#Baldur's Gate 3
1 messages · Page 3 of 1
^
First view = normal
Second = kill all area lights
Third = kill all probes
Fourth = kill both area lights and probes
The mods were only killing the second
e.g area lights
but the game was still applying probes on top
so characters got double probed
which is why they looked black
top 10 comments if taken out of context
That’s racist!!
dreadful, everywhere I look I just see issues
hair, fur and VFX just randmly flicker like this
caused by slop alpha
ironically I don't do weed
probing that tonemap ass
renderp ass
Act 2 Haven bubble energy shield thingy is ugly as fuck
going to try POE II technique to stop the seems
I noted that some shadows are pixelated with shadow improvements enable, I don't know if it's a known issue. You can also see them into the cinematic when you wake up on the beach after the intro. My screenshots are too heavy for discord so...
tiled deferred mismatch
I fixed some more errors on my end
but different areas use different meshes
and I might have forgotten or not 100% matched
well the issue might also be I dont know if people on different GPUs or graphics settings spawn new shaders permutations
if thats a case then rip
this whole thing is basically busted
What the hell ? Is that a meme I don't know about ? That sounds like a great joke. A shame I didn't get it😅 ...
Ignorance is bliss
I see.
Sorry but I say something wrong related to the cinematic intro, it was more an AO related thing.
Thank you very much for all the work and the vk version anyway.
ah ok ty for pointing the AO part out, I will test again
a few stuff, I have read about
but I would need to test implementation
curious because I got halo ce partially working in fixed function
so
-
Proxima Diffuse (from callisto to have proper material mipmap consistency)
-
Diffraction on Rough Surfaces + Spectral Shift Function for metals
The diffraction stuff looked nutty
it added speckles and roughness to metals
that you just dont see
unless youre using spectral rendering or NVidia's neural shaders
spectral shift shifts metals from blue to red based on the microfacet angle
interesting
theres a phenomena where metals do that
depending on the light
theres a subtle difference in colour hue
Here's the paper
basically all the other models cant do brushed metals properly
Maybe UE substrate can now replicate it
only a small computational overhead compared to the popular Cook-Torrance GGX model
👀
As you seem to have a save at the Last Light Inn: I noticed that the option named "shadow improvements" has a curious effect there. Namely, when going in and out of the front entrence of the main inn building (where Jaheira is), the more intense shadows abruptly stop applying when leaving it and then start applying when entering it. Don't know if that's intended or if the game has somekind of trigger when you walk across an invisible border on the map or something.
OMG I know what DLSS 5 is now. What the hell is this thing

This has to be a scam
my brain is not braining
So what the game does in Act 2 is, the shadowlands counts as 'underground; but when you enter Haven, it flags the area has 'not underground'
but it does it very wierdly or badly
I am suspecting this is why Larian disabled shadows
they couldnt be asked to fix the issue
I will play around with it some more becasue its very inconsistent in how they activated or deactivate the flags
I am using Darker shadowlands mod
and that one seems to flag the whole shadowlands as 'underground', Haven included
so that issue doesnt happen
Hi, I've been using the r8g8b8a8_unorm version because the last WIP Test 2 version caused severe flickering and black squares. I saw that someone else had the same problem, so I just wanted to mention it.
Btw the reshade itself looks fantastic. I miss turning off characters illuminitaion though (it's not on r8 version)
OK so it seems I wasn't hallucinating after all 😄
When you say "the r8g8b8a8_unorm version", you mean the one without that 8-bit upgrade, right? Because that one fixed it for me too. It seems the 10-bit upgrades don't cause issues.
In the end, when Forge feels he's done fiddling with it, I'd be very happy if a non-8-bit-upgrades version would also be offered.
I don't very well versed in these type of things, so I tried "No r10g10b10a2_unorm upgrades" version and notheing changed, black squares and flickering were still present. "No r8g8b8a8_unorm upgrades" fixed everything and works as intended I guess.
Yeah, that's the one. I've had the same experience.
So I'm not alone after all... 😢
But playing around with the latest version, I can say that there are areas in the game where even the "normal", fully upgraded version does not flicker at all, like in the mentioned last light inn. But the main menu, and that spider cavern in A1 -- yeah, flicker-city.
For me it was Main screen as well, Auntie Ethel cavern with prisoners, the merchant area in Refugees camp (the very first merchant we encounter), almost every interaction/dialogue in the swamps (when illusion is broken), something was constantly black squaring in the background when characters were chatting. I didn't want to tell anything since I have a lot of mods and customized driver's setting through NvidiaProfileInspector, so I thought maybe it was because of that. Until I looked that someone else had the same problem.
I have zero mods, but I also did tune things in profile inspector. But I did reset that for testing purposes, and it seems those were not at fault. Still don't know what it is. I DO know however, that I don't mind that bit of banding in the UI when that 8-bit upgrade is not present, so all good for me.
@worthy belfry
So instead of replacing lambert
which looks like plastic
Jensen decided to make every game into more plastc
lmao
trueeeee
ok your mod does not work well with dark underdark lmao
@worthy belfry
I take it back
I now understand why RT/PT is recommended
it adds a lot of energy conservation and makes the material brighter without wierd dark spots
but becasue BG3 is standard raster
you're missing shadowing and good GI
so EON just makes everything flat
so eon for pt / rt and hammon for raster?
pretty much
hammon you can slot in and it just works
you get your energy conservation but its not crazy
EON I will have to test with RT title
and compare to RDX and callisto
the least? (:
oh yeah that's this week
it matches what their pics where doing in the paper
so if you dont have PT it just looks wierd
I might try eon in rtx remix
probably a better use case for it
let me send some pics, I just need to fix this tile mismatching

I hate this system
I have to do like 200 edits
its mostly ctrl c + v but then one shader uses a different perm for sun direction
and its over
I think this is why lambert has also been used forever
the inheritance darkening from not having energy conservation adds cope shading
that makes sense lol
Waiting for Dat to send me .dll
feel like eon would look really nice with PT in HDR
yes
PT has good shading
and you're not gimped by lambert being cucked out of energy
burley / eon
wonder if you could get away with eon if you increase the AO a tad
Need to add in xeGTAO
oh I assumed you already added xeGTAO lol
yeah I think you could get away with eon with xeGTAO

Froooog want me
Also wtf is wrong with this game
@worthy belfry
they use Hard discard alpha test for everything
- some doodoo Depth fade power
bruh
anything alpha just shimmers
might be a trashformer v2 issue
but everything just has this random alpha black pixel crawl shimmer
I am going to slap in Ass shadows stochastic alpha and solve all this sloppa
Alpha test is just discard tho
where does this happen?
and it only happens on scratch?
The under dark
Uhh
The thing below
Shadow cursed lands
The cat too
And the camp aswell
Some objects have squared shadow around
bro got that pixel camo
NOOOOOOOOOO
fuk
I got CSM upgrade in
why is it broken

maybe I fukked up shader side let me test
I praye I dont have to modify a trillion other things to get this working
CSAM?
Cascade shadow maps
Shadows basically
Because they're pixelated to hell in this game
It uses 2048x 2048 for the whole scene so once you do the dialogue face zoom in, it's over
You see 56pixel for the entire face
the base csm shader did some 2048 thingy
I changed it to also use 4096
in nsight I didnt see any other hardcoded settings
checked UBO
I should have everything I need
wait
I noticed I missed two res dependant constants
No I meant the 2048x2048 texutre
in the shader
lemme check
BTW you can try maybe draw that texture on screen using render pass or reshade binding?
ok so I had some 2048 vanilla code I forgot to update
better but still missing shadows
maybe, let me see
Hmmmmm I see
Its those shared RT for all shadows..
I've never seen that a game would use shared RT for sun shadow tho
Facetted shadow map???
Maybe you can upload the ngfx capture
one sec
may I ask why a vulkan mod isn't dx11 better in this game basically? just to do it or for compatibility I assume
I had a stroke reading that
I am sorry whats the question
Theres the old DX11 addon I uploaded
but I moved over to VK because it has better stability
it doesnt crash for me and the CPU perf is better
no offense at all I just thought dx11 was generally better for this game
The only thing DX11 has going for it is Special K's texture caching
VK has FG mod if you want it + MFG
better act 2 and 3 CPU perf
DX11 will randomly CTD 1/8 chance on loading up for me
VK doesnt
oh cool yeah im doing playthrough with friends on console so I don't have crazy mods
i haven't experienced crashing yet but still in act 1
the loading itself is brutally long does vulkan help that
ok ill try it out thanks I just had read dx11 was better but good to know just reddit bs
So in nsight it looks like this
So the game draws that shadow map in 2048x2048
Then blit onto a 8192x8192 shared shadowmap resource

why is it soo pixelated
pls dont say shadow map limitations
i cant add RT to this game

Hmmm so if you resize it to higher res
You could risk other shadow maps just overwriting it
This is so cursed..
The actual shadow map is like 1024x1024 only
The rest of these are cached shadow maps, don't see them updated in the frame you sent
Not sure waht they are for
rip
The space below the 1024x1024 gets overwritten
let me do another scene capture
It changes write coordinate like that?
I'm not sure the game uses cascade shadow maps
There is no cascade
guess its a skill issue on my end then
I dunno how to go about improving this
I just thought it would be an easy
upgrade res and done deal

It'd be really hard because ughhh
The write coordinate is CPU side cbuffer
And then you have to modify the compute deferred shaders to load correct position
😭
Maybe its better to ask AI to RE the game for you to change the shadowmap resolution
Yeah there is this main shadow map
Not sure what it is for XD
Then new one reuses this and then draw to the 8k shared shadowmap
What shocked me is that
Where is the cascades
The game just doesnt seem to have long range distance shadows?
oh yh
it doesnt
they just disappear at long range
maybe its becasue of the camera angle
and it being isometric
I guess they sort of use them for main menu
but thats about it
or maybe cutscenes
which is why I dont use the 3rd person camera mod by Ersh
It does here tho
main menu
well
there is act 1 B
theres some far distance views there
and they have shadows
but Act 3 has abysmal shadowing with low draw distance
Hmmm
Nothing looks like the mountain shadow to me
The shadow map res is random
The capture you last sent has a 2048 one
But the first one has 1024 max
Oh I found the actual sun shadow map
Its not using that shared shadowmap hmm
It's D16 Unorm as well..
so maybe the issue is that I was targetting all d16_unorm res increases instead of just doing this one
though I dunno if that will improve much
might also break
There are 3 cascades
Maybe you should test with dimension = 2048x2048 in your upgrade
lets try
i meant the on create resource event
There are 5 D16 resources in the main menu capture
2 are 16x16 and 2 2048x2048 1 1024x1024
the 1024 one is long range shadow cascade
There are 4 layers tho
for the sun shadow maps
I think you can do depth_or_layers > 1 in your detection
Hmnmm I think you also need to hook bind viewports events
and bind_scissor_rects
so
begin_render_pass - check if the resource is the ones you modified
bind_viewports - change viewport size
bind_scissor_rects - change scissor rect size

You can check these events in the last capture you sent
@strange lantern did u see the glitch ?
which one
the square tile one by AO I know about
Whole game is cursed
Their CSMs use screenspaced derivate normals
instead of just using Gbuffer normals
so you get all sorts of blocky artefacts
shadows as a whole are pure slop
@low steeple I am getting filter by trying to bind gbuffer normals to the CSM shader
Their literally do not use gbuffer normals for the CSMs and instead use depth
then reconstruct normals
Get the gbuffer normal srv from somewhere
Then update descriptor table at the correct slot
Wait
You dont have any extra slot
Hmmm you need to clone the pipeline
just that specific one
then add an extra table to the pipeline layout param
then when csm draws you update gbuffer normal to that table
vulkan is so bad for modding
Yeah
low level APIs be like
Not sure if you can use push descriptor
In theory XD
This is the simplest way to bind something in vulkan dx12 I think
It has to be said : Forge going all ASD over fixing gaming has me significantly more excited than DLSS 5.
@low steeple
vanilla / Gbuffer normals
I added reshade.log debug
16:19:29:956 [14236] | INFO | [RenoDX] BG3-VK: Found GBuffer normal via begin_render_pass: 0x1855d86370 (2560x1440 fmt=33)
16:19:29:957 [39816] | INFO | [RenoDX] utils::shader::OnCreatePipeline(replacing 0xd6695b52 with 14912 bytes at 00000018549F0520)
16:19:29:957 [43436] | INFO | [RenoDX] utils::shader::OnCreatePipeline(replacing 0x9c3376cd with 100260 bytes at 000000184F78F020)
16:19:29:962 [ 9552] | INFO | [RenoDX] BG3-VK CSM: Created SRV 0xc2cbcf20 for GBuffer normal 0x1855d86370
16:19:29:969 [ 9552] | INFO | [RenoDX] BG3-VK CSM: Cloned layout 0x1f89db230 from 0xc855bfd0 (gbuffer_set=3, insert_pos=3, orig_params=4)
I think its binding
any other way to check?
since it wont appear in devkit
but as you can see the view is wrong
maybe I need to change Gbuffer normals view in the CSM shader
You can just write the gbuffer normal color channel to the csm shader output xd
ahh
Just output the red channel
welp its not binded

real question is why Larian didnt use Gbuffer normals
because If I get them working and then a trillion other things break welll
Hmmm
but their current cope derivate normals from depth are ugly as hell
and cause blocky shadows
I dunno what you did in your addon 
and artefacts
I dont even know
I can send addon.cpp
Could be stuff that only writes depth but no gbuffer but I don’t think the game does that
Hmm it says you only cloned the layout
But you should clone the entire pipeline then
Cmd_list->bind_pipeline()
Cmd_list->draw(4,0)
return false
On draw I think
Of course you should cache the pipeline and don’t recreate it all the time
yh I dunno
either the game launches
or it crashes
I need to lock in
becasue Crimson is going to have some random balderdash
and I will need to bind resources
i just realized aces slop is prob why i didnt like native bg3 hdr
its custom ACES 2.0
but they turbo boosted shadow saturation
whole game looks cheap
and like a cartoon
and then all the flames are pink on top of lacking gamma correction
anyone have a fix for this
caps
i was not aware cause i never used it
@strange lantern any idea bro
thats their LODs
game wasnt designed around 3rd person camera
Otis camera tool can force higher LODs I think
hmm I ll check it out
Our last small update, which aimed to resolve some lingering corrupted savegames, seemingly also introduced performance issues that triggered crashes for some players.
A hotfix is now rolling out to resolve these. Thank you for your patience!
Read more: https://t.co/MtnpGXaJX8
@strange lantern

Never ending patches

jokers
watch they still release another 5 patches
maybe it doesnt touch any shaders
Yes, hopefully it only touches logic stuff. Fingers crossed. Although even of that's the case, gameplay mods might still break... that could be despair in it's own way😭
@strange lantern any chance u can update snappies and nexoos ?
not seeing the preset menu. Can someone assist? I didnt have any issues with other games. Seems like this one is applied but no menu
uhhh, Maybe if I ship a slightly stripped version
Some of the rendering stuff isnt quite ready yet
click on the RenoDX tab
this isnt a reshade preset
it has its own dedicated tab
oh wow im a dummy thank you @strange lantern such a simple fix lol. Thanks!
Love the rendering improvements I'm seeing in the many pics you posted. But what tone mapper did you end up using? Cannot help but seeing this very yellow to my taste haha ^^'
Vanilla HDR makes stones, sand ect all pink
Reno matches SDR better
in SDR they are not pink
so thats what we're going fro
I am using Psycho, I deleted all their ACES V2 beta stuff entirely
I nuked their shadow saturation booster as well
Fires especially are mega pink
Good. Thanks for answering. I was looking at this thread on and off but lost track with all the tone mapper functions haha. :))
Anything I should keep an eye out or needs more testing to be ironed out?
Need to fix instances of mismatched tile shaders
game has 15 deferred shaders
and if one mismatches you get artefacts
I see. Is that tied to a particular rendering improvement toggle? So if it becomes too annoying I can disable it for the time being.
BRDF, shadows and a few others
Larian tools will account for shader permutations in their tiled setup so once they write the code, computer handles it
for modders however, that means we have to match 15 different shaders now
when i look at native hdr back it's all vomit
lol
everyhthing is pink shit
Only thing colour side I have to fix is the brickwalling of highlights
It was kind of praised when it launched though, right?
praised by who
the same guys who praise ori 2 hdr ?
the native hdr is capped at 1000 nits 💀
what's the point of a peak brightness slider if it's not respected
@eternal radish this game on the g5 is some of the best hdr I've ever seen (dx11) patiently waiting vulkan version. The myconids nearly blinded me
huh
there is already a vulkan version

with added rendering features
damn better than dx11 wow
native hdr is poop but reno makes it infinitely better
reno/native
yeah i never used native dx11 from starting it
always the dx11 reno but as i said i will switch to vulkan
yeah i dont use that the load times are brutallll on dx11 enough reason to switch on its own
but yeah g5 2500 nits on this game is incredible with reno ill try vulkna if i can find it i never saw it posted
checkpins
this game is colossal we have like 35 hours and not even through act 1 doing 3 player coop
lol
i didn't finish act 1 till 65h or so i think
Yeah that sounds about right. I get easily distracted 😅 ...
VK looks better?
Well it's updated
Doesn't have the oversaturation issue
Oh I see. I assumed Forge did DX first then ported to VK.
I'm on a super old Musa build and it was working really good so I did not update haha. Held back and observed a bit, but now I might bite again for all those rendering improvements.
Is the ReShade dll he posted still mandatory? I can't seem to get it working with SK.
Edit: Nvm, looks like SK doesn't fully support vulkan, my bad!
Is it now possible to use Vulkan with Reno?
Great, I'm happy about that. I'm using the ReShade HDR installer. Is it enough to simply select Vulkan and download the latest version?
no it requires a bit more work since it uses ritsu custom reshade vulkan
check pins
u need to install reshade vulkan then replace the file in C:\ProgramData\ReShade
with the custom version pineed
then the addon as usual u can drag & drop in RHI
I'm getting graphical errors with the vulkan version of reshade and reno, I replaced the global dll in Program Data.
do you have the teal reshade ?
u uninstalled the dx11 versions right ?
Yeah I have the teal one. I don't see the dxgi dll anywhere in there now so pretty sure I did
hmm you removed the old addon too ?
That's so much better
The ReShade HDR installer lets me select and install ReShade Vulkan. Then I should just need to put the pinned ReShade Reno Vulkan DLL into the BG3 folder, and it should work, right? Or am I misunderstanding something?
Is Vulkan better than DX11?
yeah I removed the old stuff
hmm i have no idea then 
you need to put the reshade in pinned in C:/programdata/reshade
The errors go away when I remove vulkan reno addon
The entire manual wasn't displayed to me at first. Thank you.
Yeah launched with the bg3.exe
If I use the pinned reshade.dll and replace it, will reshade still work without problems in my other games?
ya it just applies to vulkan games
and it will work
it's normal reshade with added fixes for renovk
all other apis have reshade installed normally
Looks like once in game it looks fine but the main menu is busted
Okay, I understand, thank you. Is there a difference between the Vulkan version and the DX11 version?
well he fixed all issues
like the oversaturation in some spells
and he added rendering features to have better shadows
contact shadows on characters
shadows on grass
etc etc
shit like this
it's gone
You're officially the third person to observe that those 8-bit render target upgrades cause those black boxes. I was one of them. There was a special build posted that's only with 10-bit render target upgrades and that one has no garphical glitches but has just a tad of banding on the UI. I'd also like to have an 8-bit-less version of the latest build available.
That sounds great. I think I'll switch to Vulkan then. Is the Vulkan add-on finished, and which one should I choose? The last pinned one is "WIP Rendering Test 2".
ya install the wip rendering test 2
u just need the reshade64.dll vulkan from wip rendering test 1
I replaced the reshade.dll file in C: and inserted and installed the WIP Rendering Test 2.dll file in RHI. Now I can no longer make any changes to the image settings, which I could do before with DX11 Reno. Also, my FPS is limited to 15; I really don't know why.
uuuuuuuuuuuh
you uninstalled all previous files right ?
dxgi.dll and reshade.ini and reshadepreset.ini and the old addon
you need to install reshade for vulkan for the game then replace the file in C:
Doesn't RHI also install ReShade Vulkan, or do I have to do that separately?
right it does too
reshade vulkan works in a global state, it's "whitelisting" the game to inject reshade, it doesn't use a file to do so
so yeah as long as u have the right file in the C: folder and use rhi it should work
idk why you have low fps because of it tho 🤔
make sure to launch bg3 with the correct exe too
I deleted the files you mentioned and tried to install everything correctly. I also replaced the reshade64.dll file, but I'm still only getting 15 fps, or 30 fps with smooth motion. Normally, I get significantly more fps. Furthermore, I can't change any values in the RenoDX settings. Nothing seems to happen on my screen. I think I'm doing something wrong. I posted about the low frame rate problem in the RHI thread. It might be related to the RElimiter.
I've deleted everything related to Reno and ReShade with Vulkan and switched back to DX11. Is it possible to adjust brightness, saturation, and peak nits live in Vulkan? It works perfectly in DX11. I'll try it again soon, but something's still not quite right.
isn't it a relimiter vulkan problem ?
your performance issue
...
idk why you can't change renodx settings tho
idk
it all works for me
xD
the swap was seamless
Maybe. I'll try it again, but without Re Limiter.
You can show statistic tabs for the sliders not working 
Could be the game fails to start hdr
I'm not sure I understand, why would this only affect some people?
That's the kicker -- We didn't ever figure it out. I just noted that there were 3 cases thus far.
interesting, I seem to be unlucky, Crimson Desert is also crashing for me and that's not a wide spread issue either. Wonder what is different about my system.
How do you do that?
screen statistiken tab
I really don't understand what I'm doing wrong. I deleted everything related to ReShade from the BG3 game folder (bin) and reinstalled ReShade cleanly via RHI. Removing the RElimiter fixed my low FPS problem. But I just can't get the Vulkan add-on for Reno to work. I followed the instructions exactly, replaced the ReShade.dll, and used the latest WIP Rendering Test 2 Reno Vulkan add-on. I'm also launching the correct bg3.exe (see screenshot). But I can't move any sliders. Nothing changes at all. In the Reno tab, I can move the sliders, but nothing changes in the image settings. If I use the DX11 version of RenoDX Addon with the DX11 version of BG3, I can adjust everything live in that tab.
I managed to get it working so I can now move the sliders in the Renodx tab and change the image settings, but now the whole image is flickering. Light sources flicker way too brightly and jerk wildly, there are huge black artifacts in the game world, and the main menu is so bad it's almost unbearable. It's very strong VRR flickering or something like that. I think it was caused by Smooth Motion. Now that I've turned it off, the flickering is gone. What remains are strange colors around candles and fireplaces. Sometimes the candles are green, sometimes they're completely red. What am I doing wrong?
Dafuq
@wooden abyss are you using special K ?
your setup is wrong
reshade should be teal (vulkan mode)
and you should have API : vulkan
like this
I want to switch to vukan but optiscaler (fsr 4) & sk texture caching 
fsr4 works on vulkan no ?
it does?

optiscaler added it recently
idk the specifics tho
but yeah sk texture caching is criminal
i've been talking to an npc and his face texture wobbled from low res to high res DURING the dialogue
LMAO HAHAHHA
U must've been taken back LMAO
I ll have to check it out
@amber stream for how much would u fix these probs in dx12 
5 gadjadillion dollars
No, I started BG3 via Steam, then the Lari Launcher appeared where I selected the Vulkan API. To install ReShade for Vulkan, I downloaded the latest ReShade version 6.7.3 with full add-on support from the ReShade website and ran it for the BG3.exe, i.e., the Vulkan.exe. Beforehand, I deleted everything related to ReShade from my BG3 game folder, and I deliberately avoided using RHI because I had problems with the sliders when installing that tool for BG3. So, I manually installed ReShade, replaced the Reshade64.dll as instructed, and also made sure that the .dll properties showed 6.7.3 as unofficial. Then I placed the "WIP rendering Test 2" renodx Vulkan add-on in the bin game folder, where the two .exe files for BG3 are located. I then immediately started BG3.exe, which, as mentioned above, opens the Lari Launcher, and I select Vulkan and click "Start Game". If I do everything as described, I get what my screenshots show.
since you "fixed" the issue is reshade teal ?
you selected vulkan during reshade installation right ?
can you screen the game folder f
too @wooden abyss
I thought I had fixed the problem, but unfortunately I hadn't. I then switched everything back to DX11 and all the problems disappeared. In my screenshot, you can see my bin folder, which is incredibly full and not as tidy as yours. I have no idea why. Before I took this screenshot, I deleted everything related to DX11 and ReShade and reinstalled ReShade for Vulkan. My ReShade menu doesn't look Teal, nor does it work correctly for me. I have huge artifacts on the start screen and in the game itself. Everything is flickering terribly.
yeah i see
that's weird
it should be teal with vulkan moe
mode
something is forcing the game to dx12
well if it's working in dx11 stay in dx11
idk why it breaks 
i have driver interop enabled but the game sticks to vulkan
your folder looks fine
Although I removed the RHI for this game and changed the graphics API from Auto to Vulkan, it now looks like this.
OKAY
this is good start
is it flickering ?
sliders working ?
how are colors
What remains are very strong artifacts, like very large black boxes that flicker repeatedly.
can happen on menu but is it working in game ?
No, after restarting the game, the flickering has gotten even worse. The controls still work, but the intense flickering makes it unplayable.
It's good that RHI Reshade Vulkan is displayed in the menu, but I can't play it at all and unfortunately I don't know what I might have done wrong.🤷
@eternal radish I have no idea what's causing this. I followed the installation instructions, which aren't particularly difficult, and yet I'm still running into this problem. Perhaps someone else will encounter this issue in the future, or maybe I'll even figure out what the cause ultimately was. I've switched back to DX11 for now, and that's working without any problems. Thank you so much for your help, even though the Vulkan problem persists for me. Thank you.
Did you perhaps hide comments from specific users in this thread? Because Rewind and I have been discussing the same problem in the middle of your conversation with Dio. Just scroll up. You're now the 4th person to encounter this bug. It's related to the 8-bit render target upgrades mr. Forge implemented into the vulkan reno version. There was a 8-bit-less version posted eariler and that one has no artifacts. But that version is outdated and does not have all the juicy shadow additions he's added later.
I was aware of that, but somehow I wasn't so focused on my own problem that I didn't read it properly. Isn't there going to be a newer version coming soon to fix these bugs? Do you have another solution, or did you also switch back to DX11?
Until there's a fix for this, I'll just keep playing with the DX11 version. It's good that Crimson Desert is being addressed. If I buy it in six months to a year, I'm curious to see how far along the mods are by then.
@amber stream games looks amazing first off, but I noticed occasionally (very rarely) a faded black square on some super intense highlights during cutscenes. Any fix for that?
lol do you know the cause?
I took over the addon
the black squares are from how the game uses tiled rendering
they have 15 shaders
each split
and handling a separate part
I need to get exactly the perfect code set up
otherwise theres a mismatch causing different coloured squares
yeah im still on dx11 which i know you're not working on, i've only seen it pop up twice
could it have anything to do with the two settings enabled by default in renodx i can't remember what they are on addons page
you should turn those off right
DX11 Musa version has borked highlights
how so?
I wouldn't know any technical stuff, honestly one of the best looking HDR games I have awesome it can be improved even further
by the time you get around to working on it again I am not sure we will even be through act 1 yet so no rush
I nuked their ACES V2 beta code
used split contrast to match visuals roughly
and instead use Psycho
that solved all the funny business with highlights
Also have hue shifting so no more pink flames
nice so you would rec i switch to vulkan now
yeah i just saw some posts above about some stuff in the vulkan version i guess problems with both
aslo have toggles for character hero lighting
shadows in Grymforge
screenspaced shadows
nice was referring to this, this isn't common in vulk version?

Happens to some
what cuases it no idea
well RTVs
but it doesnt happen to me
or others
so I dunno
word
i'll try vulkan
i'm on nvidia
the loadtimes are absolutely brutal on dx11 for sure
@strange lantern got some insane flickering in the menu then in game some one time i restarted and had no flcikering ok main screen
not sure if i installed right or what
I have similar issues I don't have SK or anything forced preset M in mvidia control panel I'll disable and try
@strange lantern it was DLAA that breaks the shadows. Have to use DLSS quality or other AA, haven't tested them all
rip
Otis does mention this
This was also the reason why REST addon for BG3 shits the bed when using upscaling
I have only tested everything using DLSS Q
it does not
with dlss quality game looks great besides tiling issues
rip
lmao i just got this game and it defaults to my secondary GPU, idk why but thats funny
it'
it's kinda a janky game for its popularity
graphically it's kinda amazing though especially with renodx I love the character models
unless i borked something i dont see a toggle for hero lighting... sadge
wait i think i figured it out, aciddentally downloaded it from the vulkan guide instructions message instead of the pin lol
you can force dlss ultra quality and it still works fine. For my money looks pretty much as good as DLAA
just needs fix for the tiled black squares and it's perfect @strange lantern i'll give you money, how much ya want
enough to feed a family of four from five guys
damn
thats like 1000

I might just RE the .exe
increase LODs
the tiled deferred is pain though
just when I think I've matched the shaders
another area still has tiled mismatch
yeah i wish i could say which ones are most noticeable to focus on those but it seems to just be little crawling tiles in every scene not like specfiically one thing
maybe like piles of objects and foliage casting shadows
This is why I kept all the sliders separate for now
if I collapsed everything to a single materials slider
it would be gg
I wouldnt remeber which one is causing the tiling
@strange lantern what is your kofi
Forge gonna unslop all the renderslop games
Born to Pathtrace
Force to Raster

Please unsmear this mess first. I have yet to use transformer in CP77, but cnn RR was still an oily mess. No amount of brute force pretty lighting should necessitate you to play with a Van Gogh filter. I'm sure Kevin would agree
Path tracing excites me despite myself as an enthusiast.
But I really can't get behind the philosophy.
At least not so long as the perf to smear ratio remains unchanged.
transformer RR is superior
CNN was an oil painting
When they dropped transformer and I loaded in
FG was better, RR was better
the amount of noise or accumulation was better
Tf RR still slop, need TF2 RR
Well I should definitely give it a shot then 😉 ! Still performance is depressing. 4080s at 1440p is going to be be somewhat playable for me, but I pity those with anything less powerfull🥲
Well, at least, "less slop" is a start.
go back to baked lighting and parallax corrected cuebmaps
as the founding fathers intended
even unreal 5's lumen was meant to be baked, not solely intended to be run in realtime lol
transformer model helps a lot as long as you dont use ultra performance, though on performance it can look a bit worse than balanced using preset E or D, i would use D to start, but if the sky looks noisy then id switch to preset E forced in nvpi, or your program of choice to force the specific preset, its the same really at the end of the day, optiscaler should work for real time switching too... balanced should look good though with RR
yeah i play with a 4070 super at 4k.... its usually okay, until i open the inventory too much.... for some reason dlss FG destroys the framerate after doing that
wait what do the tiled black squares look like? i havent seen any so far
renodx off vs on
Wdym that it was meant to be baked
you can at best cache lighting with dynamic gi solutions
iirc it has a baking feature built in, but its up to devs to use it
I think you confused lightmass with lumen
there is a way to bake GI in unreal but its different path than lumen and its not compatible
But epic kind of abandomed it
Works fine for corridor games thats about it
You're just not noticing them they are subtle
in camp look around astarions pile of books/papers
definitely they also need a model that is specifically built for balanced and quality modes and DLAA
almost no high end user is using less than balanced
for some reason I don't see a place to give you cash here
you don't have this on your page lol, probably would get some more money if you did
@strange lantern it's shadow improvements setting
yep its gone???
I resolved some shenanigans
Something about me not being able to say donate since I am not an NGO
yep, the shadow tiling is actually worse on my lg g5 too maybe cuz it's blown up to a 77 inch screen turning off shadow improvements makes it better but it's pretty noticeable in most scenes
around her eyes and top of the weapon it looks kinda subtle in stills but it's like "crawling" in game
Should also mention that the game has to be running with max settings
ANything else spawns new permutations
yeah pretty sure i have it maxed have it on "ultra" preset anyways
lmk if there is a way to ensure i have it on max
ok just ensured it was ultra all defaults and it fixed some of these issues, reset renodx as well
very odd
I had it on max before but didn't reset reno, I assume the peak brightness and paperwhite wouldn't affect anythign?
graphical no it shouldnt
k it's super playable now after doing that just some minor shadow issues like I outlines originally
Since the game uses Virtual Texturing, theres a hardcoded mem limit for it (per what Larian mentioned)
This might be whats causing textures to become blurry or randomly loading unloading
SK's texture caching improves it but well we cant use it in Vulkan
Something something maybe we can figure out a way to patch the budget to be larger
game is just exploding with vulkan for me
I just had a session with minimal issues with it
the shadow issues persist, but it improves how shadows look in the game so much that I am currently just dealing with the bugs
which part?
the whole game just explodes
or the black tiling bug?
the latter is caused by DLAA it seems
I launch the game, go to change settings, ctd
Vsync and upscaling both were doing it
And also hella artifacts on the main menu
This is from a fresh install with no other mods
getting the same tiled shadows issues, I'm running ultra settings and no DLAA (bottom left corner)
all is well with shadow improvements set to off
nice
Messing around in Ghidra
BG3SE already has some RE'ed functions
and I picked up stuff from Larian's talk
Will see if I can improve LODs (since it looks to be controlled by two values), Virtual Texture size limit (also controlled by one value) and maybe shadows
This is caused by DLAA (forced through driver or in-game). Probably other upscalers too, stick to DLSS quality (you can force ultra quality in Nvidia inspector for close to DLAA quality anyways)
Shadow improvements off fixes all shadow tiling problems in the game at the expense of losing a ton of shadow detail of course, didn't know the base game was so bright
Not using DLAA
I can’t even go to the point of setting dlss settings lol
maybe wrong version of reshade or incorrectly installed
Using the reshade version provided with the mod
Regular Reno install
I’ll look into it more later
For now I’m just gonna use dx11 so I don’t have to delay my party lol
my partner and i are both experiencing "unrecoverable vulkan error" after installing vulkan reshade the way that was required, with the addon, while using the shadows mod. sometimes it works and sometimes it doesn't, more often than not though it just crashes at 95% loading into the menu
very weird
so random how it works one minute and doesnt work the next but at least it works sometimes
@strange lantern idk if this is a known issue but the characters in the invintory way way overshoot peak
they settle at almost 2k nits with peak set to 1k
they seem to be about double brightness. setting to 500 holds it at about 1k
TAA / FSR?
dlss preset m preformance
still does it with quality
Imagine being up at 3:43 am

I saw it always go to whatever the peak was
welp
once I am out of Crimson gulag
in 2054
once you're out, you can find the magic way to unclamp the player icons :D
the turn order/party managment ones i mean
these ones
ye
its also in the ui at the bottom
Do they contain actual HDR info
as far as I can tell its just a screenshot snapshot
they can change when you change armor and hair and stuff
so idk
im not sure how they generate it
I can take a look
as I understand it, they capture a screenshot that then applies to the portrait
from what other mods have explained
i guess if the game clamps the screenshot it in the shader or the actual image file is what matters?
@strange lantern is the reshade here ritsu's renovk? or something else?
Something something
vulkan is special
well this game isnt fully Vulakn
its DX11 with half Vulkan or whatever
Larian has since moved over fully to DX12 for their latest projects
good lmao
im trying with the newest pinned renovk
ah i see
RHI is detecting is dx11
also it didnt fix it lol

@strange lantern it seemed to have been some weirdness with dxgi driver swapchain
unrelated to your mod
sorry to bother lol
Dang you @strange lantern going to make me replay all my games it's so clear now
One thing: does anyone know why daytime scenes seem desaturated / green? Is that PsychoV?
And does anyone notice rougher skin textures?
There isn't a way to make the game render shadows in higher resolution/quality is there?
The soft Hair mod looks next gen compared to vanilla, but the flickering shadows are so annoying...
I've been exploring that
I was REing the .exe
to find shadow controls
I'll hope you find something!
We can install textures mods and all that, but the shadows just don't follow the rest of the quality anymore
Am I crazy or are the skin textures rougher? Also, why does the WIP look so different colors from the PsychoV one on the Discord? Thanks
compared to what
pic comparison
coming
loving the load times especially with skip intro mod and yours
Something is preventing me from taking screenshots but the game is definitely desaturated for me
i have to figure out what's preventing NV Overlay screentshots
@strange lantern
Also the rough skin textures are visible in her desaturated skin photos
the January update on Nexus also had better color for me
We don't like SDR anymore?
Also isn't PsychoV more saturated at high brightness?
Forge doesn’t like how it looks
I think the game is ugly in general
If he’s gonna change all the rendering
Might as well just do whatever he wants for tonemap
is leaving the option hard?
There’s no keeping the original look with how much he’s changing
Hm
i like the Nexus one
Still colorful though?
Highlight sliders also don't work for me in the Vulkan mod
by the way, when this Vulkan version releases, I guess it won't work with normal DX right? So if would throw a DXVK wrapper around it, could it then work again to get the new rendering?
no it wont
Vulkan is standalone
The reason I moved over to Vulkan is because the CPU perf is better and the load times are reduced
@strange lantern is there any visual mods you recommend along side Reno?
sadly
Which is surprising
DX11 would be easier to work with but that shit runs like ass
and the load times are dreadful
Rather just RE and figure out what I can do
Luckily the script extender has already RE'ed a bunch of stuff
I checked out the code
Just no one has used it
for whatever reason
I know how the shadows works
Just need to find what code in the engine controls it all now
Theres no mod that targets increasing the virtual texture limit size
so textures constantly unload and get culled
any chance for VK reno to fix that?
cause it sucks, especially the more you progress and enviroments become more complex
@strange lantern is this unnecessary with your changes? https://www.nexusmods.com/baldursgate3/mods/18652
Reno cant fix, will require an engine edit
If I can locate it
I'll share an .asi
probably can mem patch it
Act 3 perf woes for instance are becasue they use CPU occlusion culling
cant fix that
would require engine rewrite
texture switching and shadows flickering are really the only graphics glitches that are constantly in your face and would've been my number one priority.. but Larian don't care
yeah but that can be fixed with CPUs getting stronger, so it's not a total defeat
Fallout 4 had the same problem with Cities and now you can get quite good fps there, even if it's brute force
still use it
Also have the ability to increase LODs
@rain tinsel for immersion this one is also pretty nice
https://www.nexusmods.com/baldursgate3/mods/19337
up to you
I have the toggle that entirely removes hero lighting
outside of cutscenes
always nice to have to use less mods in that giant pile 😉
This was still has hero lighting it just removes the rim lighting portion
but charactyers still glow
which I dont like
btw why can't I set Vulkan globally? google doesn't spit out anything, besides a 3 year old post that it's disabled
this instruction:
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)
there used to be a tickbox in the installer but it's not there anymore for global inject
at least that's how the old tutorial was
never used it myself before

This requires custom reshade anyways, .exe installer version VK addon wont work
Pretty sure vulkan flag still exists on the .exe
where can I get that custom version?
ahh okay, yeah I have that, but I don't know anything about that global inject thing, so I was confused what I was supposed to do with it
Vulkan is always global
which is a bit annoying
All vulkan games will load that custom reshade now
I dont know if theres a way to block it from loading on certain games
I finally found the folder, I misread it as program files
now time to test!
Thx for all the info, mighty appreciate it 
Works well so far
but why does the screen turn piss yellow when I turn up saturation? xD

HDRsaturation reshade thankfully still works fine for that 🥳
Vulkan fps boost is pretty nice, I like it
but man the flickering shadows are a pain in the ass..
If you can fix the shadows and the texture glitching, I'm gonna send ya 100$ no kiddin' 




