#Baldur's Gate 3
1 messages Ā· Page 2 of 1

VULKAN ADDON
- Removed Larian's custom ACES 2 beta grading
- Removed the disgusting shadow saturation boosting
- Using PsychoTM for tonemapping + Stockman LMS and co
- Act 3 crowd NPC fresnal glow as been removed
- Added film grain
- Added bloom slider
- Upgraded RTVs so less banding and UI characters are now unclamped
Instructions
If you had previous .addon and the grading now looks weird, dont forget to hit reset button
-
Use the following custom reshade.dll (otherwise game explodes). You have to add it to C:\ProgramData\ReShade (or where ever your global reshade Vulkan layer .dll is)
-
Load VK via using the regular BG3.exe (not DX11.exe)
@eternal radish
did u fix musaslopp oversaturation ?
Its a mod rewrite
Fresnal
yes
Fresnel
Fresnal
Let me know how it goes with the addon
AyyMD memes
Ultrameme display user memes
Nice
for /r %%i in (*.spv) do (
spirv-cross.exe -V --stage comp --relax-nan-checks "%%i" --output "%%~dpni.glsl"
)
Just this
Its outputing to glsl tho and you need to change the stage type
just do everything in glsl 
Yeah donāt even bother with slang (maybe you can do it with glsl validator exe)
Compile spv yourself
but glsl doesnt have pretty colours

its all just greeeey
whatever, theres probably an extension for it
I cba to fix .slang
yep glsl works

Miru saving me #42634562344357
just set slang as the interpreter with glsl
bottom right corner
ewww
they use HBAO

not HBAO+
just bog standard HBAO
explains why crevices look like asscheeks and dont shade
@low steeple I might be getting filtered by this tile system
they use tile deferred for all the different comp shaders
you apply some sort of modification and you see square tiles because the other 20 shaders dont have the modifications to account for your change
Soo you get harsh transitions
Oof

its not like Endfiled where theres a clear env deffered
or grass deferred
abysmal
Did you try taking a capture in graphics debugger yet
nsight
but some views are garbage
maybe this is a VK thing
some RTVs either dont show up or have this striped then shifted view

So its probably what the game writes
Or I think its view format is wrong
Since the colors are all fucked up
this is dreadful to work with
(undraw shader as a comparison)
even the slightest difference creates massive square mismatches
couldnt just use a regular deferred
noooo
had to tile it all
CSM RTV shows shadows
game doesnt cast shadows

No wonder the whole scene looks flat
Iām pretty sure thatās sun shadow map
But you can see the environment is lit up by other lights that donāt have shadow map
right but this is a dark ass cave, that they lit up with some sort of over head light source
Now that I looked at this, it seems like itās indeed tiled update, tiles that arenāt updated just have garbage as they are never used
Does dx11 show the same problem
for?
DX11 is also tiled
also lacks shadows
they gimped shadows as they updated the game
a modder released a mod to readded shadow casting flags for foliage and other meshes
instance meshes I think it was
Larian removed shadows for those with Update 7
The base game is even more dreadful to look at
Well lights that donāt cast shadow are the main problem
light leak everywhere
oh yh base game has no shadow casting
at all
the above mod activates it at the very least
for some light sources
Iāve never worked on a tiled deferred game before tho so I donāt know the inner workings

nor have I
first time
I will have to look into it
I dont know how devs build shaders in this case
how do you keep up and make sure all the tiles match e.g dont run into the issue I have
Hmmm I read from AI, doesnāt seem like tiled shading will swizzle the shading so itās weird for me
Itās automatically build from source with defines for each permutations
Then their renderer chooses which to use
So for you you need to edit 30+ shaders but devs only need to change 1


Btw are gbuffers swizzled in your capture
To me it looks like broken view format š³
Larian likes to meme
in their GDC talk they mentioned that the mesh quality setting was a placebo
because the game had no LODs anyways
Not BG3 but their previous game
other underground scenes have a near black CSM RTV
and they properly built lighting around it
e.g not using sun shadow
some funny business is going on
Normal lights donāt usually render to a separate shadow RTV, they will just sample their light perspective shadow maps when shading lighting
Sun lights usually have its own shadow RTV
if (_36._m0.w > 0.0)
shadowFactor = texelFetch(shadowBuf, coord, 0).x; // read CSM output
else
shadowFactor = 1.0; // completely ignore shadow buffer

so they counted grymforge as = underground
but they built it around CSM shadows (the map is an open cavern / cave so the sun is meant to still reach)
which are disabled because = underground
I am going to test removing _m0.w = 0
vanilla / modified
kinda works
not sure why the pillar on the right is much darker though
Need to check and see if the other areas get griefed or not
Well itās a matrix of some sort
No idea
Oh never mind I thought it was _m00
Just a constant so I dunno what that is hmm
I think you applied the sun shadows on the spot lights shining on the pillar
I feel like _36.m0 could just be like sun intensity
yh so it now makes areas in shadow even more in shadow in other scenes

time to add SSGI to solve

did that
AO for direct lighting
since base game doesnt do it
I should replace AO with xegtao as well
maybe I can figure out cboofer or hash
so it only applies to that one area instead of every scene
game uses the same deferred shaders throughout the whole game
Hmmm so itās just one deferred shading for all lights?
yep
well
theres 20 something deferred shaders
that make up the scene
depending on the tile, one does hair, one does skin and so on
but they use the same shaders throughout the whole game
Hmm how come they only use 1 then if thatās the case

No idea
They mentioned in the GDC the whole game was a clusterfuk
They wanted to fully move over to Vulkan but couldnt
More vanilla memes to solve
thought it was broken decomp again but no
this happens with vanilla shaders
Looking at Forge fixing games live is so satisfying. Who needs asmr.
If the game didnt use tiled deferred I would have added PT by now
@strange lantern is it normal sk and reshade detect d3d11 api instead of vulkan.11 ?
Are you running Vulkan
ya
The game has two .exes
Reshade shows Vulkan for me in device
can i still use dx11 texture thingy in vulkan
i don't think so ?
so sk is pointless

No idea
vanilla / fixed shadows / fixed + Bend style shadows additions
@naive lichen
we cooking?
@shy torrent
With that, I am off
need kevin interactive approved bend shadows in every game
If there's excessive flickering with like black boxes around bright highlights at the title screen (vista of Baldur's Gate city), does that mean I borked the custom Reshade installation or what? I even tried triggering a shader recompile but it didn't fix it. The game definitely runs in vulkan and the reno addon's sliders function, so I don't know what's wrong...
It's flickering very rapidly between normal screen and mostly balck screen; I hope the screenshots here illustrate is enough:
Wait, did you just ad screen space shadows ?
Yeah 3rd one is with SSS
wait is sss already in the new version of the mod? or still to be added
looks amazing
Its PITA for Forge to make it in DX11 I think
Oh yeah idk about that
maybe
Looking at your screenshots
RTV upgrades maybe? AMD?
Also double check that ReShade64.dll in ProgramData is using Ritsu's custom .dll
I am gonna shit myself if its AMD again
if you right click , properties you should see it say 6.7.3 unofficial
DX11 had these memes
but VK is different
it doesnt shit the bed when I upgraded
I am only doing
r8g8b8a8_unorm = back buffer e.g matches your swapchain res (needed to unclamp upgrade UI)
r10g10b10a2_unorm = needed to unclamp ui character RTV specifically
This shouldnt grief AMD
If you're Nvidia and have lackwell card like me, I updated to the latest drivers and that stopped some random black screening / CTDs for me
wait I noticed the screen looked a bit aliased?
FSR?
TAA?
inb4 its FSR 4 int8 memes
I'm on Nvidia, latest driver, on 40 series, Ada. I've copied the linked Reshade64.dll into the ProgramData --> Reshade folder, overwriting the existing one. So yeah, don't know what's wrong.
I tried disabling DLSS to troubleshoot, so it was native 4K, no AA whatsoever. I also tried using either "prefer layered on dxgi swapchain" or "prefer native" for the driver setting vulkan/opengl present method. No difference.
All my other games work fine, never had CTDs or black screens. I use a single screen. Also just remembered, the reshade UI is a bit green tinted for some reason? Is that normal for this custom dll? I haven't seen this before.
holy shit - (judging by screenshots only) this is looking ā¤ļøāš„
been meaning to get back to/restart this game tbh
is there any downside to the VK vs DX11 renderer?
that i should/would need to consider before just choosing VK
DX11 runs like ass
DX11 has CPU bottlenecks on main thread especially if you use Goshko's shadow mod
Also RTV upgrades broke textures
yah only just reaquainting myself with the current mod sitch
which doesnt happen with Vulkan
I am going to make a post in one of the BG3 modding servers
maybe some smort people can point me to some engine level stuff
oh lastly - do i care about the layered on DXGI swapchain or not in nv settings?
i have it default to layered on DXGI but thats mostly a legacy default from when SK used to be the only decent HDR option
The rendering improvements arent in the addon yet
Since I need to debug and test
the current pin has fixed grading and I disabled the forced Act 3 NPC fresnel
i tried to speed read the thread above, it sounds like youre working on future stuffTM that sounds super excite
this game can defs use any possible improvements to anything lighting related
Here's the log. Just played a bit and I couldn't find a combination of settings that would remedy it. It's also weird that it affects only certain realatively small elements in every scene. Btw. I really need to go to bed now or work tomorrow will be torture. I hope the log helps you -- and thank you for doing this mod in the first place!
looks pretty clipped
2 sec
weirldy enoug the "press any key" part looks clipped as well, but fine in pngs
jxr works
Their bloom boosts highlights
and the LUT also boosts highlights
guess I can try rolling off pre LUT maybe
it does not
graph looks normal
I'm not sure how those screenshots look on your end
but 1k or 4k nits look just as clipped
4k peak looks way more saturated tho
I will look into it
Maybe some Psycho stuff I havent accounted for
Working on fixing shadows atm
this looks almost perfect to me tbh
if we are talking about that torch fire
xd
it's more the torch itself
where i see less compared to vanilla
also the flame itself toward the top
something is definitely funny on my end too
all screenshots I take are darker than they're supposed to be
Hard to capture this shit but I can see almost every detail in it
ffs pic doesnt really work

@eternal radish I need a graph from you
lemee see
idk man any highlight
some can go beyong my 3080 nits
like
3300
i need to find it again
(it was a joke btw)
(it's meaningless)

ok this is better, i exported the image in SDR via SKIV, the details you can see here are exactly what i see detailwise on my tv, just in hdr
some people go cookoo if the game pushes 500 nits of 460 nits screen
i wouldnt say thats too blown out
thats just right for fire imo
if you see less details than on that image then its your screen
No actually the flame looks fairly similar
its more the torch part that i see less in
or rather
wym
here's 1 with bloom 50
Ya i'm not actually sure it's even really fixable
again looks darker throughout than what's on my screen
and actually better
what the fk
whats it look like with like highlight saturation 51
maybe minimally better but yeah i guess forge will have to touch blowout a little
also this is kinda weird
but vanilla has the same exact thing
peak brightness increases saturation
but it doesn't look any more or less clipped to me
If anything I see more details in the 4k nits image which makes no sense
Thats your SSS?
yes
Does the light dir actually change in the game tho
Matrices shouldnt make it jump like that
BRUUUUUUUUUH
I am a donut
I am doing viewspace
not worldspace

uno momneto
yep solved it
I was doing stepDir = ivec2(round(marchDir * 3.0))
replaced with
ivec2(round(marchDir * 2.0 * float(i)))
doesnt snap anymore
direction is consistent now
screenshots looked fine cuz my reshade screenshots halfs brightness for whatever reason
i cannot
too real

magical pink fire
Why do you round it hmm
hmmm also ivec2?
Should the direction be float2 in screen space or float3 in viewspace/worldspace
Usually marching is done in viewspace tho so I'm not sure
soo my current implementation is actually a cope 2D one
I use round and ivec2 because of texelFetch
You're right
I need to re make it to use viewspace 3D
I told you
I am a donut

Maybe I am also doing it a janky way, right now I am editing the deferred shaders
I should just make a separate comp shader
then combine SSS with CSM RTV
Yeah you can steal the bindings from current bound descriptor tables then do a compute pipeline
WIP RENDERING TEST
- Improved CSMs / fixes for applying to Grymforge and Underdark
- Screenspaced shadows
- AO modulation for direct lighting
- IBL modulation
I jumped back and forth between the acts
werksTM but there might be some glitches
so I am putting it out as a test

any sort of custom map just looks like this
peak
ohgod
disgusting colours
ive never seen this game in sdr
Game's grading is a meme
did you fix tm
No, I have been shitposting in another server
blasphemy
Can you push the updates? @strange lantern
@strange lantern I've have posted my log some hours ago, sorry I didn't directly reply to you. I tried the new WIP build and the dark sqare flickering is still present.
Sure, let me do it
let me see
uhh
RTV upgrades are borked on your end
completely failing and spamming the log

As you why
Dunno
Anyone else having the same problem
wait
I have sucessfully been using such upgrades for other games via liliums shaders, so don't know what this could be. Any guesses? As stated, every other game works fine, icluding ones with renoi mods.
SpecialK is not running for this game. I install it locally for the ones I want to use it with. Should not be in log, unless SK does something I don't know it does.
:12:10:278 [10108] | INFO | Successfully compiled 'C:\Users\AppData\Local\Programs\Special K\Global\ReShade\Shaders\ShortFuseFilmGrain.fx' in 0.003000 s.
I dunno
Maybe SK is interacting with the vulkan layer or something
Oh that! It's just the folder I centralized my reshade shaders in.
log is spamming 448 "Resource already destroyed" warnings
What driver setting could theoretically do that? Off the top of my mind: I use YCvCr444 as my output color format for my display.
@dull cobalt https://github.com/SGTForgery/renodx/tree/Vulkan
Ritsu might know
Maybe I am doing something bad
I am using GoG version of the game
but that shouldnt effect shaders
Unless Steam overlay is playing tricks again
Log isn't showing anything super weird
Yeah, I try to disable any overlay I don't use. I have steam overlay disabled. Always.
I'm reworking resource upgrades anyways, wait for that
Though that's not a resources issue imo
Btw. do you mind uploading a couple of versions, one without the 8-bit upgrades, and one without the 10-bit ones to see which one is at fault?
Sure
@dull cobalt not sure if you notice in the previous commit https://github.com/SGTForgery/renodx/commit/88361a930efcf2d88424a955cec9e14633ea7092#diff-1e7de1ae2d059d21e1dd75d5812d5a34b0222cef273b7c3a2af62eb747f9d20a
For CMakeLists.txtā I added glsl compilation
so you dont need to do glsl to .spv before hand, cmake does it for you
This'd break any game that wants pure glsl
What's wrong with slang?
Makes sense. Most likely it's a glsl -> slang issue
pure glsl is goated
me omw to do 4 way
.spvasm
.glsl
.slang
.hlsl

No r10g10b10a2_unorm upgrades
No r8g8b8a8_unorm upgrades
@narrow scroll
should we remove the shadows mod
or it won't conflict
they work together
I cant set shadow casting inside the shaders for light sources, thats engine side which is what the shadow mod does
The one without 8-bit upgrades fixes it for me. The one with 10-bit works flawlessly.
So... it seems it is the upgrades. Now there's only the question why it does work on your end and not on mine. Interesting indeed. I'll post logs for both versions -- perhaps you can make something out of them.
Here are the logs for both versions:
oh no
this is pure sloppa
@low steeple they used screen-space normals from dFdxFine / dFdyFine for bias direction. Temporal jitter shifts screenspace derivatives as you move the camera ofc so the whole CSM flickers and has shadow acne
why would they not just use gbuffer normals?
anyways I switched over to gbuffer normals
and that fixed the digusting acne and flickering
For AO?
Dunno which purpose its used for
ddx and ddy are used to generate vertex normal from depth
usually
If it has TAA jitter you must account for the jitter offset when reconstructing viewspace position
Thats so weird, I dunno how they shade things in BG3
do ya all play bg3 on vulkan?
I rewrote the addon for Vulkan now
ah I see
Has better perf and stability
Iam still on my manual modded run xD
so this is what they did
The CSM shader reconstructs position as _4 * _130 jittered ray Ć unjittered depth, but they never unjittered the ray direction.
mismatch causes the flickering
let me record, maybe it will make more sense
Usually they do world space position * light projection matrix for CSM uv
That world position is usually reconstructed from screen uv and depth.
If the use a jittered screen to world matrix to do that, it would be fine
The CSM RTV is showing jitter, then in the deferred shader they unjitter their UVs before ray interpolation
but they dont unjitter CSM
so as I understand
the mismatch causes flickering
as you move the camera
and it casues acne
It should jitter in the csm rtv yeah
So should the deferred lighting rtv
Basically everything before TAA should jitter
Btw I meant the shadow mask in screen resolution, not the csm thenselves
Dunno why you would unjitter that in deferred lighting hmmm
Is this from your SSS?
Or the gameās shadow maps
games CSMs
Like the square texture
I need to open up nsight
oh yh why doesnt VK show textures used by a shader?
just an API thing?
it only shows RTVs
VK in devkit yes. Itās hard to track resources in dx12 and vulkan
You can click track all/descriptors in devkit
It might show but your fps will be gone
Using lightdirection as bias normal also solves this but then the shadows are wrong and other meshes get acne because of uniform bias for all surfaces regardless of orientation
so I dunno
trying to figure out a fix for this
but yh, the base CSM RTV flickers, has acne and does these half shaded triangle thingy on the meshes
Doesnt apply to all surfaces or meshes
just some
Maybe they are using the ddx ddy to calculate the slope for slope bias
Maybe if you post the shader
Yeah
rip that noisy ao/shadows
I was being a dumbo and forgor to use pre LUT colour for hue correction
I fixed it now
so no more pinkish flames and lava

I was applying hue correction on the LUT which was giga pink already
it corrected a bit but not fully
now its solved
as for the clipping I am not sure
LUT is at fault
and their bloom
I can rework bloom but LUT I dunno what to do

does act3 textures unload fo ru guys v fast?
like the houses unload so fast
i tried eveything
:/
I couldnāt make much sense of it, it calculates the vertex normal then compare the light direction and that normal and does a ton of flags with that
And sometimes they added bias to the position for something
Then they sample the shadow maps with some noises in 9 taps

Skill issue FBI
That must be a bug, no fucking way
it just repeats 16x16 square tiles
with different colours
This is in Act 3 as well
the other acts dont have this
"Man I wonder why Act 3 runs like ass"
Want to figure out how to force 4096x4096 for the CSMs
base game's highest shadows only go up to 2048
which shimmers the hell out of foliage and other fine detail
@low steeple is it possible?
or does this have to be an engine side change
Vulkan?
yh
Hook create_resource call
You can check https://github.com/Filoppi/Luma-Framework/blob/d661ddc6f0e7cb7e4383aafd1bc266375a87a192/Source/Games/Persona 5/main.cpp#L1063
How to filter out the shadowmap resource during its creation
Reno HDR / Reno + improvements
- Added Hammon Diffuse
- Probe now has AO modulation
- Horizon occlusion
- Specular occlusion
XeGTAO?
havent added it yet
HBAO isnt too bad actually
its 720p as well
but is actually good unlike Endfield
its just missing on grass and foliage
which I sort of went around by adding AO modulation to the deferreds
Doesnt this looks weird?
this is what I mean by their tiled deferred
one slight mismatch and its ogre
basically the backside of the leaf should be in shadow but the very edge is handled by another shader
Holy jank
yh
its abysmal
I sort of test the main deferred since it handles most of the scene lighting
then if it works, I will go ahead and update the rest of the 18 shaders

Larians new game will come out and it will look 500x worse than Forge's BG3
cope they will use RT

What I am currently doing doesnt even have a perf hit
its all just utilising whats available to us but isnt being used
Vanilla HDR / Reno
its also insane how pink this game is
@worthy belfry I dont even bother with grading contrast any more
hammon diffuse is the subtle contrast booster
and I think I know why most games still stick with lambert
hammon in SDR doesnt really look that good here in BG3 atleast
HDR its great
but SDR just makes the scene look brighter
Huh I thought most modern pbr uses burley diffuse
Cyberpunk and dying light games
Itās a bit darker than lambert in general

every single one I have checked is lambert sloppa
UE5 is all lambert
BG3 uses burley which is why characters look pretty good
lmao
its not even my issue
base game has the same jank
luv to see it
my code improves on it if anything
but it depens on the location and camera angle
this is probably caused by whatever causes that shadow acne in Grymforge
"No way... look how good Ray Reconstruction is in BG3"
think I fucked up my mod load order
oh this is a nice find
their sky irradiance cubemap applies uniformly onto a scene
so another source of light leak
and wow
game doesnt use inverse-square of light curve
they use pow(1 - (d²/r²)², falloff)
burley / hammon
What is that 
no clue
RTV view is utter garbage
looks like a mega texture or something
that or a bug
becasue I swear DX and VK have an upper limit of 16k
oh no
I can only have 32 floats (128 bytes)

Time to merge the toggles
but I cant merge until I know all the tiles match
Do you regret going into this? 
jeezers
I found their hero lighting
time to disable that shit
First view = normal
Second = kill all area lights
Third = kill all probes
Fourth = kill both area lights and probes
So I guess the mod only disabled area lights
which caused the probe to darken it too much
if we disable both for the character we gucci
based
tried using hammon is halo slop and it broke stuff lol
giga glowing?
what is the hammon math in hlsl
// ============================================================================
// 3.1 Hammon 2017 Diffuse BRDF
// ----------------------------------------------------------------------------
// Earl Hammon Jr., GDC 2017
// "PBR Diffuse Lighting for GGX+Smith Microsurfaces"
//
// Drop-in replacement for Lambertian (albedo / PI) that accounts for:
// ⢠Single-scatter Fresnel darkening at grazing angles
// ⢠Multi-scatter energy compensation between microfacets
//
// Designed to pair with a GGX NDF + Smith height-correlated geometry term
// on the specular side so total surface energy is conserved.
//
// Parameters (all expected saturated [0,1]):
// NdotL ā saturate(dot(normal, lightDir))
// NdotV ā saturate(dot(normal, viewDir))
// NdotH ā saturate(dot(normal, halfVec))
// VdotH ā saturate(dot(viewDir, halfVec)) (== LdotH by symmetry)
// roughness ā perceptual roughness [0,1]
// albedo ā surface base color (linear)
//
// Returns: albedo-weighted diffuse contribution, ready to multiply by
// NdotL * lightColor.
// ============================================================================
i mean in hlsl syntax XD
float3 HammonDiffuseBRDF(
float NdotL, float NdotV, float NdotH, float VdotH,
float roughness, float3 albedo)
{
// ---- Facing term --------------------------------------------------------
float facing = 0.5 + 0.5 * VdotH;
// ---- Rough surface approximation ----------------------------------------
// The term (0.5 + NdotH) / NdotH can blow up at grazing angles where
// NdotH approaches zero. DivideSafe only catches exact zero, so tiny
// values like NdotH ā 0.0001 still produce ratios of ~5001.
// Hammon's original GDC 2017 presentation uses max(NdotH, 0.1) which
// caps the ratio at (0.6 / 0.1) = 6.0, preventing bright glow artifacts.
float rough = facing * (0.9 - 0.4 * facing)
* ((0.5 + NdotH) / max(NdotH, 0.1));
// ---- Smooth surface approximation (Fresnel-weighted) --------------------
// pow5(1 - x) expanded manually for broad shader-model compatibility.
float oneMinusNdotL = 1.0 - NdotL;
float NdotL5 = oneMinusNdotL * oneMinusNdotL;
NdotL5 *= NdotL5 * oneMinusNdotL; // (1 - NdotL)^5
float oneMinusNdotV = 1.0 - NdotV;
float NdotV5 = oneMinusNdotV * oneMinusNdotV;
NdotV5 *= NdotV5 * oneMinusNdotV; // (1 - NdotV)^5
float smooth_val = 1.05 * (1.0 - NdotL5) * (1.0 - NdotV5);
// ---- Single-scatter: blend smooth ā rough by roughness, Ć· PI -----------
float single = lerp(smooth_val, rough, roughness) * 0.318309886; // 1/PI
// ---- Multi-scatter energy compensation -----------------------------------
// Approximates the additional energy returned by light bouncing more than
// once between microfacets. Multiplied by albedo² because each bounce is
// attenuated by the surface color.
float multi = 0.1159 * roughness;
return albedo * single + albedo * albedo * multi;
}
basically this
I think
It becomes very dark in @worthy belfry 's case is because you need to multiply pi to the lighting (or albedo)
ah lol
Halo is phong so lacks it
yep
ngl thats a really weird fresnel, my knowledge is only up to date with burley XD
And albedo multibounce I think in games they compute it from GTAO now
HBAO might not be physically correct for multibounce tho
Yeah burley is always dark even in direct light
Very weird
Lambert vs burley
hammon in the beast when? (:
Dont think they use GTAO in TF2
its HBAO+
beast is burley same as dl2 i think
Yeha
all new games use gtao then use it for multibounce albedo
doesnt convert energy
from what I understand
Hammon noted this in the presentation
which is why he developed hammon diffuse
float3 AOMultiBounce( float3 BaseColor, float AO )
{
float3 a = 2.0404 * BaseColor - 0.3324;
float3 b = -4.7951 * BaseColor + 0.6417;
float3 c = 2.7552 * BaseColor + 0.6903;
return max( ( AO ).xxx, ((AO * a + b) * AO + c) * AO );
}
to solve short commings of both lamber and burely
Just this
disney version of burely tried to do energy conservation which is what dl2 uses
// Disney diffuse BRDF as in: http://blog.selfshadow.com/publications/s2012-shading-course/burley/s2012_pbs_disney_brdf_notes_v3.pdf
// with the conservation correction factor from:
float3 DiffuseBRDF(float NdotV, float NdotL, float LdotH, float3 albedo, float roughness)
{
// Disney diffuse with energy correction factor from Frostbite
float energyBias = 0.5 * roughness;
float energyFactor = -0.337748344 * roughness + 1.0; // lerp( 1.0, 1.0 / 1.51, roughness );
float fd90 = energyBias + 2.0 * LdotH * LdotH * roughness;
float lightScatter = SchlickFresnel(1.0f, fd90, NdotL);
float viewScatter = SchlickFresnel( 1.0f, fd90, NdotV);
return albedo * ( lightScatter * viewScatter * energyFactor * INV_PI );
}
stolen from cyberpunk

what specular model does hammon use then?
hammon is basically oren-nayar built to work with smith ggx iirc
yep
its meant to be a drop in replacement for existing lambert
or Burley
assuming you have smith ggx
or the standard cook terrance setup
So what else you cooked
a bunch of stuff
just making sure they all work
with the tiled deferred
going to disable hero lighting now
and try to stop windows from leaking light
Isn't that the point of a window though š ?
Since its transparent and stuff š„²
well you see
larian doesnt do that
they treat windows as glowing light sources
to light up interiors
so the interior leaks light colour whilst on the outside the window is dark
@strange lantern overshooting by 200 nits 
@strange lantern I wanna test the new resource cloning system, lemme know if you update your branch
@strange lantern how stable is vulkan for u compared to dx11 hm?
Mr.Popular
ok this is strange, @amber stream I dunno if their bloom is doing some funky. Even when I set the tonemap_lut_sample shader to vanilla (e.g untonemapped) and then used Lilium's, it was still going over peak
That or theres an artefact on the swapchain or something
more stable, DX11 would have a 1/8 change to randomly crash either in-game or on start up
DX11 was also slower to load in, either on start up or into a save
VK doesnt do that, it just werks
and has better CPU perf
could be, they have DLSS sharpening but it shouldnt be used if you have newer than DLSS 2
unless dio forgor
to update
oof is dlss running after tm

aa after tm will also make it go over
that means its not real overshoot anyway
Yh, I fixed the borked hues now by using pre lut colours
all I have left is the brickwalling
I dunno whats causing the highlights to brickwall
their LUT
and their bloom are doodoo
I guess I could set a highlight roll off in the lutbuilder
but then Dio wont have his 4K nit yellows
boo
skippping grading
oh no I am not entirely using pre lut colours
just for hue shifting
to fix flames

game has no gi other than dogshit probes
which leak light
pathtracing gaming cant come soon enough
anyways, here I am also using the darker Shadowland mod
so it makes everything blick anyways
Banilla shadowlands are brighterr
WIP Rendering Test 2
- Using prelut colour for hue shifting (stops all forms of pink sand, cliffs and flames
- Added more stuff
- Hammon BRDF
- Toggle for fake hero lighting
that vanilla fake hero lighting is something
gtao where
pt where

I will need to add GTAO or atleast upgrade HBAO to use full res
its causing low res artefacts now with all my stuff
Can you even upgrade to full res without engine stuff?
yes
what Miru showed
you can hijack RTVs / textures
assuming the game doesnt blow up from it
Might try that on horizon
pure sloppa game
Well you can also just update_descriptor_tables() of the currently bound tables with your own resource views that point to a full res resource
Pretty much what I did with the DOF in endfield, without having to recreate the pipeline
But if you more resources than what the game has then you will need to clone and modify the pipeline 
It will be hard in vulkan/dx12, because it's not possible if the resource you are overriding belongs to AO

The game I will be trying it on is DX11 is that fine then?
DX11 much easier
Hmm actually no, overriding on resource create is just as hard in dx11. I was thinking of "switching game resource to your own resource" XD
WIP Rendering Test 2
- Using prelut colour for hue shifting (stops all forms of pink sand, cliffs and flames
- Added more stuff
- Hammon BRDF
- Toggle for fake hero lighting
(Added corpses and Material ID 7 characters to also be affected by hero lighting toggle)
**Instructions for Vulkan are below **
#1466367902923096105 message
@naive lichen
looks awesome, is this meant to be used with the shadows mod?
yes
I think you can use it separately
but it might also spawn new permutations for shaders
which I cba to edit every single one of them
If the game used a regular deferred system it wouldnt be as much as a hassle but right now I need to match multiple tile deferred shaders
oh wait
I should probably added instructions for VK every pin
This also works consistently, the mod ones either break with VK for some reason or randomly toggle on and off depending on save load, location ect
i have a feeling most players would want hero lighting turned on lol
They dont know ball
Well I aint most players
Again, per the GDC Larian added it becasue 'muh visibility'
but it looks atrocious
TW: Warhammer 3 also did this but it was caused by LUT mismatching gamma or some BS
caused all the unit models to glow
Anyways, theres a toggle so
if you want = use
if you dont want = dont use
that's what I'm saying, normies would want it
and larian added it for them
i wish it was an option in the vanilla game
Make the intensity a slider
Forge this is unreal, cheers
I am going to work on fixing this highlight brick walling now
it looks incredible in game. In dark scenes (like the opening area) I can't see shit but it may be skill issue - also not viewing in a dark room rn
Forge gonna make me play 4th run of BG3 doomerWojak
@worthy belfry @low steeple I tested out the laplacian texture blending I found in that paper
pretty good
vanilla / laplacian
so I am using it here on the terrain gbuffer shader
Hmm what does it do mainly
paper is here https://jcgt.org/published/0014/01/02/
My phone screen is too small to see xd

lemme give you a tldr
So standard texture blendinghas an inherent problem where no single blending radius works for all frequency content.
You tend to have either
⢠Small radius ā sharp, but low-frequency features show a visible seam
⢠Large radius ā smooth, but high-frequency details lose contrast/ghost
Paper's solution is to to the following
Split textures into frequency bands using the existing mipmap chain as a Laplacian pyramid, then blend each band with an appropriately sized radius
⢠Low frequencies ā wide blending radius (smooth color transitions)
⢠High frequencies ā narrow blending radius (preserve sharp detail)
it also helps to solve seems
they have this live demo
in game for me it looks like you've almost applied a higher AF amount
the terrain just has more detail and almost like a subtle local contrast
kinda looks like micro shadow detail as well
yes
since if you dont have multiple blends then its pointless
I think I saw it mentioned somewhere that you can use it for tonemapping
like you make multiple mipmaps
and you can use it to preserve highlights better
Yeah I dunno about that one, itās like local contrast
that might be it
I guess you can use it as a local contrast for colour base stuff
Although I might help with more advanced perceptual tonemap ping, Iām no expert on that. Need Kevin to explain to us peasants


I will probably try messing around with it in Crimson
or it might be good for games like Wilds
where the whole game is just washed out
Nier
Will you be able to finish BG3 till crimson or will you leave it unfinished
š
I will probably post WIP 3
and thats all you lot get
until I return 4 months later
When is CD releasing
19 i think
zamn
they have the full TLoU2 eye rendering setup
eyelid + eyelash shadowing
Iris parallax refraction
Limbal darkening
It cant be all slop ig
anti soul gas is INZANE
native HDR / Reno Dee legs

near 1nit raised black floor
This will be a slider users can adjust for volumetric fog
Larian probably made that choice on purpose
and hey Forge, awesome job with the shadows in the game
every dev makes that choice nowadays
they all love slappering everything in volumetrics

mfw when I walk into a room in rl and dont have a constant haze as if the whole building was on fire
where is that meme
let me find it
zero contrast because everything just has a permanent grey haze
Grey haze sounds like a fire ass weed
Dang
Wait did you manage to get it to work ??
so this is caused by them having broken portal marker code
abysmal
They seem to be GI affected now? Not completely dark?
yes
POG
You have a toggle in reno dee legs menu



