extremely bright yeah
I have lg oled that is supposed to have 1300 nbits
what other settings are you using?
okey i think i should tone down the brightness then
well, 203 brightness shouldn't be anywhere close to that bright I don't think
I'd have to check the cutscene I guess
I am 100 sure there is nothing wrong with your update
This is me fighting with windows and hdr mess
What LG model?
Choosing preset 2 fixes it as it "defaults" the brightness settings
windows won't be much of a factor here, windows HDR is actually good as much as people like to say it isn't
let me see if that cutscene is just cooked real quick
LG ultragear 27GX704A-B
it's just that scene, just bright af
Actually using 600 brightness fixes it, as is what windows calibration says i have, but lg says is 1300 nits in peak brightness so... either is lg lying or i just dont understand how hdr nits works....
So with everything in mind shoud I use the 600 nits or 1000 nits? Because the rest of the gameplay looks fine but I dont want lose "nits" per say
Rtings says it's more in the 1300 range yeah
That is not the same model
windows hdr calibration should give you the right value
I mean if you had it professionally calibrated, that could definitely change brightness in the real world
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Oh you're right, that damn one number difference
I think i got it, thank you so much again, this is just me tweaking things based on what mi display was supposed to do vs what it does in real life....
At first i thought it was the same one but no
everything solved now guys
I just trusted too much on the advertised specs.....
No no, I just paid a patreon to view his settings as it only tweaks very minor things
What are the hdr10 analisys tool guys use
The overlay can be installed through Reshade by looking for Lilium on the list. There is an HDR analysis filter there. I forget the exact name. lilium_hdrand_sdr_analysis.fx
Thanks!! A
Is there any guide somewhere that explains what I am supposed to look at?
Or you guys are all color enginers and i am the only dumb one here?
I believe there is a guide but I do not have the link.
Nah, I am pretty dumb when it comes to all the technical understanding behind HDR.
It’s blurry then oversharped
And ghosting
So messy game
the oversharpening should be more of a preset M issue
ghosting idk, i dont see any with 4.5
@worn pawn is it possible that there's a shader for something like this? im assuming no
how would you even find out if there is?
Maybe. I’d just load up the devkit and toggle draws until it disappears. It’s possible it’s just clamped for some reason.
found most of em couldn't find the flame particle at the top
works for the other version of the set too
I’ll take a look at em tomorrow and see if there’s anything obvious
oh cool ty
if anything clipped it's probably just the main fire plumes
the particles seem brighter
odd i can try to get it again
it woulda decompiled them before i sent them but idk how to decompile these ones
not your fault, nothing you can do about it
technically didn't even try to decompile the one you sent, just searched my full shader dump folder for the hash and it apparently didn't decompile for me
oh not the decomp.exe?
oh huh
i was trying that before but it wassn't working
ig i was just testing on a bad shader
There’s a script in the tools channel
But yeah there’s probably an unsupported instruction
Could probably spirvcross it
How is this looking? Opinions?
Too red and too dark I think. I don't know the correct vocab 
That area in general is wonky spot for show casing. I think adap did a few there and the area usually looked too dark.
🤣

love the palico
You didnt seen the sekiret name
i havent played MHW in like 2 months i legit forgot what mine were named
did they add anything cool over the last few months?
A think 2 new skins for them. There was a minor QoL to them with how they run I believe.
main issue used to be the clipping on the forge i believe
jon fixed that since then though
yeah still did look pretty dark though
god i forgot how bad the cliffs used to look
Oh right I forgot it was when a lot of stuff were being too dark on that version of reno.
our lord and savior jon
Either way Yu's picture looks too red to me. I think too much saturation is being used.
yeahh i mean ultimately it's up to what you like but personally i'd just stick to regrade or vanilla
Yes, I didnt notice the saturation until the photo so i wanted some opinions, whenever i play i just crank up the saturation until i regret it now is set to 60 i think is good before it was 70
These pictures are just fogged and unfogged right?
yeah
game doesn't look like that anymore though
for me i tried the fog remover mod before but didnt like it. pushing it back slightly looked better to me
Now is like this, first one is mine, second is saturation default at 50, and third one is the second unfogged
I do not even know where that furnace is to take a screenshot. I assume the fire isn't always active
It was an issue in previous releases?
yeah jon cooked
I started this game couple days ago so i dont know how is this going to look endgame
In very specific scenes the unfogged is just so much better
They could tweaked the fogged beetwen scenes more.... guess selling skins is more important to them
It might be, I am in that location and tried night as well. I do remember the quest of it.
I also forget that our own windows HDR calibration has an effect how we see other's screenshots. I run the highest saturation on mine 
I guess this is a nice spot but these are my settings.
Interesting settings, how did make the reshade ui appear in the screenshot?
In the settings there is an option to enable the overlay to be taken separately with screenshots. It basically does it with and one without it.
Should be in the screenshot section of Reshade settings
got it
here's an experimental build in case anybody feels like playing around with something new
a third tonemapping option (try 0 blowout if you use it and adjust from there)
also added an option to skip blurred luminance like the old versions worked
interesting
i don't think i even have a mod that uses this tbh lol
idk the point of it
for a long time i`ve noticed that the volumetrics are blurry... and blocky(?) when they appear and disappear. This only happens with dlss but not with Taa+fxaa. The image overall is sharper with dlss but with taa+fxaa the image is more stable. Is there a way renodx or anyone outside of capcom/nvidia could fix the dlss implementation?
It’s the transformer model preset K doing that. Just force a different preset
do you recommend one specifically? i dont really want to use old cnn model and im not sure the newest one is good for dlss quality
ill try the newest one though
I use M but everybody has different preferences
alright thank you. preset m fixes that particular issue but has other problems. Ill play around with some more settings👍
I think I'll stick with preset L. Seems to have slightly worse performance but looks great
This holds up for Wilds too
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here's some MH Wilds concept art. RenoDX is objectively correct
I actually thought it was a RenoDX screenshot at first 😅
What does it mean? Is this a in game screenshot or something else?...sorry if the question sounds dumb, gorgeous picture btw
official concept art for the game posted by capcom on twitter. It's a drawing or some other sort of render of some kind
not in-game
heh, it means Capcom is incompetent technically to reflect their own artistic vision(scene in the concept art) in actual game properly..
it's a shame the region didn't end up with that kind of alien looking foliage
I still love how the area looks but this concept is that little bit better
I was mostly talking about lightening, colors, tone mapping etc..
But yeah I wish we had some sort of Coral highlands style a bit more divorced from reality local
Scarlet Forest still hands down the best looking area in the game
Seriously, thinking again, only saving grace in terms of local is Scarlet Forest in this game.
Desert-> too yellow/brown..
Vaseline basin -> ugly smeary (probably intentional) textures, too orange during lava time..
Milky wyveria -> 50 shades of gray, only gray..
Ice# cliff -> only white...
I wonder what the area in the expansion will be
would be cool if they added new weather to existing areas as well
Was easy to guess it’d be a snow map in World considering we didn’t have hot drinks until expac
this is probably copium but i'm convinced that the DLC's map will be focused on underwater areas (and that the gimmick of the DLC will be the return of underwater combat + the clutch claw)
this is for a few reasons
-Implementing that entire underwater movement system purely for a small part of the Lagiacrus fight would be crazy, so I think it's pretty likely that they'll reuse it or expand upon it in some way later
-Wilds seemingly has unique clutch claw models for each armor set to match the slingers, which is pretty crazy considering clutch claw is only used in that one fight (i could be wrong on this, clutch claw may just be an animation applied to the existing slinger models?)
-Scarlet Forest's icon location on the world map was moved downwards in a title update, which left a pretty sizagble empty space. It's likely that'll be where the DLC area's icon goes, and the north boundary of the scarlet forest is a big lake (and presumably the DLC map will be physically connected to the main game's maps somehow)
Yeah that's pure copium and would be a really awful choice
It just doesn't make sense as a gameplay mechanic because it splinters the roster
My theory is a floating city of some kind, utilizing their experimentation in each region to create it
Having shit in the sky would be pretty rad. Especially in an open world monster hunter. Would be cool to “go” there
4U (best game) had a map that consisted mostly of floating rocks in the sky
And it was the best. Sky areas are the best 😁
Yeah that's my thought. They've got the anti-gravity tech in iceshard, generating water from scarlet forest, growing food in Wyveria, an internal engine from oilwell, and tech from Windward to mitigate lightning. The gog update showed there is still wyverian tech they have yet to uncover.
Otherwise there's the obvious big dust cloud you can see from the hub
There is?
Oh you know what, it probably is some sky biome, considering Wilds is a 4U sequel
Yeah the lore for previous civilization they’re learning about is like super advanced so it’d be a waste if we don’t see anything more than a big laser and zohshia
Looking back towards suja and the hub entrance
its perpetually there, people were investigating it earlier on with freecam but you cant see anything
could anyone help me with those errors?
i did a fresh install of Wilds and installed only reframework + reshade + reno
Did you eneable loose files in reframe?
yeah, tried it with both on and off, same errors
the only one i know is the fog shader error which needs raytracing on to function.
ouch... i cant afford to run raytracing cause of my low tier gpu
to add a bit more info, none of the sliders work for me
im running it on windows 11. My pc monitor dont support HDR, but i heard this could work with SDR as well
ray tracing is needed to properly function.... what gpu do you have?
maybe with some tweaking and frame generation you should get at least 60fps to play
even downscale
is it necessary? it dont say anything about that in the mod page
i have a gtx 1660 💀
The fog shader isn’t a big issue, just can’t use the fog slider. The rest of those errors are caused by other mods or reframework settings
Unless the game got an update today or something
I just tested in SDR and it is working fine for me. I am using that preview build of Renodx though. Not sure if that makes a difference. Probably not
there was no other mods T..T
i tried everything, seems like my pc refuses to let me run reno 🫠
there has to be something that's causing the shaders to be different from the unmodified game, it's not just random
No clue what it could be. I did a fresh install of the game.
Uninstalling in steam will keep mod files in the directory usually
Try deleting your reframework config
Having the same issue on a 1660ti. I removed all mods, wiped and reinstalled reframework from Github, and deleted shader cache and it still shows all those errors
also updated reshade and verified files in steam
honestly wouldn't be surprised if it's just the 16 series being awful
Yeah Windows 10
Not sure then, sorry
All good, not exactly running the game at the highest fidelity on this card anyways
That one person had the same issues the other week. They never explained what the issue and solution was 🤷🏻♂️
@worn pawn is this psychotm implemented in the last build you sent?
the sliders not doing anything that i can notice
Yeah, though the grading stuff isn’t.
Is it there any shortcut to toggle beetwen presets? I find the cutscenes and the start menu background doesnt work like the actual gameplay so i made 2 presets wondering if there is a quickswicth like normal reshade presets
unfortunately no
does look pretty much identical here, which is weird. Is mod status showing good?
yeah
lemme re-download in case im on the wrong one
yeah still nothing
check the fruit on the table where you eat, I can't remember what kind of difference there is in the sky
might've not had the file saved when creating the build?
uhhhh weird
shows good both tm's
I'll have to check that build I guess
yeah that build works fine for me 🤷
yeah idk i did like every bug fixing thing i could think of. Delete shader cache, turned off all mods besides REF, redownloaded the addon here (again) #1451965513671508110 message, changed to the default regrade preset, waited a while after switching tonemappers even switching to vanilla before to make sure it's initializing and the tonemapper slider is working, and still I don't see a visual difference.
I did notice when switching this time i saw a small bump in brightness throughout on the analysis graph but I don't see anything different visually. you tell me tho maybe it's just me that can't see it.
@swift ledge try lowering peak to see how if looks. It’s possible it’s just a large enough dynamic range that the impact of it doesn’t really matter much.
You ever solve this?
Saw this on a driver update thread for nvidia it may have been a driver issue
i think it was fixed by the addon update
I think it was fixed when Jon released this one #1451965513671508110 message
I never saw anymore flickers.
oh okay weird i never saw it
Latest one is here #1451965513671508110 message
there's a newer one on the 25th
yeah no reason not to use the experimental one really
also adap did you try this?
oh wait I'm a dummy, yes the difference looks right in your screenshots
couldn't tell shit on my phone
the differences will be most apparent the more it needs to tonemap down
oh i forgot
really? i don't see anything lol
it's not a game changing thing
saturated colors should be perceptually more sensible
and it has the necessary amount of blowout baked into it
but I'd already tuned the max channel + blowout tonemap manually and...it came out kinda similarly
yeah i mean i thought so but i can usually tell a difference between other tonemappers tho
it's still based around neutwo
ill do some more testing to see and do what you were talking about earlier
wdym isn't it it's own tonemapper?
it should be super obvious in SDR
it's complicated I guess
idk what neutwo even is tbh it kinda just appeared outta no where
a tone mapper shortfuse cooked up
the psycho option is part of a whole visual system shortfuse is working on, though this is just the display mapper portion of it, and it uses neutwo as a component
I can't go into more detail because I don't understand it fully 😅
I will certainly mess up the explanation
aight ill check it out in sdr in a bit then. i mainly care about what it does in practice anyway rather than the "theory" behind it
been lurking in the lab chat seeing what shortfuse been cooking with psycho and it looked really good which is why im so confused that i'm not seeing a difference
hard to explain the benefits without explaining the theory I guess.
basically the goal is to blowout colors in a way that matches what our eyes do/want to see and merging that with the limits of drawing something onto a screen
it's kinda sorta what me and musa have been doing with our mods just more systemically correct. The main benefit over it should be that saturated colors display brighter before blowing out (and the blowout might be more aggressive, it definitely is in SDR).
on a technical level it's not similar to what me and musa are doing at all really lol

yeah def more noticeable here can even tell slightly with normal peak nits
neutwo looking way better ngl
makes since the " small bump" in the graph i mentioned earlier was psycho game brightness just moving up slightly
psycho needs to be checked with blowout at 0
Did you ever test it Jon did urs look like mine?
I think so. It has more blowout than the neutwo option. In theory it’s a more detailed representation of the luminance but this game is so goofy bright randomly that idk if it’s ideal.
ig blowout is kinda built into it or something similar maybe?
Yeah

is the regrade a better preset than vanilla+ or how do they differ?
the key difference is it undoes the luminance adjustments from the game's color grading, but keeps the color changes. In most cases it's a more natural look, but whether it's preferred or not will hinge on how you feel about the game's color grading choices. I had to adjust the image with our grading tools to create a pleasing image (without any adjustments it looks really bad, there are some adjustments that aren't exposed in the settings to get a good baseline).
the setting that undoes the luminance adustments in their grading is lut exposure reverse
Thanks for explaining
I'll probably stick to vanilla+ since i always like some kind of dev artistic intention
@worn pawn how cooked are volumetrics in Wilds?
Me and Toru experimented with IS-FAST noise + Tricubic B-Spline filtering that I added to rendering.hlsl
Makes Low setting volumetrics look as good as Ultra settings in games
Or if a game has extra cooked volumetrics even at the highest settings, fixes all issues with pixelation and/or noise
The other thing I remember with Wilds and RE engine titles in general was disgusting usage of dither which cooked foliage.
I have a technique from AC Shadows for using Stochastic alpha which we combine with IS-FAST noise to solve meme dither issues
Memes like these would be solved
Volumetrics look fine. The main visual blemish is the banding in the sky. There’s also dithered alpha but it’s a proximity to the camera thing to save bandwidth
Never could find the shader responsible for the banding, need to find it and add dithering
I should pay more attention to the volumetrics though
But also as often as this game gets engine upgrades I just don’t think I care enough to maintain something that extensive.
how dare you change the artistic intent smh these mod devs think they know better than the pros (this was a joke btw if you're seeing this later lol)
suspected as much, if its still getting updated and shaders change then rip
IS-FAST is a goated method though
instantly makes anything stochastic better
DOF
volumetrics
SSR
AO
doesnt matter
I’ll definitely keep it in mind. Dishonored needs help with its screen space crepuscular rays so doing it there would be good.
Would also like to add GTAO to it
yeah adding randomization really helps, otherwise upscalers reconstruct the dither noise as patterns
but not a huge problem in wilds
the terrible denoiser is the main issue, if there is some open source denoising algo out there maybe the sahder can be replaced
I've been reading papers, can't say I saw any denoisers
Everyone is using Nbidia
Or there's AMD FX denoiser
I think wilds was using Nvidias Temporally Dense RT looking at the variable names in the shader files
Saw a paper for it from 2019 so you’d think it’d be pretty good
Being so new
Honestly the RT wasn’t completely useless it was blurry but I’ve def seen worse.
It was mainly the GI that was a an abomination
Or the resulting noise from it was atleast
with dlss 4.5 the upscaler comes with a sort of denoiser on it's own which is better than most
if there was a way to disable the in game denoiser that would probably look way better
but i haven't found a way yet
Jon tried, didn't work
Looks much worse
highly depends per game
I tried removing denoiser in Endfield
just had fireflies everywhere
probably becasue SSR was 720p
but 4.5 alone couldnt denoise the mess
This game also runs at like 1/8th resolution for gi or something like that
I didn't disable it all apparently. Someone in hdr den posted some results with disabling it in reframework that looked really good
they haven't finished the mod though
Oh interesting
In Reno?
was possible in DD2
tbh my biggest issue with it is the massive gaps in geometry that exist
genuinely mind boggling to me that they still haven't addressed the rt issues in scarlet forest, but maybe it's just cause it wouldn't help performance and that's all people care about right now
the gi noise is by far the worst
wish they'd add rt gi that'd be kinda cool now that the game runs like "normal"
especially in addition to a denoise mod
or ya know just fix the gi
🥀
@hollow jasper to answer your question though, idk what would be causing that unless you aren't on the latest build.
@bitter quail btw, the denoiser mod dropped today on nexusmods, so if u want to check it out, it's available
oh nice, how does it fare?
i used it and rt reflections are much nicer
What does the mod do exactly? I having hard time noticing it
it disables the rt denoiser
which means that there is much less noise or boiling in rt reflections and sometimes gi
nevermind i figure it out
thanks
i don't really notice a difference in gi tho, it's still horrible even with the mod
but in reflections it's really noticable
The amount of filters that fuck ups the whole game and also hits a performance a little bit keeps amazing me
I dont really understand why there is so much unnecesary filters and effects that doesnt help cutscenes or gameplay
i would enable at least one of the two 2022 versions tho, because i noticed while testing that disabling all seems to disable some gi, making things look way darker
yes
it's insane
idk what the devs where thinking ngl
It really does nothing aside from making their game look bad..
and it seems to be only in this game, not in other games using the same engine...
well thank god we have a big mod community
yeah
the creator of this mod also said that he is working on a graphics enhancement mod for wilds also
idk what that means but maybe it will make the game look nicer
i bet he found more unnecesary filters
maybe
i checked he's previous mods and he has a graphics enhancement for re4 remake
and it seems that he enabled many more rt effects and other stuff
interesting please keep us updated hahaha
he was talking about another game
i asked him on the mod's comments and he told me that he will do one for wilds soon
@worn pawn you get rid of the blurred luminance slider?
or did you just never add it to the main release
Uhhhh I don’t remember
i updated using rhi and it was fucked said it had old settings
I think it’s only in the test build, I don’t think I ever did a release
Wait no I think I pushed the code in my repo
Didn’t do nexus that’s for sure
yeah no psycho either
what model is this talking about
since when is there a new model
why would a model improve the ui they don't even touch them
At the bottom of the picture
“Preset B” is a new model of frame gen.
Only natively confirmed to be implemented in these 13 games
thought that was a old model
This a new frame gen preset
Not super resolution
DLSS 4.5 SR latest is preset M/L
Frame gen preset B
Natively supported in like 13 titles
With overwriting
Hi,
oddly enough, since installing ReShade addon 6.7.3 with RenoDX, I'm getting an error message and the game crashes. How can I fix this? I didn't have this problem until now; I was using the older version of RenoDX... Thanks for your help.
I should point out that I currently have no mods installed on the game.
Edit: This seems to be related to ReShade itself because I removed the renoDx file and the game crashed (before ReShade fully loaded). Then, when I uninstall ReShade, I have no problems; the game launches correctly. Any solutions, please?
you have reframework?
No, I haven't installed any mods yet, so that's the problem?
yeah, reframework is required
Okay, I'll test it later then, thanks. Are there any instructions somewhere to follow?
just install the latest nightly reframework, which is just downloading and copy pasting the dinput8.dll to the game folder
reshade will just work at that point
reframework is also able to be installed via RHI fyi
oops forgot to uncheck mention mb
all good
Thank you, it's working properly now 🙏
- rename preset 1-3 to profiles
- save last selected profile
need someone to report back if this works or not
works in crimson desert
yeah they seem to be named Profile #1, #2, #3
ngl i don't remember what it was before lol
i selected #2 before exiting and #2 was still selected when I launched back into the game
was preset before, which was confusing cause they don't have unique preset values
technically this is an update to all of my mods
will (hopefully) eventually get merged into renodx itself
ig it's not in ur github yet tho?
it is, and even though RHI says it's not updated, it is
just doesn't show because of how the update date is determined
nothing in the game folder changed, so the snapshot "date" will still show as the old one. But it still recompiled with the latest framework changes
weird
if it didn't work that way, every mod would show as updated every time shortfuse does anything
you'd think it would automatically choose the latest build
you saying the last build had the profiles thing already?
cause otherwise it would've been changed
if you download the last snapshot through RHI, it should still have profiles and profile selection saving
it's just the logic that determines whether it presents as "updated" or not for the sake of user friendliness. In this case, it'll simply say it wasn't updated even though there's a meaningful change.
I've added saving the last selected profile
https://github.com/clshortfuse/renodx/pull/530
Ah yeah, I didn’t realize someone already made that PR.
Dumb question but is there a way to give saturation to UI. I have started to try using a windows hdr profile that has the default saturation rather than highest like I had before. The UI stuff looks washed out to me now without saturation 
I already adjusted my saturation slider in reno to look similar to my old .icc profile. Sadly we have no UI slider for saturation other than brighness.

I mean I could but tbh I don’t see the point. You could always do saturation with reshade fx.
I'll have to look into that. I'm almost tempted to go back to the same profile. My windows stuff doesn't feel the same either 😅
Later today I'll have to check. My HH note icons do not look pretty as well at the map/quest selections lol.
I added a bit more digital vibrance to balance out my desktop stuff too. 65% -> 75% seems ok now. I am not sure which filter you meant by reshade fx. I saw a Reshade.fxh and ReshadeUI.fxh but I think that is just the default stuff for reshade to work.
maxg2d has an hdr saturation shader
Seems to have worked well. I think for now I'll keep my desktop digital vibrance at my new amount. I'm not used to my desktop looking more washed out than it already does with HDR on.
You all who like neutral saturation need to be checked out 
No
most things arent meant to be super saturated
- implement PsychoV-17 as total tonemap replacement
- improve/fix post-tonemap LUT sampling
- UI adjustments
Recommended (psychov) / Vanilla+ / Regrade
looking a bit cooked
everything got a red tint
yeah I feel like there could be something in the LUTs I have to have
game brightness also even more raised than it already was
I roughly matched it, but highlights are stronger with psycho
but yeah, feels like a wrong color space issue but logistically that just doesn't seem to be the case so 🤷
game is just weird as hell

gonna try with the LUTs I guess
- rework psycho application
Reccomended / Vanilla+ / Regrade
interesting how if you choose vanilla+ then select psychov tonemapper everything looks desaturated
or not over saturated
i kinda prefer it ngl
Vanilla+ / Vanilla+ with PsychoV
def looks more natural
Regrade / Regrade with PsychoV
look at the red on the palico original looks goofy in comparison
Vanilla+ / Vanilla with PsychoV
Regrade / Regrade with PsychoV
https://www.nexusmods.com/monsterhunterwilds/mods/4269?tab=files Updated the mods.