#Baldur's Gate 3
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omg
midtones and shadows a bit brighter
old / new
the fire looks cooked in the new version, no?
I think I like it
turning down highlight saturation by a little would probably make it similar to before
fires in that calibration pic look different from what i'm seeing in game
better, though still there id say
do we get a slider for hue?
i have mad autism about flame hues since witcher 3




guess I can add a slider for additional hue shifts
here's what I have for now
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.
manually adjusting highlights to look better
making shadows a little cleaner
little too dark before and oversaturated
what tonemapper u using now
neutwo by max channel
Mewtwo
yes
It's just the White subpixel
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.š please ?
I hear ya. That's the first thing I obsessed on when first trying out renodx in witcher 3.
If I can do it in like 5 minutes Iāll try to bypass ao
Donāt feel like putting in any more work than that
I understand. If it helps, there is already a BG3 specific REST preset. It is just atrociously painful to get working with latest versions of reshade/renodx since REST isn't super well maintained.
Does the rest preset show shader hashes
Itāll be something like 0xAF7838E
Possibly ? If you snoop around in shader toggle groups, I'm pretty sur the concerned hashes are highlighted in the list.
Though if you want to be sure it works, you have to use the reshade version designated in preset's github page.
is dechroma supposed to be at 0 or 50
0
@amber stream hi, installing Reshade for BG3 is giving me some warning when I open the game launcher, have u encountered the same issue?
What warning
I might get crashes cause of data Mismatch
Well makes sense, atleast if it means what I imagine it means⦠I suppose it sees that thereās files in the game folder that donāt belong there so it throws that message
Since itās not matching what the folder is supposed to look like it says data mismatch but maybe Iām tripping
I don't remember that happening before and because of Reshade working on a Shader level doesn't really make sense to me
But maybe I'm wrong
unless the Launcher just scans the folder
correct, ignore it
better yet, use --skip-launcher
Thank u
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?
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
wdym bg3 hdr doesn't work sometimes ?
it's always enabled for me š¤
for 99.9% of games with native HDR + RENODX mod, you have to keep ingame HDR enabled
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.
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.
sounds like a conflict with either rtx hdr or autohdr, try disabling both for BG3
Alright, I use rtx hdr for another game but I never endabled it for BG3 I'll check.
nvidia drivers have a bad habit of forcefully enabling global rtx hdr when you use it for a single game
And what about the RenoDX issue where it starts in a SDR space?
also possibly rtx?
i don't rly understand how that can happen ? is this on BG3 or other games ?
probably just RTX HDR double tonemapping the image yeah
just think of bg3 HDR and bg3 renodx hdr to be the same thing internally
any washhed out look would be due to external factors
Only BG3. I used this or a fork of it for Call of Duty and it looks amazing, never had an issue, but im pretty sure that game doesnt have native HDR.
I see, I'll take a look.
So is Renodx mostly just for when you are like on vulkan or something?
no
the mod is only for dx11 mode
it fixes the native hdr to be closer to SDR
color wise
and gives you accurate sliders to tonemap the image
I see, so it's basically so you can color correct the game in HDR mode?
yeah it fixes the native HDR pipeline
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!
@kindred sedge 99.9% of the time when you use renodx you must turn on the ingame HDR for it to work
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.
game has no toggle, it just forces hdr on if you have hdr enabled in windows
@amber stream some highlights in the game has a super saturated center (like on the left here) so you know why ?
I literally can't see it on my display
huh
its just yellow to me
it's yellow red yellow
ya it's not uniform
i thought you drew a circle in a program
a lot of effects do the same
lol no
i mean
not a lot
some cutscenes
they go so fast i don't have time to toggle off reno to test
dechroma isn't supposeod to be at 50 righttttt ? š
i default to 0
3000 nit yellows!!!
reno off / reno on
so the issue exists in vanilla too
i mean i didn't uninstall reno tho
it's just more saturated with reno
I gotta try the bleaching stuff in this game
yeah it's present in vanill also
for?
oh... I use a Wabbajack
Listonomicon
A dev on my team works on it
but thats more of a full game overhaul type deal
don't skyblim me bruv gimme to good
the important stuff
the voice mod
and the idk mod
i already have a pack
Gosh has a shadow mod
lights are now shadowcasting
stops light leak through walls
grass casts shadows
Removes the god awful hero lighting
yh theres not much else if you already have a pack
I will need to get around
and add in xegtao
and other improvements
@strange lantern wait
do u have an armor texture overhaul
cuz holy shit armors are ugly
metal ones
they are skyblim ps3 tier
ya i k now
it causes corrupted textures now
fucking skyblim
I am not touching this game until Larian completely leaves it
I am not working on something only for them to announce Patch ~46823349620-3942-039604-329652-0393462435235
hotfix patch 349520934-0692-30926246
"dw guys BG3 enhanced edition is coming
yes i know we said patch 8 was final but
we hate forge so much
he should go back to skyblim
enhanced edition isnt coming becasue Larian wanted to leave WOTC as quickly as possible
its also why theres no DLCs
but
They probably will announce EE just to fuck me over
i hopez they do just for this reason
Iāll add McDonaldās boytoy
@floral raft
@floral raft
Oh so there is a mod already that fixes a lot of the stuff you complained about?
For shadows atleast yh, with patch 7 they removed shadow casting for grass and other foliage
which he added back
Yeah that with the grass seems really big I saw the pics
but shadow casting as a whole is still missing in base game without the mod
light leak is also everywhere
which that mod solves
The only issue with it
Yeah
Hm
So I am wondering I could get both force shadow casting
and fix dogshit perf by reworking culling / shadows
it destorys perf becasue the game wasnt made to handle that many shadow casting lights
they instead wanted slop lighting
so the only solution is to fix the renderer
character shadowmaps are also abysmal
pixelated to shit

Is it same in both DX11 and Vulkan ?
both APIs, shadow casting destorys GPU
kk
Vulkan runs better in Act 3 cause thats CPU limited
Right
probably becasue they rushed out CPU oclussion culling
instead of doing the original GPU base culling
someone said dx11 with the SK texture stuff runs well
What Texture stuff
The game is constantly loading and unloading textures
sk texture caching
SK's texture caching solves that
Ah ok wtf
Might as well implement something similar into the addon if possible
But now I dont know
should I do DX11 or VK
VK has access to FG
but welll

VK has better CPU perf but maybe with fixes DX11 can run better anyways

Gonna start learning Ghidra
Become Nukem lite
Bro boutta disassemble the entire game
yh for like 5 days before I quit
Fr
Whatās SK texture? Is it a mod for improving textures? I couldnāt find it when I googled
the issue is reno
Special K's texture caching feature
Does BG3 have FG?!
Never considered it. Maybe because I never made it to Act 3... Haha. š
Wait, so now FG is compatible with reno ?
Wasn't that a PureDark mod ?
SK caching, will that help with 8gb VRAM? Does it move textures to ssd or to ram?
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
Crosire (creator of Reshade) fixed FG blowing up in Vulkan or not working with reshade.
Reno flickering still happens (that's a trashformer / Reno SDR path issue)
That's awesome. Although reno flickering shouldn't be a pb in this game right ? Since it has native HDR.
yes, game has native HDR swapchain and resources. Musa is just fixing code

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

BG3 calling to me
@amber stream you doing anything?
adding boytoy or whatever else

I donāt like games where you have to think

I swear if these mfs update the game another 75905349045790-623643466262 times
Go work on Divinity
but no, they have to release hotfix #463673452134573463523526 which changes all the shader hashes
oh wait
I can just not update the game because I am on GOG
JESUS CRHOT
@amber stream wtf is their LUT builder the same size as other games entire pathtracing shader
why is it 1800 lines
wtf are they LUTing
its not that lnog
lots of weird bullshit
like p3
they have gamut compression in there too I think
in the loop
I might be doing SDR path
since I want RenderPass
over before it even began
game is just randomly CTDing now
might be some left over stuff from my previous set up
why wouldn't render pass work with hdr
I need swapchain
rn you're doing native HDR without swapchain
for POE 2 I used native HDR but still used reno swapchain for volumetric fog RTV upgrades
so I guess that could work here as well
but that was for Vulkan
I dont know if that works for DX11
they use r8g8b8 for all the UI which causes asscheeks banding (textures themselves are fine and look good)
- I want to see if I can unclamp just the characters in UI (via drawcall index)
You donāt need swapchain for rtv upgrades
You can see what I did in re4
Utils::resource

fantastic
they have 12 different compute shaders that they used for deferred
and each is like +3000 lines
@blissful ember
Their existing AO is full res and also uses blue noise
@barren marsh
vanilla / Reno
something is cooked
8bit RTV / 16bit RTV
stops the dogshit banding up top
but their blend is asscheeks so there still banding
vanilla vanilla (not using off) / Reno
vanilla vanill (not using off) / reno
@amber stream explain yourself

also I still dont understand PQ it seems
why the hell do we need to use PQ
I have a bunch of other mods where not once have I used pq::EncodeSafe
am I dumb
Was that just in swapchainpass in your mods
I redid the mod recently to just make it match sdr
As in just tweaked parameters until it looked close
Shadows arenāt as saturated as sdr
Anyway replace any okfuck stuff with Macleod boynton
ahhh yh, most of those are with swapchain since they dont have native HDR
POE 2 is the only one with native HDR
upgrades are grifting me
causes green meshes
abysmal
upgraded both r8g8b8 and r10g10b10 RTVs but character models are still clamped in UI
Itās dx11 so you can use upgradertvreplaceshader for specific pixel shaders
they render the UI character models like normal
but they then blend plus
so it carries the UI characters through a billion shaders

Dunno why its still clamping
thought it was LUT but the game scene isnt clamp
so dunno why character is
something inside of tonemap_sample_lut
I am confused, I am using your latest code commit from a week agao
this is what the intro looks like
I need to set highlights to 35 to match base game HDR
current reno setup is clipping hard
highlights are nuclear

Larian games force HDR
anyway to disable that
theres no toggle in-game
isn't that just that press any key to continue screen
the rest looks fine
I guess you can switch neutwo for reinhardpiecewise
well either that or adjust highlights
I adjusted contrast such that the calibration menu when left uncapped just barely goes up to 10k
its running through the lutbuilder
anyway ya I should've tested in game
I guess just make sure in game highlights can reach 10k if you remove neutwo
highlights are def brigther than the old version of the mod
but idk I never thought it appeared clipped
like fires are reaching peak
but that's fine
vanilla doesn't blow out or hue shift enough
the rocks on the right are pink
the leaves look broken
i think that's called an integration error idk
troy could describe it better
^
This was also a thing in DoS II
made comparisons difficult
Since I couldnt just toggle off HDR in-game
shit lighting
I hate this games Act 1 lighting with a passion
yh you're right, SDR doesnt have the pink rocks
I will create a HDR look preset
sdr / reno with forge's fucked up rtv upgrades
sdr actually doesn't have as much hue shifting as reno
but fires are also pink
lol why that thing in the middle turn bright green
RTV upgrades fukked

sdr / reno
more hue shifting with reno
you can see sky is more cyan
leaves on the left are more yellow instead of orange
U vulkaning or dx11ing
@strange lantern color_output = SplitContrast(color_output, 1.5f, 1.2575f, 0.18f);
change that to this:
color_output = SplitContrast(color_output, 1.5f, 1.f, 0.18f);
if you remove neutwo how does this menu look
does it reach 10k with 100 game brightness
yh, If I swap to original shader its 10k and brightness is lower
ok then ya this is good
see if stronger hue shifting is needed
also swap out for mcdonalds boytoy
i can grant you access to the nexus mod page
I think my PC is dying, I just had a kernal crash.
Restarted PC, booted into the game
no more green artefacts

Going to test and see how Psycho looks
Also make sure to raise the highlights to 50 in onpresetoff()
what's your nexus
or i can just remove the nexus page and you can put the mod on github discussions
slopshima
My Nexus empire is growing
Cant wait to put up Crimson Desert
and have a trillion downloads
first ko-fi billionaire
hmmm
I wonder if Trashformer V2 is at fault
maybe its making highlights way to bright
@amber stream seems like scene grading is cooking highlight saturation
even dechroma 99 still has giga saturated highlights
gamut clipping?
mofos working with their AP1 bs
did you get rid of the hue shifting and blowout I built into the lutbuilder
nope, let me check
prev / new / vanilla HDR
is previous after you lowered the highlights
cause that prob messed with blowout
cause I was doing blowout after
No, previous is vanilla Reno settings
I swapped to add-on shader as well
I'll test psycho now as well
Born to do rendering
Forced to fix colour slop

thank for unsloppening
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)
Scene Cbooofers / UI character cboooofers
@amber stream how did you find LUTbuilders?
I am wondering if the character uses another one
I dont understand how the scene isnt clamped by LUT but then character is
even though it uses the same shader
maybe its using the ACEScg path
fuk it, I am bypassing LUT for UI

searched for ap1
ya that's what I do for every game
just search for ap1 numbers
bretty good
I will keep it in mind, as I had no idea how to find LUTbuilders otherwise
they dont tend to run actively in a scene during a snapshot
Anyways, got HDR output now for UI characters
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
Vanilla / Unclamped
@amber stream what you think?
Might look better since characters dont have that pinkish/red look anymore
Why the hell can't we see any on grass then š„² .
?
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
š¤·āāļø
This is right above where you did your processing for the main scene lut in the shader
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
Is it normal for games to have multiple deferred lighting shaders and huge shaders? Or BG3 is just the exception. Didnt touch anything other than falcom so idk
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
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
@strange lantern glitch
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.
can you make hard clip relatiev to peak
it always overshoots
Uncooked DX11 to solve extreme gamut saturation on highlights
-
Gentler roll off so highlights dont brickwall as much
-
Theres an option between Neutwo or Psycho tonemapping
-
Removed RTV upgrades so the game doesnt blow up (until I fix the issue) UI characters will be clamped again
Working on Vulkan addon in the meanwhile
Opus has been decompiling the 9000 line deferred for about 1hr now

Decomp tools utterly bork it

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

think the longest I've seen is like 2,000-3,000 lol
and that was for the fake subsurface scattering in slime rancher 2
Dafuq
game is weird
@worthy belfry
look at this

even Opus cant decomp this
ogre
I have to use .asm and reassemble to .cso and load that
oh yeah compute shaders usually don't decompile right
Use the dxvk decomp
Thatās what I did for death stranding
uh idk
think I found it
decomp.exe
not decomp.exe
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
time to test
is that with the dxvk decomp?
š
shit game
time to get the spvasm
shit shaders
should just mod vulkan anyway
who neds the rtv upgrades
see if renderp ass works with vulkan
Time to use GOAT Ritsu's renoVK
do what I did with POE2
Upgrade RTVs
(hope they dont blow up)
christ all mighty
@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
wtf
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
time to see whats up

OK
tested fellas
turns out CPU is getting hammered
Vulkan doesnt have this issue
98x3d gamers on top


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

Forge boutta cook his magnum opus with this game
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
Endfield could never
vk can be goated at times
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
You're fixing their native HDR, right?
You don't need the SDR upgrade path
yes but I will also be using upgrades
Normal upgrades should work fine
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
Will still need to see CPU side
Act 3 is CPU limited
5090 sitting at 65% util


when are you adding PTGI ?

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
I thought this mod removed it but no, it just disables the rim lighting
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
there was another mod that competely removed all extra lighting on characters
Larian explained it in their talk
normies couldnt find characters or something

lul
so they wanted to highlight them

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
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
BRUH
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
This might be another one of these
Maybe they intentionally made them all oily so players know its just a crowd NPC
Found the shader responsible
on / off
@naive lichen @devout briar

why?
Diddy party lubed up
hell yeah
yooo nice people!
@amber stream ur mood no longer working?
why @strange lantern trying to unslop imma lost something?
wanna start the game
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
This fixes it
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
Mods are supported for Vulkan?
if I remember well there is a mod on Nexus for character lighting
yes I do remember there being one, the one I linked here only removes rim lighting
but it still keeps the hero light
The previous one removed all lighting so characters were lit up soley based on scene lighting
is it no longer available?
forge wants to add more stuff
I think I have it on my PC, gonna check for u tomorrow if u don't find it
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

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

they look a bit tooo dark here lol
like that guy walking down the street is good
hm
I will look at these deferred shaders
I might just be able to adjust character light directly
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
yep
renodx::mods::shader::Use casues CTD, comment out, stops the CTD
push constants are fried?
I will try and debug later
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

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
Vulkan too much for you?!
Got the code pushed somewhere so I can test?
Btw slang lets you printf values and read them through the validation layer
https://docs.shader-slang.org/en/stable/external/core-module-reference/global-decls/printf.html
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
VK debug gets me this
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
Worked without issues with my new codebase, just cleaning stuff up


Branch's updated
MUST USE SWAPCHAIN V2.
Swapchain v1 is no longer supported
ok time to test
Pushed a fix for resource upgrades, and some annoying devkit asserts
Oh I'm facing an issue where it only detects Reshade.ini when it's in the same folder as Reshade64.dll
Thought it was from my side, weird bug. I(Codex) will look into it
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
It's a reshade regression, I'll inform crosire
Here's a fixed dll, bug's too annoying

OK, VK grading and co is all in now
going to work on RTV upgrades again
SDR / Vanilla HDR / Reno Psycho
@amber stream sama, I fudged something, LUT is causing pink/magenta highlights for red highlights
100% scene grading / 0% scene grading
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
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
so whats the point of editing the lutbuilder?
I understand in other games its to stop a trillion grading perms from spawning
here?
The lutbuilder does tonemap in bg3
So we skip it entirely
Itās their custom aces2 beta shit
from the talk right
Ya
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
ya you can tweak the regrade outside of the lutbuilder
then move it into the lutbuilder when you're done
so its free
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
SDR / Reno
Doesnt crush to hell and retains shadow detail now
did it look crushed in other areas
yes, Nexoooos all complained that gamma 2.2 looks crushed with Reno
riperoni
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
fuck ton of saturation in shadows
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

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
holy shit, that's so much better
I ended up playing the game with saturation way down cuz it looked so weird
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
it looks so comically bad in comparison
sheesh
@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::?
I somehow managed to brick the game
even removing the addon causes a black screen

fixed, dunno wtf that was
I think I figured it out, resoures upgrade now and it shows up as cyan
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
UI no longer looks like cancer
vanilla by comparison
we are getting close to full unsloppification
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
without reshade hooking
Ritsu can debooooog
I am off to bed
actually malding right now
Try this
#1454963368870809786 message
Dont rule out any number of weird ass bugs, vulkan path is a bit convuluted
werks

we're soo back
well lvl up screen is still fried
but at the very least shadows for game scenes work now
Caused by reshade?
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
it randomly either displays properly or doesnt
Don't worry about this, it's not reshade or add-on caused.
Issue with base game shader / CSMs I think
The latest reshade you posted fixed game scene shadows bugging out, that one was reshade based
For future issues, logs with DEBUG_LEVEL_1 & DEBUG_LEVEL_2 enabled should be enough
Is this with no reshade at all?
yh
base game issue it seems
maybe shader corruption
let me try redoing shader cache
this is something
Somehow this mod corrupted or borked VK
and caused the above in the lvl up screen
what is weird I ran the unmodded non MO2 version of the game and I still had this issue
welp, time for me to dig into the shaders and solve the hero lighting myself
@naive lichen what this mod did was completely remove lighting on characters which also includes scene gi / bounced lighting
which is the the characters all look dark
hmu when ready
today
shadow bug is now solved
grading is all in
RTVs are all in and working
Let me add controls for film grain and bloom
then I can post here
If the addon works and doesnt blow up, I will update Nexooooos
then work on rendering improvements
Yeah that makes sense, not great then
Can you add the GI back for them?
well the mod is breaking lvl up screen in Vulkan
so I am not using it anymore
I cba to research how to make a mod for BG3
Dont see why they wouldnt
I am using wabbajack mod list
all the texture there seem to work
i use one too
but not the same
the other one
the one ok for new players
iadded some textoore packs




