#Starfield
1 messages · Page 2 of 1
i did read something about clouds, but i guess i wouldn't have known they weren't there. though i think they're randomized, so could also be bad reporting, where you have clouds one time, set the ini, and load again and they're gone. but that's just from restarting the game
Are reshade screenshot PNGs in HDR? When I look at them on my comp they are OK, but when I post them (ibb.co) they are meh https://ibb.co/tT2DkVJt
Ibb.co might bork them. ReShade png has official HDR implementation (cICP) which is BT2020 PQ. It also includes a fallback for viewing in SDR (ICC) to do BT2020 PQ to SRGB iirc.
Servers, when they compress, could end up stripping it.
haha sorry for the quality xD...
this problem appears when i put the ui brightness low
Yeah that's surely it. I end up using Steam screenshots. Until then I was using Gamebar, but screens are a bit dimmer with the latter.
If anyone know a good img upload service that can handle reshade PNGs, feel free to share !
Do you have frame gen activated? And do you use a recent nvidia dlssg version? Because the game + reno will flicker on highlights if dlssg version is earlier than 3.8.1
yes frame activate on game
dont know what dlssg i use xD... newbie on this xD
If you don't, you probably use the one that comes with the game 3.5 so there should not be any flickering issue.
That might be something else.
I tried 😄
yes is 3.5
I can’t get 3.5 or up to work without flicker, from a fresh install.
Sometimes, the menu will say frame-gen is on, and indeed there is no flicker, however the frame rate is terrible, and frame-gen isn’t working despite being “on”.
The times where the frame rate is actual smooth, and frame-gen actually working, is when there’s flicker, even on 3.5.
The menu lies, sometimes frame-gen doesn’t engage despite being “on”.
I don’t know why or how this happens
Are you sure you're using the 3.5 version? Do you have a DLSS hud displaying the version to make sure of what's used?
[HKEY_LOCAL_MACHINE\SOFTWARE\NVIDIA Corporation\Global\NGXCore]
"ShowDlssIndicator"=dword:00000400
Yes. I re-installed, and have verified files numerous times. I can see is 3.5 under its properties. I also use DLSS Swapper to try different versions.
I’ll try using hud when I get back home from work, and I’ll post a picture
Frame gen not activating is just something with the game I think, even with no mods or anything installed it sometimes just fails to engage and the game has to be restarted for it to kick in
I think they might have implemented it in a not so standard way because I don't know any other games where that's an issue
Yep, that’s what I’m thinking. So I’m not sure about the people saying that they get no flicker with 3.5, as frame-gen may not be actually active.
I hope I’m wrong about that, and it’s something local to me. If it is just me, then what the hell
I wouldn't know, I'm holding off for now because I want to be able to use 3x frame gen
does anyone have the lastest build? github just rate limited me 😢
ah clear cookies fixed
So is turning off frame gen the only way to stop the flickering?
use the 3.5 framegen that's bundled in with base game instead
For me, yes. Even with 3.5.
Hope you have better luck.
is anyone else getting pretty consistent frametime spikes or is my game just bugging
so weirdly reloading a save from dying or just quick loading makes the game stutter but loading it from the main menu doesn't 
Does anyone know why adding rendox and reshade alongside optiscaler using dlssg to xefg causes my game to crash on start?
i have flickering on 3.5.. update to the lastest with swapper and no flickering anymore? xD weird..
and i put on nvidia panel to force recomended... flickering... only when i swap? ))=?? xDD
I couldn't get the indicator to work for me
Im doing this right, i think, but yeah no indicator
Hopefully it sticks for you!
Instead of messing around in the registry, you can download dlss swapper and just enable it in the settings
change dlls fg to the lastest and test it XD
i have numerous times, but ill try again
No I mean to enable the indicator
oh right, sorry i didn't realise that could be done. Ill have a look now
Look for this in settings
ok i think i might be too dumb for this. So as you can see my DLSS Swapper settings, I have v310.6 for DLSS, and v3.5 for Frame gen.
The indicator shows im running v310.6
Am i supposed to be running v3.5 for both DLSS and also Frame Gen?
anyway, im done messing around with this lol. Im just gonna play the game. Enjoy all
The frame gen and upscaling dlls are totally independent, you don't have to match them
If you're having the latest frame gen forced you need to make sure that you don't have any frame gen overrides set in the nvidia control panel, anything other than use 3d app settings will force the latest dll at driver level
No you have frame gen set to force preset b
Damn! Thanks for pointing that out. Ill give that a whirl
omg. That's what the problem was. Removed Force Preset B in NVIDIA APP -> tested running v3.81 -> and now Frame Gen works without flicker! Sorry for wasting everyone's time. And thanks so much @eager palm - you legend.
Glad it's working 🙏
welp. Spoke to soon. Flicker is still there with 3.81 and 3.5. lol. Anyway, I'm just gonna leave fg off. Thanks again.
are these mods irrelevant now?
or they still work and are beneficial to use with RenoDX?
They're both made by ShortFuse so they're not needed with RenoDX anymore.
Does DLSS Preset L trigger the VRAM memory leak bug?
how to make RenoDX work with DLSS Frame Generation (regular x2, not multi)?
I tried downloading the latest builds of RenoDX Starfield 64 and DLSS Fix but it doesn't seem to work, what I could do wrong?
No need for DLSS Fix if you just want x 2 FG.
thank you, that was the problem 😅
Yes and preset M too
Apparently but I've been playing on preset L for a dozen hours or so without crashes.
same, although it indeed hogs all the VRAM
I tried using 3.8.1 for SR and FG but it for some reason ate up a lot of my framerate, going down from 140 to ~ 90 ish FPS
so I'm just sticking to 3.5
I didnt get flickering though using it, and I'm not using DLSSFix
does anyone else get red outlines when using workbenches and stuff?
is there a fix for that? or Reno needs to be updated
No fix that I know of. Not sure if is actually Reno related. I think it’s being looked in to
I've not experienced any VRAM memory leak using Preset M. Game usually hovers around 7 to 9 GB on my 5070 Ti and hasn't come close to maxing out.
interesting, did you check with DLSS overlay that preset M correctly applies?
with either M or L all my 24 gigs of VRAM get filled pretty fast
I've been using M and not had any vram issues
Might be more to it than just 5xxx card + L or M because I absolutely get it on my 5080
Anyone else experience crash while using RenoDX? Installed everything as usual, once I hit "Continue" on main screen game hangs up
if ur running fsr or xess it might be that
Honestly it was with DLSS, but even with everything regarding upscaling or frame generation turned off it acts same. Once continue is pressed game locks up and freezes
no other mods?
anybody know why my screenshoots (taken with win printscreen) look very bright and incorrect and how to fix that?
If you're using it to take screenshots just use reshade it can take HDR screenshots
thanks
Yeah i'm getting this exact same issue. As soon as i enable frame gen it crashes. with frame gen off it doesn't.
Interesting, so for you it's FG related. I tried launching game without FG, and it still crashes when reno is present. I have DLSS upgrade Proton argument enabled tough, maybe that somehow messes it up.
P.S.
Sorry should have mentioned it, trying to run on Linux
Yeah i'm running a few mods too but they work fine with fg on without renodx so i don't know what's going on
Check Ur FG version, it's a bit funny with changing versions, the stock game one is your best bet
3.5 by default I think off the top of my head
Where do i check the version?
Shouldn't it still work with dlss and fg disabled?
Can check a few ways. If you've got any over rides on try and turn them off or can use DLSS indicator to check, can just use DLSS Swapper or turn it on manually, could probably also do it through profile inspector
I'd presume so but who knows 🤷♂️
Indeed, Bethesda after all 😅 I'm still struggling with gamepad support, as it picks up my wireless keyboard, and disables gamepad for some reason. If keyboard is off, works fine 😆
So tested a bit more on my end, rebuilt prefix and launched without dlss upgrades. Tried various renodx builds, nightlies, snapshots, you name it. Can't load in anyway
There’s an option in the settings called controller hotswapping (I think?) that I had to switch for it to pick up my controller properly, you might be having the same issue
As for crashing, I have been having crashes in the ship builder menu with RenoDX installed (and no FG), could be something in your save file is triggering a similar issue when loading, but I’d only be guessing 🤷♂️
somehow starfield is finding my clones and destroying them
looks like i found it
hmm, still crashing
Yes, I confirmed with the overlay that preset M is being used. 5070 Ti, only 7 to 9 GB of VRAM allocated in my playthrough so far.
These instructions or are they obsolete? I've read some people saying that is not needed anymore. #1413548071987576862 message
I also do not use FG and am using the Quality setting. All graphics settings are maxed.
that's if you use the RenoDX reshade build which automatically does early loading (LoadFromDllMain)
Must be the DLSSfix that's crashing? RenoDX is working fine for me so far.
it crashes on viewing ship
sometimes
It won't even boot for me haha.
crash on viewing ship is almost guaranteed to happen for me with FSR3 on
The previous version was loading out of the box, although it erased the DLSS FG option in the settings menu. Using latest ReShade with add-on from ReShade site.
Not having any issues viewing ships on an NV card. Things seem abnormally dim though with the defualt settings.
Whoa, turning on perceptual EA makes quite the difference lol
Are the current defaults ideal when it comes to upgrade method? So many new settings.
it's all WIP, i haven't weighted in the vanilla exposure
well, if i can reproduce the crash, at least with fsr3, i can fix it... maybe
Gotcha. Will have more time to give it a look this afternoon. Any things you need tested?
Shouldn't be save file related, tried to coc to akila spaceport, and also new save with same behaviour, so still wrapping my head around what could cause it
Oh you cannot use the new DLSS Fix standalone? It loads the game now but only using the new RenoDX version. I was trying with the old one.
no, you cna't
when using the NAT train in New Atlantis the entire image turns saturated blue, right before loading screen and right after
anyone got this issue?
Yes. It's an old known issue. Quite minor if you ask me.
On this one, I can't even get to loading screen, right after I press continue game freezes. On previous version, progressed to loading screen, loaded for couple seconds and than froze
not on a 2500 nits TV 😭
getting blasted with bright saturated blue hurts every time
I guess it's just how it is when there is no native HDR output from the game itself
My game didn't crash but frame gen doesn't turn on and overriding upscaling in the nvidia app makes the visuals completely bug out
It looks really good tho if you stick to default dll
Yeah frame gen does not work for me
DLSS FG isn't working for me either. I've tried the packaged FG .dll as well as the new version with Preset B etc. Both don't seem to activate at all. Going to remove DLSS fix for now to verify its even activating with Reno.
Removing DLSSfix made FG work again. However, the flickers are pretty wild, even with no overrides.
Does this new add on 64 fix the crashing for fsr frame gen?
Can devkit be used to go through every shader?
every shader being drawn at a specific time
In my heart I want the water reflections to suck less and would have fun using that as an excuse to learn some graphics modding, in my head I know I will give up very quickly
The real time cube maps are so bad
The entire water shader or texture outside jemison is so bad
should probably look at arknight endfield's code
they have some improved reflection stuff
run it through ai
slop your way to victory
Yeah that was the plan
Claude it up
Learn by going:
Would likely never finish but a fun experiment
Looks like that new addon64 fixed the immediate crashing. The only issue now is the flickering!
what should I tweak to make faces like his more visible in bright daylight scenes?
UI brightness 436 is crazy work
did you disable the 2nd sun with that ini edit
cause that basically breaks the game's visuals
no I didn't do any INI stuff
Anyone have a good recommendation for "space" .ini settings/mod? I tried out:
[Display]
fSpaceGlowBackgroundScale=0.0
fStarIntensity=2500.0
fStarSystemFarViewDistance=10000000000.0
fStarfieldBackgroundScale=35.0
fStarfieldStarBrightnessScale=10.0
fStarfieldStarCoordScale=10.0
fSunScale=1.0
from the Neutral LUT mod but I feel like there must be some better settings for Reno in this game.
Am I crazy or is there a typo in your tutorial?
What your tutorial says:
LoadFromDllMain=_renodx-dlssfix.addon64
vs what I assume it should say:
LoadFromDllMain=renodx-dlssfix.addon64
Is the underscore required for whatever reason? The file when downloaded from repo is called
renodx-dlssfix.addon64
without the underscore at the start that is in your tutorials for this feature
I think you want to add the underscore for load order
where is this option? i not disables
I haven't played Starfield since it originally had Luma. Did this RenoDX for Starfield effectively supersede it?
Pretty much but I think luma is getting an update as well, they were just waiting for the big patch
It is getting an update, didn't see an ETA anywhere yet, but it's being worked on
@sturdy cloak sir sorry to ping u I was doing some testing with Psychov17 and using Vanilla Eye Adaptation everything is completely dark.
Psychov17 - Vanilla Eye Adaptation
Psychov17 - Custom Eye Adaptation LUT Strenght 50
Psychov17 - Custom Eye Adaptation LUT Strenght 100
Also LUT stenght to 100 it kills the colors a bit, I tried 50 as I do in Cyberpunk but also black levels seem to be affected
do we suppose to have flickering still after applying the dlss fix? is it broken right now
FG is broken with the current DLSSfix WIP. Better to just run the packaged FG .dll (3.5.0) with no overrides and no DLSSfix.
So much confusing information about Renodx + DLSS framegen - should we use the DLSS fix that shortfuse talked about, or not?
^^see above
I did, tons of conflicting info. FG 2x does not need the fix and works just fine? is that correct?
meanwhile I'm just trying to figure out what is causing these two rectangles messing up my depth buffer
Last I tried 6x worked with the new DLSSFix but I'll check again
2x FG flickers in less I’m doing something wrong with dlssfix
Only with perceptual eye adaptation tho
I tried every slider last night and was unable to figure out why this is happening
Everything runs stable on my 4090 with no DLSS overrides (with overrides I get flashes and flicker and it eventually crashes). The only issue is that when looking around there seems to be some kind of auto exposure that adapts instantly (no slow adaption) based on where I am looking. This is mostly visible when I am outside and the sun is up. Is that intended?
Grabbing the latest snapshot build of the addon from https://github.com/clshortfuse/renodx/releases/tag/snapshot fixed it. No more instant change when the sun comes in or out of view. I had the version with Psycho v17 before. Not sure where I got it from.
I can’t even get 2x to work with the new one
Same.
hello
anyone facing crashing on AMD? im having driver timeouts
removed the wip build. just causing confusion about what wip means
Does anyone else get lighting glitches when its raining in Akila? Pretty sure this isn't reno related, but unsure what's causing it as I dont have any mods that effect lighting.
It's when you go in and out of those sheds? Transitions can look very weird in this game, specially Akila with that intense brown grading.
Not the transitions, which yeah look weird on any planet. Just walking around Akila, when its raining and the weather has that yellowish hue. Colour grading and shadow glitches for a few seconds at certain spots in town.
Seems like there's a few mentions online about flaky lighting in Akila for some people. Hopefully it remains isolated
Sometimes it might be leftover .ini changes that don't go away when you uninstall the game.
I've just confirmed it's Reno. I deactivated all mods but the problem remained. I then deleted Reshade, and the glitches went away. When I re-installed Reshade without Reno, its was still glitch free.
Even if I turn off Reno while its installed, its still glicthes.
I haven't tried any other add-ons
testing now
Tried a random reshade add-on there was no glitch. So it’s Reno
From my phone, sorry. Looks like it’s not weather related, as this is clear sky
So just in certain areas
Oh wow. Never saw that. What settings are you using? That does look weirdly blue for Akila.
Oh yeah i tried a LUT to see if it made a difference, it doesn;t
The glitch was occuring before I tried CINE Fidelity LUT and Royal weathers, but mods don't matter
ill take another vid with them deativated
Are you using the wip build that was posted the other day?
Yea revert to the one in pins, that flickering should stop
Yep! That was it. Phew. Thanks for helping me find the issue
any recommended LUTS btw? I never tried one before, but they seem to make a difference
but at least this problem is solved, cheers again
yeah same, but with just reshade and REST
#1462958679006642207 message
contrast
I used to use NaturaLUTs with Luma back in the day but right now I'm just rocking reduced LUT strength because the vanilla lut is way too overbearing for a lot of areas
iirc I settled on like 40-45% lut strength
stupid drm
Wait is there a new version that works with dlss frame gen?
im using Lossless Scaling for frame gen atm, and it works really well. Visuals are a bit messy when moving on stairs, but generally its pretty great
Is reno supposed to work with FSR? Systematic crash are reported at game loading
Yup ! that's me ! When frame generation is enabled, systematic. I can access game without it though, just tried
worked last i tested with just vanilla everything. nothing about custom fsr3/optiscaler/dlssfg versions
this was october
still, working on a refresh for custom dlls
welp, seems like fixing dlss means breaking fsr3fg
You mean in your current test version? Or in the one we use atm?
current version i'm working on. fsr3 is reading the 16bit swapchain when it shouldn't be
And you could test fsr3 with the new Starfield update and the current stable reno version? Without CTD?
yeah, fsr3 FG works with dlssfix not included with what i'm working on
Okay so it all works, just needs some massaging
basically, use DLSSFix if and ONLY IF you are going to use DLSSFG. don't use it with FSR3 or FSR3 upscaling
@livid crown doesn't use DLSSFix and he has contant CTDs if FSR3 FG is enabled... weird
i've said it's a known issue
Oh I understood wrong sorry... because you were saying to use DLSSfix only with DLSSFG. I had made a shortcut it should work with FSR3 and WITHOUT DLSSfix
Hello!
I wanted to ask if the anti-banding solution works only on some displays (I assumed OLED/HDR)
As I understood it switches to 16-bit depth, so when I turn it on, colours go all funky and crazy
it uses scRGB which is 16bit. for SDR you have to cap peak brightness to 80
if you're mixing reshade fx, it's not going to work if they don't support 16bit scRGB
I see! Thank you.
Just to give you more info - menu for example goes green and pixelated.
No, I didn't use any Reshade shaders, just pure RenoDX
screenshot?
can you send the reshade log?
are you sure you're not mixing with something else, like nvidia color stuff?
or like nvidia sharpening
most probably something with AMD, yeah
I see, oh well, thank you and sorry to bother you!
i might have a new build in a day or two that might work, but AMD is a bit hard to debug for DX12
Oh, nice, will make sure to try it out!
finalizing
WIP, Includes framegen option for FSR3 / DLSS
Do not use DLSSFix (option included)
Sweet. Would you recommend we use this guide I found over in the Crimson thread?
Yeah, that fine, but the game is a bit rough. There is basically no auto exposure in the game except for some extreme brights
I had to set min to 0.01 because the game has legit black scenes
So defaults should work pretty well right off the bat?
There's a PsychoV button which is like a second HDR Look button
Seemed okay for the areas I tested
Oh, you might have to set upgrade method to the second option (UpgradeToneMap => N2 Max Channel), but idk if that option even works
In the last WIP build switching upgrade methods didn't do anything but I'll check again. Anything else you need some eyes on? Will probably have an hour or two later on to take a look.
Idk, not really for much feed back other than what numbers look good. If there's a reproducible crash that helps. But the crash when entering ship screen I fixed. I needed a special FSR3 option because it needs its own upgrades
I'm actually upgrading FSR3 resources and that's how FG works there.
So with the framegen option.. does that mean DLSSfix is included now? I noticed you can open the reshade .ini from with reno now. Guessing we just need to add that [Addon] line?
Yes. The code from DLSSFix is in this.
If you try DLSSFix with fsr3 FG it crashes the game, so I had to make another option
And it's cleaner not to depend on multiple addons
Perfect. Was having a heck of a time getting FG to work with the last WIP.
Last question. Does upgrade method usually require a game restart?
Yes it does. Should be noted. May be unsafe but probably fine now if I did everything right
@sturdy cloak Some early feedback:
- FG still doesn't work with the new build
- I made sure to set framegen/FSR support to DLSS in RenoDX and restarted
- "[ADDON]
LoadFromDllMain=renodx-starfield.addon64" was added to Reshade.ini - I disabled and checked FPS with and without Frame Gen. Same FPS
- I removed RenoDX and Frame Gen started working again.
ReShade fps isn't reliable
I'm using HWinfo for FPS display
This is also with zero overrides with NVPI so dlssg .dll 3.5.0.
ReShade log please
with the latest reno, if i set tonemapper to psycho, there is blinking that occurs. anyone know what causes that? @sturdy cloak
DLSSfg
where in reno is the setting to turn that off?
oh hmm
it was already set to off
Hmm
:911 [ 7456] | WARN | Ignoring LoadLibrary('api-ms-win-appmodel-runtime-l1-1-2') call to avoid possible deadlock.
14:57:25:048 [16120] | DEBUG | [RenoDX] utils::streamline_v2::OnInitDevice() - Device: 0x00000220056bc1e0 => 0x0000022005af9e38
14:57:25:048 [16120] | DEBUG | [RenoDX] utils::streamline_v2::OnInitDevice() - Streamline not initialized yet for device 0x220056bc1e0; leaving ReShade device unmodified
Will check if I have that
Starfield doesn't call slInit when it should
Might be worth trying latest DLSSfg
Last one I tried was the one you released with the last WIP build. I'll give it a shot. If all else fails, running without FG ain't the end of the world.
No luck.
Interesting. I'll give it another try tomorrow.
@sturdy cloak You might also want to take a look at how the scanner works with Reno. Exposure raises quite a bit when using the scanner. When you exit out the entire screen goes pretty dark and slowly trys to adapt back to normal. Normal / Scanner
Yeah this WIP has many issues.
Use "Vanilla tonemapper midgrey in PyschoV" turns days into dusk. Took me forever to figure out what the heck was going on. The peak brightness slider has no effect when using PsychoV TM. I believe you control general brightness only by the Game Brightness slider now.
yeah this is rlly noticeable
fg not working either rip
What settings?
ai slopified my code. removed the streamline upgrade when all i asked it to do was change the variable type
Just tried the new addon quickly, I'm not seeing any exposure issues with the scanner
The game crashes on launch with frame gen support enabled but that seems to just be a me thing looking at the other comments here
Okay crash was on my end, frame gen still a no go but definitely no issues with the scanner
I was using the default settings from the "psychoV" button.
figured it out. You can't do DLSSFG on scRGB. The old hack of forcing it isn't worth it. So we're doing HDR10
Is it a bandwidth limitation?
Good deal. Did you happen to also look into the "vanilla tonemapper midgrey/slope in PsychoV" sliders yet? With both at max (psycho toggle default settings), the brightest part of the day turns into dusk/night.
What location?
I'd have to go back and check.
is new ver out now?
on some planets night skies are pretty gray too from what I’ve seen. less washed out then vanilla but still
@sturdy cloak Nikola -> Nikola II. Will have to test a few more systems but it doesn't seem like its a localized issue. (vanilla tonemapper midgrey/slope in PsychoV disabled vs enabled)
^^ 9:36 in the morning on a sunny day
Hey I would really appreciate some help on this, whenever I use photo mode in game and take photos they appear as totally black in the folder where Starfield stores them and can't be used as loading screens. My only guess is that its reshade or RenoDX im using here
i this the pinned version???? i dont have this options on my addon
yes RenoDX problem, for now you can just take photos using reshade and put them in the folder if you want them as loading screens
Ive been seeing this too. Unsure whats causing it
that might be the max brightness limitting harder than vanilla, since you're looking at the sun
15% was an estimate but really vanilla has no cap i think
i got fsr3 and dlssfg working, just making dlssfg work with SDR
the other thing is knowing to pop eye adaption when switching some scenes, like scanner and pause menu
That does make sense. For the most part my playthrough was fine last night with both settings active. Just have to either dial up game brightness for certain outdoor scenes or just live with a higher max brightness %. I've tried to run psycho without the midgrey/slope settings but struggled to get a consistent picture even though it was closer to vanilla.
Hopefully you can fix the issues with the scanner.
mostly cleaning up the settings right now so i can push with the dlssfg fixes. then i'll look at the eye adaptation
FWIW, at least in the interim, dropping the AE Meter Delay to 0ms helps with the slow adaptation after closing the scanner/menus
thx
this isnt with dlssfg fixes, right?
it's not
ok ty
working on detecting menu/scanner now. everything else seems fine
perceptual smoothing is broken, needs to be 0 for now
ah, when scanner shows there is no histogram run, confirmed
packaging. looks good
DLSSFG working. FSR3 Working. Use Frame Gen option and don't mix them. Might need some more optimization
Occasional artifacts on the very edge of my screen, this fixable? or just gotta live with it, guessing dlss related
screenshot? are you mixing shader fx?
Anyone planning on using dlss frame gen needs to make sure they're not forcing preset b because it will deep fry the image when you move the camera but otherwise overrides work no problem including latest dll and mfg
i have preset m forced globally on driver and had the deep fry issue
i have access to the dlssfg options, but i didn't change any of them. i'm assuming it is properly sending it's an HDR buffer
I have m forced without visual issues
well i seem to have the issue even with dlss models set to use the default app setting so it's something else
ok, for some reason in global driver settings the fg option box was just blank with nothing selected which shouldn't even be possible
just put that to use app setting and now fine
Can confirm I'm also seeing artifacts with the new build. Hapens when I spin the character back and forth with FG and the DLSS toggle set. Also don't have any other fx other than reno installed. The artifact is like a red shadow, kinda like the 3d effect with the blue/red with those glasses. Not sure how to explain it. EDIT: Just tested traveled to another planet and didn't have the issue so more testing necessary it seems. EDIT2: Same artifacting happened on another planet, weather was similar. Same red shadow.
New version lets you use preset M?
or should I hold off until this artifact issue gets resolved
i had what sounds like the same problem in stalker, had to set custom render resolution so that the numbers were even, which for 2560x1440 was 69%
but i think that was related to ray reconstruction which afaik isn't in starfield, so prob different thing
might be related . this is how i tested
I also have those artifacts at the edge of the screen, mostly visible at the top
Tried fiddling with settings, pnly things that make them disappear is using Vanilla tonemapper or switching to SDR output mode. Turning off framegen didn't make a difference
what about putting sdr peak (203)
might be negative colors or something
(bt2020)
Yeah they start to disappear if I set peak brightness below 203
does it go away with saturation 0?
Yeah, it doesn’t bother me that much
PsychoV17 looks pretty good, is that generally what people use VS the Reno tonemapper or is it literally just preference
Edit: Ugh, nevermind. No it doesn't go away lol
Off / Default / HDR Look / PsychoV
Can't see weapon in the menu with Perceptual eye adapt (0.01% min brightness, increasing it makes it visible)
Could it be possible to disable eye adaptation when opening the menu?
i'll see what i can do
Off / Default / HDR Look / PsychoV
vanilla tonemapper midgrey/slope in PsychoV Enabled vs Disabled
hdr look vs psychov17
better to run the inflection point of the tonemappers through the inverse in order to get gray out / in
it does that
it's the max brightness cap
setting to max is decent in this scene
are these hdrpng
should be....
looks dimmer in discord
but correct in skiv
maybe hdr10
tree shadows the worst in this game
i don't know anything about auto exposure. is allowing higher than 30 reasonable or no
lowering cone response helps with the trees
that screenshot may have been 50 instead of 60
psychov button + ae max 30
game is just impossibly lit innit
something else might be off, tbh. not entirely sure, but it definitely doesn't have global illumination
heres what that looks like (off)...
there is some kind of GI but it might be super low frequency probes
what is midgray off like?
too late in creation kit with debug views
psychov, ae max 30, midgray on vs off
erg, flipped the 2nd set there. midgray off is left, ofc.
midgray off helps, don't need AE at 30 at that point. even still there's pretty stark contrast in a spot like that, but the when the ground next to it is 10x the nits, maybe to be expected
yeah, vanilla shoots up to like 45%
Increased AE Max cap to 50%, force DLSSFG HDR10 settings
I still get the flicker when using DLSS FG.
Which tone mapper are you using
The default RenoDRT.
Also, I dont know what i am doing
as in, im probably missing something or not doing something right.
Yea I had the same, switch to psychov and it goes away
How do I do that? The only other option is Vanilla. I’ve downloaded the latest version..
I’m using this
Try remove reshade and all the addons and go through the process again because that's not right, you should have more settings than that
am i using dlssfix?
No it's built in
I deleted all reshade files, re-installed, latest Reno,
No change.
Advanced settings, but no psyhov option for tone mapper
Im using ReShade 6.7.3 with full add-on support
That's the same as I've got I'm not sure what else to suggest
no worries, thanks anyway
Well I’m an idiot. Despite downloading and moving the new Reno file to the install folder, it mustn’t have saved.
Anyway, I re-downloaded and installed Reno and it’s now coming up with the PsychoV option…I turned on FG DLSS and restarted
I clicked on the PsychoV17 button at the bottom..
No more flicker with FG on!
imagine a game dev just making a functional pc hdr implementation 
@sturdy cloak I'm getting a lot of weird oddities with the latest reno for this. A lot of shimmering effects (psycho mode) and sometimes UI gets "stuck" on screen and overlaps other UI elements. its really weird. i did a full wipe and reinstall too
Picture of settings? Also are you playing with frame gen?
Read the yellow text and click the yellow button
ah geeze
@sturdy cloak thank you for continuing working on this, the latest build works and looks awesome
if only Bethesda could do something about the memory leak with DLSS SR 4.5 😭
In all games or just Starfield? They don't do slInit when they're supposed to. I'm upgrading everything manually.
haven't played other Bethesda titles since DLSS 4.5 release tbh, so idk how bad it is there
For most games when they create the dx12 device it's after you call streamline init function. Starfield doesn't follow the correct sequence. They create first, then initialize.
but Starfield definitely shows an improvement with presets M/L, until it starts dropping framerate from using all available VRAM
interesting, why would they do it like that
How long is it taking for that to happen
random, but generally from a few minutes to like half an hour
That's just DLSS super resolution right? I technically hook both here.
Yes, super resolution, there are absolutely no issues with any framegen version
at least with the latest build
Oh weird I use m and haven't had that happen
maybe it's only preset L? but I've seen other people mentioning they get it with M too
I have access to all of DLSS including logging and console. I didn't look into just super res, but I did enable auto exposure and HDR format
I test this after every update/change I do to the game and it still happens
chugs 24 gigs like nothing
but only after some time playing, at first it's always fine
never happened with preset K
Sometimes the game boots with the dlssg indicator. Sometimes it doesn't. Not sure why
yeah, I noticed that too, weird
Are you on 40 or 50 series
4090
Could be a 40 series bug maybe
I only have half that much vram and it's not a problem
that would be sad, although if I'm not mistaken I've seen someone on 50 series with the same problem
yeah, on preset K I use only like 9 to 11 gigs of VRAM most of the time
I have this weird issue in starfield that no other game presents... ill play then all of a sudden my framerate goes to slideshow... like for no reason. clicking in a window etc. i have a 4070ti
sounds exactly like the VRAM leak I have
do you use DLSS 4.5 preset L or M?
it works fine for a while and then suddenly starts chugging VRAM until it ends and FPS tanks into unplayable territory immediately
Are you forcing globally or per game
Shouldn't really make a difference but nvidia's drivers have been a joke lately so who knows
both
and with NVPI-R too
I tried all possible options with SF
Hang on I just triggered it
You have to go in and out of menus a bunch of times
First few times are fine but then every time you go exit a menu with any 3d assets it'll choke
Mine is recovering after a few seconds tho
sometimes it recovers, other times it just gets stuck like that
and it happens again later anyway
and it keeps lowering your average fps
after an hour of playing with preset L my VRAM graph always plateaus at roughly 100%
and FPS is miserable
Ig stick to prest k then
I think it's forcing native res when you go into a menu and that might be what's causing it
I think it doesn't apply DLSS in menus in general
even DLAA
which I find weird tbh, maybe they wanted to avoid UI artifacting this way but idk if it's worth it
the game sends some invalid dlssg options, empty basically, not sure why
If anyone sees this and is using FG with the new build, check Gagarin with the default PsychoV toggle set for defaults. A colored shadow around the edges of the terrain is extremely apparent when panning the camera quickly back and forth. Outside of this weird artifact shadow popping up with certain weathers/situations, the new build feels nearly complete.
Definitely a FG artifact.
I have an LG G3. You're saying with DLSS 4.5 stay with K instead of M?
Yea doesn't matter what you're running, stay away from presets m and l for this game
Have been using preset L for a while now and haven't had any of the issues others have mentioned, on a 4090.
I hadn't noticed it either but I was able to trigger it, if you just load into the game and press the tab key a bunch of times to go back and forth between the game and where you can see your character in the menu you should notice your vram start to go up until it eventually hits performance
Effect is worse the more times it happens as well and I think it applies to any menu with 3d assets so inventory, ship builder, star map etc
I'm on a 5090 and have the same VRAM leak issues with preset M. The more you open menus the faster VRAM accumulates
I've just tried to trigger it, standing in New Atlantis tabbing in and out of the menu for a while and whenever I open the menu my VRAM goes down below 10,000 then once I'm back into the game it goes back to 14,000. It does this consistently and my VRAM usage never went above 15,000 during long play sessions. Preset L confirmed to be active with the nvidia overlay, framegen on.
SO for DLSS FG, we want preset K, not M or L?
@whole crown have you tried this version
let me check
does not work either, it crashes as soon as I load despite the HDR is visible and configurable in the main menu
So I'm thinking of playing Starfield for some reason. Is this the best option for HDR to use? It doesn't look like Luma works with the latest update.
even in SDR mode the crash happens...
To be transparent, I don't actually understand the distinction.
Do you have frame gen enabled?
no
Starfield Steam version, not the game pass one
not sure if that changes anything tho..
Luma hasn't worked in quite a while, you'll want this
is there anything that is known to conflict with RenoDX I should check?
Can you send the ReShade.log?
found the culprit... it does not work with XeSS
crashes as soon as I enable it in-game, works with FSR3 and Cas
Yeah, I asked if you had frame gen because afaik crashed are related to FG. I haven't tried to get XESS to work
whats the use case for XeSS? on AMD and better than FSR3?
or i suppose intel card
forget even the iGPUs these days on handhelds and recent laptops can be good
I use XeSS often because it provides a clearer image than with FSR3
also for some reason FSR3 does not have configuration in Starfield for me
do you have an AMD GPU?
yes!
ah ok, yeah. idk about that issue with FSR but suppose XeSS will probably produce a better image.
in any case the game looks extremely weird now
off / default / hdr look / psychov
6:50 local time new atlantis
i do have a second sun adjustment of some kind (not disabled) - slightly darker nights mod. no clue if that affects this scene.
looks good
I managed to inject mxao before translucent effects but for some reason, sometimes depending on what's on the screen it lags behind when moving the camera.
Still a big improvement over vanilla, adds some much needed depth to faces
you might need maximum brightness to 40%
For sure, pumping that helps brightness. Is that significant color shift expected?
Vanilla also looks terrible, so what can ya do
vanilla likes to turn orange into beige. psychov isn't trying to really replicate vanilla colors, for better or for worse
Sunrise more orange makes sense
I wonder if artists were pushing orange harder to compensate
PsychoV does more saturated colors when darker which is just how vision works. I don't know if 15% is high enough to be honest. The game is kinda inconsistent with lighting
kinda
Is there actually any good reason for doing that
Existing workflow
baked lighting
You can have a red, or green, or blue planet just by changing luts.
I guess it's more disk space to have repeated textures just slightly tinted
But things look the same because they literally are the same
That makes sense
So if you have 200 nits as your base white, 15% means it won't let you have an average nits above 30 nits. But if you want to be blinded by 100 nits of sun on average, you'd have to set it to 50%
It'll still temporarily flash bang, sure, but not a consistent thing.
40% might actually be vanilla limit
Wasn't there a mod to reduce the flash light strength or something?
I think there were a couple yea
I always thought the newer resident evil games were the worst for flashlights
does the vanilla adaptation option make the screen to flash for you?
also when using RenoDX adaptation when I enable the scanner the game becomes extremely bright
Should have been fixed. Does your AE max go up to 50%
yeah but if i set it lower than 50% the adaptation then darkens the view more than it should
well seems to look right now at 25%
still quite bright but more bearable (will look even brighter in the screenshot)
@sturdy cloak it seems like PsychoV eye adaptation isn't best suited for the Ship Builder
screen brightness jumps back and forth when ship parts light up with hover overlay
if you set metering delay to 0 does it fix the jumpiness?
it makes it even more sudden
instead of slightly gradual
i had a really back flicker problem with metering delay so probably something else
the game turns off eye adaptation in main menu, so i'm supposed to fallback to vanilla tonemapper automatically, but seems to not always kick in
yeah, sounds like it should've been solving this if engaged properly
also went to bed at 4am so don't exactly remember what i pushed
oof, disables histogram on button hover, wtf
after about 20 hours of fiddling / modding...i think its time to play the game
my first time with maps, the vehicles
wow
I got it the other day
I like it, wasn't really bothered or hyped about it when it came out so didn't have any expectations just enjoying for what it is
done like 2 main quests in 20 hours playing
should i bump AE max to 30%?
Off / Default / HDR Look / PsychoV
test in daytime scenes outdoors really
oh you mean by default
hdr look, psychov ae max 15/30/45
again, these are dimmer when viewed through discord preview
15/30/45
i think my metering might be off
like it's supposed to read the full screen but it might not be
Off / Default / HDR Look / PsychoV (50% AE)
it's supposed to be 50%, but says average is 30 nits, not 50% of 203 (100nits)
its about half the average of off though
target nits says 100 nits, hmm
i fixed the exposure jumping from the ship screen. just need to fix the gun on the pause screen
floor is brighter than the sun (current nits), something is up
sky mask, boo
I've been using AE max 0 and it's been looking very good in most scenes I've tested so far, even 50% felt too dark outdoors during sunny days.
More AE Fixes
Might want to take a look at Neon with the new version. Brightness is an understatement. Pretty much all signs blowout hard 😄
Probably one of the hardest scenes to balance since its so contrasty
you don't have the mod that adds more lights do you
No. Check out the new version for yourself. There are many abnormalities. You can only set 1% for max brightness in the planet viewer now or the entire system blows out. The max brightness slider also only hits 9% at max in certain areas. Likely by nature but yeah its performing quite different now.
anyone have some ini tweak maybe to make space look a bit more spacey? just looks kind of bright and grey. i tried a mod on nexus but seemed buggy
this is new one??? not the pinned one? thank you
Hmm, might have missed something. None of that was touched, other than boosting to 30% max
@sturdy cloak for this to work properly, I have to turn off DLSSFG in the ingame settings when using the reshade dlssfg. is that correct?
No, you match the renodx frame gen option with the in-game frame gen option
Ship Builder now looks fine with PsychoV, niiice
thank you!
Weird. Upon first launch today. None of those issues I mentioned are popping up... I swear, testing this garbage game is like pulling hairs.
when you first load a save it has no prior state. so when histogram stops running for whatever reason, it just caries the old state. i'm making it depend on less of the original game state now
i have a save in Cassiopeia that is pitch black, the ship crash, and it opens up completely black
Makes sense. Yeah this game is just loaded with odd choices. Like in Gogarin, when you walk in shops the lut changes so does the AE so its like walking into a bright shop but the light goes off temporarily and then warms back up.
I never did play No Mans Sky but I'd love to know how they handled grading all the different procedural planets. I'm guessing they didn't follow the same method used in Starfield lol
dumped the vanilla AE completely and i think it's working now
now 30% might be too high
I'm just getting straight CTDs with the newest version with FG
you have to match the Frame Gen Support option in RenoDX with what you're using in-game
AE was based on Bloom being 100%, so made things weird
so it was dimming things that never hit the screen
it is 
screenshot of settings and reshade.log?
I cant even get to the settings menu, it just insta crashes
hmm may have been displaycommander
works without it loaded 
hmm maybe not
build soon, before i switch to eye adaptation v2
Based off the new EA?#🧪lab message?
I gotta admit, sometimes PsychoV handles colorful bright highlights more like a camera would, rather than human eye
whitening out the direct source leaving the color only in bloom and all the lit surrounding surfaces
instead of preserving all the color, as it looks like IRL
that's a display peak limitation issue really. color volume has a lot less expressible detail than using white
but human eye bleaches to white as well
just not nearly as fast as a display
No Vanilla Histogram
clip is basically what it looks like if you don't use white
sorry, whats this latest update do exactly?
fixes the main menu weapon icon, though probably jumps around a bit when gameplay/menu
ah
New build is feeling stable and looks fantastic. Way less settings management based off location. PsychoV might actually force another play through.
i can probably detect if in-game, in-menu and just disable perceptual or something, but will work on the new NASA research paper and then see how it works
It's a bit technical for me but in layman terms, what does it bring to the table that's new? Assuming you've had the time to go through it of course 😉
the sampling is very much optimistic, and the sun isn't as strong as it should be. i coded it for loose bright highlights don't change the average/mean, but the sun is so bright it should cause a very strong effect on how things feel. there's a balance between how bright somethign is and how big it is
the sun should generate a ton of bloom, and not be a laser to us, but then again, crimson desert didn't have this issue because it had atmospherics and the sun's light wasn't a laser and it made the clouds brighter
right now it doesn't use bloom at all. i left it as just pinhole reading. with the nasa paper i hope to get some real numbers about how strong to weigh things
I see. Appreciate the explanation 🤞
fSpaceGlowBackgroundScale=1.0
fStarIntensity=2500.0
fStarSystemFarViewDistance=10000000000.0
fStarfieldBackgroundScale=35.0
fStarfieldStarBrightnessScale=10.0
fStarfieldStarCoordScale=10.0
under [Display] in StarfieldCustom.ini
thank you i'll give them a try tomorrow
other tonemapping options sometimes may make the same colored light sources look about as bright as with PsychoV, but colorful, not white though
all on the same display (a TV with, arguably, plenty of headroom)
which is why I mentioned cameras, photos/videos have this effect much more pronounced in both SDR and HDR
I might be completely wrong technically, not an expert on this
just noticed that out of the available options PsychoV not always looks the most human vision like, subjectively speaking
do you have a comparison?
because just because it's colored in another tonemapper doesn't automatically mean it's more human vision like
this is fair, but it certainly feels like so when I look at it with my eyes on my display, matches more with what I'd imagine it would look IRL, which is completely unscientific of course
no, but I'll try not to forget to make some
the rgb tonemappers arbitrary boost pure rgb channel primaries, so pure red is redder, pure green is greener and pure blue is bluer, never turning white
which isn't how our eyes work
because our eyes don't work on pure BT709 primaries
you'll also see over colored primaries in shadows as well, which is like red smear, or over saturated pure red in shadows
our eyes don't see a fire as a monotonous blob too, neither yellow nor white
it would, if it were bright enough
the whiteout kick in waaay later for eyes, in some rather rare instances
like staring at the sun
sure but you're talking about 4000 nit displays
so you have to compress to what the display allows
and this is where the question of how to do that in a more realistic looking manner comes in
all white is fake, the question is what is believably fake
your eyes would turn to white along those curves
and the display can't handle full expanse of human vision
it's a matter of how much of a trade for white you can allow with a display
absolutely, it's all about where to draw the line
the curve is cone response for when your eyes saturate. i didn't code "go to white"
the limit is the display peak
sdr is generally far below human vision where just anything is going to feel hacky, but the colors themselves are along human cone response
not flare, more the dirt effect I mean
maybe it's all just me liking artificially preserved color detail more than the accurate cone response curve, idk
also depends on if the game is lit realistically as well
discord video was borked for me
eh, still borked
I'd say only UE5 sometimes comes close to being actually realistically lit
at least style-wise
I passed some of my Stalker 2 screenshots as photos when showed from a phone screen
starfield has a lot of hacks as well, where they light via luts, which makes no sense
Bethesda wisdom, don't question it
but like the poster in the back, should have been more saturated, which psychov allows #1462958679006642207 message
the candy dispensor is another one
the machine in cydonia
yes, indirect light with PsychoV is top notch
all blown out in all other options because they lean to BT709 shape, and the colors shouldn't feel right
I was talking purely about staring directly at colorful LEDs and such
it's still generally colorful, but will always, eventually bend to white, unless you have a theoretical color that is exactly stimulting just one cone
which is what the "olo" color is
but it has to bend earlier than normal because display peak
in any case, this is just a really minor nitpicking from me, what you are doing with Reno is amazing, God's work
can't thank you enough for saving HDR gaming
i did recently break apart the cone response formula, to not use the exact cone math for bleaching/desaturation
so the rolloff to white can be more customized
but right now i'm trying to implement in a "trust the science" way, and then work on tuning after that
sounds like a great approach
the perceptual stuff ends up useful as well, because nights boost saturation of highlights, in theory
if your adapted state is dark then everything further from that should feel more intense
for sure
but we don't really have the display bandwidth for bright scenes of 300 nits average
we're like 3-5 years away from real daylight scenes in hdr
i don't even want to play gta5e on a WOLED
aren't the newest TVs capable of like 440 nits fullscreen white?
but the problem is the reliance on white to drive it, so color gamut goes down the drain
you get "detail", but pretty muted, compared to qdoled
not WRGB
they're kinda chasing mini led now, which is honestly understandable for daylight
Samsung S99H iirc
I don't know how Samsung is doing with qdoleds now. I remember reading they're using woled for stuff. But I'm really only thinking 42" which is what I play on
440 nits sounds more than enough for bright room tbh
42 inches are still WOLEDs only
55"+ are QD
48" idk, probably WOLED too
Ideally i also do stuff to display gamut and it's color volume. But that math is complex. The idea here is mostly that the curve to white is the believable curve. But bt2020 also asks you to assume the device will be able drive 100% color volume which doesn't happen
So I'm not sure what is white from my output and what is white from display choosing to make it white (desaturated)
I have a "1000 nit" qdoled display I got this week and it's way way weaker than my C3 800 nit.
at least dynamic tone mapping on displays is disablable for now
imagine it will remain forced ON eventually
oled monitors still can't catch up to even the old 42" oled TVs
let alone 55"+ ones
which aren't limited
The opposite really. SDR is all user side (gamut, gamma, brightness). HDR is exactly 1:1 what you send, but the display has to keep up
A lot of assumptions the display will take care of lack of gamut
in theory yes, but display manufacturers keep doing more whacky stuff automatically
but yeah, SDR kinda isn't meant to be accurate by design
no way around it
HGiG is supposed to give you unmodified HDR output, but you still don't know what the display can do
and tbh the "meant" 100 nits SDR is barely enough even for pitch black room
let alone daylight or even a mildly lit one
There's two papers that tried to quantity the limit of simultaneous range and they both basically maxed out their testing equipment. 1600 nit on the probable apple display and the number kept climbing
100 nits is fairly bright in a pitch black room
when your eyes are adjusted
like theaters are usually 48 or 108 nits
pupil size matters too
yes, but it's low key like visiting a planetarium
adjust to darkness enough and you see everything just fine
should we really need to sit and wait to adjust to darkness when watching a regular movie at home though?
in cinema I'm fine with that
it's a part of the experience
Movies theaters are too weak for me
but at home - not the best UX
As you grow older, you start needing "assistance" for things, meaning extra juiced
I haven't been to one ever since I got an OLED TV
is it just my setup or enabling scanner in game breaks PsychoV EA in this build?
kinda feels like it goes into the same mode as with ship builder
hmmm, not always though, happened only on a bright planet
weird
Scanner and ship menu send a signal to not use histogram, but it's consistent, so it just holds previous I think
off / on / hdr look /psychov
were you saying 30 might be too bright for this build or something down the line
chunky red blocks are volume fog. wish i knew how to make this a higher resolution.
looks particularly awful in motion
meh think it was bVolumetricLightingUseAreaLights=1 which comes from an ini tweak fiesta. default is 0, just looks bad with it on. there are more settings but even after adjusting those, still looks bad.
off / on / hdr look / psychov
psycho looks nice
but I prefer low contrast overall
off but with 2.2 might look better
lowering cone response kinda gets you somewhere in between
I think I'd prefer like half strength lut scaling
or for lut scaling to account for gamma correction
that is probably a better way to do it
I think accurate srgb (gamma correction off) is lifted up enough to give a vanilla like, but not nuked feel. But then it feels worse when comparing with default. But at least there no real black (0) lift.
If i use standard settings the brightness flips between bright and darker depending on where i aim at a moon (ground vs sky) for example. Psycho doesnt have this behaviour but I dont like the eye adaption. Any tips?
should latest DLSS FG preset B be broken/incompatible with Reno?
(I'm on the latest build and a 40 series GPU)
basically any camera movement brightens every highlight to the max
setting Preset A or Latest Recommended in NVPI fixes this, but only until a restart because it falls back to B
I had the same thing with preset b yea, it shouldn't be falling back to that though because the game doesn't use b by default
I replaced the DLL to latest, hence weird fallback behavior
btw who knows what was the version of DLSS FG lib shipped with the free lanes update?
Still shouldn't be forcing b unless you tell it to
They never updated any of the dlss stuff so it was still the same version
3.5.2 I think
3.5.0 was included with the newest update.
I've been getting artifacts as well with FG and Reno so it must be Preset B then. Preset B should be fully supported according to Nvidia so it must just be the FG Reno interaction.
I'm guessing this is a known issue but enabling Psycho-V causes my scanner to do this
AMD?
don't
But I thought that was fixed now
why?
maybe I missed something idk
don't remember any such fixes
The fix was for flickering I guess
I've still yet to encounter any VRAM issues using Preset M on my 5070 Ti.
Yeah AFAIK the recent updates for reno in starfield that shortfuse pushed out fixed the flickering on the newer DLSS presets but I saw a couple of people complaining about VRAM leaks
I too have yet to run into it but I havent been playing for very long, though I've had the game open for the past 4 hours give or take and tabbing in and out a lot, nothing super out of the ordinary for me - besides that issue with the scanner from earlier.
That said it looks like it stopped happening to me for now?
the latest update also stopped working for me plus flickering going on
same
looks nice 😊
Yeah I was getting flickering with the pinned build on Preset M (no FG) on the RenoDRT tonemapper only, Psycho preset seemed to be working as intended.
I havent been getting flickering per se with preset M on RenoDRT but rather the auto exposure... thing, kept going wild in some places while I was walking around New Atlantis
It's fine on Psycho-V though
I also dont know if that's a preset M issue or not because I didnt try to go back to 3.5.0 DLSS
Yeah I guess it is more than just flickering in what I was seeing. the entire image was rapidly going form light-dark and weird stuff with shadows etc
definitely wasn't doing that on the old build I had loaded in the same area I was in, but the shaders did re-compile on this new build
only potential issue I noitced with Psycho was with how it interacted with the scanner in certain scenes which I saw someone (you) mention
but it wasn't that extreme for me
yeah it became less extreme for me out of nowhere idk
The screenshots I took just on the balcony on Dawn's Roost, in NA
can confirm, preset M is fine, at least now
just tested it for a while, no issues like I had with L
lol, I jinxed it
got it again, after opening some menus
maybe alt tabbing had an effect too
yeah, VRAM leak is definitely there with preset M, but happens later and less often, self-resolves more consistently, but play long enough and it will still tank FPS eventually
overall I'd say it's usable and playable, restarting the game may be needed only like once or twice a day
worth the better look
when I used it when the update dropped it's completely dependent on how much you use the menus
I opened up the steam overlay and just spam opened and closed the main menu and watched the VRAM skyrocket until it ran out after like 2 minutes
Why does it look so streched out in 21:9? Do i have to increase the fov?
What do you mean by flickering?
I don't have an easy video capture set up. But after loading into new Atlantis for it'll go from this to this in a frame:
and then it'll ook really instable like this for a bit or intil i move my camera in a certain direction
This is with vanilla auto exposure/adaptation?
Yes, it actually remains if you turn "Off" reno but goes away once I go to the Psycho preset (which is all on default)
Hard to say if it was a coincidence, but it didn't seem to start until I activated Psycho for the first time. Maybe just a timing thing though because when I load in it looks normal for the first 5 seconds or so usually.
I'll load the old reno just to confirm it wasn't there on the old version
Totally stable on the old version
You mean it's broken with the Off setting?
On that build yes, not on the old build though
I'll reload with the pinned build again to see if it still happens.
I can try to record it with steam in a tiny bit just to see if it's the same thing he's talking about. But yes with RenoDRT and on preset M I'm getting this really weird fluctuation with the AE (i'm guessing thats what it is) in certain areas, basically flickering
and yeah it wasn't happening on the old build with the bundled dlss in game
sounds the same to me
and switching back to the pinned build it was back
Def tied to auto exposure in some way though. Look at the ground usually "fixes" it. It is super dependent on what the camera is looing at.
I probably should mention that when I tried to do the Framegen option in the reno settings and relaunch the game just wouldn't launch at all for me. Had to deactivate it from the .ini for the game to launch again
That's weird, it worked fine for me
and I'm on the Microsoft version of the game.
which could be tied to the game not launching with that option enabled at least
Steam recording but this is what's going on for me. Specifically it's the Vanilla eye adaptation that does it for me
@wide creek @sturdy cloak
also back at Dawn's Roost again, yeah the scanner thing is happening here still
gonna try to go back to the original DLSS files and see if it persists
Okay so uh, I'M NOT using Preset M here
apparently I never even toggled it on
so forget anything I said about preset M at all, here's a screenshot with the DLSS UI
And this scanner blowout also happens when FG is turned off as well btw
it's a Bethesda game, you are going to open inventory/storages A LOT in any case
also, no, it doesn't require to open/close menuse consecutively
just play for a while and after Nth menu opening in a single gaming session it will trigger
at first it will get better after a couple seconds, but at some point it will stop recovering
yeah I'd say that's the same issue. The area by the port/ship must have just had some factors making it really extreme, but the rapid change like that is the same
I did also just experience the scanner blowout at the NA spaceport
so for the record: Perceptual adaptation causes the scanner blowout, and Vanilla adaptation causes the flickering
Frame gen has no impact on either
also Psycho-V causes some intense dimming as well so I'm just gonna rock Vanilla for now
and you are right that it seems to be very specifically related to the vanilla eye adaption.
I didn't change that setting while having the psycho preset on initially, but just toggling that setting turns the issue on and off for me
Scanner blowout is a thing for me with the perceptual eye adaption but it is more subtle.
Amended my statement here, yeah it's Perceptual adaptation (which is only available through having Psycho-V enabled)
yea, that was just me forcing the issue to figure out what it was, it will happen eventually over time just from playing the game naturally as you say, lot of menu stuff in a Bethesda game, but that's what triggers it as far as I can see, so if you have a session where you don't open the menu much you might not run into the issue in that session
I'm getting that same issue ^ @sturdy cloak
figure out what causes this and is there a workaround in the meantime?
is there a link to older ver somewhere?
i dont recall ver # that worked
or rather, ver # that didnt have this issue
I dont recall either
I have the old one that still works but I'm not sure what the rules are for posting old builds
can you send in a DM?
Anyone else get straight to CTD? I can open ReShade menu without RenoDX, but the moment it's installed I just CTD as soon as I open the ReShade menu, or if I don't it will crash within a minute or so
no I haven't had that happen at all
and I run a decently heftily modded game
159 plugins
I mean, yeah same. It's only this though, runs fine without the addon
Fixed it, lol
what did you do?
I guess we'll never know!
found what i broke
ah, was my new injection stuff. less flickering now
does anyone use any shaders they can recommend to make it look "better"? i've never liked any reshade presets i've tried in the past so not really familiar with it all besides using reno. i just find sometimes the image can look a bit flat
Off / Default / HDR Look / PsychoV (30% AE)
I tried some, but none look universally good, the game has too vast of a range of scenes for any reshade modder to test and take into account every single one
there will always be some scenes in this game that look worse with a reshade shader preset
just use Reno as is and mess around with it's sliders if you want some graphical changes
Fixed AE Off (don't know about performance this time)
does dlss 4.5 include the dynamic multi frame gen? i enabled the beta in nvidia app but the frame gen options say unsupported for starfield. you have to do it in profile inspector right?
i think so.
AE Max at 0% seems to be pretty vanilla for bright areas
i know basic silly question but i've never been 100% sure. since using reno i deleted the luts included with the elfx mod, was that right? or does it not really matter
you generally don't want custom luts
they tend to remove all the color grading. renodx has its own lut processing
does preset f cause the memory leak
no, only M and L
this ended abruptly cause I had a power outage
so, what I found is
if you open inventory enough times in a short span of time (not necessarily spamming it)
VRAM issue gets so bad that at first it stops loading textures
and then it just shows a literal broken mess of flashing glitches across the entire screen
like as if your VRAM chip would suddenly die
quite unexpected if I'm being honest
didn't expect such a low level catastrophic failure to present because of this bug
FPS at that point goes to around 3-5 frames
but surprisingly the game somehow kinda keeps functioning
although you can't really see anything
but opening inventory again hides most of the glitches
cursor will be a square of random bright pixels though
I still can't replicate this bug with preset M.
the easiest way is to spam inventory menu open/close
Same with Preset L on my 4090. Have been monitoring my VRAM usage during several hours long sessions, and tried forcing it by spamming all sorts of menus (inventory, map, planet, ship builder) and I have yet to encounter the bug. And that's with a rather aggressive memory overlock (+2500mhz) so I figure my setup should be sensitive to VRAM issues others have been reporting yet it's been really stable on my end. So not sure if preset M/L is really the culprit behind the VRAM leak others are experiencing.
FWIW I get the issue on a 5080... throwing darts at a board but maybe it's a weird 5000 series issue?
I get the leak on a 4090
it is 100% related to presets M and L
but maybe they are not the only reason
using any other DLSS preset completely solves this issue though
do you play with the latest Reshade and RenoDX builds?
have you double checked via overlay if you actually have preset L engaged?
we already had one case above when it turned out that someone who didn't have the leak actually played with a different preset, despite being sure it was M/L
enabling DLSS overlay via registry key is the only way to make sure
Just the Unofficial Patch, StarUI and HD Overhaul.
@sturdy cloak (see video clip above) I have this issue with reno installed where theres a shimmering effect and a faint line in the middle of the screen (vertical) any ideas? ^
what Windows version do you have?
Windows 11 25H2
do you use RTSS (RivaTuner/Afterburner)?
Afterburner with only a memory oc
the flickering problem still continues?? whith FG? and dlla activation?=
i have.. whith preset M and DLLA and FG on... for example inside the ships..
I get this with DLSS FG preset B only
and for some reason the game falls back to it after each restart when using the latest FG version
no matter what I save in NVPI it rolls back next time
try forcing Preset A via NVPI and you should see no flickering
ok ill try ty!
I never tested so this is just completely anecdotal but after moving to latest version from one a couple releases ago the frame time feels a bit off, also 50 series
using preset m
but nothing crazy
do you have the brightness settings at defualt, in the ingame settings
so this didnt work for me but preset K did 🙂
personally haven't touched game brightness except i think i put hdr brightness up? i think it was turned down by default
ok think i had the vram leak issue also with the new version, after a couple hours playing. was just in ship builder, bit of alt tabbing and got the typical memory leak behaviour but fixed itself after a couple alt tabs
DLSS Super Resolution and DLSS Frame Generation have different presets
the latest SR library has all the J, K, L, M ones (and a few others iirc)
the latest FG library contains only A and B
are you sure you tried setting specifically the Frame Generation preset to A? not Super Resolution preset
hello, some of these particular lights in game are way bright for some reason which causes this weird adaptation. is this a me problem i can fix? happens with both vanilla and perceptual adaptation
these are some pretty damn bright lights
works just like it would IRL
on this video it is bigger because of the fog/mist
but yeah, your eyes would totally do a wild adaptation swing if you looked directly at something like this in the middle of the night
not a bug, works as it should
it feels a bit extreme tho still
behind your ship at the new atlantis port is similar
feel free to adjust the sliders in Reno menu
I keep trying different approaches but still get the leak
I tried running without SFSE and any mods (except Reno)
without Afterburner/RTSS
verified integrity of game files through steam
I still easily fill VRAM up to the very brim, all 24 gigs, and drop fps under 20 without recovering
all it takes is using preset L or M and opening inventory/containers around 50 times
@cursive wind do you use the latest drivers (596.21)?
Do you keep all the global and Starfield nvidia app settigns on defaults (other than the DLSS overrides) or you have some custom stuff like maybe Reflex/ULL settings or something?
and do you have ReBAR and HAGS enabled?
I TRY this and same thing... the flickering still there xD on lights
it literally says that you set preset A of DLSS Super Resolution
which is not what I suggested
DLSS Frame Generation presets are separate
leave DLSS SR at preset J/K/L/M whichever you prefer doesn't matter
!separately! set DLSS FG to preset A