#Starfield
1 messages · Page 3 of 1
thx
thank you a lot for helping with this
that is the only renodx- starfield addon that dose not crash my game on save file load, thanks
@sturdy cloak it looks like RenoDRT and PsychoV disable/break visual effects of Aurora
ngl I looked forward to experiencing the Aurora's oversaturation in the true RenoDX HDR glory
Using RenoDX in Starfield gives me red lines all over the picture. When I disable HDR in RenoDX settings, its gone.
Like in the hairs of characters and stuff
@solar pilot If you're talking about ghosting/trailing colored shadows while turning back and forth quickly. That's caused by using preset B. Doesn't happen at all with preset A.
yep that fixed it for me the other day
I didnt know starfield had this mod for it, not only did it fix the hdr but space is actually black now 🙏 ✨
i did change the eye adaptation to vanilla because i think the other version changes lighting way too quickly and fucks with the scanner a lil bit. unless thats normal?
Only issue I noticed so far with the latest build is a hitch/stutter when scoping in on sniper rifles in zones full of enemies. Using FSR3 if that effects anything
I cant send a pic of it. Idk I cant get RenoDX to work at all with Starfield.
Like with framegen everythign turns gray.
Also game crashes when loading save. With the latest pinned build.
Not sure what I am doing wrong.
It doesnt work with or without framegen/dlss
Keeps crashing shit, or messing up colors with framegen.
With the DLSS / FG fix the game doesnt even launch.
verify game files through steam
update drivers (or, even better, reinstall via DDU)
reset all Nvidia settings to deafault
clear all shader caches
install latest ReShade with addon support
delete all .INIs with game and RenoDX settings
run the game without any mods and at default settings
if after doing all of this together Reno still won't work - your setup is cursed
at this point I'd be reinstalling windows 10
Can confirm it only happens on FSR3, I switched to DLSS and it doesnt stutter when scoping in
Reason I wasn't using DLSS was because framegen requires reflex and for some reason that cut my fps in half, in starfield and in no mans sky, but I tried on+boost today on a whim and it works, framerate smooth as butter.
AMD 7800x3D btw, so I was cpu bound, which is ironic how this is an AMD game 🫠
Though with further testing FSR3 still performs way better (walking around akila) 4070ti btw... I have no clue 💀
I want the HD updates for this game but the MOD is like 10 separate files ugh. too lazy
The top right message pops up every time I go into a menu or a conversation. Is there a way to prevent it from appearing?
that's reshade reloading for effects. i'm guessing FSR3? btw, i have the same monitor i think
what are your numbers/settings?
Cuz I don't wanna tab out lol
Though that screenshot was with default settings I think?
And yes correct, FSR3
Oh I didn't actually upload the pic
Outstanding.
These settings are the ones I use in those screenshots I posted in gallery ^
what do you all prefer playing this game in, 1st or 3rd person?
First, and I wish Beth would add more fp animations, stuff like sitting and landing/taking off planets
Ooh I'll give it a look after work, thank you <3
playing Bethesda games in 3rd person is silly
there are half-FP landing/taking off planets animations, but they are played rather rarely
even an FP grav jumping one
I played all of Starfield in 3rd person. Because I was going for cinematic feel
I can't get into cyberpunk because it's first person
nothing wrong with having a strong preference for one or the other way for sure
although most games are definitely more suited towards one of the types of perspective
I prefer third person in starfield
Partially because I hate that you don't cast a shadow in first
shiddy reflections brought to you by idtech 7 i guess
reflections are updated on some kind of interval i guess. there seems to be one that primarily samples the sky and then something else that is more like geometry or terrain or both
there's some logic somewhere to prevent the reflections from being updated until some kind of trigger is hit. maybe multiple -> some kind of screen bounds and/or heuristic based on position, and/or player has stopped moving. but you can cause terrible misalignment of the cube map until you stop in place or let it get so bad it decides to update.
e.g.
numerous ini variables that are adjustable, but none i can find which easily influence that behavior (reduce the error amount before it fires an update of the cube map.)
doesn't seem to be an issue with probe density...it always aligns pretty well once you stop moving.
there's also something fucky with terrain sampling. if the player is too high above water, terrain doesn't get captured, only other geometry?
making the water look espescially flat / overly bright.
if could fix that + update heuristic, probably wouldn't be half bad. ideally could increase the resolution a tad, but apparently going above 256 can cause CTD
interesting, i can disable draw of a particular shader and actually watch it update more frequently when you're not moving, and stop updaing when you are. why
since its driven by engine logic i guess there must be a way to manipulate it with SFSE 
interesting ok, terrain is separate from other geo
and yeah, the probe seems to capture relative to player height in such a way that if the terrain is sufficiently lower than the player (but higher than the water) -> it doesn't reflect.
i'd like to say it makes sense for performance reasons but gta v has had real time cube maps that update at 30hz or more since forever
weeeee
...tfw game gains performance when i force (certain) meshes to lod0
there are multiple lod systems but the meshlod system (used often for vegitation, terrain, some skinning) seems to force the game to draw multiple meshes at once (and tries to blend them using a screen door / transparency effect)...at the cost of performance on my setup
okay not exclusively true. it depends on amount of veg in the frustrum. sometimes its a win, sometimes its a loss.
Love the lighting, using RCAS for sharpening
whats rcas?
@exotic fog It's a one of the staples of Lilium's Reshade shaders. #💬lounge message
I appreciate that
@marble pond is liliums blackfloor fix needed for this game?
Forge knows best
Not really. Reno gives 2.2/2.4 options if desired
are planet rings supposed to be pixelated to hell
bHalfResMoments=0 helped
@sturdy cloak i get a CTD with reno when enabling (well, disabling / setting false) this ini setting, but do not if reno is disabled. I can use liveini tool to modify this in the game at runtime without a crash while having reno. is it something you would be willing to debug?
0 vs 1, not sure why reno would care
it only crashes when actually loading a save. main menu is fine. log doesn't look particularly helpful, but idk.
reverting to R11G11B10F from R16.. fixes it
change your dxgi.dll to d3d12.dll
d3d12
Honestly no idea. This game does it for me as well. Not all games do but some do only with RenoDX.
I CTD anytime I open the overlay in Starfield unless I change that file.
didn't end up helping.
its something with upgrades + this specific engine setting.
need some way to hook the game and set this setting only after load lul
that's a nice night
some people reported some colored outlines at one point, looks like cone response affects it
cone response 13 vs 60
this specific transparency effect in menu is added by engine fixes mod, but i think in combat or something there is something similar that can happen?
it was hard to catch though
off vs psychov (slight tweaks) 😗 👌
Missing CAS shader. Devkit might show it
BTW - what did you set your sharpness to using RCAS?
do most of you guys use sharpening?
I disable/turn it down to 0, for non-oversharpened look
Depends entirely on resolution tbh. Less the better overall. Make sure to disable all in-game sharpening and sharpening already set in NVpanel/NVinspector.
Yeah I always do.
Just changed my DLL to d3d12. Any fix for loading saves?
found one of the materials affected by this using nifskope. looks like there is a specific shader route called "effect", which "halfresmoments" may...affect
ah yeah, just enable cas upscaling in game and reduce render res
engine must be enabling it programmatically sometimes?
i had dynamic res on by mistake as well
Does anyone have a weird flashlight behavior? It seems it doesn't illuminate near environment/objects/NPCs, but it's OK with far env/objects/NPCs
Screenshot exemples with on/off
Just tried without reno and it's the same "issue", sorry for bothering.
Anyway if someone has an idea about what could cause the issue, feel free to share 😄
Yeah and based on hardware. What GPU do you have?
5090
new build in a second. nothing new, just core rewrite for stability.
edit: fps tank. back to formula
anyways keep up the good work, the current build Im running seems is good for now
dynamic res tho only kicks in when lower then 30 fps i think
maybe i shouldn't benchmark debug builds 
yeah...
idk, rebuilt
somebody let me know if it's better or worse. but for sure, try to crash it (XeFG doesn't count)
I'm running the previous build and have only 2 issues: 16 bit still doesn't work (AMD I suppose) and image spaces like aurora rainbow effect and docking monochrome are gone.
Otherwise I enjoy it, primarily use it for 10 bit cuz it also reduces the banding, and HDR
i could side-upgrade to rgb9e5 which works on AMD and is better for banding. will try to remember 
Thank you!
FWIW, i am hanging after launching the game with this addon file with SFSE. rolling back to the pinned from 4/24 boots with no issues
I think something is wrong. All the colours are washed out. It’s like there’s no HDR at all
yeah somethings wrong, all colors are washed out with this update @sturdy cloak
i dont hang but the colors are all washed out
wtf. I reverted back to the previous version and now the colours are all messed up..
But uninstalling and reinstalling reshade with pinned Reno has made it return to normal
weird. reverting to previous worked. and for hell of it, i went with the latest again and its washed out colors still
ahhh the one dev i dont want to see updates from...
oh god why.... i was almost done setting my mods up
one more rebuild
rebuilt, should be faster and more stable
does this also fix the washed out colors the prior one displayed?
no idea
never had that issue
weird a few of us commented on it here. ill check in a bit
@sturdy cloak yeah it fixes it. ty. @glossy vessel
No issues with the new build. Does feel faster
New build working well for new now. No more washed out colours, looks good
What do you guys use for Starfield, HDR or Psycho?
I generally like how Psycho looks more than HDR but the blacks are soo dark, even on daytime
turn off gamma correction
probably don't need it
also gamma correction off is technically more accurate
picked up SF again beacuse i saw there was a reno for it, blacks are ok with me and i feel like its SLIGHTLY undersaturated but otherwise 👍
psycho, it's better in most scenarios
the beauty of RenoDX is that you have full control with the sliders
you can always bump up saturation to your taste
Curious, wdym by psycho?
PsychoV tonemapper+eyeadaptation
lol When I look up on google I only find result about reno you're too famous 😄
aaaaah but it's a tonemapper choice inside reno !!
it's only in RenoDX afaik (since i wrote it)
I don't have it in my version.. is this something you added recently?
use pinned
OK thanks, will try it! Although I was quite satisfied with previous version ❤️
the latest one is even better
Great!!
Just updated to pinned version, I have huge issues when I'm in the game.. it's like the view is kind of... frozen? My framerate/frametime stays fine, but I see NPCs like flickering/frozen, very weird
Have you seen that before?
did you enable the frame generation options?
No! Looking at the new settings I've just seen that right now! Restarting with it enabled.
Does this mean I can now upgrade the dll to newer than 3.8.1?
yes
supports new dlssfg
Oh great! I can also set the override from Nvidia App? Instead of upgrading the game folder dll?
i think you have to, replace the files in the folder
Mmm my game is not even starting anymore, now that I've enabled FG in reno settings 🤷
02:06:11:175 [38640] | DEBUG | [RenoDX] utils::resource::upgrade::OnInitDevice(2982973218536, api: d3d12)
02:06:11:175 [38640] | INFO | [RenoDX] mods::swapchain::OnInitDevice(0x000002b6870f1ee8, native: 0x000002b6870c96d0)
02:06:11:175 [38640] | INFO | [RenoDX] mods::shader::OnInitDevice(2982973218536)
02:06:11:175 [38640] | INFO | [RenoDX] utils::shader::OnDestroyDevice(2982973218536)
02:06:11:175 [38640] | INFO | [RenoDX] utils::resource::upgrade::OnDestroyDevice(2982973218536)
02:06:11:175 [38640] | INFO | [RenoDX] mods::swapchain::OnDestroyDevice(2982973218536)
02:06:11:175 [38640] | INFO | [RenoDX] mods::shader::OnDestroyDevice(2982973218536)
02:06:11:175 [38640] | INFO | Unloading add-on "RenoDX" ...
02:06:11:175 [38640] | INFO | Unregistered add-on "RenoDX".
02:06:11:175 [38640] | INFO | ResourceUtil detached.
02:06:21:336 [38640] | INFO | Redirecting RegisterClassA(lpWndClass = 000000F14356F0F0 { "Starfield", style = 0 }) ...
02:06:21:337 [38640] | INFO | > Adding 'CS_OWNDC' window class style flag to "Starfield".
more log, probably says you didn't enable dll load from main
i don't hard require the option just in case somebody has some crazy setup, but it's easily missed
then you can't get back in game
how do I enable dll load from main?
02:06:10:972 [38640] | WARN | [RenoDX] renodx-starfield.addon64 is not listed in ADDON.LoadFromDllMain and sl.interposer.dll is already loaded. renodx-starfield.addon64 is not listed in ADDON.LoadFromDllMain, so early DLSS FG hooks may have been missed unless ReShade was loaded through another early path.
open reshade.ini and set...
[ADDON]
DisabledAddons=Generic Depth,Effect Runtime Sync
LoadFromDllMain=renodx-starfield.addon64
might as well disable the other effects as well
Yes, starting! Thanks a bunch!
Was this line supposed to be set manually or did I miss something?
you should missed a button that appeared under it showing to add the line, and below that asking you to restart
but i can double check
Woaw Psycho is punchy, not used to it lol
the psychov preset is set to match vanilla contrast + exposure
just handles colors differently
psychov is probably the best thing i've done so far, tbh
so far, at least
kinda fell into just being a good, full replacement for a lot of tonemappers
looks great indeed!! It's just quite different than my previous profile, but it seems to be doing great! atm i'm in a space station, quite dark, but i can't wait to test it in more environments.
thanks for the update, and the help ❤️
oh and I'm going to update my dllsg dll 😄
And I see there is a FSR3 setting too? Maaan my friend's going to be happy 😄
dumb question when you say upgrading the DLL do you mean for like enabling the new dynamic mfg
The new version is not playing nice with Display Commander with the FG support enabled.
Game starts up to a black screen but pretty much instantly falls back to desktop
Easiest way around it currently seems to be just removing Display Commander unfortunately
ok so i swapped the dlls and it's working now, getting over 430 fps with practically same latency as 2x which is nice. i think my generation factor/max frame count settings are off though, could anyone confirm? my monitor is 480hz
it's just working™ alongside reno it's kind of surreal that it worked for me
a question for the 50 series folks:
how do you feel about 6x framegen when compared to 2x framgen?
does discord suddenly hate jpeg xl
off / hdr look / psychov
i thought it was interesting how much that light was turning white, but its way brighter with psychov...so makes sense
@sturdy cloak lut scaling 50 vs 100. looking at that secondary "ring" around the green. if i lower the cone response a few below 50 it also goes away.
but in the 2nd pic it kind of bands and has a band and goes (brighter, darker, brighter, briiiiiight)
the outer (bright) edge of the dark band follows gamut expansion mayhaps?
lowered cone response a bit so the dark band spread, yellow starts right about where it brightens on the outer edge
cone resp 60
follows saturation slider as well
TBH in my minimal testing in starfield it feels basically the same and I'm mega sensitive to input latency
I use balanced dlss tho preset m
if I put up to quality it feels slightly heavier but no big deal
I'm around 90 pre frame gen at the most demanding bits I think
what about the visual quality though?
artifcating amount, smoothness?
haven't noticed any hitching. i won't say there's no artifacts since there will be even if i don't notice, but if it's any worse i can't tell personally. i haven't been pixel peeping though
good to hear, thanks
oh, i did have to select preset a for fg otherwise i had those deep fried artifacts on edges
yeah, preset B stands for Broken in Starfield
for some reason
it won't really blow you away but it's nice to have anyway i guess
so you never feel any reason to not use 6x and use 2x instead when both are available and work okay?
yeah at least not in starfield
haven't tried anything else
I'd say that heavily depends on your refresh rate and performance target
Steam capture (screenshot and video) makes the game CTD with the latest reno addon (this was not an issue with the previous one)
@sturdy cloak would you have any idea what could cause that?
i've had this issue for a few versions but thought it might have been down to the modlist i've been playing with, since it said steam overlay may no longer work
though it works for me, just the screenshot causes ctd
Nope, this is reno, disabling it get rids of the issue.
The crash only occurs if screenshot/recording is started in game windows (no issue in inventory and other UI screens)
Doesn't happen to me on the latest build, and it's the only way I make screenshots
So might be related to a particular setting you have on
What solution do you guys use for the LUTs in this game? RenoDX sliders? LUT mod? Both?
The LUTs are crucial for the games look. Like Mars isn’t actually red, the red comes from the LUT
So vanilla LUTs for sure
Weird. Are you using Psycho preset? Do you have framegen?
I don't use a preset, but I use PsychoV Tone Mapper. No, I don't use frame gen
Jeez even bringing RTSS overlay now makes the game CTD (not systematic apparently, just got it once)
This is what I have in my log at the time I F12 :
19:19:22:949 [34208] | WARN | Skipping D3D11on12 device because it was created without a proxy Direct3D 12 device.
19:19:22:949 [34208] | INFO | Redirecting CreateDXGIFactory2(Flags = 0x80000000, riid = {1BC6EA02-EF36-464F-BF0C-21CA39E5168A}, ppFactory = 000000BC2F8FE870) ...
19:19:22:950 [34208] | INFO | Redirecting IDXGIFactory4::EnumAdapterByLuid(this = 000002ACB12A2710, AdapterLuid = 1299a, riid = {7ABB6563-02BC-47C4-8EF9-ACC4795EDBCF}, ppvAdapter = 000000BC2F8FE8A8) ...
Do you make any adjustments to them via the RenoDX sliders?
Very strange... Disabling FG makes CTDs go away while F12. Enabling it again and still OK. But after a restart with FG activated, CTDs again while F12.
And why do I have 120fps without FG, and 180 with? Is it not supposed to double framerate?
i like the game washed out, so I use lut scaling on a lower setting
but I haven't used the mod since before it was overhauled
Am I missing something here? I have DLSS overriden to Preset K through NVPI and the latest pinned version of RenoDX. Running latest Nvidia Studio Drivers 596.36. This didn't happen to me with the older version of RenoDX
How come K and not L or M?
I run DLAA at 1440p. On a 4080 there's a pretty big performance regression when using DLSS 4.5 with DLAA.
The problem went away when I switched over to no upscaling. I also have an issue when using DLSS 4 where the game won't launch if you upgrade the render pipeline to 16bit. It works when using DLSS 4.5 for whatever reason. Maybe this has to do with 4.5 having a higher dynamic range?
A VRAM memory leak opening/closing inventory too.
This drove me crazy until someone suggested using Preset K to fix the memory leak. It really does fix it
I hope it gets resolved, L/M presets look much clearer in motion
I still don't experience any issues with Preset L/M and have yet to experience any memory leaks.
with L and or M involved you're saying? I may try K if thats the case. where was this reported?
yes
here, many times
and we are still yet to determine what could be making the difference, some people have the VRAM leak, some don't, on seemingly identical setups
Anyone seen this before? Blue/red outlines when using crafting benches on the RenoDX tone mapper with any kind of upscaling enabled. Vanilla tonemapper doesn't have this issue and native res doesn't either. I need to use upscaling however. I'm on the latest version of everything.
I believe everyone has these
It's CAS. I can't reproduce
is there a way to completely disable CAS and verify that it is fully disabled?
because I removed/dialed it to 0 everywhere I've seen and still get these artifacts
Cas auto enables on the menu screens
ah, this explains
maybe some .ini tweak could help...
I did notice that using the Balanced preset seems to eliminate the issue? Does that provide any more clues? And can anyone else check on their end if that is true for them?
I'll try it later today
same
weirdly it solves the issue
have you been testing it with DLSS Balanced by any chance?
@sturdy cloak Would you have an idea about this issue? I can't no longer use steam screenshot and record, makes the game crash instantly if I triggered them when I'm not in a UI menu like inventory. Had to go back to an april version 🙁
Yeah but no videos.. and screenshots are too big to share on discord and stuff..
This server has 250mb but yeah.
Generally things might start working as RenoDX improves
Dx12 is very rough and Starfield especially
Been diagnosing random crashes for about 2 weeks
Also found some ReShade bugs but worked around them
Thanks for all the great work, the world is a little bit better thanks to your reno magic
Yeah pretty weird. Looks like they disabled the CAS for balanced only. Doesn't make sense but I'll take it!
man... i dont knowe what it is but new atlantis kills my performance to like sub 10 FPS... every other area in the game is fine. its so weird. 7850X3D, 32gb ram, 4070ti
Possibly you have some unpacked textures?
Doesn't happen to me, I have around 200 mods.
7800X3D, 64gb RAM and 7900XTX. Can't say my VRAM is ever filled up.
Starfield is less sensitive to unpacked textures than FO4 was, but still much more than Skyrim
Does it change if you select Off? That would mean shader cost
starfield got an update
so what config shows it?
Performance definitely does
yeah, still can't reproduce
Quality and DLAA too iirc, but I didn't test those recently, only Balanced and Performance
the only differences are that I have m*tion blur and VRS disabled
yeah, can't reproduce at all
i have no ini mods or anything
I don't have any lengthy .ini tweaks, only mouse input adjustments and 90 degree FOV
but iirc it was present even before I applied them
I already tried verifying steam files and reseting everything
nvidia profiles, shader caches, removing all mods
the only thing really is to use devkit and dump the shader
maybe it's location dependent
I've seen the same red outlines when using crafting stations in various places
interiors, exteriors, on ships in space
it depends on the ambient lighting to a degree
i can try and get the shader with devkit if you can give me instructions
i know how to install it and disable / enable things
but thas it
stashing here before i break it again
i feel like i'm getting weird dips to black i wasn't getting before
this is new one?
Tested : I systematically have a stutter every 10 sec with this one.
Also FYI, Steam screen capture is still CTDing the game
11:24:05:504 [24188] | WARN | Skipping D3D11on12 device because it was created without a proxy Direct3D 12 device.
11:24:05:504 [24188] | INFO | Redirecting CreateDXGIFactory2(Flags = 0x80000000, riid = {1BC6EA02-EF36-464F-BF0C-21CA39E5168A}, ppFactory = 00000058180FE7C0) ...
11:24:05:504 [24188] | INFO | Redirecting IDXGIFactory4::EnumAdapterByLuid(this = 0000025072080C30, AdapterLuid = 12bf9, riid = {7ABB6563-02BC-47C4-8EF9-ACC4795EDBCF}, ppvAdapter = 00000058180FE7F8) ...
Nevermind me, I also have this 10 sec periodic stutter with the april version (the one before PsychoV) !
Where at? Are you referring to the eye adaptation? Spent a half hour with that build last night and it didn't seem much different than the previous.
just standing still, in neon and in atlantis
Odd. Was on Atlantis the last 10min or so of my session last night and didn't notice anything out of the normal. Will see if I can replicate.
Was there anything changed in this build or was it just a refactor?
internal, core stuff to try to get it faster/smoother/stabler
I like psychov, but it feels like you lose a lot of detail in trees etc in atlantis. They become so dark, without gammar correction as well
sometimes u gain more detail though so i guess its a hard thing to balance
Gamma Correction is better off tbh with PsychoV. Atlantis has a big bright sky with no bounce lighting to illuminate the trees. You might have to bump max brightness all the way up for it to make sense, since the sky is so bright
Also their dark green trees iirc. So not a great mix
Is the fix for the DLSSFG still required? I have a weird effect every time I move the mouse.
It's built in you just have to enable it in the menu
What could explain the flickering when i move the mouse with the framegen ?
edit: it's 310.6 dlss issue , no issue with 310.5.3
strange i dont have that issue. 4070ti latest drivers
it's preset B issue
301.6 FG preset A works fine
you can enforce it through NVPI
Is this normal that "LUT scaling" slider only changes image in UIs, not in game?
no, it should change in game look
maybe try different area?
almost all LUTs have their range reduced. unless you modded the LUTs
I'm in the key, I'll test somewhere else later and will report back
nope nothing modded (well not the LUTs)
but I'm not on the latest reno version (I'm on a early april version)
Same in UC Vigilance :
Tested in Suvorov ground, no difference
In space on pilot seat, only ship cockpit element get a difference
In New Atlantis prison (I had contraband on me 😄 ), no difference
In New Atlantis ground: difference
yeah, so it's working. just not all areas have squished luts
i think FSR3 and Render Upgrade on Medium is instant crash for me, always?
update inbound
modded with hdr10 + rgba16f vs unmodded
Changes:
- Stability fixes
- Performance boost
- RGB9E5 support for AMD
The screen dimmed after opening a menu and I needed to restart to fix. Ill keep testing
Edit: no other permanent dimming bug encountered again after a few more hours play
is this with perceptual eye adaptation?
@sturdy cloak I played several hours with latest reno and it's perfect. ty
Still crashing when F12 🥺
20:46:48:604 [ 9228] | WARN | Skipping D3D11on12 device because it was created without a proxy Direct3D 12 device.
20:46:48:604 [ 9228] | INFO | Redirecting CreateDXGIFactory2(Flags = 0x80000000, riid = {1BC6EA02-EF36-464F-BF0C-21CA39E5168A}, ppFactory = 000000B8781FE4A0) ...
20:46:48:604 [ 9228] | INFO | Redirecting IDXGIFactory4::EnumAdapterByLuid(this = 00000240177C4410, AdapterLuid = 12cd6, riid = {7ABB6563-02BC-47C4-8EF9-ACC4795EDBCF}, ppvAdapter = 000000B8781FE4D8) ...
Yes.
weirdly I get "pulsating" EA with this one
like the entire picture gets slightly darker each 10 seconds or so as if trying to adapt to a brightness change and then it brightens back up gradually and quickly
this happens in fully static scenarios and even in inventory
I will keep testing
debugging now. something changed to cause it to not run, and when it runs, it starts with no history
hmm, even vanilla adaptation stops running
when i alt tab, it's back
@split river for testing^
i don't really have way to test rgb9e5
finally got time to test - everything works good now
looks great, performance is better than before
all of a sudden, reno crashes starfield upon startup. If I remove reno, stafield starts with reshade, but with reno its a no go.
it was working yesterday, and now its not
i doubt its a problem with reno itself
but i cant figure out why the hell this happened
it was working yesterday ffs
On save file load or on game boot? Also fsr3 enabled?
Game boot. I have been using DLSS.
Can you send the reshade.log of when it fails?
No worries! I'm very grateful that you tried adding it!
im doing a fresh install of the game and mods. ill let you know if its still an issue
Fixed Vanilla slope matching in PsychoV
@sturdy cloak are you planning to investigate why reno + dlssfg produces a CTD when steam F12, since post april versions?
If you need anything to help I'm here, i reproduce this systematically since a few versions (the one working is from april 9th)
Even with latest^? Does it crash when doing f12 from main menu, before loading a save?
Even with latest^? Does it crash when doing f12 from main menu, before loading a save?
Yes even with the one you've just posted
I haven't tested that, I can tell it only crashes when in the live game view, but doesn't crash when in an UI like inventory. I'll try in the main menu before loading!
Nope, it doesn't crash from the main menu
Oh... this is so weird.. i've started the game, F12 (ok), loaded the game, F12 during the loading (ok), got to ingame, went to tab menu, F12 (ok), went back to ingame, F12 --> ok!?!
And now F12 doesnt't CTD anymore, in this session at least
OK, I have 2 specific systematic scenarios :
- If I F12 for the 1st time from the game view --> CTD
- If I F12 in the tab menu view (I get logs1) I get no crash, and from now on I can F12 in the game view without issue (logs2)
Logs1 :
16:10:53:578 [28824] | INFO | Redirecting IDXGIFactory::EnumAdapters(this = 000001DE355286F0, Adapter = 0, ppAdapter = 00000026209FF510) ...
16:10:53:810 [ 2792] | INFO | Redirecting CreateDXGIFactory1(riid = {1BC6EA02-EF36-464F-BF0C-21CA39E5168A}, ppFactory = 0000002620CFF358) ...
16:10:53:810 [ 2792] | INFO | Redirecting IDXGIFactory::EnumAdapters(this = 000001DDD081B9C0, Adapter = 0, ppAdapter = 0000002620CFF350) ...
16:10:53:973 [27772] | INFO | Redirecting CreateDXGIFactory1(riid = {1BC6EA02-EF36-464F-BF0C-21CA39E5168A}, ppFactory = 00000026211FF0F8) ...
16:10:53:975 [27772] | INFO | Redirecting IDXGIFactory::EnumAdapters(this = 000001DE1A1D6860, Adapter = 0, ppAdapter = 00000026211FF0F0) ...```
Logs2 :
```16:11:03:744 [17000] | INFO | Redirecting CreateDXGIFactory2(Flags = 0x80000000, riid = {1BC6EA02-EF36-464F-BF0C-21CA39E5168A}, ppFactory = 0000002623DFCE60) ...```
I'll take this workaround!
Game brightness isn't set anymore according to Peak brightness?
i don't understand what you mean
With previous version when I was setting Peak at 450 it was setting Game at 110, now it stays at 203
yeah, that was removed. was too confusing, tbh
I'm comparing Psycho and HDRlook presets, I have the feeling Psycho is not better, at least in this scene.. any thoughts?
psychov had a stronger cone contrast when matching vanilla before. at 50 it should basically match vanilla now
so you can bump psychov cone contrast another 10 units or so to get it like before
60 on psychov setting is basically a random number i picked
Cone Contrast is the magic "make game look better" slider
instead of messing all sorts of contrast/highlights/shadows/blowout/saturation that HDR Look preset did
I noticed some short rapid flickering happening rarely with this version
slight full frame brightness changes
like EA is bugging out a little bit
i didn't touch EA, but will try to reproduce
maybe it's not EA, idk
it doesn't do it gradually
so probably it's not
it's quite hard to catch this bug, happens indeed quite rarely and for short periods
I noticed that too, but I think it's coming from the game.. weird, like explosion or thunder flashes but strange. I don't know if it could be this on your side
OK thanks I'll play with the slider
Maybe 65 max, but higher, contrast is too high and I loose info in highlights.
On this scene at least, the other preset is better imo. Or I need to play with other sliders, but there's too much 😄
I think I'll stick with hdrlook!
nah, I definitely didn't have anything like that on any of the previous versions
tbh, i don't know if 450 nits is going to be enough for psychov. somethings end up blowing out early because of range limitation. it's really noticeable with the reliant medical sign in Neon. just white with limited range
i plan on building another slider for psychov that controls compression, so it doesn't go to white as fast
Yeah when switching from console gaming to PC gaming I've bought a great UW screen (Corsair 34WQHD240-C) but peak brightness is very low :S
got some heavy case of this new flickering in the process of trading with ryujin neuroamp seller in Neon (or it got worse/I just noticed it at that moment), not sure what triggered it, but it persists, even in inventory
opening scanner pauses this bug
it comes back when I exist the scanner
resetting Reno settings made it stop for good (but I reset them right after evey update so it will come back for sure)
@sturdy cloak I hope this helps investigation
@sturdy cloak when in game with renodx the starfield game crash to desktop if i press STEAM SCREENSHOT KEY and i must press on main menu for the first time.
If I forget to press the screenshot button on the main menu the first time and do it directly from the game it crashes brutally and closes without giving any errors!
I'm wondering if it's possible to fix the problem. Thank you so much!
Known issue, we're 2 at least having it (I feel less alone now!) #1462958679006642207 message
@sturdy cloak looks like the bug is directly related to switching SDR EOTF emulation from 2.2 to Off
Is it not VRR flicker?
no, I don't use VRR specifically because I hate VRR flicker
it does look a bit like it though
but happens when my FPS is way above my refresh rate too, not only when it's lower
Maybe I forgot a setting with swapchain/render syncing. I'll look
would also be useful to know if lilium's analysis shaders catch the flicker
will try to catch
I'll hopefully be pushing some final clean up code tomorrow. Not much to trim anymore. All the tests seem done. Next is PsychoV 20
this is with DLSSFG support On or Off?
steam screenshot crash might be fixed now. i'm just looking into when the game does a full black screen to transition from game/menu it does a full blowup to white
couldn't fix that, but trying to inject a screenshot fix
Fixed crash on steam screenshot, fixed photomode black screen
Still crashing for me
does photomode work at least?
mmm for me it worked but maybe I was with the april version (pre-psycho)
Let me check
nope
never worked
not even in Starfield Luma until it was forced to work via memory function hijacking
when you say black, what is black?
when you look at the gallery it would be black
because RenoDX never writes to the 8bit sdr texture
oh ok, I use photo mode but don't trigger screenshot with it. I'll check that at once
i'm not sure i was able to reproduce the crash though. just noticed that it was trying to do DLSSfix on the Steam overlay DXGIFactory
16:11:03:744 [17000] | INFO | Redirecting CreateDXGIFactory2(Flags = 0x80000000, riid = {1BC6EA02-EF36-464F-BF0C-21CA39E5168A}, ppFactory = 0000002623DFCE60) ...
0x80000000 is invalid so it should bypass it now
i'm presuming it only crashed with dlssfg fix on?
yup, working now, thanks!!
yes, no crashing if disabling framegen.
Here are the 4 log lines when crashing :
03:03:41:042 [33628] | WARN | Skipping D3D11on12 device because it was created without a proxy Direct3D 12 device.
03:03:41:042 [33628] | INFO | Redirecting CreateDXGIFactory2(Flags = 0x80000000, riid = {1BC6EA02-EF36-464F-BF0C-21CA39E5168A}, ppFactory = 000000BF928FEA10) ...
03:03:41:042 [33628] | INFO | Redirecting IDXGIFactory4::EnumAdapterByLuid(this = 0000025A246430A0, AdapterLuid = 12db4, riid = {7ABB6563-02BC-47C4-8EF9-ACC4795EDBCF}, ppvAdapter = 000000BF928FEA48) ...
can you try this. it has testing stuff, but should be another method for avoid the crash at least
Yes no crash with this one!
i can push this fix to the repo and you can grab the cleaner one there once it compiles
And I've just found out game uses photos from gallery as loading screens, neat 😄
Just to be sure, you didn't push it yet right? Because I've just installed the one from the sticky link (https://clshortfuse.github.io/renodx/renodx-starfield.addon64) and I still got the F12 crash
Hmm, I did, you can also grab directly from GitHub releases snapshot in case you're hitting some sort of browser cache
Yeah I have the same file (checked with a sha-256). So maybe there was a context yesterday when I said it was working with the test build.
Because before F12, I went to reshade/reno overlay to switch to my usual settings, closed reshade overlay, and F12.
Today with the final build I directly F12 when entering game.
I'll try again and let you know
@sturdy cloak I'm loosing my mind here.. I've just made 5 tries, with latest build and yesterday test build, putting myself back in the exact same context (starting from this one #1462958679006642207 message), doing exactly what I did yesterday (going into overlay to switch to PsychoV20 preset because with the test build, no tonemapper was selected), and now I have also a F12 crash.
So I guess the one time it worked yesterday wasn't enough :S
I thought it was because with your test build, as I had these settings, it didn't crash because I changed tonemapper, but no
yeah, none of that would matter tbh