#Baldur's Gate 3

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amber stream
old nacelle
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omg

naive lichen
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midtones and shadows a bit brighter

amber stream
naive lichen
amber stream
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I think I like it

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turning down highlight saturation by a little would probably make it similar to before

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fires in that calibration pic look different from what i'm seeing in game

naive lichen
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maybe

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i that calibration screen its way too pink

amber stream
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i can make hue shifts stronger

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made hue shifts stronger

naive lichen
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better, though still there id say

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do we get a slider for hue?

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i have mad autism about flame hues since witcher 3

amber stream
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guess I can add a slider for additional hue shifts

naive lichen
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would be appreciated

amber stream
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here's what I have for now

shut valley
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Good. May I ask what are you aiming for with a rewrite? Just out of curiosity about how RenoDX modders work, what are their goals and why they never stop working.

amber stream
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manually adjusting highlights to look better

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making shadows a little cleaner

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little too dark before and oversaturated

naive lichen
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what tonemapper u using now

amber stream
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neutwo by max channel

naive lichen
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Mewtwo

amber stream
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yes

naive lichen
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weird evolution from termite spleen

eternal radish
blissful ember
# amber stream SDR / Old / New

Shadows get noticeably less crushed. It looks great ! Say, would you consider adding a bypass for AO ? So that people might avoid the REST struggle.šŸ˜‡ please ?

naive lichen
blissful ember
amber stream
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Don’t feel like putting in any more work than that

blissful ember
amber stream
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It’ll be something like 0xAF7838E

blissful ember
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Possibly ? If you snoop around in shader toggle groups, I'm pretty sur the concerned hashes are highlighted in the list.

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Though if you want to be sure it works, you have to use the reshade version designated in preset's github page.

amber stream
eternal radish
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is dechroma supposed to be at 0 or 50

amber stream
chilly token
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@amber stream hi, installing Reshade for BG3 is giving me some warning when I open the game launcher, have u encountered the same issue?

naive lichen
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What warning

chilly token
naive lichen
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Well makes sense, atleast if it means what I imagine it means… I suppose it sees that there’s files in the game folder that don’t belong there so it throws that message

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Since it’s not matching what the folder is supposed to look like it says data mismatch but maybe I’m tripping

chilly token
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But maybe I'm wrong

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unless the Launcher just scans the folder

spiral rampart
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better yet, use --skip-launcher

chilly token
kindred sedge
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When using Reno will the game recognize it to be in HDR? Its giving me Gamma correction instead of HDR calibrations and my colors look really funky?

kindred sedge
# eternal radish ingame hdr is enabled ?

No, thats what I'm asking, is it supposed to be? Since BG3's hdr sometimes works and sometimes doesnt I thought I'd use RenoDX but it doesn't seem to be giving me an hdr output

eternal radish
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wdym bg3 hdr doesn't work sometimes ?

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it's always enabled for me šŸ¤”

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for 99.9% of games with native HDR + RENODX mod, you have to keep ingame HDR enabled

kindred sedge
# eternal radish for 99.9% of games with native HDR + RENODX mod, you have to keep ingame HDR ena...

For whatever reason, when I load into the game I have the potential for a good looking hdr and a bad one. It's not something I know the cause for yet. Sometimes I load into the game and it looks like proper hdr and othertimes I load in and it looks washed out and grey but I still have the HDR calibration option. I have to crank my brightness all the way down and contrast all the way up in order for it too look reasonably good.

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Right now the game is loading into a good looking hdr without Reshade enabled, but I dont know when or if it'll load into a worse looking hdr.

eternal radish
kindred sedge
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Alright, I use rtx hdr for another game but I never endabled it for BG3 I'll check.

eternal radish
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nvidia drivers have a bad habit of forcefully enabling global rtx hdr when you use it for a single game

kindred sedge
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And what about the RenoDX issue where it starts in a SDR space?

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also possibly rtx?

eternal radish
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probably just RTX HDR double tonemapping the image yeah

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just think of bg3 HDR and bg3 renodx hdr to be the same thing internally

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any washhed out look would be due to external factors

kindred sedge
kindred sedge
kindred sedge
eternal radish
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no

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the mod is only for dx11 mode

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it fixes the native hdr to be closer to SDR

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color wise

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and gives you accurate sliders to tonemap the image

kindred sedge
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I see, so it's basically so you can color correct the game in HDR mode?

eternal radish
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yeah it fixes the native HDR pipeline

kindred sedge
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I see, well I have my game loaded now, RTX hdr was indeed on, it looks waay different now, but the ui no longer looks blown out and my colors pop once again so I can fiddle with this from here. Thank you for your help!

spiral rampart
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@kindred sedge 99.9% of the time when you use renodx you must turn on the ingame HDR for it to work

kindred sedge
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Sorry for the late reply. I came back to boot up BG3 and see if I can screenshot what I mean but this time it did boot up with hdr ON. Not sure what changed if anything. Maybe there is a toggle ingame that I might be missing and that can force one mode or the other, kinda annoying to hope and pray it just works when I load the game.

amber stream
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game has no toggle, it just forces hdr on if you have hdr enabled in windows

eternal radish
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@amber stream some highlights in the game has a super saturated center (like on the left here) so you know why ?

amber stream
eternal radish
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huh

amber stream
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its just yellow to me

eternal radish
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this one of the left ?

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dafuq

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i can see it on my ips

amber stream
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i mean

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its yellow

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I see yellow

eternal radish
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it's yellow red yellow

amber stream
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oh do you mean its not blowing out

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oh

eternal radish
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ya it's not uniform

amber stream
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i thought you drew a circle in a program

eternal radish
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a lot of effects do the same

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lol no

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i mean

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not a lot

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some cutscenes

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they go so fast i don't have time to toggle off reno to test

amber stream
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maybe the way I'm boosting saturation

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guess I can rewrite

eternal radish
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dechroma isn't supposeod to be at 50 righttttt ? šŸ’

amber stream
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i default to 0

eternal radish
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reno off / reno on

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so the issue exists in vanilla too

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i mean i didn't uninstall reno tho

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it's just more saturated with reno

amber stream
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I gotta try the bleaching stuff in this game

eternal radish
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yeah it's present in vanill also

eternal radish
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@strange lantern

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remind me ur

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bg3 mods

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šŸ’

strange lantern
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for?

eternal radish
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everything u said aboot

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broken stuff

strange lantern
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oh... I use a Wabbajack

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Listonomicon

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A dev on my team works on it

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but thats more of a full game overhaul type deal

eternal radish
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don't skyblim me bruv gimme to good

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the important stuff

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the voice mod

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and the idk mod

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i already have a pack

strange lantern
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Gosh has a shadow mod

eternal radish
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a what now

strange lantern
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lights are now shadowcasting

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stops light leak through walls

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grass casts shadows

eternal radish
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holy shit wallsobg dcorrupted everyone

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i already got it

strange lantern
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Removes the god awful hero lighting

eternal radish
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got it

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i guess i just mlissed the audio mod

strange lantern
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yh theres not much else if you already have a pack

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I will need to get around

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and add in xegtao

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and other improvements

eternal radish
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@strange lantern wait

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do u have an armor texture overhaul

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cuz holy shit armors are ugly

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metal ones

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they are skyblim ps3 tier

strange lantern
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So there was a texture mod

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for armour

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but patches broke it

eternal radish
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ya i k now

strange lantern
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it causes corrupted textures now

eternal radish
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fucking skyblim

strange lantern
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I am not touching this game until Larian completely leaves it

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I am not working on something only for them to announce Patch ~46823349620-3942-039604-329652-0393462435235

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hotfix patch 349520934-0692-30926246

eternal radish
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"dw guys BG3 enhanced edition is coming

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yes i know we said patch 8 was final but

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we hate forge so much

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he should go back to skyblim

strange lantern
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enhanced edition isnt coming becasue Larian wanted to leave WOTC as quickly as possible

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its also why theres no DLCs

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but

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They probably will announce EE just to fuck me over

eternal radish
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i hopez they do just for this reason

eternal radish
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@amber stream reno vs native

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dechroma 50 is less broken

amber stream
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I’ll add McDonald’s boytoy

eternal radish
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@floral raft

eternal radish
naive lichen
strange lantern
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For shadows atleast yh, with patch 7 they removed shadow casting for grass and other foliage

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which he added back

naive lichen
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Yeah that with the grass seems really big I saw the pics

strange lantern
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but shadow casting as a whole is still missing in base game without the mod

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light leak is also everywhere

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which that mod solves

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The only issue with it

naive lichen
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Yeah

strange lantern
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utterly destroyes perf in Last Light inn

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and parts of Act 3

naive lichen
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Hm

strange lantern
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So I am wondering I could get both force shadow casting

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and fix dogshit perf by reworking culling / shadows

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it destorys perf becasue the game wasnt made to handle that many shadow casting lights

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they instead wanted slop lighting

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so the only solution is to fix the renderer

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character shadowmaps are also abysmal

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pixelated to shit

naive lichen
naive lichen
strange lantern
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both APIs, shadow casting destorys GPU

naive lichen
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kk

strange lantern
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Vulkan runs better in Act 3 cause thats CPU limited

naive lichen
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Right

strange lantern
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probably becasue they rushed out CPU oclussion culling

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instead of doing the original GPU base culling

amber stream
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someone said dx11 with the SK texture stuff runs well

naive lichen
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What Texture stuff

strange lantern
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The game is constantly loading and unloading textures

amber stream
strange lantern
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SK's texture caching solves that

naive lichen
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Ah ok wtf

strange lantern
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Might as well implement something similar into the addon if possible

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But now I dont know

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should I do DX11 or VK

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VK has access to FG

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but welll

naive lichen
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Yeah I was gonna ask

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When VK

strange lantern
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Crosire fixed VK FG

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and the game has native HDR path so no flickering

naive lichen
strange lantern
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VK has better CPU perf but maybe with fixes DX11 can run better anyways

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Gonna start learning Ghidra

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Become Nukem lite

naive lichen
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Bro boutta disassemble the entire game

strange lantern
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yh for like 5 days before I quit

naive lichen
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Fr

gritty summit
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What’s SK texture? Is it a mod for improving textures? I couldn’t find it when I googled

eternal radish
shut valley
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Does BG3 have FG?!

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Never considered it. Maybe because I never made it to Act 3... Haha. šŸ˜…

blissful ember
blissful ember
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Wasn't that a PureDark mod ?

gritty summit
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SK caching, will that help with 8gb VRAM? Does it move textures to ssd or to ram?

strange lantern
# shut valley Does BG3 have FG?!

Natively no, there's mods that add it.

Puredark - works on DX11 but has bad frame pacing and had incompatible with Reno

Someone else - made FG work natively if you use Vulkan including MFG

strange lantern
blissful ember
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That's awesome. Although reno flickering shouldn't be a pb in this game right ? Since it has native HDR.

strange lantern
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yes, game has native HDR swapchain and resources. Musa is just fixing code

eternal radish
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you weren't kidding

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wtf is this

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i've on ly played one hour in the same area

strange lantern
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Larian also meme

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They mentioned in their talk that their mesh quality setting was a placebo for DoS II because the game has no LODs

naive lichen
strange lantern
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BG3 calling to me

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@amber stream you doing anything?

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adding boytoy or whatever else

naive lichen
amber stream
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Maybe some day

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Unless you wanna do it

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This game kind of sucks ass

strange lantern
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fuk it

amber stream
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I don’t like games where you have to think

strange lantern
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avg ubislop player btw

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aight babes, let me handle it from here

amber stream
strange lantern
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I swear if these mfs update the game another 75905349045790-623643466262 times

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Go work on Divinity

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but no, they have to release hotfix #463673452134573463523526 which changes all the shader hashes

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oh wait

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I can just not update the game because I am on GOG

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JESUS CRHOT

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@amber stream wtf is their LUT builder the same size as other games entire pathtracing shader

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why is it 1800 lines

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wtf are they LUTing

amber stream
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lots of weird bullshit

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like p3

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they have gamut compression in there too I think

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in the loop

strange lantern
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I might be doing SDR path

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since I want RenderPass

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over before it even began

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game is just randomly CTDing now

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might be some left over stuff from my previous set up

amber stream
strange lantern
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I need swapchain

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rn you're doing native HDR without swapchain

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for POE 2 I used native HDR but still used reno swapchain for volumetric fog RTV upgrades

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so I guess that could work here as well

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but that was for Vulkan

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I dont know if that works for DX11

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they use r8g8b8 for all the UI which causes asscheeks banding (textures themselves are fine and look good)

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  • I want to see if I can unclamp just the characters in UI (via drawcall index)
amber stream
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You can see what I did in re4

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Utils::resource

strange lantern
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Ok

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Renderpass though?

amber stream
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Idk never even used it

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Probably doesn’t need swapchain

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Ai can slop it

strange lantern
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fantastic

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they have 12 different compute shaders that they used for deferred

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and each is like +3000 lines

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@blissful ember

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Their existing AO is full res and also uses blue noise

eternal radish
strange lantern
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vanilla / Reno

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something is cooked

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8bit RTV / 16bit RTV

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stops the dogshit banding up top

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but their blend is asscheeks so there still banding

strange lantern
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vanilla vanilla (not using off) / Reno

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vanilla vanill (not using off) / reno

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@amber stream explain yourself

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also I still dont understand PQ it seems

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why the hell do we need to use PQ

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I have a bunch of other mods where not once have I used pq::EncodeSafe

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am I dumb

amber stream
amber stream
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As in just tweaked parameters until it looked close

amber stream
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Shadows aren’t as saturated as sdr

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Anyway replace any okfuck stuff with Macleod boynton

strange lantern
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POE 2 is the only one with native HDR

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upgrades are grifting me

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causes green meshes

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abysmal

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upgraded both r8g8b8 and r10g10b10 RTVs but character models are still clamped in UI

amber stream
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It’s dx11 so you can use upgradertvreplaceshader for specific pixel shaders

strange lantern
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they render the UI character models like normal

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but they then blend plus

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so it carries the UI characters through a billion shaders

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Dunno why its still clamping

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thought it was LUT but the game scene isnt clamp

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so dunno why character is

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something inside of tonemap_sample_lut

strange lantern
# amber stream

I am confused, I am using your latest code commit from a week agao

strange lantern
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I need to set highlights to 35 to match base game HDR

amber stream
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what's the issue

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I just went with whatever looked like SDR

strange lantern
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current reno setup is clipping hard

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highlights are nuclear

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Larian games force HDR

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anyway to disable that

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theres no toggle in-game

amber stream
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the rest looks fine

strange lantern
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nope

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illithid ship is also cooked

amber stream
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I guess you can switch neutwo for reinhardpiecewise

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well either that or adjust highlights

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I adjusted contrast such that the calibration menu when left uncapped just barely goes up to 10k

strange lantern
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everyone knows calibration menus are fake

amber stream
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its running through the lutbuilder

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anyway ya I should've tested in game

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I guess just make sure in game highlights can reach 10k if you remove neutwo

strange lantern
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Musa sloppa hours in here

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abysmal

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truly doesnt respect BG3

amber stream
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highlights are def brigther than the old version of the mod

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but idk I never thought it appeared clipped

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like fires are reaching peak

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but that's fine

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vanilla doesn't blow out or hue shift enough

amber stream
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the leaves look broken

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i think that's called an integration error idk

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troy could describe it better

strange lantern
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how about this

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we dont use native HDR

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and instead use SDR

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problem solved

amber stream
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something something excitation purity

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look at the leaves

strange lantern
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yes

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they are cooked

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Crimson Desert ahh look

strange lantern
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This was also a thing in DoS II

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made comparisons difficult

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Since I couldnt just toggle off HDR in-game

amber stream
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ya i took the sdr pics with sk

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sdr 2.2 203 nits

strange lantern
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shit lighting

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I hate this games Act 1 lighting with a passion

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yh you're right, SDR doesnt have the pink rocks

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I will create a HDR look preset

amber stream
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sdr / reno with forge's fucked up rtv upgrades

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sdr actually doesn't have as much hue shifting as reno

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but fires are also pink

naive lichen
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lol why that thing in the middle turn bright green

strange lantern
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RTV upgrades fukked

naive lichen
amber stream
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more hue shifting with reno

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you can see sky is more cyan

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leaves on the left are more yellow instead of orange

strange lantern
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right so its just the lighting that is abysmal

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way too bright

eternal radish
strange lantern
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Dee Eggs 11

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I'll RE the thing

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might be able to fix Act 3 perf

amber stream
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@strange lantern color_output = SplitContrast(color_output, 1.5f, 1.2575f, 0.18f);

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change that to this:
color_output = SplitContrast(color_output, 1.5f, 1.f, 0.18f);

strange lantern
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uno momento

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That seems to have solved the neon greens

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weird

amber stream
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does it reach 10k with 100 game brightness

strange lantern
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yh, If I swap to original shader its 10k and brightness is lower

amber stream
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see if stronger hue shifting is needed

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also swap out for mcdonalds boytoy

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i can grant you access to the nexus mod page

strange lantern
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I think my PC is dying, I just had a kernal crash.

Restarted PC, booted into the game

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no more green artefacts

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Going to test and see how Psycho looks

amber stream
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Also make sure to raise the highlights to 50 in onpresetoff()

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what's your nexus

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or i can just remove the nexus page and you can put the mod on github discussions

strange lantern
amber stream
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slopshima

strange lantern
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character looks cool

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I dont care bout the game

amber stream
strange lantern
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My Nexus empire is growing

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Cant wait to put up Crimson Desert

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and have a trillion downloads

amber stream
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first ko-fi billionaire

strange lantern
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hmmm

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I wonder if Trashformer V2 is at fault

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maybe its making highlights way to bright

strange lantern
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even dechroma 99 still has giga saturated highlights

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gamut clipping?

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mofos working with their AP1 bs

amber stream
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did you get rid of the hue shifting and blowout I built into the lutbuilder

strange lantern
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This is 25 hue shift and 50 purity / blowout

strange lantern
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prev / new / vanilla HDR

amber stream
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cause that prob messed with blowout

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cause I was doing blowout after

strange lantern
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No, previous is vanilla Reno settings

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I swapped to add-on shader as well

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I'll test psycho now as well

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Born to do rendering

Forced to fix colour slop

naive lichen
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thank for unsloppening

strange lantern
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Forge Temp slop drop

  • Fixed mewtwo and added PsychoTM (let us know which you prefer)

  • RTV upgrades to stop banding (havent fixed UI character model being clamped yet, want people to test and see if RTVs bork the rest of the game)

strange lantern
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Scene Cbooofers / UI character cboooofers

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@amber stream how did you find LUTbuilders?

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I am wondering if the character uses another one

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I dont understand how the scene isnt clamped by LUT but then character is

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even though it uses the same shader

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maybe its using the ACEScg path

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fuk it, I am bypassing LUT for UI

amber stream
strange lantern
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dump all shaders then CTRL F for AP1?

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how did I not think about that

amber stream
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just search for ap1 numbers

strange lantern
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bretty good

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I will keep it in mind, as I had no idea how to find LUTbuilders otherwise

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they dont tend to run actively in a scene during a snapshot

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Anyways, got HDR output now for UI characters

strange lantern
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Vanilla / Unclamped

Unclamped character + added regrading to sort of match original (without the LUT the character was piss yellow) since I am too dumb to get their ACEScg LUT working

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Vanilla / Unclamped

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@amber stream what you think?

Might look better since characters dont have that pinkish/red look anymore

amber stream
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what is there to get working

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which lut are you messing with

blissful ember
#

?

strange lantern
# amber stream what is there to get working

in tonemap_lut_sample shader, the game uses two separate LUTs depending on if the cbuffer tells the game its game scene or UI inventory

Base game does

float3 pre_encoded_color = r0.rgb;
r0.w = cmp(asint(cb0[0].z) >= 20);
if (r0.w != 0) { // if (r0.w != 0) {
r0.w = cmp(asint(cb0[0].z) == 21);
if (r0.w != 0) {
r0.w = max(r0.y, r0.z);
r0.w = max(r0.x, r0.w);
r1.xyz = r0.www + -r0.xyz;
r1.xyz = r1.xyz / abs(r0.www);
r2.xyz = cmp(float3(0.814999998, 0.802999973, 1) >= r1.xyz);
r3.xyz = r2.xyz ? float3(1, 1, 1) : float3(0.327301919, 0.285938054, 0);
r2.xyz = (int3)r2.xyz | int3(-1, -1, 0);
r4.xyz = float3(-0.814999998, -0.802999973, -1) + r1.xyz;
r4.xyz = r4.xyz / r3.xyz;
r2.xyz = r2.xyz ? r4.xyz : 0;
r4.xyz = cmp(float3(0, 0, 0) < r2.xyz);
r5.xyz = log2(abs(r2.xyz));
r5.xyz = float3(1.20000005, 1.20000005, 1.20000005) * r5.xyz;
r5.xyz = exp2(r5.xyz);
r4.xyz = r4.xyz ? r5.xyz : 0;
r5.xyz = cmp(r1.xyz < float3(0.814999998, 0.802999973, 1));
r2.xyz = r3.xyz * r2.xyz;
r3.xyz = float3(1, 1, 1) + r4.xyz;
r3.xyz = log2(r3.xyz);
r3.xyz = float3(0.833333313, 0.833333313, 0.833333313) * r3.xyz;
r3.xyz = exp2(r3.xyz);
r2.xyz = r2.xyz / r3.xyz;
r2.xyz = float3(0.814999998, 0.802999973, 1) + r2.xyz;
r1.xyz = r5.xyz ? r1.xyz : r2.xyz;
r0.xyz = -r1.xyz * abs(r0.www) + r0.www;
}
r1.xyz = max(float3(0, 0, 0), r0.xyz);
r2.xyz = cmp(float3(3.05175781e-05, 3.05175781e-05, 3.05175781e-05) >= r1.xyz);
r3.xyz = r1.xyz * float3(0.5, 0.5, 0.5) + float3(1.52587891e-05, 1.52587891e-05, 1.52587891e-05);
r1.xyz = r2.xyz ? r3.xyz : r1.xyz;
r1.xyz = log2(r1.xyz);
r1.xyz = float3(9.72000027, 9.72000027, 9.72000027) + r1.xyz;
r1.xyz = saturate(float3(0.0570776239, 0.0570776239, 0.0570776239) * r1.xyz);
} else {
r1.rgb = renodx::color::pq::EncodeSafe(r0.rgb, 10000.f / cb0[0].y);
}
r0.xyz = t1.SampleLevel(s0_s, r1.xyz, 0).xyz; // tonemapping

#

I did

float3 pre_encoded_color = r0.rgb;
bool is_z21 = (asint(cb0[0].z) == 21);
r0.w = cmp(asint(cb0[0].z) >= 20);
if (r0.w != 0) { // if (r0.w != 0) {

// For z==21 UI character with mod active: bypass desaturation, LUT,
// and all intermediate processing. Directly tonemap + PQ encode
if (RENODX_TONE_MAP_TYPE != 0.f && is_z21) {
  r0.rgb = max(0, r0.rgb);
  r0.rgb = ApplyUICharacterGrading(r0.rgb);
  r0.rgb = renodx::color::bt2020::from::BT709(r0.rgb);
  if (RENODX_TONE_MAP_TYPE == 2.f) {
    r0.rgb = renodx::tonemap::neutwo::MaxChannel(r0.rgb, RENODX_PEAK_WHITE_NITS / RENODX_GRAPHICS_WHITE_NITS, 100.f);
  }
  r0.rgb = renodx::color::bt709::from::BT2020(r0.rgb);
  r0.rgb = renodx::color::srgb::EncodeSafe(r0.rgb);
  r0.rgb = ApplyUICharacterReGrading(r0.rgb);
  o0.rgb = r0.rgb;
  o0.w = 1;
  return;
}

r0.w = cmp(asint(cb0[0].z) == 21);
if (r0.w != 0) {
  r0.w = max(r0.y, r0.z);
  r0.w = max(r0.x, r0.w);
  r1.xyz = r0.www + -r0.xyz;
  r1.xyz = r1.xyz / abs(r0.www);
  r2.xyz = cmp(float3(0.814999998, 0.802999973, 1) >= r1.xyz);
  r3.xyz = r2.xyz ? float3(1, 1, 1) : float3(0.327301919, 0.285938054, 0);
  r2.xyz = (int3)r2.xyz | int3(-1, -1, 0);
  r4.xyz = float3(-0.814999998, -0.802999973, -1) + r1.xyz;
  r4.xyz = r4.xyz / r3.xyz;
  r2.xyz = r2.xyz ? r4.xyz : 0;
  r4.xyz = cmp(float3(0, 0, 0) < r2.xyz);
  r5.xyz = log2(abs(r2.xyz));
  r5.xyz = float3(1.20000005, 1.20000005, 1.20000005) * r5.xyz;
  r5.xyz = exp2(r5.xyz);
  r4.xyz = r4.xyz ? r5.xyz : 0;
  r5.xyz = cmp(r1.xyz < float3(0.814999998, 0.802999973, 1));
  r2.xyz = r3.xyz * r2.xyz;
  r3.xyz = float3(1, 1, 1) + r4.xyz;
  r3.xyz = log2(r3.xyz);
  r3.xyz = float3(0.833333313, 0.833333313, 0.833333313) * r3.xyz;
  r3.xyz = exp2(r3.xyz);
  r2.xyz = r2.xyz / r3.xyz;
  r2.xyz = float3(0.814999998, 0.802999973, 1) + r2.xyz;
  r1.xyz = r5.xyz ? r1.xyz : r2.xyz;
  r0.xyz = -r1.xyz * abs(r0.www) + r0.www;
}

{
  r1.xyz = max(float3(0, 0, 0), r0.xyz);
  r2.xyz = cmp(float3(3.05175781e-05, 3.05175781e-05, 3.05175781e-05) >= r1.xyz);
  r3.xyz = r1.xyz * float3(0.5, 0.5, 0.5) + float3(1.52587891e-05, 1.52587891e-05, 1.52587891e-05);
  r1.xyz = r2.xyz ? r3.xyz : r1.xyz;
  r1.xyz = log2(r1.xyz);
  r1.xyz = float3(9.72000027, 9.72000027, 9.72000027) + r1.xyz;
  r1.xyz = saturate(float3(0.0570776239, 0.0570776239, 0.0570776239) * r1.xyz);
  r0.xyz = t1.SampleLevel(s0_s, r1.xyz, 0).xyz;  // tonemapping via LUT
}

} else {
r1.rgb = renodx::color::pq::EncodeSafe(r0.rgb, 10000.f / cb0[0].y);
r0.xyz = t1.SampleLevel(s0_s, r1.xyz, 0).xyz;
}

#

The LUT clamps the UI characters below even 203nits

#

theyre around 120-140nits

#

šŸ¤·ā€ā™‚ļø

#

This is right above where you did your processing for the main scene lut in the shader

strange lantern
#

Working on fixing RTV upgrades, it's griefing shadows and terrain decals atm

#

Deferred lighting shaders are the same for the whole game

#

So no permutations and needing to redo everything a billion times which is good

strange lantern
#

@worthy belfry Larian uses Burley

#

And I found a shader that's 9000lines

worthy belfry
#

burley is better than lambert ig

devout briar
strange lantern
#

This is a BG3 thing

#

9000 lines is insane

#

All their deferreds are compute shaders as well

#

Well most games will have multiple deferred passes

#

Midfield has new ones per location

#

Luckily environment and grass/foliage are just two shaders but then you have permutations per area

#

BG3 has no permutations (outside of changing graphics settings) but they are really long

#

Fixing decomp is going to be fun

devout briar
#

Dreadful

strange lantern
#

BG3 uses no screenspace shadows either

#

So you have a bunch of stuff that could be an easy win

#

Just receive no shadowing

#

I slapped in Gosh's shadow mod

#

And yep the perf is abysmal in Act 2 Haven

#

I will debug what's causing it

#

But my guess is, since everything is going into CSMs now, the game can't cope and dies

eternal radish
#

@strange lantern glitch

strange lantern
#

Yes, causes by RTVs

#

I am working on it

#

It's dogshit, the Tab inventory button that shows multiple characters

#

Has different resolution dimensions depending on how many characters are in the party

#

Resources cloning didn't work either

#

Going to have to do per shader upgrades

#

Dogshit game, why would r8g8b8_unorm resources grief

#

And because they carry the Blend of the inventory characters across multiple shaders that don't even have anything to do with UI or characters

#

It could very well mean we're fucked

#

Because if I upgrade the RTVs for a shader that contains UI character blend but the shader contains terrain decals well good luck. Your decals are now all broken for whatever reason.

eternal radish
#

it always overshoots

strange lantern
strange lantern
#

Opus has been decompiling the 9000 line deferred for about 1hr now

#

Decomp tools utterly bork it

naive lichen
strange lantern
#

After this I am running an nsight trace to debooog what's killing perf with Goshko's shadows mod

#

I don't believe I saw a 9000 line deferred shaders without the mod

#

So something must be severely bloating it

#

He did mention adjusting the shaders using toolkit

worthy belfry
#

think the longest I've seen is like 2,000-3,000 lol

strange lantern
#

3000 is about standard for raytracing

#

But 9K is wtf

worthy belfry
#

and that was for the fake subsurface scattering in slime rancher 2

strange lantern
#

Dafuq

worthy belfry
#

game is weird

strange lantern
#

look at this

#

even Opus cant decomp this

#

ogre

#

I have to use .asm and reassemble to .cso and load that

worthy belfry
#

oh yeah compute shaders usually don't decompile right

amber stream
#

That’s what I did for death stranding

strange lantern
#

where is it again?

#

just to double check I have it

amber stream
#

uh idk

strange lantern
#

think I found it

amber stream
#

ill upload it

#

ok nvm

strange lantern
#

decomp.exe

amber stream
#

not decomp.exe

strange lantern
#

this?

amber stream
#

looks like it

#

its converting to spv

#

this is what I use:

@echo off
SET "folder=%CD%"

FOR /f %%G IN ('dir /b /o:n "%folder%\*.cso"') DO (
    call :decompile "%%G"
)

GOTO :eof

:decompile
SETLOCAL
SET "file=%~1"

REM Extract filename without extension
FOR %%F IN ("%folder%\%file%") DO (
    SET "base=%%~dpnF"
)

dxbc_compiler.exe "%folder%\%file%" --spv "%base%.spv"
spirv-cross.exe "%base%.spv" --hlsl --relax-nan-checks --shader-model 50 --hlsl-preserve-structured-buffers --output "%base%.hlsl"

ENDLOCAL
GOTO :eof
strange lantern
#

time to test

amber stream
#

also requires fixing the inputs

#

like the bindings and stuff

strange lantern
#

thats fine

#

having to fix the whole 9000 line shader is abysmal

amber stream
strange lantern
#

yes

#

same issue as with 3damigo

amber stream
#

🐐

strange lantern
#

shit game

amber stream
#

time to get the spvasm

strange lantern
#

shit shaders

amber stream
#

should just mod vulkan anyway

#

who neds the rtv upgrades

#

see if renderp ass works with vulkan

strange lantern
#

Time to use GOAT Ritsu's renoVK

#

do what I did with POE2

#

Upgrade RTVs

#

(hope they dont blow up)

strange lantern
#

@worthy belfry this shader has a lighting loop

#

per material type

#

so its 6x the size

#

utterly destorying perf

#

the other shaders maybe load 30 light buffer SRVs

#

this one loads 320

#

its running duplicate lighting sections 7 times over

#

60% identical shadow code slop

worthy belfry
#

wtf

strange lantern
#

So if we fix it

Light loop copies goes from 21 (7x3) to 6(2x3) we need two seperate loops since foliage is different from the others. The rest are identical code.

Shadow eval copies goes from 21 to 1 function

#

unprecedented amounts of sloppa

strange lantern
#

time to see whats up

naive lichen
strange lantern
#

OK

#

tested fellas

#

turns out CPU is getting hammered

#

Vulkan doesnt have this issue

naive lichen
#

98x3d gamers on top

strange lantern
#

time to move addon over to VK

naive lichen
naive lichen
strange lantern
#

just having reshade hook means this scene gets hammered as well

#

doesnt happen with vulkan

#

VK also has the FG addon

#

so its just superior

#

I can then just ctrl c + ctrl v Miru's xeGTAO implementation from Endfield

#

and make BG3 use it

naive lichen
#

Forge boutta cook his magnum opus with this game

strange lantern
#

uhhhh

#

I kinda dont want to work on it atm

#

well maybe

naive lichen
strange lantern
#

Let me see how the deferred shaders decompile

#

SPIRV tends to be less cooked for VK

#

because DX11 is over

#

and I cant edit asm

#

too much stuff already going on

#

VK almost 3x the perf in this scenario

devout briar
#

Endfield could never

naive lichen
#

vk can be goated at times

strange lantern
#

RDR2 be like

#

Endfield's VK meanwhile is the same perf as DX11 +- whilst having atrocious stuttering

#

@dull cobalt

#

Should I waitTM for your build

#

I don't think BG3 will have the same devkit shenanigans as POE 2

#

luv me generic NPCs all looking like they're covered in oil because of specular light leak

dull cobalt
#

You don't need the SDR upgrade path

strange lantern
#

yes but I will also be using upgrades

dull cobalt
#

Normal upgrades should work fine

strange lantern
#

game needs RTVs to unclamp UI characters

#

so thats fine?

dull cobalt
#

Yeah

#

New build adds resource cloning mainly for swapchain proxy

#

It has some render.hpp fixes as well, if you need that in the future

strange lantern
#

ok

#

time to cook I guess

strange lantern
#

Will still need to see CPU side

#

Act 3 is CPU limited

#

5090 sitting at 65% util

naive lichen
strange lantern
#

First I fix raster

#

the above doesnt need PT to fix

#

its just raster sloppa

#

also remove this dogshit hero light from the character and NPCs

#

makes everyone glow

naive lichen
#

yeah

#

i dont get why this is still being done so much

strange lantern
naive lichen
#

why do you want all characters etc stand out from the world so much instead of them looking as if they are part of it

strange lantern
#

there was another mod that competely removed all extra lighting on characters

strange lantern
#

normies couldnt find characters or something

naive lichen
#

lul

strange lantern
#

so they wanted to highlight them

strange lantern
#

brainlets intentionally making my games worse

naive lichen
#

but yeah this shit is hideous

#

almost all games i play i disable or tone down stuff like hero lighting, and those ultra fake lights for dialogues with mods

strange lantern
#

its all just fake 'film' style setup

#

but what they dont get is rl has perfect lighting

#

when you add spotlights and co to a raster based game

#

all the characters just look off

#

or you have a horror game where the character is constantly lit up

#

even though you're meant to be in pitch blackness

#

I removed probe GI from this scene

#

So all the crowd NPCs literally just have a whole ass layer of specular on top

#

for no reason

strange lantern
#

Maybe they intentionally made them all oily so players know its just a crowd NPC

#

Found the shader responsible

#

@naive lichen @devout briar

#

why?

#

Diddy party lubed up

naive lichen
#

hell yeah

chilly token
#

yooo nice people!

#

@amber stream ur mood no longer working?

#

why @strange lantern trying to unslop imma lost something?

#

wanna start the game

strange lantern
#

Musa cant into the game

#

too smort for him or something and he doesnt care for the game

#

His current addon on Nexoooos has issues with cooked gamut causing extremely saturated highlights

strange lantern
#

I am working on Vulkan addon now since it has better perf (especially when using Goshko's shadow mod)

#
  • working on unslopping other rendering stuff like the above characters frensal rim lighting, unclamping UI characters, improving lighting/ AO ect
chilly token
#

if I remember well there is a mod on Nexus for character lighting

strange lantern
#

My mod setup is working on Vulkan

#

loads faster as well

strange lantern
#

but it still keeps the hero light

#

The previous one removed all lighting so characters were lit up soley based on scene lighting

strange lantern
#

Dunno, I am trying to find it

#

it was on nexus last I remember

amber stream
chilly token
strange lantern
#

It was this

#

So theres a newer way to solve this

#

read the mod page

#

it comes packaged with a bunch of other stuff that if you dont care about

#

editing shader to remove the lighting is difficult since theres no one shader responsible for it

#

I guess I can look into just making a mod via toolkit to remove the lighting

strange lantern
#

rest of this scene is also dreadful

#

metal armour scraps glowing as if hit by direct sun light

#

even though youre in an underground cave

strange lantern
#

would you look at that

#

VK decomp works perfectly

#

DX11 is washed

naive lichen
naive lichen
#

like that guy walking down the street is good

strange lantern
#

mod is removing all character lighting

#

guess crowd NPCs dont count

naive lichen
#

hm

strange lantern
#

I will look at these deferred shaders

#

I might just be able to adjust character light directly

strange lantern
#

You have to be shitting me

#

[D:\Jenkins\workspace\Repo\FW4\Release\Stable\LSProjects\Framework\Code\RenderAPI\vk\err\Errors.cpp 39 rf::vk::err::Error]: [rf::vk::GPUDevice::WaitForFence] vkWaitForFences failed with error "VK_ERROR_DEVICE_LOST"

#

I think this was the same issue as with POE 2

#

@dull cobalt

#

its ogre

#

going to have to run a debugger via VS studio

#

wait, I can run VK debug directly

#

Its Musa slop OnInitSwapchain thats at fault

#

hmm acktually renodx::mods::shader::Use is also causing crashes

strange lantern
#

yep

#

renodx::mods::shader::Use casues CTD, comment out, stops the CTD

#

push constants are fried?

#

I will try and debug later

strange lantern
#

not push constant it seems but rather VkDescriptorSetLayout

#

looks like base BG3 also has VK sloppa code

#

so base code + reshade addon is killing the game

strange lantern
#

Anyways, If I use renodx::mods::shader::use_pipeline_layout_cloning = true; game blows up with a black screen and crashes

if I dont use cloning the game CTDs on main menu

#

I will look into docs later and rerun validation layer

#

see whats up

#

Maybe you will be able to fix issue on your end Ritsu

#

Something something cant preserve VkDescriptorBindingFlags

#

BG3 uses a fuk ton of bindless resources

foggy ember
#

jfc I have no idea what any of this is about but I'm enjoying it

#

thanks man

strange lantern
#

šŸ¤

#

this close to ragequitting

dull cobalt
#

Got the code pushed somewhere so I can test?

strange lantern
#

One sec, I will upload so you can double check if I am a pleb and forgot a very basic thing

#

I tried ctrl c + ctrl v poe 2 and that also CTDs on load

#

VUID-vkCmdBindDescriptorSets-pDescriptorSets-00358 errors about VK_DESCRIPTOR_BINDING_PARTIALLY_BOUND_BIT

#

Seems BG3 really hates Descriptor

#

let me know where I oofed

#

but TLDR is that I tried

  • with cloning
  • without cloning
  • tried copying extactly what endfield and POE do (since both work)
  • tried removing as much as possible, shaders, addon.cpp and shared.h side
strange lantern
#

either the game black screens

#

or CTDs

#

with .addon loaded

#

devkit and shader hotloading ect all work

#

removing renodx::mods::shader::Use stops the CTD

#

and with that I am off to bed

#

Clanker mentioned something about fixing reshade side

dull cobalt
#

Worked without issues with my new codebase, just cleaning stuff up

strange lantern
naive lichen
dull cobalt
strange lantern
#

ok time to test

dull cobalt
#

Pushed a fix for resource upgrades, and some annoying devkit asserts

strange lantern
#

strange, this doesnt hook reshade for me

dull cobalt
#

Thought it was from my side, weird bug. I(Codex) will look into it

strange lantern
#

anyways

#

addon werks now

#

ty... back to malding at the game

#

but yes, I had to add reshade.ini and both .addon / devkit to the ReShade folder in ProgramData\ otherwise it wouldnt hook

dull cobalt
#

It's a reshade regression, I'll inform crosire

strange lantern
strange lantern
#

OK, VK grading and co is all in now

#

going to work on RTV upgrades again

#

SDR / Vanilla HDR / Reno Psycho

strange lantern
#

I think I understood what you're doing in LUTbuilder but I am not 100% sure

#

Also appears to cause white artefacts in the pink highlights

amber stream
#

In the lutbuilder I basically just did a custom curve with custom saturation and blowout

#

You could just do the psycho tm grading stuff to match it

strange lantern
#

so whats the point of editing the lutbuilder?

#

I understand in other games its to stop a trillion grading perms from spawning

#

here?

amber stream
#

The lutbuilder does tonemap in bg3

#

So we skip it entirely

#

It’s their custom aces2 beta shit

strange lantern
#

from the talk right

amber stream
#

Ya

strange lantern
#

right I see what you mean

#

the scene now has raised shadows if I bypass their ACES stuff

#

thats fine I will just regrade to match

amber stream
#

ya you can tweak the regrade outside of the lutbuilder

#

then move it into the lutbuilder when you're done

#

so its free

strange lantern
#

I will do that

strange lantern
#

OK so at first since I skipped everything other than the LUT itself a bunch of stuff wasnt applying and I was still having some slight shadow raise

I went back and re-applied just vanilla GammaCorrectHuePreserving and GamutCompress to the LUTbuilders again. That solved the raise

#

prev / readded

#

Doesnt crush to hell and retains shadow detail now

amber stream
#

did it look crushed in other areas

strange lantern
#

yes, Nexoooos all complained that gamma 2.2 looks crushed with Reno

amber stream
#

riperoni

strange lantern
#

so I fixed it now

#

it doesnt have the smeary blue look in shadow anymore

#

which I dont know how the game has it considering its ACES 2

amber stream
#

fuck ton of saturation in shadows

strange lantern
#

ahh

#

yh thats all solved now

#

no more pink cliffs

#

fires arent pink

#

reds are good now

#

I will clean it up and it should be good now

#

Vanilla HDR / Reno

#

Disgusting

#

Almost looks like I skipped a LUT

#

but its just their cranked shadow saturation

#

@amber stream once you Reno you cant go back

amber stream
strange lantern
#

wow

#

I think this was it

#

this was one of those things that just ruined the game's visuals for me

#

and now I know what it is

#

Vanilla looks like a cartoon in comparison

night river
#

I ended up playing the game with saturation way down cuz it looked so weird

strange lantern
#

Vanilla HDR / Reno

#

I did the same

#

I had a cope reshade shadow desaturate

#

becasue something was just off

#

its geniunely terrible, I am comparing vanilla and you see giga green shadows in forest areas

night river
#

it looks so comically bad in comparison

strange lantern
#

@naive lichen

#

Magnum opus lite

naive lichen
#

sheesh

strange lantern
#

@dull cobalt how to upgrade RTVs?

#

I did

void OnInitDevice(reshade::api::device* device) {
std::vectorrenodx::utils::resource::ResourceUpgradeInfo upgrade_infos = {};

upgrade_infos.push_back({
.old_format = reshade::api::format::r10g10b10a2_unorm,
.new_format = reshade::api::format::r16g16b16a16_float,
.ignore_size = true,
.usage_include = reshade::api::resource_usage::render_target,
});

upgrade_infos.push_back({
.old_format = reshade::api::format::r8g8b8a8_unorm,
.new_format = reshade::api::format::r16g16b16a16_float,
.ignore_size = true,
.usage_include = reshade::api::resource_usage::render_target,
});

renodx::utils::resource::upgrade::SetUpgradeInfos(device, upgrade_infos);
}

Game clamps UI character models via both formats

#

but its not applying

#

I am guessing I have to fully use swapchain v2 instead of just renodx::utils::resource::upgrade::?

strange lantern
#

I somehow managed to brick the game

#

even removing the addon causes a black screen

#

fixed, dunno wtf that was

strange lantern
#

I think I figured it out, resoures upgrade now and it shows up as cyan

strange lantern
#

Finally unclamped UI characters

#

black screening was caused by lackwell driver randomly shitting themselves not the addon

#

thanks Jensen

#

VK is superior once again, upgrading RTVs doesnt grief terrain textures or causes that shadow NaN Dio sent

strange lantern
#

UI no longer looks like cancer

#

vanilla by comparison

#

we are getting close to full unsloppification

strange lantern
#

Oh no

#

I am just about done with Vulkan RC1

#

Then I noticed shadows look strange

#

Lvl up screen has abyss shadows

#

Act 3 shadows are all glitched, constantly popping in and out

#

Removed everything bit by bit

#

New Ritsu Reshade is borked

#

Reshade 6.7.3 bug maybe

#

Ritsu can debooooog

#

I am off to bed

#

actually malding right now

dull cobalt
#

Dont rule out any number of weird ass bugs, vulkan path is a bit convuluted

strange lantern
#

we're soo back

#

well lvl up screen is still fried

#

but at the very least shadows for game scenes work now

dull cobalt
strange lantern
#

Yh

#

Removed everything one by one again

#

Do you need some info?

#

The specific in-game resource, RTV that sort of thing

#

I'm not sure how to track down what's the cause

#

@dull cobalt disregard

#

Nvidia driver issue?

#

dunno wtf is going on

#

That or a VK bug with the game

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it randomly either displays properly or doesnt

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Don't worry about this, it's not reshade or add-on caused.

Issue with base game shader / CSMs I think

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The latest reshade you posted fixed game scene shadows bugging out, that one was reshade based

dull cobalt
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For future issues, logs with DEBUG_LEVEL_1 & DEBUG_LEVEL_2 enabled should be enough

naive lichen
dull cobalt
strange lantern
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yh

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base game issue it seems

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maybe shader corruption

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let me try redoing shader cache

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this is something

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Somehow this mod corrupted or borked VK

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and caused the above in the lvl up screen

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what is weird I ran the unmodded non MO2 version of the game and I still had this issue

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welp, time for me to dig into the shaders and solve the hero lighting myself

strange lantern
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which is the the characters all look dark

eternal radish
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hmu when ready

strange lantern
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today

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shadow bug is now solved

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grading is all in

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RTVs are all in and working

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Let me add controls for film grain and bloom

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then I can post here

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If the addon works and doesnt blow up, I will update Nexooooos

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then work on rendering improvements

eternal radish
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hmu when rendering improvments kekpepehands

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texture packs work in vulkan ?

naive lichen
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Can you add the GI back for them?

strange lantern
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well the mod is breaking lvl up screen in Vulkan

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so I am not using it anymore

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I cba to research how to make a mod for BG3

strange lantern
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I am using wabbajack mod list

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all the texture there seem to work

eternal radish
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but not the same

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the other one

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the one ok for new players

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iadded some textoore packs

strange lantern
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Game looks soo much better it is unrealTM

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(I forgor to remove gamut compression)

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removed it now so highlights have INNNZZANE COLOOURS