#Baldur's Gate 3

1 messages · Page 4 of 1

dull cobalt
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Careful @strange lantern I'm getting a sense of deja vu kekpepehands

random oak
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Crimson Desert: The Gatening gigachad

cobalt pewter
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tried the pinned vulkan versions but explodes :x

random oak
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you need to find the ReShade64.dll and override it, it should be somewhere, no idea about linux

cobalt pewter
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i did but still exploded :/

vivid yacht
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I was gonna send $50 but the man's kofi doesn't even have an option to send him money lol

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might as well be a substack at this point @strange lantern

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a myspace lol

strange lantern
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Kofi is being special

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My paypal is blocked as well

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is there another option?

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Just pigeon mail me some sweets

amber stream
strange lark
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Killer post

shy sleet
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Ok. So there is this trap in the middle of the floor. Where is this reflection coming from and also why is this room outputting 300-500 nits? Its a completely enclosed hidden room with no windows.

strange lantern
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and its not occluded

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its for "visibility" purposes a lot of the time

shy sleet
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Or in any area of the game

frank flare
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it's not resident evil, not a horror game with jump scare moments,
bg3 lighting was designed like that and locations were created with the assumption of such lighting, for better or worse

flat pawn
strange lantern
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At some point

rain tinsel
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anyone else getting some crashing?

wooden abyss
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Lately, I've also been experiencing frequent crashes. I'm using the RenoDX DX11 version. Sometimes I can play for a few minutes, while other times the game simply gets stuck on the loading screen.

wooden abyss
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I use DLAA, by the way.

rain tinsel
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Vulkan version for me thats causing issues

wooden abyss
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Vulkan seems to be working for me, but when I try to move the sliders, nothing happens. However, if I go into the game menu, I can adjust the brightness and saturation there. That's not how it's supposed to work, is it?

wooden abyss
cobalt pewter
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I tried on last proton-ge and it's giving me errors right at the start :/

rain tinsel
wooden abyss
random oak
wooden abyss
wooden abyss
rain tinsel
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You have to install reshade as a Vulkan layer

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Uninstall reshade

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Then install it again and select Vulkan instead of dx11/12

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It’s it’s not green, it won’t work

wooden abyss
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Ah okay, thank you. I'll try it right away.

wooden abyss
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Okay, I installed ReShade Vulkan—using the reshade64.dll from the pinned section and the ReNoDX Vulkan version—but my ReShade still isn't turning green/turquoise.

random oak
wooden abyss
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I managed to get ReShade Vulkan load. The color of the ReShade menu has changed, and this message appears on the loading screen.

random oak
wooden abyss
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I used the latest Reshade64.dll from the RenoVK Thread dated May 26, 2026.

random oak
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mine shows 5,216KB

wooden abyss
random oak
random oak
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hmmm

wooden abyss
# random oak hmmm

I usually use RHI to install ReShade and Reno, as well as the other tools. However, for some reason, I had to install ReShade Vulkan manually. Now, though, both ReShade Vulkan and the RenoDX Vulkan add-on are showing up in RHI. I had also selected DLAA; this seemed to cause massive visual glitches and flickering. I have now switched to DLSS Quality mode, and everything is working very well so far. I’m going to play a bit longer to see if everything really runs without any issues. Thank you so much for your patience and help!

random oak
cloud mirage
random oak
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I didn't play much yet, but I also had no problems so far with Vulkan

rain tinsel
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It’s possible it’s a different mod causing it I guess but it’s weird because my friend is using the same mods and not crashing

cloud mirage
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Idk now RHI killed my installation and I can’t even install the crappy unofficial reshade version

rain tinsel
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@strange lantern you make edits to the ui shaders, right?

strange lantern
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To unclamp UI from SDR yes

random oak
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at least until there is a solution

rain tinsel
eternal radish
dull cobalt
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@odd flower has to approve the PR

odd flower
dull cobalt
odd flower
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yeah, has conflicts, i just pinged now

eternal radish
dull cobalt
dull cobalt
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Renovk is unstable, not sure yet

eternal radish
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lol

cloud mirage
keen trail
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Its been a while since i used this mod, why vulkan all of a sudden? or can i still use directX11?

random oak
# keen trail Its been a while since i used this mod, why vulkan all of a sudden? or can i sti...

Forge wanted to do some major changes and Vulkan was fitting better for it and more performant

the DX11 version is still available at Nexus for example: https://www.nexusmods.com/baldursgate3/mods/15892

Nexus Mods :: Baldur's Gate 3

Partial rewrite of the graphics pipeline to fix HDR and add controls for tonemapping, paper white, hue correction, and color grading.

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I personally had no problems with the Vulkan version and I gained a tremendous amount of fps, so I can recommend it

vivid yacht
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I heard act 3 is really tough to get to run well, but we aren't there yet

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I think forge said the HDR itself in dx11 needed some minor fixes too

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Removed Larian's custom ACES 2 beta grading
Removed the disgusting shadow saturation boosting
Using PsychoTM for tonemapping + Stockman LMS and co
Act 3 crowd NPC fresnal glow as been removed
Added film grain
Added bloom slider
Upgraded RTVs so less banding and UI characters are now unclamped

keen trail
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Yeah it does look good, but portraits look hideous and the green flames and also undead have a really blue tint that looks out of place, maybe i try the vulkan version out

upper flume
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i really really wish you could do windowed mode with vulkan 😭

random oak
keen trail
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18:42:03:538 [ 2468] | WARN | No add-on was registered by 'D:\Baldurs Gate 3\bin\renodx-baldursgate3-vk.addon64'. Unloading again ...

i might be too stupid trying out Vulkan, what does that mean?

cloud mirage
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And it just worked out of the box

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The normal installer wasn’t working for me for whatever reason

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It was replacing the DLL I overwrote

vivid yacht
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you also can't use DLAA, dlss quality seems to work (and even forcing dlss ultra quality via nvidia inspector)

keen trail
cloud mirage
forest mason
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Trying to get an understanding of this. The only version currently available in the dx11 version on Nexus - but Forge is working on a Vulkan version that will have many improvements (making choosing vulkan more viable)

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And that vulkan version isn't available in any capacity yet

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I assume the DX11 version is closer to the Larian tonemapping - which changes the original games tones a bit much imo

amber stream
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how do you mean changes the original games tones

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anyway the dx11 version basically just matches how it looks in sdr

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check pins for vulkan version

forest mason
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Probably said it badly - the tonemapping for the original HDR implementation doesn't seem very good? I thought this Renodx Implementation might just be using that original tonemapping but enabling sliders to change it more.

But you are saying for the dx11 version (currently on nexus) it tries to match SDR? Doesn't use ACES or anything?

amber stream
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the game uses pretty much the same tonemapping between sdr and hdr

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contrast/saturation difference is just due to gamma/parameters mostly

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It roughly matches the general contrast/saturation of sdr with the dx11 version of the mod but with custom code

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forge's changes are way more in depth and change the rendering a lot

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so he just changed the look of the game entirely

forest mason
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Hmm well I choose vulkan and the Reshade menu can't load witht hat modified reshade dll (or the normal one)

I am able to load the dx11 version, modify variable and load the vulkan one again. No idea if it's actually loading it though

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I guuess I might stick to the original dx11 mod for now. I want it to be as close to SDR as possible with a slight pop with the benefits of HDR. I guess that will provide that.

When this Vulkan mod is finished I'll revisit 🙂

keen trail
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I guess im too dumb for these Instructions: 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)

What the fuck is global reshade?

eternal radish
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probly due to how t he API works

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so the global reshade is in C:\ProgramData\ReShade

vivid yacht
eternal radish
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so ultimately you only need ritsu fork

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like u can just drop it there and it work for every vk game

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the only caveat is that evertime u manually install reshade i think it replaces the dll

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but i can't confirm

dull cobalt
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It does replace it, yes

vivid yacht
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that way i'll never have to swap it

dull cobalt
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Yeah

eternal radish
strange lantern
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With BG3 I'm going to RE, find their shader compiler and patch that shit so I don't have to edit 15 deferred shaders

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Also going to improve shadows native side

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Don't have to worry about reshade API limitations

random oak
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don't forget the Texture switching/flickering bug kekpepehands

strange lantern
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As to when?

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Stuck in the XCOM 2 gulag atm

strange lantern
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XCOM 2 proved I was holding bsck

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Well we don't have source for BG3

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But I shall make do with all the other info I picked up

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From Vulkan blogs about the game + their talk

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Also Norbytes Script Extender already has a lot of stuff RE'ed

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I found mentions to both LODs and virtual texture size limit

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Dunno why no one has created a mod utilisating any

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Only aware of Otis editing LODs

random oak
strange lantern
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Class mod #40375038503

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Cosmetic mod #50693059035

strange lantern
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I am going to try implementing instancing for meshes in XCOM 2 after that I am improving lighting, shadows GI xegtao ect

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If I can get radiance cascades working

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I'll do the same for BG3

devout briar
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You are out of crimson desert gulag? heihachiPlasma

strange lantern
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Now REing XCOM 2

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RenoDX+ bro

devout briar
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if renodx is so good where is renodx 2

strange lantern
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Literally what I am doing

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I am thinking of adding HDR and reno

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Native

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No need for Reshade since I can already access whatever I need

random oak
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geezus, we are entering a new Era

strange lantern
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Wellll

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This takes way more time

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This isn't going to be viable for every game

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Only slop games I like

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I'll send my slop tools to Laz and some other geezers

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We fixing UE5 with this

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Reverse Kevin

eternal radish
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@strange lantern just ask clanker to add dlaa to total war warhammer 3

strange lantern
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I'll be REing slophammer 3 once they stop patching it

eternal radish
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just ask clanker to dlaa tww3

vivid yacht
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I had really good runs that I lost on the world view like the countdown timer

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so lame

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commander ironman ofc

vivid yacht
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i wanted to pay you already but you are putting roadblocks up lol

keen trail
keen trail
strange lantern
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Beginning work on BG3 RE

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Ghidra auto analysis finished up

strange lantern
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BG3 RenoDX: InitThread started bg3.exe base: 0x7FF6CCB70000 (preferred: 0x140000000, offset: 0x7FF58CB70000) BG3 RenoDX: Phase 1 — Vulkan hooks... vk_hooks: hooked vkGetInstanceProcAddr hooks::InstallPhase1: 1 installed Phase 1 complete: 1 hooks BG3 RenoDX: Phase 2 — waiting for renderer init... vk_hooks: intercepted vkGetDeviceProcAddr vk_hooks: intercepted vkGetDeviceProcAddr vk_hooks: intercepted vkGetDeviceProcAddr vk_hooks: intercepted vkQueuePresentKHR hooks::InstallPhase2: 0 installed Phase 2 complete: 0 hooks

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And away we goooo

wooden abyss
strange lantern
# wooden abyss What can we expect in the future?

Custom shaders + graphics = since I am not working through reshade abstraction I can add and edit whatever I want

LOD / draw distance = Increasing

Profiling what exactly causes Act 3 dips

Shadow improvements

Virtual texturing limit increase = to stop texture loading / unloading

Reflex + FG implementation = Maybe?

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What I want to find is their shader batching compiling whatever you want to call it system

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the one that is responsible for splitting 15 deferred shaders

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That way I might be able to edit a single shader and then have the system split the permutations as needed rather than me having to edit 20 different shaders and have mismatched tiles

wooden abyss
strange lantern
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BG3 SE does its own imgui hooking

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and it conflicts

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I cba to fork it

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I will have to build it in visual studio and Norbtye updates it every week

wooden abyss
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That sounds very annoying.

strange lantern
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Ok built SE fork

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Now ImGui between my slop and SE wont break

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ReShade hooks on a different layer which is why its ImGui works but I require deeper hooking which happens on the same layer as SE

strange lantern
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Me now that I can natively fix the game and dont have to rely on RitsuVK

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@dull cobalt

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Maybe I can debug whatever causes the black squares with DLAA

devout briar
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pt wen

strange lantern
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Radiance Cascades bro

strange lantern
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Found LOD and draw distance settings

random oak
strange lantern
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Vanilla / New sloppa

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Looks like something is conflicting

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its both better and worse

strange lantern
devout briar
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Increased draw distance might be good for a third person playthrough

strange lantern
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This helps get rid of crimson Desert tier playdoh with no perf cost

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But instanced meshes, shadows and HLODs are still ass

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So the REing continues

strange lantern
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Got instanced meshes to have higher draw distance

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but there looks to be some sort of mem budget or limit

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it adds more but also makes some meshes worse

naive lichen
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yo wtf

random oak
strange lantern
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Looks to be related

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I am able to solve all the blurry ahh textures

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But big meshes like buildings break

random oak
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of course the game doesn't want to be easy kekwsit

short frost
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damn i just started bg3 but now i might have to wait till Forge does his thing

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can u implement everything from start to finish in the next 10 minutes so i can play

random oak
strange lantern
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I GOT HIGHER DRAW DISTANCE / LODS WITH NO DOWNSIDES

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Now I need to improve the streaming budget

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Game has 64

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So after that other meshes don't increase in quality

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Let's try 256

devout briar
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How to optimize games? Just use more resources

strange lantern
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Better than "let's murder LODs and shadows for that 0.3ms because shitbox 5 can't into grafix"

forest mason
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Love coming back to see so much progress

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Is this normal haha - using the dx11 nexus mod

vivid yacht
vivid yacht
rain tinsel
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@strange lantern doing gods work

forest mason
wooden abyss
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I'm looking forward to what Forge conjures up.

shy torrent
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Frog abandoned cd to do bg3

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What a chad

wooden abyss
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CD receives so many updates from the developer in a relatively short period. I believe that once the pace of updates slows down a bit—and most of the graphical improvements have been implemented by the developer—it will be more worthwhile to continue working on it. As of my last check, the updates change so much that the mod constantly requires reworking—a process that consumes a great deal of time and effort.

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CD looks best with RR. However, I don't find either of the old presets particularly good due to the noise or smearing. Unfortunately, Nvidia hasn't released a second transformer model for RR either.

strange lantern
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So a quick recap of what I slopped up

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  • small clutter, rocks, grass, crates ect have a slider that can get boosted (minimal perf cost and no downsides) I'll probably just max it as a single toggle

  • Large meshes are 50/50 increasing the cull distance makes meshes go from using HLODs to using up close meshes quality meshes. However I ran into the issue of meshes disappearing

My "fix" stops all disappearing meshes but I now noticed it does so by doubling and applying both the HLOD proxy and the high quality mesh at the same time depending on the distance

So I am investigating figuring out wtf controls allat

strange lantern
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Perf cost for all these is non existent

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I am going to try a force LOD0

strange lantern
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In the talk Larian said they first added LODs and HLODs and found perf was still ass so only after did they add Intel's MOC

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So I think this is a case of "we utterly butchered draw distance and LODs. Gained every little perf and the realised we need actual occlusion culling"

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But they still kept the doodoo playdoh draw distance

shy torrent
strange lantern
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It's abysmal

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Far distance = has LOD mesh
Close up distance = has mesh
Medium distance= mesh entirely disappears no LOD or high quality mesh

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If everyone could pass me some source code that would be great

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Downloaded toolkit but I don't know if there's anything useful there

shy torrent
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This is peak skyrim jank

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I feel right at home

strange lantern
shy torrent
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I watched their talk about it

strange lantern
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Bro Vulkan is sooo good, Khronos is marketing and sponsoring us

Proceeds to make a goofy ahh implementation
Btw for our next games we dropped Vulkan entirely and moving over to DX12 anyways

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What did they mean by this

shy torrent
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Considering what ID can do with it

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I think it's a classical case of

strange lantern
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I like how Vulkan's entire carry is literally just

ID

Emulators

DXVK because michaelsoft made DX9 worse

random oak
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I can still remember the Hype around Vulkan, we were so naive back then 😭

shy torrent
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Minecraft just swapped to vulkan

strange lantern
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OGL betta

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More soulful

worthy belfry
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no native hdr output on opengl though kekpepehands

strange lantern
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Then Michaelsoft panicked and released DX12

worthy belfry
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but vulkan has extensions too

strange lantern
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That's too much Extensionmaxxing

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Need like 10 extensions just for Reflex to still not work

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Can't wait for me to try and get streamline working here

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And FG

strange lantern
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So

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Where is my source code?

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Why hasnt anyone posted

forest mason
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So does the vanilla game actually differ graphically between dx11 and vulkan?

strange lantern
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Even though Vulkan is mismatch

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It still runs better CPU side and has faster loading

rain tinsel
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Like with their toolkit

strange lantern
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Toolkit doesn't give me much

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I did find include symbols in the dlls

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But a SE mod is proving impossible

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My goal rn is to fix draw distance, I can't do anything until I improve it

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It's soo dogshit

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Norbytes hasn't RE enough of the rendering

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And toolkit + moonglasses toolkit has nada as well

rain tinsel
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I see

random oak
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The BG3 modding landscape wouldn't look as bleak as it is, if it wasn't a PITA to fix the underlying problems.

I'm glad that we have someone like Forge to take a look at it, but at the same time disappointed that such a big success in the gaming market hasn't caught more interest from the high know-how crowd... kekwsit

vivid yacht
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@strange lantern does you mod conflict with this? or complimentary

strange lantern
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With what?

vivid yacht
strange lantern
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For what?

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Reno works with it

vivid yacht
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your shadow improvements

strange lantern
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Gosh mentioned there's a way to fix the shadows properly engine side but it requires RE. It's what I will do next

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Base game shadows use reconstructed depth which causes all manner of issues

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Instead of just using the actual Buffer normal depth

vivid yacht
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sorry what is RE

random oak
strange lantern
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Bashing my head in until I figure out how the engine works

vivid yacht
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im hoping loading vivid landscapes as a loose file would work

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same with this

random oak
vivid yacht
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yeah i'm not good or haven't learned anything about making mods but from my knowledge of modding for many years texture stuff is usually like drop in with no conflict

random oak
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yeah and it adds so much quality... especially with the sad looking textures throughout BG3

vivid yacht
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the problem with this game is if you load them as a .pak BG3 will block console plebes

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if that same mod is not on their in-game manager for consoles

random oak
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yeah it's nice that we are able to circumvent that

vivid yacht
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I actdually think the base game looks pretty good

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especially character models

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the lighting is deffo flat though

random oak
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sure, but many textures, especially armor etc. can look super low resolution for some reason
no idea why they never offered a high res texture pack
nah let the modders do the work, even though we have the master 8k Texture files in the dev studio server 🙄

random oak
vivid yacht
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not always the best idea they could just offer it but it would add like 100 gb to the game file better that modders do it

random oak
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many games offer optional 4k texture packs, I don't see the problem with that

vivid yacht
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yeah

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I mean art direction goes a long way with fixed hdr this game looks so good to me, it just is missing advanced lighting of modern games

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I think the game is uniquely suited for HDR as well

random oak
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and it's missing proper shadows and Texture budget, they both flicker like crazy...
hopefully Forge can fix all that

wooden abyss
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I'm really curious to see what @strange lantern will be able to get out of BG3 in the future. From what I've been reading, it seems like a lot of work—and I want to thank you for that. It's truly wonderful that you're doing this. Thanks for all your effort, and thanks to everyone helping Forge out.

vivid yacht
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game deserves it it's the best CRPG ever imo

strange lantern
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HOLLLLY FUCKING SHIT

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Finnallly

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Finally

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It's fixed

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37 chat sessions

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A trillion .mds rewrites

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A trillion game loading in saves

worthy belfry
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what is fixed?

strange lantern
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Game has stable draw distances now

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Doesn't pop in every 2 seconds

worthy belfry
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bruh

strange lantern
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One

worthy belfry
strange lantern
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They have a Spatial Query Radius (because the HLODs are broken up into tiles)

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I was forcing higher quality

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But didn't adjust the size of the radius

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So shit was just being culled out and disappearing

random oak
strange lantern
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Maybe? I haven't looking into it too much

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I don't know if it's a cell

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Like say Bethesda

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But it's responsible for grouping all the meshes into their respective areas

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And each has a limit

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Does the game blow up if I increase the limit? No

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So why did Larian place it there?

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Probably performance

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They removed shadow casting for instanced meshes because they tried improving act 3 perf

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Except it barely did anything

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But now all your instances meshes lack shadows

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As always

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Significant quality degradation for 0.2ms improvements to perf

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What's funny is that increasing the Spatial Query Radius alone already improves the visuals even without additional cull distance forcing

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So the game was already giga cooked

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Because of this limit

random oak
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Funny how the game already shows everywhere that Larian was kinda overburdened by getting BG3 and engine under control, especially with the console releases having to be addressed in a timely manner

seems like the code world of that view seems even more crazy

strange lantern
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My last couple of messages to clanker are pure schizo

random oak
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remind me not to stay at Forges place during the AI overlords takeover kekpepehands

strange lantern
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I now understand why fellas who RE mald

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and I am already doing it the easy way via clanker assist

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doing this manually is

random oak
strange lantern
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Need to test stability now I guess

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inb4 game blows up in X under Y becasue of Z

rain tinsel
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You write to an AI like my dad talks to Siri

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I have also felt the will to swear at it before. Then I realize how dystopian that is and get depressed LMAO

strange lantern
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Tomo I can start malding on shadows

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Wait

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POE 2

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Oofers

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Bro dropped heat and is about to bounce

random oak
dull cobalt
strange lantern
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Norwood Solver

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Ahh yes floating rocks

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Makes even close up meshes better

random oak
strange lantern
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Going to add characters as well

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Looks like they use a different function for draw distance

novel lion
foggy ember
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This is unreal, thanks Forge

river marlin
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This is really promising, though i'm getting flickering grey boxes on the main menu and it got all flashy on the press any key to continue screen. Other than that though everything seems to work normally. Definitely not playable without fixing the bugs first though. I'll try the not WIP one that was posted and see if that changes anything

mortal horizon
river marlin
mortal horizon
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I went to quality to fix this for my setup

river marlin
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oh hey look at that

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i just had to try toggling it again and it's all good now

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thanks for the tip 🙂 I think i recalled reading it didn't work with dlaa so i toggled it off, but on and off again fixed it for some reason.

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The lighting already looks so much better just in the menu.. i'm excited

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I know the video above looks all wrong but i didn't capture properly, looks fine in game

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DLSS Quality is so close to DLAA these days anyway, i don't even consider it a visual downgrade. Especially with profile M/4.5

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I swapped out the DLLs and it seems to work really well

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ok.. the one on the nexus i didn't like because the EOTF emulation felt too strong for some reason, and it felt like it blew out highlights while saturating colors a lot, this so far is chef's kiss. I'll save my commentary though to spare you guys from all the spam xD it's just alway snice to see some love go into one of your favourite games.

river marlin
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wowowow, i did not realize how bad the player light spills tons of ugly ass lighting into the scene, i mean i knew it was there but not how egregious it was. This is so beautiful... thank you so much forge !

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Here's a quick comparison. Once I have more time to actually start playing, i'll make a litlte comparison album that highlights a lot of the beautification this renodx + vulkan setup has to offer

random oak
modest linden
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Hey guys, when i start the game with Vulcan, I get the error "Device_Lost".. anyone know a fix?

cloud mirage
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Are you running your card oc or uv?

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If yes try running it stock if the same error appears

modest linden
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Completely stock. Don't have that with other Vulkan games

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Never had that before

random oak
modest linden
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Yes

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okay, changed the dll again and now it worked. maybe the first time was buggy. ty guys!

river marlin
# random oak and that is just the beginning.. Right now Forge is working on getting the pixel...

Yeah, it's great. I did just realize there's one major issue that's kind of a dealbreaker for me. Wanting a fresh experience i opted to give the WASD movement and unlocked camera mods a try. It's fun to play around with, but made me quickly remember that the built in anistropic filtering in BG3 has been broken for ages. I always just forced it through NVCP, but iirc that works by intercepting api level dx draw calls and can't do jack with vulkan 🙁

river marlin
#

And normally you could say that it's probably not that noticeable to most people, but the other issue is it really messes up beard appearance.

#

If only there were a way to get proper AF, darn, guess you can't have it all.

random oak
river marlin
#

Here's a good example that shows both the beard smearing (this is present in the vanilla game when you don't force AF) and in the distance you can really see the textures all smushy too for the same reason

strange lantern
#

Already fixed on my end

#

Dawg my autism and tweaking is reaching defcon 4.9

#

Character draw distance is abysmal to debug

river marlin
# strange lantern That's draw distance being shit

The textures get sharper though if i move my camera so they're not on as much on an angle. Also, in DX11 the beard issue with AF is nonexistent, the in-game AF is broken and only gets fixed when you force AF through NVCP.

#

But it's just one example, there's definitely no AF being applied to textures

#

This is vanilla game behaviour though esp in Vulkan since there's no way to force it, I'm just not sure if there's any way around it. I don't think there is with any currently existing tools

strange lantern
#

Well I'll just fix base game AF

river marlin
#

Here's the same texture close-up next to my character, I get that most people aren't playing in an over-shoulder style view, but the fact it still messes up beards kinda sucks. I would imagine this also probably affects controller players a bit more than KBM players that probably stick to more top-down view

river marlin
#

You'd be a legend my man

#

This isn't a feature request, I just wanted to point out it's something already broken with the vanilla game, but if you're fixing a lot of dumb stuff in the game already, this is one thing that could be worked around in dx11, but not in vulkan

strange lantern
#

I asked Norbyte if we could send me some special sauce

#

And help me out with the REing he has already done

random oak
#

oh that's awesome, they must have lots of experience with how long they have been working on ScriptExtender

river marlin
#

Damn, i feel like I don't wanna play without AF now, but also don't wanna play with the dumb lighting and shadows of the original game 😭

random oak
#

why not put it in the backlog for now and enjoy some other games? I have put off my playthrough since Forge announced his RE build

#

I will start anew once it's out

river marlin
#

I have only 3 achievements left and 2 fun party ideas, really wanted a fantasy rpg to play and i keep coming back to this game because it's so good. I did 2 honor mode playthroughs and got to ansur with a third before i dropped the game for a year or so

random oak
#

yeah I get that feeling, but the shadow flicker and texture unload bug is just too immersion breaking for me, so I stopped for now
Especially with the amazing "soft hair" mod, which makes the hair actually look current gen, the shadows are just going ham

river marlin
#

though i'm sure it's exacerbated by playing with a controller or WASD, since your camera is more likely to be on an angle relative to ground textures

random oak
#

the shadows are too low resolution and all that and the textures are not given enough VRAM/RAM budget even if you have the hardware for it

river marlin
#

I'm very discerning usually but when i'm having fun playing the game and i know i've done everything i can to make it behave and look the best it can be, at that point i just learn to not get as bothered

random oak
#

After Forge is finished, those shitty textures being stuck or needing to load in for seconds should be gone

river marlin
#

it still bothers me but i supress it 😅

random oak
#

And that's why I'm being patient... as a Jaguar gigachad

river marlin
#

Yeah, maybe I'll have to play pragmata or something in the meantime. It's so annoying having 2 builds ready to go and not wanting to start playing

#

but i can manage

#

I'm pretty sure I read as well that it's a game engine limitation (the texture bug) and not really due to resources

#

I'm fortunate enough to have a 5090 and 9800X3D (mainly due to other things i do that make full use of the hardware), so i tend to not have many issues. When I see pop in I just go welp

random oak
river marlin
#

Cyberpunk 2077 has had a bug since PT went live that causes trees to get black spots and have really really bad pop in shadows when you get close to them

#

there's just no way around it sadly

river marlin
#

it's one of those games where the community probably doesn't really care and runs it on a potato anyway

random oak
#

yeah from many of the mods main screenshots, there are many potato PC modders in the big community 😄

#

but even in those communities there are often Engine modders that try to get the most out of the Engine even for potato PCs
it's really weird how Script Extender is the biggest effort and only effort to actually work with the Engine for the good of all users and not just a specific mod

river marlin
random oak
river marlin
#

bRiNgBaCK MsAa

random oak
#

hey it saves frames when you have ultra potatoe 😄

river marlin
#

that is true

#

i meant there are people with good computers that won't use DLSS, DLAA, or TAA out of principle

#

without actually taking the time to do their own comparisons and evaluate what looks best

#

Some games have shitty TAA implementations, some have genuinely fantastic ones, others have terrible DLSS implementations (clair obscur is still stuck at rendering DLSS quality or balanced even when you set it to DLAA I think)

#

MSAA is garbage in 2026 because it does nothing to fix the temporal stability of an image.

river marlin
#

but i clicked on the image to view it and it barely got any larger 💀

#

I'm actually going to take a stab at making a really simple reshade addon to try and fix the AF, I always have fun learning mod things

#

If I can get it working standalone then I'll just ping forge and let him know what seems to work.

#

It can't be any worse than working in wwise to add danerys's "i'm about to do something badass" cello riff to the fireball cast sounds

strange lantern
strange lantern
rain tinsel
#

unless im missing something

strange lantern
#

I will rename it

#

Its not a fix

#

its me removing the three point lighting

#

and restoring scene probe lighting

#

on characters

rain tinsel
#

typically in games i like a little bit of hero lighting but it doesnt really make any sense for bg3

#

like at all

random oak
#

"Hero Studio Lights" kekpepehands

rain tinsel
#

like silksong for example makes sense

strange lantern
#

You'll install the "Darker" enivorment mods

#

and all the characters glow

#

because of the three point lightiong

rain tinsel
#

yeah the shadow improvemnts in your mod make the hero lighting way more obvious

strange lantern
#

I am actually going to remake the shadows

#

atm its inlined

#

and its dogshit

#

Now alongside Reno 2.0 I can rework shaders

#

I can see how their descriptors and all work

#

so I can do "proper" shader work

rain tinsel
#

what is reno 2.0?

strange lantern
#

Just what we call Reno with the new custom render passes and binding code

rain tinsel
#

ah i see

strange lantern
river marlin
strange lantern
#

Again its all just mid development / early access shenanigans

#

and trying to keep good perf for low hardware

#

that and the whole we wanted to move over to Vulkan but the team didnt want to

#

I think all the stuff I am doing rn will have a larger impact on perf if you tried DX11 because of the CPU gimping

#

but well

#

all the addresses are exclusive to vulkan

#

so this wont even work for DX11 .exe

novel lion
river marlin
#

jk

strange lantern
#

uhhh

#

I might have plans for RT

strange lantern
#

Since Vulkan supports it

#

but I dunno

novel lion
#

👀

river marlin
#

That would be incredible. I just fired up vs studio with claude code and i'm gonna see if i can fix the AF

#

will report back in a bit

strange lantern
#

You REing?

#

AF wont be shader side alone

#

You'll need to crack open the engine and check renderer

river marlin
river marlin
strange lantern
#

I'll ask Pumbo what he did with Just Cause 3

#

it also has shenanigans with AF

river marlin
#

You can tell i really want to play now and not wait 😂

strange lantern
#

@open wind

#

Clankers strongest warrior

open wind
#

also

#

i feel tthe alll caps

#

and the token burning

#

what model were you using lol

strange lantern
#

Unlimited Opus babes

strange lantern
strange lantern
#

only for clanker to ignore half anyways

#

You are totally right to question this, I actually never checked the source code

#

Apologies... I wasted your time. I should have checked blahblah.md first

open wind
#

LOL

#

goldfish memory

#

when will we ever get agi

strange lantern
#

Opus 4.9

river marlin
#

man trying to fix the AF is a rabbit hole

#

i might just give up and play POE2 lol

#

I'm very sensitive to not having AF so hopefully there might be a way. but seems like larian broke it in ways that you can't easily fix.

#

At least not that I have the capacity to

river marlin
#

HOLY FUCKING FUCK I got my proof of concept test working (but not with reshade)

#

I purposely wanted to just LOD +5 and make everything blurry so i can see if it was working

#

and i'm getting somewhere using a completely separate vulkan layer

#

Will report back if i get it all fixed - I couldn't get it to work through the reshade layer no matter what i tried.

#

Just wanted to share a minor victory after like 5 hours of trial and error lol

#

Will share method to the madness in case there is a way to do it through reshade after all, once I've done testing and comfirmed it works properly and does not cause issues

random oak
river marlin
#

ok, moment of truth...

random oak
#

I can imagine xD
But I kinda wish we could get a high quality RPG in that style gigachad

river marlin
#

rats, no dice. I have proof of concept now which is enough. If we can make the textures blurry AF, we can make them sharper. I believe.

river marlin
#

so uh... it's working. But I think.. only when reshade is not running alongside it

#

notice how beard is not blurry anymore and distant textures are ok on an angle

#

need to do more testing to see if i can get it working alongside reshade without any conflicts. that's enough for one day though i think.

#

scratch that.. i just reinstalled reshade and it's still working. Need to make sure i'm not a dumbass before I celebrate but yeah, assuming it's all good, i'll post what i did here in case forge maybe finds a way to implement it, but otherwise i think it should work fine as a standalone .dll

#

here is beards before and after

#

Ground textures:

river marlin
#

AF is one of those things that maybe doesn't seem so important, but why have any texture on an angle get blurred (sometimes very visibly) when it costs little performance to improve. Anyway, if anyone wants the .dll to fix it in vulkan, let me know. I might upload it to the nexus standalone at some point, or if forge can find a way of getting it to work in reshade (which i couldn't) then that's even better. I just ran around and played for a while and i got the same performance and no visual bugs.

river marlin
#

Even in the character creator Forge's Mod looks so much better 🤤. One thing in particular i noticed is just how right fire looks now compared to without. Just to confirm the AF fix does work alongside RenoDX and Forge's addon

river marlin
#

And then because anisotropic filtering is broken in the vanilla game and can't be forced in vulkan i worked with claude code yesterday to fix that

strange lark
devout briar
#

Anisotropic Filtering

strange lark
strange lantern
#

HOOOOOOOOOOOOOO

#

FINALLY SOLVED CHARACTER DRAW DISTANCE

#

FUCK ME THIS WAS ABYSMAL

strange lantern
shy torrent
strange lantern
#

LMAO

#

From 170FPS to the 50s in Act 3

#

Going to have to increase to just 120m

#

and add in slop generation now

#

That or rework the ::tick

modest linden
#

Awesome, love me some draw distance

wooden abyss
#

Very cool work. Incredible.

random oak
#

especially if that FULL view really is still 50fps, that's not too bad

strange lantern
#

9090 wont do anything

#

GPU drops to 30% util here

#

9800X3D shoots up to 60% util

#

Will need to tracy profile

#

and thne figure out if I can improve the perf

#

The other problem is dialogue overlap

#

Fade system stops that

#

but then the characters are ofcourse faded

#

(but atleast the pop in is gone)

random oak
strange lantern
#

Thats slop though

#

I dont like improving graphics whilst destroying perf

#

PT desotrying perf is "acceptable" because of the complexity and all

#

drawing a few extra characters and having your CPU get annhilated is pure slop

#

Which means I now need to profile and see exactly what eats up the perf

#

Norbyte did mention thats its ::Tick so animation, scripts ect ect

#

In that case easiest solution is to just lower Tick for all of that depending on distance

#

However that might "break" something

#

Game deving be like

random oak
#

oh of course optimising it is number 1 importance, I just mean to give users the "extreme" option, so that this mod doesn't need a new version when hardware could easily handle more meters than 120

frank flare
# strange lantern drawing a few extra characters and having your CPU get annhilated is pure slop
strange lantern
#

That was all drawcalls

#

DX11 is dog shit and can't into Boston

#

And on release FO4 had broken previsbones

#

So their precomputed occlusion culling and combined meshes were all broken

river marlin
strange lantern
#

Previsbine fix yh

#

That or you just generate your own

#

You're pretty much baking their occlusion culling

#

Welp

#

we now know why Act 3 runs like ass

#

ProcessBatch:: cost is dominated by "indivduals"

#

e.g skinned meshes

#

characters, torches, braziers, all the items you can interact and pick up and the like

strange lantern
#

Confirms what we know from the talk

#

No HZB culling

#

They only use HI Z for shader effects but not for culling

#

Instancing exists but it's only for small materials

#

The larger meshes or static building meshes don't have any instancing

#

No indirect draw

#

@worthy belfry game is spending about 5-9ms just proccessing MOC on the CPU

#

Kino

#

"I wonder why Act 3 runs like shit"

worthy belfry
#

MOC?

strange lantern
#

Masked Occlusion CUlling

#

its Bintels CPU occlusion culling

#

Its the Bethesda issue

worthy belfry
#

._ .

#

lmaoo

strange lantern
#

Occlusion planes = good becasue you stop rendering things and stop high drawcalls

but Occlusion planes are bad because its CPU work

#

HZB on the GPU would be like 0.1-2ms

#

Anyways, I am going to research a bit more

#

then update POE 2

#

and play

#

BG3 needs a renderer refactor

random oak
#

kinda embarrassing for Larian ngl... They have been lamenting Act 3 for literal years, constantly mentioning it themselves and players too of course...

strange lantern
#

MOC's ProcessBatch is eating 72% of the frame budget rn

#

I will piss myself if disabling MOC actually gets us higher perf

#

Costs more to process than whatever you save using it

#

well, MOC is saving performance when theres less stuff

#

its just that the cost grows exponentially when you have a lot of meshes like in Act 3

river marlin
# strange lantern then update POE 2

i just jumped into poe2 and have never seen a more hilariously broken hdr "implementation" if you can even call it that, lol. Saw you made a reshade for it too, does it use just the base reshade or do you need the addon version? I heard that it's iffy using anything that hooks into the game

#

I want my HDR but also want to be safe lol

strange lantern
#

👀

strange lantern
#

Vulkan has no anti cheat

#

it doesnt care, only DX12 does. Why I dunno

#

DX12 just blocks any sort of hooking anyways

#

Yikes

#

They really are using deinterleaved depth "PPSAO"

#

internally its called "Post Process Screenspace Ambient Occluson"

#

Temu HBAO+

river marlin
#

how long have we had hbao+ for now? lol

#

I remember loving it when i got to turn that on in older games ☺️ I think even FC3 had it?

strange lantern
river marlin
#

BTW forge, this is the method to how i implemented working AF, i couldn't get it working with reshade but you've gotten way more into the weeds then i have so perhaps there is still a way without requiring a separate layer or dll

strange lantern
#

I noticed that with my AO tweaks rn in Reno, their HBAO exposes how dogshit it all is

#

constant tiles and ugly ahh halos

#

needs proper xeGTAO with multi bounce stat

river marlin
#

and when i say i couldn't get it working with reshade, i don't mean it doesn't work when you're using reshade at the same time, i mean i couldn't get it working using a .addon64 file

strange lantern
#

then include it as part of the .asi

#

no conflicts

river marlin
#

wonderful!

strange lantern
#

Just worksTM

river marlin
#

ye, right now i'm also getting the justworks experience using a standalone .dll registered to vulkan, pretty sure it would actually apply to every vulkan game

#

but obviously it's better to have it all contaained in one neat and tidy overhaul 🙂

#

excited to try out POE once you get it updated for the new patch

#

SDR looks great in this game too though

strange lark
#

Is the new WIP 2 build using PsychoV? Somethings look saturatd like fire but other things like skin and terrain look really undersaturated, was this to match the SDR look? Thanks

#

Also how do we get the DX11 skin textures back these look rougher

river marlin
#

Like, look at how with it off the skin is kind of red and the flap on the bag also has that red tint

#

To my eyes it looks lesslike things are desaturated and more like the lighting is more accurate and the colors don't have the same glow like they used to before, in a good way

#

I turned SDR EOTF emulation off for a more fair compraison, but with it on there's obviously more contrast and so it does change the tone of the image a lot

#

I personally don't have any issue with the skin textures

#

It would be the same textures but maybe there's a rendering difference, not sure. I noticed other things like the missing anisotropic filtering much sooner than anything with the skin xD

strange lark
#

The only reason I don't use this one is that the highest highlights are clipped or artifacting, i posted photos, it's only in certain scenes so i may go back

night river
#

the game looks very oversaturated vanilla

#

very cartoony

strange lark
#

Also I don't think the Vanilla seems more saturated when you turn the Reno mod off, the saturation is the same as Forge's mod or less warm even

river marlin
#

but i'm a guy who uses absolutely no saturation boost anywhere when i consume content and always set my TV to 6500 kelvin so i might just have a different opinion

river marlin
#

fire in particular did not look right but it looks perfect with forge's addon pinned here

#

Here's side by side with the one that you sent.

river marlin
#

I can see why some people would like it but i generally prefer to not touch the original color as much as possible unless it's a comprehensive overhaul that doesn't just crank saturation

#

i.e. something like Rudy ENB for Skyrim SE changes the image so dramatically that you aren't even comparing something as simple as saturation anymore

#

holy crap the house of hope looks so much better

#

also unrelated but i customized the lexend font and it looks really nice

strange lark
# river marlin

nice comparison, both are using PsychoV according to the original description so I wonder why they are different

strange lark
river marlin
#

i just wanted to keep the look of vanilla and fix hdr, but ended up also using the wasd camera mod, and after trying out the shadow options in the new addon file i'm impressed so i'm using that too now

#

i'm pretty particular with visual changes too, back when I used to mod skyrim i'd have to manually go through each texture so it was all cohesive. took way too long

strange lark
#

what is the shadow option, i'm not by my pc right now thanks

river marlin
#

and also an option to disable the fake character lighting, which makes a huge difference

strange lark
#

ok i will look, sounds like only the hero lighting is optional but the shadow improvements seemed good

#

thanks

river marlin
strange lark
# river marlin

the one on the right looks more like SDR, but i wonder what they would have done had they understood HDR better, would they have kept the pastel look? wish we could know for certain

river marlin
#

If they wanted the game to be more punchy and colorful they probably would have made it that way

#

Cyberpunk is a good example where the vanilla LUT produces a very distinct image, basically skewing the entire picture to look a certain way and it completely changes the colors and presentation

#

But that's clearly what they were going for

#

And for well implemented HDR I think it's more so about whether or not they can make the lighting work properly and retain that same artistic vision they had for the base game, not necessarily just "it should look brighter and more colorful"

#

It makes me really happy when I turn on HDR in a game and I get the vibe that it's like I'm just viewing the same image but in HDR and not SDR. There shouldn't be a drastic change other than HDR doing what it was designed to do - a transparent implementation if you will

night river
#

right is so much better

#

i guess hero lighting does have a big part to play

river marlin
night river
#

but still

#

Just waiting on mr forg to fix the face shadows

#

so i can start my billionth playthrough

river marlin
#

Also can we talk aobut the fact that so many people get x OLED monitor but by default it has an SRGB color expansion turned on that oversaturates everything, giving them the impression that "OLED Looks So Much Better"

#

looking at you AW3423DW

#

I bought one and returned it, because the only 2 options for SDR viewing were lifeless SRGB mode and oversaturated garbage mode

night river
#

i think oleds in general ship with unclamped default settings

strange lark
night river
#

they're flickery, low res

river marlin
strange lark
#

Ok, I noticed skin looked rougher

night river
strange lark
#

It’s better in WIP 2 than the first one

river marlin
night river
#

there are ways to clamp without using the built in modes

river marlin
#

oops hit enter too soon

river marlin
#

But like, coming from an asus PG35VQ

#

I can't describe how much of a downgrade it felt like

#

The HDR on FALD/Mini-LED monitors with a lot of zones is leaps and miles ahead

night river
#

depends a lot on viewing environment and stuff

#

hdr on minileds just get brighter

river marlin
#

Yet due to how few of them were produced and how expensive the good ones were, you won't hear anyone praising them

night river
#

is that better?

#

up to you

river marlin
#

I mean I remember playing assassin's creed odyssey and the beach felt like the beach

night river
#

current oled monitors are not good with bright scenes

river marlin
#

move to OLED, only getting 200-300 nits. ABL in virtually every environment, it was so dim, green and lifeless looking

night river
#

the thing is, your eyes need to adjust to the brightness

river marlin
#

I don't get the green and lifeless vibe from the LG thankfully, but it has its own issues with OLED, mainly off-axis green tint. But I sit further away now to minimize that

night river
#

but yea bright scenes are not good

#

especially if you like higher game brightness

river marlin
#

I just mean that if you stuck a FALD monitor next to an OLED and asked people which looked better, 100% of the time they'd pick the FALD assuming you weren't explicitly demoing less bloom on OLED

night river
#

100% of the time

#

they'll pick the brighter more colorful screen

#

does not necesarily make them better 🤷‍♂️

river marlin
#

Yeah, and I can't really describe how beautiful and punchy it looked, without looking grotesquely oversaturated, or having blown out highlights

#

Both technologies have their strengths. I daily drive an OLED TV so I get it

#

I've learned to like it and don't feel like i'm really missing out anymore

night river
#

I think it would be difficult to take a mini led based display over something like the lg g5

river marlin
#

but i know if i went back to mini led i'd be like yeah, as far as getting the best PQ overall goes this is better equipped. With a good HDR implementation, it just looked so darn good

night river
#

in almost all scenrios

strange lark
#

i miss my miniLED for scenes like the Vlaakith scene which is otherworldly on a Macbook Pro

#

1000 nits fullscreen looks like looking at a real goddess

river marlin
#

I think it depends on what you play or consume as well. Obviously oled wins for darker scenes, but there were times when that didn't even matter

strange lark
#

otherworldly

strange lark
#

fullscreen white

river marlin
#

People love to say that you don't need the brightness, but I disagree. You can have your cake and eat it too.

#

Neither solution has ever been perfect

#

But Mini-LED sure gave the "WOW, this is the best thing i've ever seen" impression much more than OLED did for me

night river
#

and not mini led

strange lark
#

the reality is if you use Liilium's analyzer you find out most games never go above 120 and by never i nean super rare

#

APL

night river
#

120???

strange lark
#

yeah

#

use i

river marlin
#

wat

strange lark
#

look at the numbers

#

the APL numbers in the top left

night river
#

i played 007 first light recently

#

it barely goes over 30

strange lark
#

most game scenes never go above it

night river
#

lmao

#

120 is absurd

strange lark
#

exactly

#

7 nits in caves

#

and castles

night river
#

try like

#

0.5 nits

#

xD

strange lark
#

ah ok

night river
#

again depends if you're cranking game brightness or not

strange lark
#

you were disbelieving me in the opposite way lol

night river
#

yes yes lmao

strange lark
#

most poeple don't believe me b/c they think games go brighter

night river
#

yea, altho tbf I was also surprised

strange lark
#

even on like 300 nits you're not doing that that often

river marlin
# night river but i would argue that's still an oled

I still think that being able to make a large chunk of the screen relatively bright is a key component of what makes HDR really give the "wow" impression, in a pitch black room i'm pretty happy with my OLED but realistically, having owned and used a PG35VQ for years and playing many different games in HDR

night river
#

genuinely bright scenes that are sub 30 nits apl

strange lark
river marlin
#

It will always feel like a step down. And I'm not a suck for zomg burn my retinas type content, but with a proper implementation it just.. man

strange lark
#

you learn that a bright scene can look "bright" at 30 APL

#

i'll literally think oh this is 80 nits right

#

and it's 50

#

or 30

night river
#

i'd say that covers almost anything

river marlin
#

The PG35VQ hit something like 800+ on 100%

#

it was insane

night river
#

but it's a bit irrelevant

#

nothing short of a flashbang

#

does 800 nits apl

river marlin
#

I agree, but it enabled it to do things that no other HDR monitor could at the time

#

like be in a bright outdoor scene with the sun, sky and sandy beach

#

and really make it look like... that

night river
#

yea pretty certain the G5 can do those scenes flawlessly

river marlin
#

It's hard to describe without being able to compare it side by side, but it really was a night and day difference

night river
#

I believe you

river marlin
#

as was OLED when you give it challenging content

#

as in, OLED wins for some things

night river
#

but the newer oled tvs

#

get absurdly bright

strange lark
#

I still want more fullscreen

river marlin
#

yeah, I've heard that the larger OLEDs can hit good numbers

night river
#

lmao

#

yea

river marlin
#

more than enough

night river
#

exactly that

river marlin
#

I think it was something like 800 nits fullscreen almost on some?

#

and you'll never need more than that IMO

#

I have a sony x90l and i get flashbanged all the time, it's annoying

strange lark
#

G6 is 460

river marlin
#

but some content is mastered really well with dolby vision, so you can use the DV Dark mode and get a comfortable viewing experience

night river
#

I cannot emphasize how absurdly bright

#

400 nits is

#

its blinding

#

in a dimly lit room

#

anyway

strange lark
river marlin
#

Yeah, i know what you mean

strange lark
#

You said it

river marlin
#

My TV does that all the time to me and my friends

#

i can hear their discomfort but when no DV master is available it's what we have to live with

strange lark
#

We have sunlit room and we use the 600 nit SDR MiniLED often

odd flower
#

screen size matters a lot. 10% of 27" is a lot smaller than 10% of 55"

night river
#

very true

river marlin
#

good point

#

Anyway, I hope someday we will have the perfect display technology to get the best of all worlds

night river
#

micro led when

river marlin
#

It's really just the ABL that i have an issue with on oled. That and paper white still does not look like paper white to me on any oled

strange lark
river marlin
odd flower
#

i mean, that could be viewing distance

night river
river marlin
#

but it's not a dealbreaker and i still enjoy the HDR experience on it

#

so meh

#

I didn't have much of a choice, I do big time flight sim stuff and so having a big 4K screen was something I realized I needed

night river
odd flower
#

this is a G5 55" used a monitor

river marlin
#

It vastly outweighed other considerations at the time

strange lark
#

Showing how it’s done

river marlin
#

I didn't want to go bigger than 42" since i do a little bit of everything

odd flower
#

had to back to the 42" since the G5 i got was busted, but when i wall mounted the 42", i can do a bit more on the sides

#

55 inch is exactly 48 inches wide which is my desk

river marlin
strange lark
river marlin
#

I heard some tandem panels have their own wonkiness

#

but i will keep an eye out

strange lark
#

Posterixation

river marlin
#

always seeing what's new

strange lark
#

But the new chip fixes some of it

#

Not all

#

They will likely improve somewhat in software like last year

#

But S95H trumps all

#

Near perfect image OOTB

river marlin
#

Yeah, i'm happy with what i have now, gonna wait for the perfect display before i upgrade again

#

assuming something like that makes it to market when i'm ready to

strange lark
#

S95F modded does as well

river marlin
#

noice

night river
odd flower
#

also cheaper

night river
#

monitors

river marlin
#

I wonder if working on a 48" would be feasible

#

42 was a big jump but i got used to it pretty quick

#

coming from 34" ultrawides

odd flower
#

G5 55" is <$1400 now

#

tried open box for $1000 and that went poorly

river marlin
#

RIP CAD

#

oops big picture

#

oh i'm a dumbass

#

that's the 65"

odd flower
river marlin
#

looks like it's similar here in canada

#

oh yeah i believed you about the price i just thought we were getting the short stick initially

#

our 55" is 2k give or take so that checks out

odd flower
#

The LG G6 OLED and the LG G5 OLED are very similar overall. The G6 is brighter in SDR and has superior reflection handling, making it the better option for bright rooms. The G6 also has superior gradient handling, and it does a slightly better job reducing artifacts in low-quality streams. Both TVs are incredibly similar, so most people are best off getting the G5 if they can find it for cheaper than the G6.
on rtings review of G6

#

G6 for SDR and bright rooms and lowbit content, none of which applies to me really

river marlin
#

damn i really got baldur's gate 3 discussion off track huh

night river
#

some1s about to make a reddit post about it

strange lark
# odd flower

That’s the review! He said it’s tandem

https://youtu.be/IbcFjyXnrhw?si=lMFvnXeXDSgwKcqW

Buy the 48" LG C6 Tandem OLED (Affiliate Links V)
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The 77" & 83" C6H are also Tandem OLED
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New King - LG C6 OLED Review
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