#Baldur's Gate 3

1 messages · Page 3 of 1

naive lichen
strange lantern
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^

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First view = normal
Second = kill all area lights
Third = kill all probes
Fourth = kill both area lights and probes

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The mods were only killing the second

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e.g area lights

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but the game was still applying probes on top

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so characters got double probed

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which is why they looked black

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top 10 comments if taken out of context

naive lichen
strange lantern
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thats a wild ass statement

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double probed

naive lichen
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Two probes in ass

strange lantern
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dreadful, everywhere I look I just see issues

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hair, fur and VFX just randmly flicker like this

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caused by slop alpha

shy torrent
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ironically I don't do weed

shy torrent
strange lantern
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renderp ass

strange lantern
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Act 2 Haven bubble energy shield thingy is ugly as fuck

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going to try POE II technique to stop the seems

strange lantern
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Well fellas

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since DLSS 5

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I am now quitting

floral raft
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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...

strange lantern
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I fixed some more errors on my end

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but different areas use different meshes

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and I might have forgotten or not 100% matched

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well the issue might also be I dont know if people on different GPUs or graphics settings spawn new shaders permutations

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if thats a case then rip

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this whole thing is basically busted

blissful ember
dull cobalt
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Ignorance is bliss

floral raft
strange lantern
strange lantern
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Me working on BG3 when I could have just waited for DLSS 5

worthy belfry
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you know what you need to do...

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add your brdf stuff to re9 to mog dlss 5

strange lantern
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I cant compete

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they turned hogwarts legacy into mogwarts

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perfect jawlines

worthy belfry
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oh that reminds me

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do you think anything could be improved with rtx remix's brdf?

strange lantern
strange lantern
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but I would need to test implementation

worthy belfry
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curious because I got halo ce partially working in fixed function

strange lantern
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so

  1. Proxima Diffuse (from callisto to have proper material mipmap consistency)

  2. Diffraction on Rough Surfaces + Spectral Shift Function for metals

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The diffraction stuff looked nutty

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it added speckles and roughness to metals

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that you just dont see

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unless youre using spectral rendering or NVidia's neural shaders

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spectral shift shifts metals from blue to red based on the microfacet angle

worthy belfry
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interesting

strange lantern
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theres a phenomena where metals do that

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depending on the light

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theres a subtle difference in colour hue

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Here's the paper

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basically all the other models cant do brushed metals properly

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Maybe UE substrate can now replicate it

worthy belfry
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only a small computational overhead compared to the popular Cook-Torrance GGX model

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👀

narrow scroll
# strange lantern

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.

blissful ember
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This has to be a scam

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my brain is not braining

strange lantern
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I am suspecting this is why Larian disabled shadows

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they couldnt be asked to fix the issue

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I will play around with it some more becasue its very inconsistent in how they activated or deactivate the flags

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I am using Darker shadowlands mod

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and that one seems to flag the whole shadowlands as 'underground', Haven included

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so that issue doesnt happen

light willow
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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.

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Btw the reshade itself looks fantastic. I miss turning off characters illuminitaion though (it's not on r8 version)

narrow scroll
light willow
narrow scroll
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So I'm not alone after all... 😢

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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.

light willow
# narrow scroll But playing around with the latest version, I can say that there are areas in th...

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.

naive lichen
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Im hoping for a DLSS5 implementation Day 1 brotha @strange lantern

strange lantern
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I will tune it myself to maintain creative intent

narrow scroll
strange lantern
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@worthy belfry

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So instead of replacing lambert

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which looks like plastic

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Jensen decided to make every game into more plastc

worthy belfry
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lmao

strange lantern
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masterful gambit

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truly

worthy belfry
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trueeeee

eternal radish
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ok your mod does not work well with dark underdark lmao

strange lantern
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@worthy belfry

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I take it back

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I now understand why RT/PT is recommended

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it adds a lot of energy conservation and makes the material brighter without wierd dark spots

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but becasue BG3 is standard raster

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you're missing shadowing and good GI

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so EON just makes everything flat

worthy belfry
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so eon for pt / rt and hammon for raster?

strange lantern
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pretty much

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hammon you can slot in and it just works

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you get your energy conservation but its not crazy

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EON I will have to test with RT title

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and compare to RDX and callisto

worthy belfry
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the least? (:

strange lantern
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Pester Miru

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I am locking in for Crimson

worthy belfry
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oh yeah that's this week

strange lantern
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so if you dont have PT it just looks wierd

worthy belfry
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I might try eon in rtx remix
probably a better use case for it

strange lantern
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let me send some pics, I just need to fix this tile mismatching

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I hate this system

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I have to do like 200 edits

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its mostly ctrl c + v but then one shader uses a different perm for sun direction

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and its over

strange lantern
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vanilla burley / hammon / EON

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@worthy belfry

worthy belfry
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I see what you mean...

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eon looks unshaded

strange lantern
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I think this is why lambert has also been used forever

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the inheritance darkening from not having energy conservation adds cope shading

worthy belfry
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that makes sense lol

naive lichen
strange lantern
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Waiting for Dat to send me .dll

worthy belfry
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feel like eon would look really nice with PT in HDR

strange lantern
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yes

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PT has good shading

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and you're not gimped by lambert being cucked out of energy

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burley / eon

worthy belfry
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wonder if you could get away with eon if you increase the AO a tad

strange lantern
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Need to add in xeGTAO

worthy belfry
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oh I assumed you already added xeGTAO lol

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yeah I think you could get away with eon with xeGTAO

naive lichen
strange lantern
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Froooog want me

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Also wtf is wrong with this game

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@worthy belfry

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they use Hard discard alpha test for everything

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  • some doodoo Depth fade power
worthy belfry
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bruh

strange lantern
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anything alpha just shimmers

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might be a trashformer v2 issue

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but everything just has this random alpha black pixel crawl shimmer

worthy belfry
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rpgs have to be cursed technically I think

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apart of being in the genre

strange lantern
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I am going to slap in Ass shadows stochastic alpha and solve all this sloppa

low steeple
worthy belfry
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oh yeah duh

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lol

eternal radish
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@strange lantern shadow improvments glitch

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i still have some squares tho

strange lantern
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and it only happens on scratch?

eternal radish
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Uhh

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The thing below

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Shadow cursed lands

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The cat too

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And the camp aswell

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Some objects have squared shadow around

naive lichen
strange lantern
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NOOOOOOOOOO

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fuk

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I got CSM upgrade in

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why is it broken

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maybe I fukked up shader side let me test

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I praye I dont have to modify a trillion other things to get this working

amber stream
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CSAM?

strange lantern
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Cascade shadow maps

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Shadows basically

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Because they're pixelated to hell in this game

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It uses 2048x 2048 for the whole scene so once you do the dialogue face zoom in, it's over

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You see 56pixel for the entire face

low steeple
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Can you check whats in the shadow map

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In reno devkit preview

strange lantern
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the base csm shader did some 2048 thingy

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I changed it to also use 4096

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in nsight I didnt see any other hardcoded settings

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checked UBO

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I should have everything I need

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wait

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I noticed I missed two res dependant constants

low steeple
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No I meant the 2048x2048 texutre

strange lantern
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in the shader

low steeple
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Can you preview that in devkit at all

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Make sure things are drawn to it correctly

strange lantern
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oh it just shows garbage

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it looked like that in vanilla

low steeple
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Hmmmm 🙁

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What about in nsight capture

strange lantern
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lemme check

low steeple
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BTW you can try maybe draw that texture on screen using render pass or reshade binding?

strange lantern
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ok so I had some 2048 vanilla code I forgot to update

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better but still missing shadows

strange lantern
low steeple
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Hmmmmm I see

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Its those shared RT for all shadows..

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I've never seen that a game would use shared RT for sun shadow tho

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Facetted shadow map???

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Maybe you can upload the ngfx capture

strange lantern
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one sec

vivid yacht
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may I ask why a vulkan mod isn't dx11 better in this game basically? just to do it or for compatibility I assume

strange lantern
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I had a stroke reading that

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I am sorry whats the question

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Theres the old DX11 addon I uploaded

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but I moved over to VK because it has better stability

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it doesnt crash for me and the CPU perf is better

vivid yacht
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no offense at all I just thought dx11 was generally better for this game

strange lantern
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The only thing DX11 has going for it is Special K's texture caching

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VK has FG mod if you want it + MFG

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better act 2 and 3 CPU perf

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DX11 will randomly CTD 1/8 chance on loading up for me

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VK doesnt

vivid yacht
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oh cool yeah im doing playthrough with friends on console so I don't have crazy mods

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i haven't experienced crashing yet but still in act 1

strange lantern
vivid yacht
strange lantern
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yes

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especially with mods

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DX11 takes way longer

vivid yacht
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ok ill try it out thanks I just had read dx11 was better but good to know just reddit bs

low steeple
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So in nsight it looks like this

strange lantern
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wait

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have I been looking at the wrong one

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so what does d16_unorm do

low steeple
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So the game draws that shadow map in 2048x2048

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Then blit onto a 8192x8192 shared shadowmap resource

strange lantern
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why is it soo pixelated

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pls dont say shadow map limitations

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i cant add RT to this game

low steeple
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Hmmm so if you resize it to higher res

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You could risk other shadow maps just overwriting it

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This is so cursed..

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The actual shadow map is like 1024x1024 only

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The rest of these are cached shadow maps, don't see them updated in the frame you sent

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Not sure waht they are for

strange lantern
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rip

low steeple
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The space below the 1024x1024 gets overwritten

strange lantern
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let me do another scene capture

low steeple
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It changes write coordinate like that?

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I'm not sure the game uses cascade shadow maps

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There is no cascade

strange lantern
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guess its a skill issue on my end then

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I dunno how to go about improving this

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I just thought it would be an easy

upgrade res and done deal

low steeple
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It'd be really hard because ughhh

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The write coordinate is CPU side cbuffer

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And then you have to modify the compute deferred shaders to load correct position

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😭

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Maybe its better to ask AI to RE the game for you to change the shadowmap resolution

strange lantern
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Wanted to avoid ghidra yet here we are

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time to RE

low steeple
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Yeah there is this main shadow map

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Not sure what it is for XD

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Then new one reuses this and then draw to the 8k shared shadowmap

strange lantern
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Pathtracing cant come soon enough

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raster is soo washed

low steeple
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What shocked me is that

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Where is the cascades

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The game just doesnt seem to have long range distance shadows?

strange lantern
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oh yh

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it doesnt

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they just disappear at long range

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maybe its becasue of the camera angle

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and it being isometric

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I guess they sort of use them for main menu

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but thats about it

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or maybe cutscenes

strange lantern
low steeple
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It does here tho

strange lantern
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main menu

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well

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there is act 1 B

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theres some far distance views there

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and they have shadows

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but Act 3 has abysmal shadowing with low draw distance

low steeple
strange lantern
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so 1024 shadows packed into 2048 texture thats then blit into 8192

low steeple
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Nothing looks like the mountain shadow to me

low steeple
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The capture you last sent has a 2048 one

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But the first one has 1024 max

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Oh I found the actual sun shadow map

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Its not using that shared shadowmap hmm

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It's D16 Unorm as well..

strange lantern
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so maybe the issue is that I was targetting all d16_unorm res increases instead of just doing this one

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though I dunno if that will improve much

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might also break

low steeple
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There are 3 cascades

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Maybe you should test with dimension = 2048x2048 in your upgrade

strange lantern
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lets try

low steeple
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i meant the on create resource event

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There are 5 D16 resources in the main menu capture

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2 are 16x16 and 2 2048x2048 1 1024x1024

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the 1024 one is long range shadow cascade

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There are 4 layers tho

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for the sun shadow maps

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I think you can do depth_or_layers > 1 in your detection

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Hmnmm I think you also need to hook bind viewports events

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and bind_scissor_rects

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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

strange lantern
low steeple
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You can check these events in the last capture you sent

strange lantern
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ty

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Miru coming in clutch

eternal radish
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@strange lantern did u see the glitch ?

strange lantern
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which one

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the square tile one by AO I know about

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Whole game is cursed

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Their CSMs use screenspaced derivate normals

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instead of just using Gbuffer normals

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so you get all sorts of blocky artefacts

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shadows as a whole are pure slop

eternal radish
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yeah the square thing

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lol

strange lantern
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@low steeple I am getting filter by trying to bind gbuffer normals to the CSM shader

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Their literally do not use gbuffer normals for the CSMs and instead use depth

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then reconstruct normals

low steeple
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Why you need gbuffer normal

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Hmmm

strange lantern
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Modders are bringing this up

low steeple
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Get the gbuffer normal srv from somewhere

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Then update descriptor table at the correct slot

low steeple
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You dont have any extra slot

strange lantern
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no

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0-2 gets used

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I need 3rd

low steeple
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Hmmm you need to clone the pipeline

strange lantern
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oof

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thats why

low steeple
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just that specific one

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then add an extra table to the pipeline layout param

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then when csm draws you update gbuffer normal to that table

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vulkan is so bad for modding

strange lantern
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DX12 is the same though?

low steeple
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Yeah

strange lantern
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low level APIs be like

low steeple
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Not sure if you can use push descriptor

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In theory XD

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This is the simplest way to bind something in vulkan dx12 I think

blissful ember
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It has to be said : Forge going all ASD over fixing gaming has me significantly more excited than DLSS 5.

strange lantern
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@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

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any other way to check?

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since it wont appear in devkit

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but as you can see the view is wrong

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maybe I need to change Gbuffer normals view in the CSM shader

low steeple
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You can just write the gbuffer normal color channel to the csm shader output xd

strange lantern
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R8 RTV though I cant do colours

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or am I confused

low steeple
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Yeah but you can check color

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Channel

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If nothing is bound then it’s gonna be empty

strange lantern
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ahh

low steeple
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Just output the red channel

strange lantern
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welp its not binded

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real question is why Larian didnt use Gbuffer normals

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because If I get them working and then a trillion other things break welll

low steeple
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Hmmm

strange lantern
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but their current cope derivate normals from depth are ugly as hell

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and cause blocky shadows

low steeple
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I dunno what you did in your addon kekpepehands

strange lantern
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and artefacts

strange lantern
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I can send addon.cpp

low steeple
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Hmm it says you only cloned the layout

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But you should clone the entire pipeline then
Cmd_list->bind_pipeline()
Cmd_list->draw(4,0)
return false

On draw I think

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Of course you should cache the pipeline and don’t recreate it all the time

strange lantern
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yh I dunno

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either the game launches

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or it crashes

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I need to lock in

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becasue Crimson is going to have some random balderdash

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and I will need to bind resources

low steeple
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You can upload the code in a separate branch

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Post link kekpepehands

patent lake
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i just realized aces slop is prob why i didnt like native bg3 hdr

strange lantern
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its custom ACES 2.0

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but they turbo boosted shadow saturation

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whole game looks cheap

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and like a cartoon

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and then all the flames are pink on top of lacking gamma correction

novel lion
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anyone have a fix for this

lament raven
novel lion
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I was talking about da house textures unloading

eternal radish
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@amber stream i didn't know native hdr clamped to 1000 nits

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doesn't go above

amber stream
novel lion
strange lantern
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thats their LODs

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game wasnt designed around 3rd person camera

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Otis camera tool can force higher LODs I think

novel lion
devout briar
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@strange lantern

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Never ending patches

strange lantern
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jokers

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watch they still release another 5 patches

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maybe it doesnt touch any shaders

blissful ember
eternal radish
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@strange lantern any chance u can update snappies and nexoos ?

slender robin
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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

strange lantern
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Some of the rendering stuff isnt quite ready yet

strange lantern
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this isnt a reshade preset

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it has its own dedicated tab

slender robin
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oh wow im a dummy thank you @strange lantern such a simple fix lol. Thanks!

shut valley
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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 ^^'

strange lantern
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Reno matches SDR better

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in SDR they are not pink

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so thats what we're going fro

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I am using Psycho, I deleted all their ACES V2 beta stuff entirely

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I nuked their shadow saturation booster as well

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Fires especially are mega pink

shut valley
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Good. Thanks for answering. I was looking at this thread on and off but lost track with all the tone mapper functions haha. :))

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Anything I should keep an eye out or needs more testing to be ironed out?

strange lantern
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Need to fix instances of mismatched tile shaders

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game has 15 deferred shaders

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and if one mismatches you get artefacts

shut valley
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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.

strange lantern
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BRDF, shadows and a few others

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Larian tools will account for shader permutations in their tiled setup so once they write the code, computer handles it

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for modders however, that means we have to match 15 different shaders now

eternal radish
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lol

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everyhthing is pink shit

strange lantern
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Only thing colour side I have to fix is the brickwalling of highlights

shut valley
eternal radish
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praised by who

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the same guys who praise ori 2 hdr ?

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the native hdr is capped at 1000 nits 💀

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what's the point of a peak brightness slider if it's not respected

vivid yacht
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@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

eternal radish
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there is already a vulkan version

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with added rendering features

vivid yacht
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I know bro lol

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I just skimming through seems not finished yet

eternal radish
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i went from dx11 to vk mid run

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works fine

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looks so much better

vivid yacht
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damn better than dx11 wow

eternal radish
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native hdr is poop but reno makes it infinitely better

vivid yacht
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yes

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im using dx11 reno

eternal radish
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reno/native

vivid yacht
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yeah i never used native dx11 from starting it

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always the dx11 reno but as i said i will switch to vulkan

eternal radish
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the only thing that i'm sad to lose is sk texture caching

vivid yacht
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yeah i dont use that the load times are brutallll on dx11 enough reason to switch on its own

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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

vivid yacht
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this game is colossal we have like 35 hours and not even through act 1 doing 3 player coop

eternal radish
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i didn't finish act 1 till 65h or so i think

blissful ember
shut valley
eternal radish
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Doesn't have the oversaturation issue

shut valley
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Oh I see. I assumed Forge did DX first then ported to VK.

eternal radish
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No musa did dx

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Forge did vk

shut valley
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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.

twilit seal
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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!

wooden abyss
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Is it now possible to use Vulkan with Reno?

strange lantern
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Yes

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Thanks to Ritsu

wooden abyss
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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?

eternal radish
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check pins

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u need to install reshade vulkan then replace the file in C:\ProgramData\ReShade

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with the custom version pineed

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then the addon as usual u can drag & drop in RHI

mortal horizon
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I'm getting graphical errors with the vulkan version of reshade and reno, I replaced the global dll in Program Data.

eternal radish
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u uninstalled the dx11 versions right ?

mortal horizon
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Yeah I have the teal one. I don't see the dxgi dll anywhere in there now so pretty sure I did

eternal radish
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hmm you removed the old addon too ?

novel lion
wooden abyss
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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?

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Is Vulkan better than DX11?

mortal horizon
eternal radish
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hmm i have no idea then despairge

eternal radish
mortal horizon
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The errors go away when I remove vulkan reno addon

eternal radish
#

game is launched with vulkan exe right ?

#

idk forge could help

#

:monkaS:

wooden abyss
#

The entire manual wasn't displayed to me at first. Thank you.

mortal horizon
#

Yeah launched with the bg3.exe

wooden abyss
#

If I use the pinned reshade.dll and replace it, will reshade still work without problems in my other games?

eternal radish
#

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

mortal horizon
#

Looks like once in game it looks fine but the main menu is busted

wooden abyss
#

Okay, I understand, thank you. Is there a difference between the Vulkan version and the DX11 version?

eternal radish
#

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

narrow scroll
wooden abyss
eternal radish
#

u just need the reshade64.dll vulkan from wip rendering test 1

wooden abyss
# eternal radish ya install the wip rendering test 2

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.

eternal radish
#

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:

wooden abyss
eternal radish
#

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

wooden abyss
#

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.

eternal radish
#

your performance issue

#

...

#

idk why you can't change renodx settings tho

#

idk

#

it all works for me

#

xD

#

the swap was seamless

wooden abyss
eternal radish
#

You can show statistic tabs for the sliders not working heihachiPlasma

#

Could be the game fails to start hdr

mortal horizon
narrow scroll
mortal horizon
eternal radish
wooden abyss
#

Ah okay💡

#

Thank you

wooden abyss
#

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.

wooden abyss
#

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?

eternal radish
#

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

novel lion
novel lion
#

it does?

eternal radish
#

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

novel lion
#

U must've been taken back LMAO

novel lion
#

@amber stream for how much would u fix these probs in dx12 gigachad

eternal radish
#

5 gadjadillion dollars

wooden abyss
# eternal radish <@1186772946627334226> are you using special K ?

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.

eternal radish
#

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

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.

eternal radish
#

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 heihachiPlasma

#

i have driver interop enabled but the game sticks to vulkan

#

your folder looks fine

wooden abyss
#

Although I removed the RHI for this game and changed the graphics API from Auto to Vulkan, it now looks like this.

eternal radish
#

OKAY

#

this is good start

#

is it flickering ?

#

sliders working ?

#

how are colors

wooden abyss
#

What remains are very strong artifacts, like very large black boxes that flicker repeatedly.

eternal radish
#

can happen on menu but is it working in game ?

wooden abyss
#

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
#

gotchhu

#

unlucky :S

#

can go back to dx11 ya

wooden abyss
eternal radish
#

lol okay

#

dafuq

wooden abyss
#

@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.

narrow scroll
# wooden abyss <@224536426316824576> I have no idea what's causing this. I followed the install...

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.

wooden abyss
devout briar
#

Forge is in crimson desert jail

#

So I doubt a fix will come soon

wooden abyss
#

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
vivid yacht
#

@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?

strange lantern
#

Musa isnt deving anymore

vivid yacht
#

lol do you know the cause?

strange lantern
#

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

vivid yacht
#

yeah im still on dx11 which i know you're not working on, i've only seen it pop up twice

strange lantern
#

oh

#

that might be different then

#

I only started doing rendering for Vulkan

vivid yacht
#

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

strange lantern
#

DX11 Musa version has borked highlights

vivid yacht
#

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

strange lantern
#

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

vivid yacht
#

nice so you would rec i switch to vulkan now

strange lantern
#

It has better perf and faster loading times

vivid yacht
#

yeah i just saw some posts above about some stuff in the vulkan version i guess problems with both

strange lantern
#

aslo have toggles for character hero lighting

#

shadows in Grymforge

#

screenspaced shadows

vivid yacht
# wooden abyss

nice was referring to this, this isn't common in vulk version?

strange lantern
#

Happens to some

#

what cuases it no idea

#

well RTVs

#

but it doesnt happen to me

#

or others

#

so I dunno

vivid yacht
#

word

strange lantern
#

AyyyMD memes

#

driver memes

vivid yacht
#

i'll try vulkan

#

i'm on nvidia

#

the loadtimes are absolutely brutal on dx11 for sure

vivid yacht
#

@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

vivid yacht
# eternal radish Dafuq

I have similar issues I don't have SK or anything forced preset M in mvidia control panel I'll disable and try

vivid yacht
#

@strange lantern it was DLAA that breaks the shadows. Have to use DLSS quality or other AA, haven't tested them all

strange lantern
#

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

devout briar
#

Forcing dlaa with opti or nvidia app might work

#

Then select quality in game

strange lantern
#

mayhaps

vivid yacht
#

with dlss quality game looks great besides tiling issues

devout briar
#

rip

fallow prism
#

lmao i just got this game and it defaults to my secondary GPU, idk why but thats funny

vivid yacht
#

it'

#

it's kinda a janky game for its popularity

#

graphically it's kinda amazing though especially with renodx I love the character models

fallow prism
#

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

vivid yacht
vivid yacht
strange lantern
#

enough for me to never have to work again

vivid yacht
#

enough to feed a family of four from five guys

strange lantern
#

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

vivid yacht
#

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

strange lantern
#

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

vivid yacht
#

@strange lantern what is your kofi

strange lantern
shy torrent
#

Forge gonna unslop all the renderslop games

strange lantern
shy torrent
blissful ember
# strange lantern 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 agreeheihachiPlasma

#

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.

strange lantern
#

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

shy torrent
#

Tf RR still slop, need TF2 RR

blissful ember
blissful ember
strange lantern
shy torrent
fallow prism
fallow prism
# blissful ember Please unsmear this mess first. I have yet to use transformer in CP77, but cnn R...

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

fallow prism
fallow prism
fallow prism
#

renodx off vs on

patent lake
#

you can at best cache lighting with dynamic gi solutions

fallow prism
patent lake
#

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

vivid yacht
#

in camp look around astarions pile of books/papers

vivid yacht
#

almost no high end user is using less than balanced

vivid yacht
#

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

strange lantern
#

something something the edges of cloth counts as a separate deferred shader

strange lantern
#

I resolved some shenanigans

#

Something about me not being able to say donate since I am not an NGO

vivid yacht
# strange lantern yep its gone???

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

vivid yacht
#

around her eyes and top of the weapon it looks kinda subtle in stills but it's like "crawling" in game

strange lantern
#

Should also mention that the game has to be running with max settings

#

ANything else spawns new permutations

vivid yacht
#

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?

strange lantern
#

graphical no it shouldnt

vivid yacht
#

k it's super playable now after doing that just some minor shadow issues like I outlines originally

strange lantern
#

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

rain tinsel
#

game is just exploding with vulkan for me

vivid yacht
#

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

strange lantern
#

the whole game just explodes

#

or the black tiling bug?

#

the latter is caused by DLAA it seems

rain tinsel
#

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

feral tartan
#

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

strange lantern
#

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

vivid yacht
#

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

rain tinsel
#

I can’t even go to the point of setting dlss settings lol

vivid yacht
#

maybe wrong version of reshade or incorrectly installed

rain tinsel
#

Regular Reno install

vivid yacht
#

hmm

#

not an expert

rain tinsel
#

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

topaz furnace
#

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

topaz furnace
#

so random how it works one minute and doesnt work the next but at least it works sometimes

rain tinsel
#

@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

strange lantern
#

TAA / FSR?

rain tinsel
strange lantern
#

I saw some borkery with anything outside of DLSS Q

#

why I dunno

rain tinsel
#

still does it with quality

worthy belfry
#

Imagine being up at 3:43 am

rain tinsel
#

1k is set in reno ui

strange lantern
#

I saw it always go to whatever the peak was

#

welp

#

once I am out of Crimson gulag

#

in 2054

rain tinsel
#

the turn order/party managment ones i mean

strange lantern
#

these ones

rain tinsel
#

ye

strange lantern
#

hmm

#

not sure

rain tinsel
#

its also in the ui at the bottom

strange lantern
#

Do they contain actual HDR info

#

as far as I can tell its just a screenshot snapshot

rain tinsel
#

they can change when you change armor and hair and stuff

#

so idk

#

im not sure how they generate it

strange lantern
#

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

rain tinsel
rain tinsel
#

@strange lantern is the reshade here ritsu's renovk? or something else?

strange lantern
#

ritsu's

#

but hes re re re re re redone it a billion times since

rain tinsel
#

so it seems it breaks frame limiter addons

#

like display commander and relimiter

strange lantern
#

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

rain tinsel
#

good lmao

strange lantern
#

also real time GI

#

so RT

rain tinsel
#

im trying with the newest pinned renovk

#

ah i see

#

RHI is detecting is dx11

#

also it didnt fix it lol

strange lantern
rain tinsel
#

@strange lantern it seemed to have been some weirdness with dxgi driver swapchain

#

unrelated to your mod

#

sorry to bother lol

strange lark
#

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?

random oak
#

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...

strange lantern
#

I was REing the .exe

#

to find shadow controls

random oak
strange lark
#

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

strange lantern
#

pic comparison

strange lark
#

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
#

Use Reshade

#

You already have it

#

it captures HDR png

strange lark
#

Also the rough skin textures are visible in her desaturated skin photos

#

the January update on Nexus also had better color for me

amber stream
#

nexus one is more saturated

#

it looks more like sdr

#

very cartoony

strange lark
#

We don't like SDR anymore?

strange lark
amber stream
#

Idk

#

Don’t remember what I did exactly in the old version

amber stream
#

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

strange lark
#

is leaving the option hard?

amber stream
#

There’s no keeping the original look with how much he’s changing

strange lark
#

Hm

amber stream
#

It’s like crimson desert

#

It’s just a different looking game entirely now

strange lark
#

i like the Nexus one

strange lark
amber stream
#

Idk

#

Haven’t played with the new mod

#

But there’s a saturation slider anyway

strange lark
#

Highlight sliders also don't work for me in the Vulkan mod

random oak
#

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?

strange lantern
#

Vulkan is standalone

#

The reason I moved over to Vulkan is because the CPU perf is better and the load times are reduced

rain tinsel
#

@strange lantern is there any visual mods you recommend along side Reno?

strange lantern
#

Shadows of the Gate

#

Theres really not a lot of mods that target graphics

random oak
#

sadly

strange lantern
#

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

strange lantern
#

Theres no mod that targets increasing the virtual texture limit size

#

so textures constantly unload and get culled

random oak
#

any chance for VK reno to fix that?
cause it sucks, especially the more you progress and enviroments become more complex

strange lantern
#

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

random oak
#

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

random oak
#

Fallout 4 had the same problem with Cities and now you can get quite good fps there, even if it's brute force

strange lantern
#

Also have the ability to increase LODs

random oak
strange lantern
#

up to you

#

I have the toggle that entirely removes hero lighting

#

outside of cutscenes

random oak
strange lantern
#

but charactyers still glow

#

which I dont like

random oak
#

btw why can't I set Vulkan globally? google doesn't spit out anything, besides a 3 year old post that it's disabled

strange lantern
#

?

#

wdym by globally

random oak
# strange lantern wdym by globally

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

strange lantern
#

This requires custom reshade anyways, .exe installer version VK addon wont work

#

Pretty sure vulkan flag still exists on the .exe

random oak
#

where can I get that custom version?

strange lantern
#

its linked

random oak
# strange lantern its linked

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

strange lantern
#

Vulkan is always global

#

which is a bit annoying

#

All vulkan games will load that custom reshade now

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I dont know if theres a way to block it from loading on certain games

random oak
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I finally found the folder, I misread it as program files
now time to test!

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Thx for all the info, mighty appreciate it gigachad

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Works well so far
but why does the screen turn piss yellow when I turn up saturation? xD

strange lantern
random oak
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HDRsaturation reshade thankfully still works fine for that 🥳

random oak
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Vulkan fps boost is pretty nice, I like it

but man the flickering shadows are a pain in the ass..

random oak
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If you can fix the shadows and the texture glitching, I'm gonna send ya 100$ no kiddin' Stronge