#Baldur's Gate 3
1 messages · Page 4 of 1
Crimson Desert: The Gatening 
tried the pinned vulkan versions but explodes :x
you need to find the ReShade64.dll and override it, it should be somewhere, no idea about linux
i did but still exploded :/
I was gonna send $50 but the man's kofi doesn't even have an option to send him money lol
might as well be a substack at this point @strange lantern
a myspace lol

Kofi is being special
My paypal is blocked as well
is there another option?
Just pigeon mail me some sweets
Buymeacoffee
Killer post
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.
probably the sky probe or cubemap the game uses
and its not occluded
its for "visibility" purposes a lot of the time
Is that also what’s raising the brightness in the room?
Or in any area of the game
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
how much sweets for DOS EE hdr
anyone else getting some crashing?
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.
I use DLAA, by the way.
Vulkan version for me thats causing issues
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?
Did you also overwrite the Reshade64.dll file? Check the pinned area.
I tried on last proton-ge and it's giving me errors right at the start :/
I’m aware. You can’t even get into the game without it
Can you adjust the sliders in the RenoDX menu? And if so, does anything change for you?
yes of course, and the in-game HDR will be ignored, that's how it's supposed to work
Did you get the Vulkan Reno mod?
Is the reshade menu green?
RenoDx for DX11 works as you described. I tried Vulkan earlier and nothing changes at all.
How does it get green again?
You have to install reshade as a Vulkan layer
Uninstall reshade
Then install it again and select Vulkan instead of dx11/12
It’s it’s not green, it won’t work
Ah okay, thank you. I'll try it right away.
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.
is the dxgi.dll still in the bin folder next to the .exe? you can remove that
Also make sure you're actually starting the vulkan version of BG3
Why?
I managed to get ReShade Vulkan load. The color of the ReShade menu has changed, and this message appears on the loading screen.
that is the bug that the 64.dll is supposed to fix, where did you put it?
I used the latest Reshade64.dll from the RenoVK Thread dated May 26, 2026.
hm your's has a different size than mine, try it again with this one #1466367902923096105 message
mine shows 5,216KB
Thanks, that works. But now I have the next problem: it is flickering massively, with very severe visual glitches.
did you keep the newest RenoVK version?
did you delete the old RenoDX11 mod from the folder?
This is my Game Folder.
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!
be careful with RHI, it can override the 64.dll
@rain tinsel already talked to Rank about it
Vulkan is a complicated matter in that regard sadly
But I'm glad that you got it working! 🫡
nah took me a bit to get vulkan running, since i cant read but no crashes so far and im about 20h~ in
I didn't play much yet, but I also had no problems so far with Vulkan
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
Idk now RHI killed my installation and I can’t even install the crappy unofficial reshade version
@strange lantern you make edits to the ui shaders, right?
To unclamp UI from SDR yes
yeah best to keep RHI away from Vulkan games and handle that yourself
at least until there is a solution
It’s totally fine unless it specifically needs renovk reshade fork
@dull cobalt could just push these somewhere on his repo and rhi could grab it 
@odd flower has to approve the PR
which?
yeah, has conflicts, i just pinged now
for the custom vulkan reshade for k?
Updated
Oh shit thought you meant fromsoft mod lol
Renovk is unstable, not sure yet
lol
I excluded it but for whatever reason it got nuked, but whatever managed to fix it
Its been a while since i used this mod, why vulkan all of a sudden? or can i still use directX11?
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
I personally had no problems with the Vulkan version and I gained a tremendous amount of fps, so I can recommend it
The vulkan version has some nice fixes baked in over the dx11 version, no hero lighting, better shadows (with some bugs, but overall I like it more). I think it runs better too, but I get over 100 fps on this game no matter what I do lol (5090)
I heard act 3 is really tough to get to run well, but we aren't there yet
I think forge said the HDR itself in dx11 needed some minor fixes too
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
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
i really really wish you could do windowed mode with vulkan 😭
borderless that bad? xD
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?
Idk i copied the custom reshade DLL into the reshade folder and installed everything via RHI
And it just worked out of the box
The normal installer wasn’t working for me for whatever reason
It was replacing the DLL I overwrote
you also can't use DLAA, dlss quality seems to work (and even forcing dlss ultra quality via nvidia inspector)
You mean into the bin Folder in the game directory?
No read the installation instructions
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)
And that vulkan version isn't available in any capacity yet
I assume the DX11 version is closer to the Larian tonemapping - which changes the original games tones a bit much imo
how do you mean changes the original games tones
anyway the dx11 version basically just matches how it looks in sdr
check pins for vulkan version
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?
the game uses pretty much the same tonemapping between sdr and hdr
contrast/saturation difference is just due to gamma/parameters mostly
It roughly matches the general contrast/saturation of sdr with the dx11 version of the mod but with custom code
forge's changes are way more in depth and change the rendering a lot
so he just changed the look of the game entirely
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
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 🙂
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?
reshade for vulkan doesn't install the dll on a per game basis but hooks the exe to the global dll with a registry edt
probly due to how t he API works
so the global reshade is in C:\ProgramData\ReShade
yeah i wanted to ask, does this mean that if i were to use a different vulkan-based renodx you have to swap the dll out
ritsu fork integrates everything normal reshade does
so ultimately you only need ritsu fork
like u can just drop it there and it work for every vk game
the only caveat is that evertime u manually install reshade i think it replaces the dll
but i can't confirm
ok so theorectically I should just run this even when installing dx games
that way i'll never have to swap it
Yeah
git autobuild on your repo 
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
Also going to improve shadows native side
Don't have to worry about reshade API limitations
don't forget the Texture switching/flickering bug 
XCOM 2 proved I was holding bsck

Well we don't have source for BG3
But I shall make do with all the other info I picked up
From Vulkan blogs about the game + their talk
Also Norbytes Script Extender already has a lot of stuff RE'ed
I found mentions to both LODs and virtual texture size limit
Dunno why no one has created a mod utilisating any
Only aware of Otis editing LODs
too busy making another subclass/race/WyllxAstarion mod 
honestly the low amount of technical mods for this game is embarrassing
The game is perfect

I am going to try implementing instancing for meshes in XCOM 2 after that I am improving lighting, shadows GI xegtao ect
If I can get radiance cascades working
I'll do the same for BG3
You are out of crimson desert gulag? 
Yes
Now REing XCOM 2
RenoDX+ bro
if renodx is so good where is renodx 2
Literally what I am doing
I am thinking of adding HDR and reno
Native
No need for Reshade since I can already access whatever I need
geezus, we are entering a new Era
Wellll
This takes way more time
This isn't going to be viable for every game
Only slop games I like
I'll send my slop tools to Laz and some other geezers
We fixing UE5 with this
Reverse Kevin
@strange lantern just ask clanker to add dlaa to total war warhammer 3
I'll be REing slophammer 3 once they stop patching it
just ask clanker to dlaa tww3
xcom 2 is legitimately one of my favorite games in last twenty years after about 100 failed commander runs I gave it up though
I had really good runs that I lost on the world view like the countdown timer
so lame
commander ironman ofc
I don't know what this means but if you fix the shadows I will pay you if you give me a way to do so lol
i wanted to pay you already but you are putting roadblocks up lol
okay my mistake was using the launcher and trying vulkan from there
Thank you for the explanation, that makes a lot of sense to me now
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
And away we goooo
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?
What I want to find is their shader batching compiling whatever you want to call it system
the one that is responsible for splitting 15 deferred shaders
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
That sounds very, very cool. I'm excited to see what the future brings!

BG3 SE does its own imgui hooking
and it conflicts
I cba to fork it
I will have to build it in visual studio and Norbtye updates it every week
That sounds very annoying.
Ok built SE fork
Now ImGui between my slop and SE wont break
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

Me now that I can natively fix the game and dont have to rely on RitsuVK
@dull cobalt
Maybe I can debug whatever causes the black squares with DLAA
pt wen
Found LOD and draw distance settings
Most exciting news of 2026 
Vanilla / New sloppa

Looks like something is conflicting
its both better and worse
Increased draw distance might be good for a third person playthrough
This helps get rid of crimson Desert tier playdoh with no perf cost
But instanced meshes, shadows and HLODs are still ass
So the REing continues
Got instanced meshes to have higher draw distance
but there looks to be some sort of mem budget or limit
it adds more but also makes some meshes worse
yo wtf
same problem as the loading/unloading? or maybe just similar
Looks to be related
I am able to solve all the blurry ahh textures
But big meshes like buildings break
of course the game doesn't want to be easy 
damn i just started bg3 but now i might have to wait till Forge does his thing
can u implement everything from start to finish in the next 10 minutes so i can play
get in line bud, I have postponed my just started playthrough for over a month now 
Cannot wait to get rid of the shadow flicker and texture unloading which break immersion oh so badly
All hail the Forge!
I GOT HIGHER DRAW DISTANCE / LODS WITH NO DOWNSIDES
Now I need to improve the streaming budget
Game has 64
So after that other meshes don't increase in quality
Let's try 256

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

Love coming back to see so much progress
Is this normal haha - using the dx11 nexus mod
apparently portraits are f'ed on dx11 version i literally never noticed though haha
you got one in the oven for us to test bud? My group might play tn haha
@strange lantern doing gods work
Haha, I'll swap to the vulkan implementation when it's made more headway then 🙂
I'm looking forward to what Forge conjures up.
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.
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.
So a quick recap of what I slopped up
-
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
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
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"
But they still kept the doodoo playdoh draw distance
Even bg3 can't escape from the Skyrim lod unload bug
It's abysmal
Far distance = has LOD mesh
Close up distance = has mesh
Medium distance= mesh entirely disappears no LOD or high quality mesh

If everyone could pass me some source code that would be great
Downloaded toolkit but I don't know if there's anything useful there
The game is "dipped out toes in Vulkan but because the team didn't want to switch fully from DX11 we made a half and half mismatch"

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
What did they mean by this
I like how Vulkan's entire carry is literally just
ID
Emulators
DXVK because michaelsoft made DX9 worse
I can still remember the Hype around Vulkan, we were so naive back then 😭
Minecraft just swapped to vulkan
no native hdr output on opengl though 
Mantle was AyyyMD actually doing something legit because their drawcall handling was soo dogshit
Then Michaelsoft panicked and released DX12
Just Extensionmaxx

but vulkan has extensions too
That's too much Extensionmaxxing
Need like 10 extensions just for Reflex to still not work
Can't wait for me to try and get streamline working here
And FG
So does the vanilla game actually differ graphically between dx11 and vulkan?
It doesnt
Even though Vulkan is mismatch
It still runs better CPU side and has faster loading
At what point do you just make a regular mod for the game? Lmao
Like with their toolkit
Toolkit doesn't give me much
I did find include symbols in the dlls
But a SE mod is proving impossible
My goal rn is to fix draw distance, I can't do anything until I improve it
It's soo dogshit
Norbytes hasn't RE enough of the rendering
And toolkit + moonglasses toolkit has nada as well
I see
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... 
@strange lantern does you mod conflict with this? or complimentary
With what?
your shadow improvements
Gosh mentioned there's a way to fix the shadows properly engine side but it requires RE. It's what I will do next
Base game shadows use reconstructed depth which causes all manner of issues
Instead of just using the actual Buffer normal depth

sorry what is RE
works fine with the current Vulkan mod, also has like 3x the performance of the DX11 version with Shadows of the gate
Reverse engineer
Bashing my head in until I figure out how the engine works

yeah i am currently in a playthrough with console plebes trying to load some loose texture/grpahical imporvements that won't affect them
im hoping loading vivid landscapes as a loose file would work
same with this
this also on board?
https://www.nexusmods.com/baldursgate3/mods/18252
the modder recently removed all Vivid textures so no double download/overwrite etc.
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
yeah and it adds so much quality... especially with the sad looking textures throughout BG3
the problem with this game is if you load them as a .pak BG3 will block console plebes
if that same mod is not on their in-game manager for consoles
yeah it's nice that we are able to circumvent that
I actdually think the base game looks pretty good
especially character models
the lighting is deffo flat though
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 🙄
yep art direction is pretty amazing, sadly lots of concessions because of console release... and PC never got the option to go higher/better
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
many games offer optional 4k texture packs, I don't see the problem with that
yeah
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
I think the game is uniquely suited for HDR as well
and it's missing proper shadows and Texture budget, they both flicker like crazy...
hopefully Forge can fix all that
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.
game deserves it it's the best CRPG ever imo
HOLLLLY FUCKING SHIT
Finnallly

Finally
It's fixed
37 chat sessions
A trillion .mds rewrites
A trillion game loading in saves
what is fixed?
Draw distance
Game has stable draw distances now
Doesn't pop in every 2 seconds
hackers is sooooo good

They have a Spatial Query Radius (because the HLODs are broken up into tiles)
I was forcing higher quality
But didn't adjust the size of the radius
So shit was just being culled out and disappearing
is that the thing(or similar) that you can see moving around your character in 3rd person games? like a square or circle around your character loading in shit... RDR2 had that problem when I tried playing it 1-2 years ago
Maybe? I haven't looking into it too much
I don't know if it's a cell
Like say Bethesda
But it's responsible for grouping all the meshes into their respective areas
And each has a limit
Does the game blow up if I increase the limit? No
So why did Larian place it there?

Probably performance
They removed shadow casting for instanced meshes because they tried improving act 3 perf
Except it barely did anything
But now all your instances meshes lack shadows
As always
Significant quality degradation for 0.2ms improvements to perf
What's funny is that increasing the Spatial Query Radius alone already improves the visuals even without additional cull distance forcing
So the game was already giga cooked
Because of this limit
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
remind me not to stay at Forges place during the AI overlords takeover 
I now understand why fellas who RE mald
and I am already doing it the easy way via clanker assist
doing this manually is

I get the pain,
Debugged a trainer with Assembly code once... it was so slow to get to the point that I needed 
and that was all pre-clanker era
Need to test stability now I guess
inb4 game blows up in X under Y becasue of Z
You write to an AI like my dad talks to Siri
I have also felt the will to swear at it before. Then I realize how dystopian that is and get depressed LMAO
Tomo I can start malding on shadows
Wait
POE 2
Oofers
Bro dropped heat and is about to bounce
finally!
can't wait to stress test it with the soft Hair mod
So fucking relatable...

Norwood Solver
Ahh yes floating rocks
Makes even close up meshes better

don't question the genius of Larian 
Going to add characters as well
Looks like they use a different function for draw distance
LETs GO
This is unreal, thanks Forge
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
This is caused by DLAA usually
I tried toggling it off in the menu but i'll try again one more time just to be thorough
I went to quality to fix this for my setup
oh hey look at that
i just had to try toggling it again and it's all good now
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.
The lighting already looks so much better just in the menu.. i'm excited
I know the video above looks all wrong but i didn't capture properly, looks fine in game
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
I swapped out the DLLs and it seems to work really well
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.
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 !
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
and that is just the beginning..
Right now Forge is working on getting the pixelated/shimmering shadows fixed. Texture loading/unloading
Above you can see that they already took care of the useless pop-in that didn't even really help with performance...
BG3 is on it's way to finally fully arrive in the current gen.
Hey guys, when i start the game with Vulcan, I get the error "Device_Lost".. anyone know a fix?
Could be anything
Are you running your card oc or uv?
If yes try running it stock if the same error appears
did you replace the ProgramData dll?
Yes
okay, changed the dll again and now it worked. maybe the first time was buggy. ty guys!
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 🙁
are you using RHI?
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.
@strange lantern is that possible to fix, or is that something you might want to tackle in the RE build? 
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
That's draw distance being shit
Already fixed on my end
Dawg my autism and tweaking is reaching defcon 4.9
Character draw distance is abysmal to debug
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
Well I'll just fix base game AF
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
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
I asked Norbyte if we could send me some special sauce
And help me out with the REing he has already done
oh that's awesome, they must have lots of experience with how long they have been working on ScriptExtender
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 😭
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
Yeah, I might have to do that. I was actually coming back to bg3 after putting it on the backlog though, spent a few days theorycrafting a fun party which is half the fun for me honestly. I played a lot of cyberpunk and Forza after 1 and a half elden ring playthroughs to finish the achievements
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
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
I didn't see any texture issues in my short tests, also didn't really play much of the game though. The one that stuck out immediately to me though was the anistropic filtering
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
in Vanilla it most often happens in Act3, with 4k texture packs, it will happen already in Act1
the shadow flickers/pixelation are constant no matter what, but some people are less sensitive to it
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
Are you referring to some armor textures and stuff loading a low res version in cutscenes? I'm pretty sure I saw that and just decided it was engine level and fundamentally not much could be done about it so might as well ignore it
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
After Forge is finished, those shitty textures being stuck or needing to load in for seconds should be gone
it still bothers me but i supress it 😅
that would be amazing
And that's why I'm being patient... as a Jaguar 
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
yeah it is, but that is true for many games
no idea why a 2 million concurrent players game didn't have 1-2 modders until now try to fix it like Forge is 
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
This baffled me too tbh, I'm guessing because most PC players are not playing with a controller or the WASD mod, so there's no reason to look at many things up close often. It's also not a game like skyrim where a graphical overhaul can be considered so transformative to the experience
it's one of those games where the community probably doesn't really care and runs it on a potato anyway
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
mfw i see a 720p screenshot with DLSS and it's not from a steam deck
sometimes not even DLSS, just plain no AA xD
oh god, not the no aa purists
bRiNgBaCK MsAa
hey it saves frames when you have ultra potatoe 😄
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.
the hair xD
lol, yeah, i saw a way worse one on a mod page earlier, can't remember which one
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
hero lighting fix is hero lighting removal, right? lmao
unless im missing something
I will rename it
Its not a fix
its me removing the three point lighting
and restoring scene probe lighting
on characters
typically in games i like a little bit of hero lighting but it doesnt really make any sense for bg3
like at all
"Hero Studio Lights" 
like silksong for example makes sense
You'll install the "Darker" enivorment mods
and all the characters glow
because of the three point lightiong

yeah the shadow improvemnts in your mod make the hero lighting way more obvious
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
what is reno 2.0?
Just what we call Reno with the new custom render passes and binding code
ah i see
"Engine Limitation"
Larian set a single float to a low value

lmao, yeah, it's hilarious when you find out under the hood why a problem is even a problem in the first place
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
Reno 2.0?
it's ok, I'll wait for the RTX ON ™ version
jk
👀
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
You REing?
AF wont be shader side alone
You'll need to crack open the engine and check renderer
No, just want to try and make a simple standalone fix for proof of concept
Yeah we will see how it goes. Vulkan being low level might mean there's a quirkier fix via the reshade api. I could also just be very optimistic and that's not at all how it works
You can tell i really want to play now and not wait 😂
LOL
also
i feel tthe alll caps
and the token burning
what model were you using lol
^
inzzzzane
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Takes about 150k tokens just to load up all the hooks and steering mds
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
Opus 4.9
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
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
Kinda gives me Arcane (TV show) artstyle vibes 🫡
haha, i wouldn't recommend playing the game like this. it's terrifying
ok, moment of truth...
I can imagine xD
But I kinda wish we could get a high quality RPG in that style 
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.
that would be pretty neat
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:
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.
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
Which mod are you using?
The latest pinned one that forge uploaded
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
What’s AF? Screenshots looks good
Anisotropic Filtering
Thanks
HOOOOOOOOOOOOOO








FINALLY SOLVED CHARACTER DRAW DISTANCE
FUCK ME THIS WAS ABYSMAL
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
Awesome, love me some draw distance
Very cool work. Incredible.
why not just make it a slider, when we have 9090s we can in the future decide if it's worth it 😉
especially if that FULL view really is still 50fps, that's not too bad
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)
yes of course CPU will be more modern/strong then too 
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
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
it reminds me of fallout 4 performance
https://www.nvidia.com/en-us/geforce/news/fallout-4-graphics-performance-and-tweaking-guide/#fallout-4-ugrids-config-file-tweaks
The definitive graphics, performance and tweaking guide for the definitive edition of Fallout 4. Discover the performance and visual impact of each game setting, and learn how to tweak the game to further improve image quality.
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
I remember this, iirc someone made a mod that had to fix them all or something along those lines
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
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"
MOC?
Masked Occlusion CUlling
its Bintels CPU occlusion culling
Its the Bethesda issue
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
kinda embarrassing for Larian ngl... They have been lamenting Act 3 for literal years, constantly mentioning it themselves and players too of course...
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
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
Requires RenoVK custom reshade + Vulkan API for the game
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+
that sounds like a very pp method
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?
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
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
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
Yh, I'll just rework AF by fixing the engine internals
then include it as part of the .asi
no conflicts
wonderful!
Just worksTM
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
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
I know what you mean by undersaturated but in this case i'd give it a chance. I think with no player lighting and whatever was done with the hdr implementation that it just looks more natural and we are used to seeing everything kind of red from before.
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
I'm used to this one, PsychoV, try this tonemapper and tell me you don't miss the saturation. This is the first one Forge did that was on Nexus (maybe still there)
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
I am comparing to the past Reno add-ons not vanilla
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
I'll try it but the saturation of the game using the current addon doesn't look any more or less saturated than vanilla to me, and i found vanilla to already be very balanced
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
I personally don't mind the saturation of the vanilla game, I don't find it overbearing but i do find the tones are off like in the screenshot i posted above where everything gets a red glow
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.
The sky looks too blue and the trees look too green, I much prefer the natural tone of the one on the right/latest forge one pinned in this channel
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
nice comparison, both are using PsychoV according to the original description so I wonder why they are different
the one on the right is closer to vanilla
yeah, that's using the addon pinned in this channel
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
what is the shadow option, i'm not by my pc right now thanks
forge's latest pinned addon file in here adds detailed shadows and some other things that make the lighting look a lot nicer
and also an option to disable the fake character lighting, which makes a huge difference
ok i will look, sounds like only the hero lighting is optional but the shadow improvements seemed good
thanks
you can toggle it all off and on. there's lots of options
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
Well a lot of games are mastered in SDR/SRGB and then get a lazy HDR implementation thrown on top of it, but on top of that, art design usually takes over and so even if you hypothetically had everything produced and mastered with source materials in a P3 color space it's going to get lost in translation somewhere along the way
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
left looks so cartoony to me
right is so much better
i guess hero lighting does have a big part to play
Yeah, like i'm playing wow lol
but still
Just waiting on mr forg to fix the face shadows
so i can start my billionth playthrough
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
i think oleds in general ship with unclamped default settings
What’s up with face shadows?
they're flickery, low res
They can get a little pixellated sometimes too esp on hair
Ok, I noticed skin looked rougher
i have an aw3423dw, i just used acm to clamp
It’s better in WIP 2 than the first one
I know I shouldn't care what other people play with but there's already so much OLED circlejerking and
there are ways to clamp without using the built in modes
oops hit enter too soon
Yeah, I had other issues with the image that drove my decision to return it, I have an LG C4 now and i'm very happy with it.
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
Yet due to how few of them were produced and how expensive the good ones were, you won't hear anyone praising them
I mean I remember playing assassin's creed odyssey and the beach felt like the beach
current oled monitors are not good with bright scenes
move to OLED, only getting 200-300 nits. ABL in virtually every environment, it was so dim, green and lifeless looking
the thing is, your eyes need to adjust to the brightness
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
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
100% of the time
they'll pick the brighter more colorful screen
does not necesarily make them better 🤷♂️
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
I think it would be difficult to take a mini led based display over something like the lg g5
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
in almost all scenrios
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
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
otherworldly
This basically
fullscreen white
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
but i would argue that's still an oled
and not mini led
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
120???
wat
most game scenes never go above it
ah ok
again depends if you're cranking game brightness or not
you were disbelieving me in the opposite way lol
yes yes lmao
most poeple don't believe me b/c they think games go brighter
yea, altho tbf I was also surprised
even on like 300 nits you're not doing that that often
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
genuinely bright scenes that are sub 30 nits apl
yeah that's the other thing,
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
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
I dont remember what the g5 did, but something like 2k nits on 10%?
i'd say that covers almost anything
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
yea pretty certain the G5 can do those scenes flawlessly
It's hard to describe without being able to compare it side by side, but it really was a night and day difference
I believe you
I’m using S95F on 4000 nits
I still want more fullscreen
yeah, I've heard that the larger OLEDs can hit good numbers
more than enough
exactly that
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
The G5 does 400-440 fullscreen
G6 is 460
but some content is mastered really well with dolby vision, so you can use the DV Dark mode and get a comfortable viewing experience
I cannot emphasize how absurdly bright
400 nits is
its blinding
in a dimly lit room
anyway
In a dark room yah
Yeah, i know what you mean
You said it
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
We have sunlit room and we use the 600 nit SDR MiniLED often
screen size matters a lot. 10% of 27" is a lot smaller than 10% of 55"
very true
good point
Anyway, I hope someday we will have the perfect display technology to get the best of all worlds
micro led when
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
My MBP still feels brighter fullscreen than S95F tbh
It probably is, those screens are insanely good
i mean, that could be viewing distance
ABL is not much of an issue on non qd-oled monitors tbh
On my C4 it's pretty jarring, if i open a menu in a game that covers half the screen often i see the rest of the scene light up the way it wanted to
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
fair, depends how bright the game is already i guess
this is a G5 55" used a monitor
It vastly outweighed other considerations at the time
The man in the flesh!
Showing how it’s done
I didn't want to go bigger than 42" since i do a little bit of everything
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
The audiophile in me looks at the floorstanders and goes yes but sees the desk obscure them and goes no 😭
Keep eye out for the 48” C6, it has a tandem panel I believe, but only the 48”
Posterixation
always seeing what's new
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
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
S95F modded does as well
which is why i got the G5
noice
meanwhile
also cheaper
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
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
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
damn i really got baldur's gate 3 discussion off track huh
That’s the review! He said it’s tandem
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