#Crimson Desert - CHECK PINS FOR ADDON
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All my console friends love the game btw they got no complaints everyone loves it 🤷♂️
I mean if you didn't overhype yourself and you didn't expect a good story I can see people having fun for sure
Reddit was going ballistic about how it will be GOTY and game of the decade before launch tho
only thing going for it is decent graphics compared to recently released titles, but other than that it’s just an offline morph game demo with no set vision is how I see it at the moment, maybe will change in the future for me
I'm expecting jank as a bdo veteran myself im coming into this with open arms as its kinda nostalgic
Ya I used to play BDO too so I had zero expectations for the story tbh. Considering how much AI slop they put in the game I wouldn't be surprised if the story is AI assisted too 
But most people don't care about that
idk I felt the mixed rating was pretty justified. it's a decent game, but it's just kinda another open world title in an insanely oversaturated market. at least I didn't feel like there was anything worth $70 in the first hour and a half.
maybe it gets better later on, but I'll wait for a sale to pick it back up
yeah
its a $70 game, just a very good $70 game
Why do reno look so dark here? Vanilla - Reno
the scale is massive, the dev time must be enormous
i went in knowing nothing and am enjoying it
it's got a bit of everything i like in it so far
just waiting for the racing section to show up
okay but scale =/= worth $70
if it had a good story for $70 then maybe i'd keep it
games that should not be $70 is like code vein 2
there's a lot of games that shouldnt be $70 but im not saying they're okay at $70 and crimson desert isn't
i can get this same game playing the stuff in my backlog
You can climb up high and see for DAYS!
Yeah I think they made the game so it offers something to everyone. They really crammed a thousand different things into the game
maybe if they kept their intention of it being an mmorpg it could have been better
what's brightness set to?
Is it actually confirmed crimson desert was supposed to be mmo at first?
the game did run damn great apart from a bit of visual artifacts, and that's a pretty big bonus in the current gaming landscape of borderlands 4s
default 203
why are chinese review bombing
is that a shadow i see
Dunno but Chinese gamers are next level insane and rabid in general
it's something i've heard but i haven't directly looked for a source; i should probably do that now.
I'm more surprised Koreans are review bombing the game
hmmmm not really sure. Is it literally only this area?
Was there a sudden jump in brightness?
It wouldn't surprise me in the slightest the start of the game does feel lime the start of an mmo
Dont know. I just noticed when i got there that it was darker than it should.
now gotta wait for someone to fix this horribad surround audio
In an article by wccftech, they mentioned "Originally meant to be an MMO with a greater story focus compared to the studio's previous Black Desert Online, Crimson Desert has now shifted to an open world action/adventure game even more focused on the campaign, although some multiplayer features remain." in 2020. No idea how well-established this news outlet is but they also mention they had an interview with the lead producer behind it, "At the recent G-Star 2019 in Seoul, South Korea, we had the pleasure of sitting down with Jason Jung, the Lead Producer for Crimson Desert, the next-generation MMORPG coming from Pearl Abyss (Black Desert Online)." in 2019.
alright well I'll keep an eye out for it
so how to fix blurriness, foliage is blending together
they initially were gonna have cross play in this game
well fellas
Whats the default game brightness/paper white of the game?? at50%
Huh I have no idea what they meant with greater story focus because even BDO had better story at the start from my memory 
But it would make sense they were planning on making another mmo at first considering how successful BDO was and still is probably
optimisation ruined
abysmal
yeah ive heard nothing but complaints of a lack of story rather than the quality of it too. how are you enjoying the game? i did only stop playing after like 30 minutes because i just wasn't a fan of the combat, but im willing to give it a try again if it does get better after an hour or so
to me it's like why do i need to invest multiple hours to get hooked into a game by an unknown studio (by most)
Could be a bad half/float thing in there
this shadow has broken free of physics
I am just waiting for forge and Jon to unslop the game and for the keybindings to get fixed before really getting into the game. And DLAA is broken too so yeah am just waiting for now 
oh yeah that's right. do let me know what you think! i may give it a chance later on down the road. i tbh am more interested in playing other games so that may be a factor as to why i'm rather harsh on the game at the moment
the combat just felt like R1 simulator, but I've heard there's more depth?
at least later game.
but I just can't justify $70 for a game that doesn't fully hook me right now lmao
yeah that's what i thought, also it was a bit too flashy for me and the camera made it hard for me to see what im actually doing. but i was playing in hdr so that may have a slight factor
I had to bump exposure as well
$70 for a lack of a story is what bothers me the most
Yeah me too and from what I heard late game is really buggy. Best to let the game cook in the oven and for the modding community to cook before giving the game a serious try. The lackluster story and lore is really a big shame though
Apparently the other playable characters you unlock are even worse than Kliff
Someone make a camera height mod it feels like I'm controlling kliff with a drone
I don't need a story
i couldn't care about the story tbh. my main issue is I have so much other games that have this same formula that I could be playing instead. the only thing CD has is visuals, and that's not worth $70 imo.
Yea, quite alot too. To 1.50
holy shit this is the best way to explain it
The game is oddly addicting
Kinda sad that $70 games need to rely on mods and stuff :/
Idk I personally need a decent story to stay invested in a game that is 50-150 hours long maybe even longer.
i can just play wuwa or Endfield if I want an open world title. and if I want a good one I'll boot up my switch and get back into botw/totk
That's what I mean, I feel like story has a big impact. Why do I care about a lack luster story when I can get a similar experience on other games and probably better utlizied mechanics, while having an investing story
don't even get me started on the mechanics lmao
why does it just chuck you like 700 systems in the first hour
Sadly yeah it's more and more common. With Bethesda especially. They are really pivoting hard towards paid mods. And they did say they are going to expand onto that
Which sucks in one hand
they could have easily gone elden ring route and make everything vague; and the idea of having a main character should have not been a thing since they have a great creator customization too
So you guys are saying RT on with RR is a must for this game or can I run it with RT off?
i think RT on with RR at the moment is best
if you're fine with no rain and have the hardware to run it, RR is the best
Where can I see what does RT actually effect like for example (besides reflections)
Everything is a tradeoff.
RR forces Preset D which looks like ass.
No RR gives you more RT noise & artifacts.
I get 37 fps in performance mode on 4K with RR but I can go 80 fps with ultra perf L model instead it's what I'm debating
Ultra perf on old model looks rough
They really should have ported the BDO character creator into crimson desert. If you are going to make your main character a soulless husk and name him Kliff Macduff then at that point just scrap the idea 😭
interiors without RR are pretty abysmal, tons of artifacts
Personally I wouldn't try to use RR on anything lower than a 5080. But that's me.
granted game is a visual mess no matter what
What about without RT at all?
at 4K w/ a 4090, i've settled on DLSS4.5 Performance + RR. Mix of mostly ultra and cinematic settings.
yeah i wonder what really happened during development
havent tried without RT yet
Framegen works fine?
now thats a good question, i haven't touched FG yet
oh and them saying "yeah we're not going to support Intel Arc GPUs" only after releasing the game fills me with the ick
I'm like actually thinking disabling RT I'm trying to spot a difference rn
FG works well
RR halves my FPS on my 5070TI
There probably was a push for a "greater story focus" as the article says at one point but maybe they didn't have competent enough writers and gave up half way through? I have no idea and I doubt we will ever find out xD
https://www.instant-gaming.com/es/?igr=analistadebits
🇺🇸
- Crimson Desert's ray tracing focuses primarily on global illumination and reflections.
- This game likely showcases the most significant difference I've seen with ray tracing in terms of global illumination, completely transforming how certain areas look.
- The most striking diff...
its because RR is also increasing the RT resolution
I go from 95 to 40 something at 1440p dlss quality
Looks like disabling rt can completely break lighting in some cases?
you need to increase your upscaling factor to compensate
at 1440p can't really do that
Oh wtf the game is actually BROKEN without RT what is going on
don't like how it look lowers than balanced
this game scales incredibly poorly with resolution unfortunately
try 75% which is 1080p at 1440p
unfortunate but that's business i guess
also wonder if they were expecting the hype that was going to came along too which i do believe hurt the game's score
well thats unfortunate. I had to go from Quality (37fps) to Performance (~75ish) to run RR at 4K.
yeah time to upgrade my monitor
Got a black screen when trying to force 42% DLSS render res through nvpi 
@faint bobcat https://youtu.be/KznDkBZc3cM?t=24
the npc interactions is insane
with what GPU? RR at 4k felt kinda bad even with DLSS perf on 5070Ti
pretty sure they are maxing some of the RT samples with RR, typically it won't cost more than like 10-15 base fps but costs like 30-40% perf in this game
sorry, 4090
though to be honest the game looks kind of off even at native settings and no DLAA.
you mean to tell me they went from 1/64th to 1/2 or maybe even 1 ray
🤯
everything i have seen of the gameplay looks fun
Got mine last night! 👍
No weird artifacts or anything? Should I just leave it on?
I think they probably did. Maybe not 240k peak players on Thursday night launch. Wouldn't be surprised if they met their sales expectations. Think it sold 2 million copies already
Vanilla VS Reno. Lookin good. wtf where devs thinking with that sharpening and ca..
minor UI stuff as usual
wait reno is out?
the mod already out?
a WIP build
pinned i think
i think they can still fix the game, hopefully with the amount of sales they'll consider adjusting the game quite a bit to reach their actual vision
Unrelated to the mod, can't seem to tap into the depth buffer for this game in reshade, strange
Might not need to bother with it though with reno coming out
anybody down to catch Jeffrey? 💯
I hope they will. But their PR manager guy doesn't inspire confidence
is that guy strictly PR or are they a part of the dev team? cause sometimes they don't know shit 😭
but.... it's likely
if they add a microtransaction shop then I ain't picking the game back up lmao
I think he's strictly PR and that he doesn't know shit but we will see
this guy?
has a linked in. definitely PR
sounds like a gamer tho
but i think you must be a gamer to deal with gamers
pr for razer before this...
arent most korean mmorpgs heavy on microtransactions?
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Intro...
@low crane found that spot, there's nothing wrong with it, the default brightness for native HDR is just a lot higher. More like 300 paper white
but it's dynamic with peak so this is just true for around 1000 nits
Yeah they go all in on microtransactions usually. Especially the mmos
pro tip. if you break something and the game won't start, config file is in
"C:\Users%USERNAME%\AppData\Local\Pearl Abyss\CD\save\user_engine_option_save.xml"
I was able to edit the XML, save it, and it took effect on next start.
compare sdr please, good sir 🙏
Same with a 4080
Had to refund
try using your mouse's scrollwheel :P
There is eye adaptation that seems to be everywhere too
i mean the game felt fine with RR off
Yes felt, but doesn't look nearly as good. Too many things are tied to RR
hmmm shit I guess there is a difference
you don't like turning slightly left and the entire scenes intensity changing by 50%?
okay, now i'm interested in the game
I saw some spots that straight up felt like night time
let me go grab screenshots lol
it's sufficiently broken for you? 
one sec I'll post screenshots
the sky/sun is wrecking the exposure like usual, but quite bad in this game
first ACESv2 game, gotta look into it
actually don't take my word for it there
I'm probably seeing ABL
I'm certainly seeing ABL
lilium shader don't lie though
not useful for sdr comparison
@faint bobcat what's your ko-fi
just made one for the game
LETS GO!!!!!
https://ko-fi.com/shortfuse/goal?g=0
Help Jon and Forge on the Crimson Desert mod
Jon's Ko-Fi: https://ko-fi.com/kickfister
Forge's Ko-Fi: https://ko-fi.com/forge87682
is the intro always supposed to last this long?
yes
oh yeah that's another thing about that game LOL
its longer if you have shader cache
LMAO
SDR | ACESv2 | PsychoV 203 Game Brightness
it's to prepare you for hours of Chromatic Aberration
it's certainly one way to discourage save scumming 
man, save the game an on load, who the hell knows where you'll be standing. So bizarre
how are you scaling 203/203?
removed that immediately KEKW
it does a second shader compilation here, but subsequent loads are really quick
in PQ encode function
what is the difference between the vanilla+ tonemapper in other games vs the new PsychoV tonemapper
this is a straight up replacement while a lot of renodx mods borrow vanilla curves and display map
i expect some boost from w_g, but should match sdr at minimum.... does SDR use the same lut builder? if so what peak nits?
to simplify
uhhhh I'd guess it does use the same one
lutbuilder doesn't run all the time though
psychov is an psychovisual tonemapper. like filmic is meant to replicate how film processes linear light, psychovisual is meant to replicate how your eyes see linear light
is it plug and play for every game or does it have some quirks
ah
ai only found the singular lutbuilder when searching the shader dump
So i guess when there will be a Crimson Desert Renodx Mod it will be on the GitHub Page and i don't need to scroll through this Chat here to find a File, right? Just to make sure:D
its pinned at the moment
i would assume it should be possible to build a probablistic tool to find LUT builders/parse through shader dumps. LLMs are really dogshit when it comes to large data sets/dump files
pinned build isn't far off from what will be finished
unless there's something actually wrong with brightness rn
they dont have context, the upload the entire thing to memory every single time
in terms of HDR anyway
Uuuh nice. So wip means work in progress, right? I will try it out. What do you guys think? It's probably already better than the stock HDR
you're going to need some sanity checks like inputting 0.18. i know daniele does 0.18 => 0.10 for hdr i think, but SDR should look the same. SDR should have no white boost, unless we're missing a scaler. but still. (or this is just ACESv2 highlight boosting and the scene is mostly in highlights range)
oh there's probably a good chance that's it actually
I like how the game has a 10,000 nit flashbang on the loading screen too
prerecorded video?
yeah it's ass
worth using for sure
after this scene, it flashes white
I don't think it's prerecorded
if I spoiler tag is it still going to flashbang?
guess we'll find out
probably some lerp to 1.0 and 1.0 is 10000 nits in PQ, but 100 nits in SDR

why is SDR brighter
ow
trying to figure that out
50% transparency of 10000 nits is ... 5000 nits
okay sorry about that
need to find another way to share those
can't wait for the first mods to come and rmove this stupid charging button thing on everything
I can't just feed midgray into it since it does dynamic boosts with in-game peak
okay here's an sdr screenshot of the tonemapped version
well, it's just to understand th epeak
but still, SDR should have a fixed scaler
@crude marsh have you guys made some big improvements to avowed?
iirc that game looks like a beauty art style wise
sdr uses a different tone map shader, let me try to find it
all the burnt sienna i've seen was SDR, so probably still ACESv2

I'm on controller but even still it's too high when you zoom in
I guess not in this particular scene
yeah I think it uses the same lutbuilder, but the sampling shader is different
eye-searing highlights, perfect hdr
there was an exposure slider, and i'm not sure where that is
this shader takes the same spot as the tone map shader in HDR but doesn't decomp and also isn't called a tone map shader, but maybe it's a part of it near the end or something 🤷
sick lod
this game is going to have jetpacks by tomorrow
he said three autists working in tandem is a mess he cant wait to see
Now install it, block steam from reaching servers, spend time fixing it but don't let hrs get logged to server, and issue refund.
Ez win.
You joke, but they're in the game lmao
he doesnt know
Like there's whole robots and what not shit, it gets wild.
is that an actual thing you can do?
Never tried, lmao
But in theory, would work.
But you'd likely get dinged anyway afterwards.
tries one day, rip renodx development
i mean it kinda does make sense in theory but i also would think steam would have some kind of logging on client anyways no?
gets sued by Gaben
Cause when you do let Steam connect to servers again, it'll log those hours. Unless you wipe Steam and all its proof from drive, and reinstall it before allowing internet access.
There is.
oh yeah true
That's why you'd have to get rid of that, too.
first world problems
I used to do similar shit to get around family sharing.
I'll be honest, playing this game on my couch hurt my eyes cause the font is for ant
making sophie's choice here
Of course the game doesn't have UI scaling. RIP.
we can add it....
Me giving my money to Gaben.
this game is so weird bro lol
shortfuse finally got annoyed enough with having an intermediary lmaooo
as long as they don't do the stupid Unity thing where they mesh it
bro was the third wheel
i will have my burnt sienna. i will not be denied what is rightfully mine
Actually, I wonder. Can we have a solution like that akin to UE generic one?
So all UE games can be adjusted with slider or w/e.
Or that'd be too risky brisky, since all games gonna handle it differently?
I reckon UE4SS or w/e is that called might have such a functionality?
Famous last words.
Cause I find myself leaning forward sometimes to read text.
~12ft from an 85" screen, and everything is good, but text can get annoying in some games.
wait does this mean shortfuse will have to utilize the upload api for nexus mods now 
wrong choice of words
it wont be automatic because existence of an upload api doesn't immediately mean nexusers have learned how to read
(but a script is probably coming)
??
what did i press?
gg i've taken control of the server
@mortal wolf as a heads up, you're going to see in one of my shaders that I'm srgb encoding a pq encoded color. Know that that is vanilla behavior 
You figured out some secret keyboard shortcut for it.
And I thought I had a short fuse
should probably just fix it, this is just the kinda thing I don't like touching until I have a good idea of how everything works
since the graphics is not good enough to warrant couch gaming, gonna be s trictly playing this sitting at my monitor
🥹
that would mean fixing a lot of UI shaders no? (also that's your UI scaler)
? Wdym
If you've played to this point, wtf was this part. How to do this wasn't taught to you at all. (I googled it)
it gets "linearized" in the following post processing shader
but it's after some other stuff runs on the cursed encode
exactly what I mean, this game has one of the unstable graphics of all time
objects popping out of thin air, shadows showing up and turning itself off randomly, foliage that blurs together
gotta go for a while
not to mention the assets quality is all over the place
That would be better for TV then lol
pushed some more stuff (nothing significant functionality wise)
this is not a good looking game, technically bad even
but I don't consider ghost of sushi and ghost of yotei to be good looking games also, solid art direction tho which this game doesn't even have
hi can someone summarise what was wrong with the original HDR?
wong
uses ACESv2 which is built for real life cameras for SDR cinema presentation. it has blown out highlights (whitish) and incorrect hues for video game assets. flames are pink, hues are wrong. since it's an SDR first tonemapper, the hue system used is only good upto about 300 nits. where SDR usually would have blown out to white, HDR would show color, but the wrong one. Also, it has inconsistent blowout and exposure based on user peak nits.
#1469072401450012774 message stuff like this show the original color turns pink. developers are actually warned by the ACES team themselves to not use the same assets are you would for ACESv1 with ACESv2 with a clear example of things turning pinkish. it requires redoing all your grading and art to work with and only with ACESv2. honestly, nobody is going to do that. and even if they did, the consistency betwen SDR and HDR would probably make that almost impossible. you see white in SDR and pink in HDR, so it's possible devs didn't even know it would turn pink in HDR
i've been meming here about "burnt sienna" because it's a reddish hue that is essentially a consequence of using ACESv2
here's another example of things looking pinkish #1469072401450012774 message
and running it through an AI (think DLSS5) shows what the flames probably should look like #1469072401450012774 message
I really appreciate the work and I learn a lot just reading all of this here but I must say after toggling back and forth personally I like how they tuned the default HDR experience. It's just really punchy which works great with the fantasy artstyle they're going for. Maybe the Vanilla+ Tonemapping will be more my jam.
you generally should be able to replicate completely with the sliders, how not entirely sure, because what you see in your output isn't what other see because they change the image based on peak nits
yeah i was playing it all day yesterday and found it looked pretty nice to my eye but im going to try renodx and see how it goes
where's the smoke coming from if there's no incense burner or anything
the rain actually looks kinda decent now ngl
also ACESv2 is basically what we were shipping years ago with RenoDRT, we've basically moved off it now
Daniele = ACESv2
except they desaturate more as second post process
so a lot of here are looking at the game and are seeing the issues that we've solved/moved away from years ago
did they fix the rain with RR?
seemed so when i tested it earlier
its definitely plenty visible
was there a new patch apart from day 1 patch?
because yesterday when i played i had 0 rain
Interesting, seems like the internet is more outraged about the use of some AI art pieces in the game than all the other blatantly eye-demolishing issues with the game.
I had plenty of visible rain with 4.5 without RR but I turned RR back on, although I can't really tell what it improves at all 🤷♂️
I would prefer playing with model L tho
But I just don't know what else will get ruined without RR so I keep it on as suggested
Rain with RR can probably be fixed but am not sure if it is, requires a custom reactive mask for rain which the devs obviously forgot about.
Oh wait so rain was broken with RR? I still got decent amount of it if I'm not mistaken
In the intro
It just vanishes in low contrast scenes
my poor man fighting for his sight 🔦
So against the sky you probably will see it, but against grey tiles you won't
doesnt the default denoiser kinda suck tho compared to RR?
I'll play with this around some more. So far I couldn't spot a situation where I could say "yeah this really needs RR"
like the rain vanishes against the sky or those rock walls but against a bucket or a wooden stand, it's kind of visible
Everything sucks
I'm looking for and I just can't find that noise, I must have bad eyes 
Are people using the flawed game HDR or are y'all turning it off until Reno is ready for CD?
It doesn't seem to be a screen space shader but real particles soo I guess it's a bit harder to fix it but jesus christ they have to. Even with DLSS 4.0 / 4.5 it looks so bad.
We have a WIP Reno beta check pins
If you can't find that noise then pls just use DLSS 4.0 in DLAA mode with Cinematic Lighting Quality (not max). It's much much better.
yeah idk i’ve literally never seen rain or even thunder with RR
I'm on 4K 
You can make a shader look like it in the 3d environment without actually making it worldspace easily
Ah. Wasn't sure if it was still kind of too early for general use.
Was kind of looking for a reason to turn off HDR because it's borked with DLAA atm.
If you can use Ray Reconstruction on Performance you can do 4.0 DLAA Lighting Quality Cinematic without issues.
oof hdr off by default with Windows HDR on
It already improves a lot i honestly don't know what else still could be improved
Yeah and if you start the game once without Windows HDR turned on, the game turns the setting off itself and next time doesn't automatically turn it on again.
wtf is ui brightness "50"
Why is it borked with DLAA?
I thought someone said here that they fixed it
Straight up put it to zero. Like I don't want the UI over 100 nits
50 = 265 nits
I have it at 10
265 nits UI... They really want people to burn in their OLED
actually 300
this is what we're dealing with. sure the recommendation is 203, but... 300
lowest setting is 100
Wait UI brightness is really recommended at 203? That's so bright
Perfect
yeah, called GRAPHICS_WHITE
i usually set it to about 150-180 in Reno in most games
it's what subtitles are supposed to be at (Netflix never got the memo, apparently)
Do the in-game HDR sliders do anything with Reno on?
i wanted to ask that too before but forgot lol
I put it mostly to 100 nits. But I also played Cyberpunk with 100 paper white and 1500 peak brightness in a totally dark room. Felt really immersive that way with RenoDX tonemapping.
in cyberpunk just use Limited HUD mod :p made it way more immersive tbh
Already have it xD
cyberpunk has "Tonemapper Midpoint" which is just exposure
god knows the amount of things CDPR tried to just settle on an exposure slider
couldn't be bothered to ask the UI team to change the name
I just used RenoDX mod for that game... I really wish developers would just give us the value in nits instead of random slider with values.
But that midpoint/exposure setting still affects trough Reno iirc
So it was exposure all along! That naming always confused tf out of me
You can adjust UI brightness
Since Reno doesn't have it, you should use the ingame setting for the UI
yeah I have this as well when combining DLAA with HDR. Have not tested with reno
shadertoggler can turn off tess, decent results
#1469072401450012774 message
Reno doesn't fix it at all unfortunately. But not surprising.
I was running DLAA for a bit but I think i'm fully settled on Performance mode + RR. Lighting is just more stable and smooth in my experience so far, especially indoors
that is what I'm using as well now. The lighting is complete ass without RR, so I feel it's neccessary
Yeah
yuck
Sidenote, did anyone complete Chapter 1? The end of that.. thought this was Crimson Desert: The Battle Royale for a minute there. Figuring out where to drop 😆
@vivid iris @faint bobcat @crude marsh keeping a running list of everything wrong you find with the game would be good
already doing one
@mortal wolf I will need your help binding / setting up descriptors for my custom IS-FAST noise as an SRV
they use basic bitch white noise
for all their GI, it clumps together and is one of the reasons why GI shimmers
Reno is out ?
I can make a list
wip version in Pins
oh no
RR isnt even seeing this shader

so GI is having to converge with basic white noise and TAA
yh no wonder its all shimmering and has noise
ogre
i don't trace every shader, just vertex pixel compute
the hull and whatever...
no I mean RR isnt being used in this shader code
I guess they run RR denoiser later on
so its purely relying on basic TAA
might have to spam snapshot until it appears, may not be every frame
for denoising
Yeah hopefully the devs fix that DLAA issue, I have it as well
RR isn't a shader
it's straight to the driver
oops meant to reply to a comment lol
Do I detect additional POMs in Reno?
Not yet
Why the differences on the ground compared to SDR/ACESv2, then? 🤔
contrast 
Btw if you are playing with Ray reconstruction, try forcing preset e in Nvidia profile inspector. Looks way better on my end than the Standard preset d
We do a little communism
as a treat
Reno looking good
Renodx Vanilla \ Renodx psychov11
psychov is going for a "je ne sais quoi" feeling of reality. how your eyes would adapt to a scene and see the color. ideally you set contrast and saturation to the same number

where is the current build?
there was no pin in the window my discord defaulted to, gotcha
#1469072401450012774 message
jon's mistake not putting the link on his kofi
you live, you learn
so to confirm why turning on RR is such a heavy perf coster
GenerateDiffuseRays - generates 1spp ray directions using ReSTIR sampling
PrepareDlssRR
TemporalResampleReservoirsDiffuseCS - ReSTIR temporal
SpatialResampleReservoirsDiffuseCS - ReSTIR spatial
GenerateTiledRadianceCacheOctahedronCS
BilateralReconstructionDiffuseGITiled
so in comparison, game without RR barely has GI
and they use white noise for most of these
yes
and why its cheaper
by like 50%
would explain why it looks extremely flat without RR
or however much
which white noise?
i'm looking for a new blue noise for dithering
I have a custom IS-FAST blue noise
fixed a ton of slop in other games
dunno why they are using white noise
for RT
of all things
We will need to bind SRV
so shaders can use
and replace their current basic white noise
i'm using the lumina white noise for grain
flat spectrum white noise
liteerally the worst one you could use
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
for temporal reconstruction
whar?
If you ever need a nice RNG, this is a goat https://www.pcg-random.org/index.html
PCG is a family of simple fast space-efficient statistically good algorithms for random number generation. Unlike many general-purpose RNGs, they are also hard to predict.
decomp pls
lmfao
Johsua recommending me something
yes pls

idk if this is helpful at all but just throwing things I have noticed into notes off the top of my head, don't have a ton to go off of for reflections yet but they don't seem awful - this isn't comprehensive and I realize some things not fixable via shader edits
- low resolution, severe dithering and smearing - extreme disocclusion noise, constant pixel noise on edge
- Cloud shadows - game suddenly becomes extremely flat, suddenly appears from nowhere
Other
- Half resolution rendering artifact - there is a component (possibly shadow component?) that renders half resolution but does not sample back to full resolution which results in drawing in top left quadrant of the screen - appears to always be present though more visible in certain conditions, haven't determined if this is RR specific
- In archive, something appears to be rendering at incorrect scale causing extreme artifacting on floating books (also seen on pedestals)
Particle effects
- All particle effects low resolution, pixelated - some cause severe pixelation on objects
- As first seen in archive, extremely low resolution effect for white line "connecting power"
Post processing effects
- Lens flare is quarter(?) resolution, can count the pixels
Light Sources
- All light sources are physically incorrect - extreme amount of light casted at a distance, extremely bright close to the light source
- All light sources constantly "pop" depending on the distance to the player with gaps where some light sources do not render at all ~20m until you get closer
Interior lighting from exterior
- Light that leaks into interiors from exteriors is incorrect, extremely deep blue that is intense, ghosts, but also flat
Foliage
- Wind is far too severe causing additional noise
- LODs extremely low quality particularly on trees resulting in low quality trees even near the player
- Severe pop in, extremely low quality at a distance, some foliag eloses WPO at unreasonably close distance which also causes shadow popping
Shadows
- Near shadows often extremely dark causing deep blacks in the middle of the day - far shadows are more correct, shadows around a corner in broad daylight result in nearly pitch black areas
- CSM 0 is maybe 10 meters max, shadows beyond that are a flickering nightmare
- Close shadows (screenspace?) constantly flickering in pretty much all conditions particularly near edges
Pop in
- Most severe near the player, think everyone knows how bad it is, extreme everywhere in the game especially on buildings and foliage, LODs are far too aggressive
Exposure
- Constantly shifting exposure with wide range resulting in entire scenes intensity changing frequently just by turning slightly in broad daylight
POM
- Forge knows, but extremely broken```
I am a mofo compared to you guys when it comes to this stuff lol
And I am not yet AI powered enough
Wait is this a joke or did I mess something up lol
I'm using it more these days tho
man, getting rid of the sharpening and CA is already a game changer - thanks guys!
last one is DLC
man I wish I could just unfuck all the game assets within 30 minutes like I can in UE
9.99?
we had texturestore, now we have texture load ```cpp
C:\Mods\renodx>build\Debug\decomp.exe "C:\Users\clsho\Downloads\batch1\0x48E044C3.cs_6_6.cso" --flatten --skip-existing --use-do-while
%347 = call %dx.types.ResRet.f16 @dx.op.textureLoad.f16(i32 66, %dx.types.Handle %346, i32 undef, i32 %22, i32 %23, i32 undef, i32 undef, i32 undef, i32 undef) ; TextureLoad(srv,mipLevelOrSampleCount,coord0,coord1,coord2,offset0,offset1,offset2)
Function name: @dx.op.textureLoad.f16
"C:\Users\clsho\Downloads\batch1\0x48E044C3.cs_6_6.cso": Unknown assign function name
static const i32 _global_0[32] = { , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , };

i just wish the title screen music was longer than 8 seconds
just proc shader cache each time
Ive had a bot running for like 5 hours trying to find the decryption key to read their xml files lol
you will spend more time
grok is being lazy
inb4 you decrypt and manage to fix everything engine side
gpt 5.4fast is at 73%. supposedly unlimited with pro
I have unlimited opus via Kiro
yh just ran into this

oofers
my ai knows its place now
oh, i have smoking gun at times
I FOUND THE ELEPHANT IN THE ROOM
smoking gun appears to be from some recent dataset that all the top models have used
is quite funny
I havent checked to see if the extracted dds files are readable
Today we are joined with RENODX creator and modder Winston @nova cargo
i've learned from him PERSONALLY
that shortfuse STOLE EVERYTHING
what a sad state of affair
Is this real?
Is Musa talking with him?
Its just Plasma talking to himself
cardboard cutout of me
lmao
or he'll do a clint eastwood (ancient reference)
You learn anything about the brightness shortfuse?
ah so its ACES making pink flames i hate that shit like you wouldnt believe
poor plasma pushing back the livestream because musa doesn't know how to operate OBS
bro cracks shader code 50 times a day but can't start obs
too busy watching Clavicular edits
brutally mogged by Gorlock 💔
yeah I can unpack all of the games textures, noice
Thanks Jon. The WIP is so good compared to Vanilla HDR. Playing at 1440p DLAA DLSS 4.0, Chromatic Aberration 0 and Sharpening 35 is so much better iloveu
its not me on the livestream
its shortfuse I think
pumbo
yeah he wanted to talk to you but then he aspired you in his nose at the beginning
now he tries to absorb shortfuse
their trees are...
Magic: PAR at offset 2 (with a 2-byte prefix 0xF2 0x1B, likely a format ID or checksum)
Version: 4.4
Bytes 8-17: sequential 00 01 02 03...09 — looks like a fixed key or channel map
TEJ marker at offset 18 — probably a material/texture section
The bulk of the file is vertex data (IEEE 754 floats throughout), index buffers, and bounding box info
52,000+ short ASCII fragments — these are float values that happen to have printable bytes, consistent with dense mesh data
Given the filename tree_adenium_obesum_01.pat, this is a 3D tree model (Adenium obesum = desert rose plant). The .pat extension is Pearl Abyss's proprietary mesh/scene format. It contains geometry, materials, and likely LOD data for rendering the tree in-game.
This isn't something we can meaningfully parse or display without reverse-engineering the full PAR vertex/index format. It's the game's equivalent of an .fbx or .gltf — a bespoke 3D asset container.```
a bespoke 3D asset container
I wonder if I could just delete everything past LOD 1
forge are you gonna be talking to mr plasma
Is it me or the game is too dim for paper white 203?
Psycho/vanilla
he's not plasmamaxxing
should give the llm quickbms and see if it can make any progress on it
https://github.com/LittleBigBug/QuickBMS
for science
I need to fix this
Increase expusre to 1.50
this game's rendering is so broken i'm not sure which issue you want to fix
All?
the awnser is yes I think
Going to slap in EON after this
going to slap eon onto remix in a bit for funsies
-# I think the hammon is over shading the shadows lol
Do we have a mod out yet for everything?
-# makes remix like like it has ssao
define 'everything'
HDR fix yes
CA and sharpening fix yes
all my homies hate CA
@vivid iris do you think you can put this on github repo?
RT fixes will take a bunch of time
Need to bind textures
create SRV
have the shader use it
I have a branch up for it, or do you mean maintaining it in yours?
so plasma can make a link to it
I was gonna merge to my main for auto builds
how many big archs do u think the avg person could consume before rt fixes?
How soon is it needed?
well i am on number 6 incase u cared
10:30
Oh well shit, gimme one sec
noise however can definitely be improved without costing a trillion FPS
we about to witness cinema
better question
who the fuck is talking to him then
shortfuse
I thought he said no
this thumbnail XDDDDDDDD
well at least I can see rain now lol
Still using RR?
yep
Is there anything you did or?
I forced preset e in NVPI - that's about it
How is ghosting
The boiling for RR this time around isn't awful so didn't feel the need
but Preset E introduces Ghosting in RE9
not anymore noticeable than it already was
okay I pushed the code to my main, autobuild should be up soon
I didn't really notice ghosting in RE9 either with E
Is there some reason that Preset E isn't the main preset?
I couldn't tell you why they don't let you choose in the main app
maybe because it is less stable in some cases
I read somewhere that it's a little heavier too
EON? As in the diffuse BRDF?
yes
Doing Kevin's work, smh
he can't log into discord because old 2FA 💀
even with E, the boiling is really bad in caves as I'm just finding out lol

Is the HDR mod on nexus?
I looked at the code. CrimsonDesert mod is the greatest thing ever because it is not doing baby filter edits, it is doing a full facial reconstruction on the game’s HDR pipeline. The smoking gun, in sad boomer evidence-locker language, is that it literally swaps between vanilla ACESv2 and a custom PsychoV-11 tonemapper, auto-reads your display peak nits from the swapchain, then remaps scene color into BT.2020/PQ HDR with hue restore, highlight/shadow shaping, contrast, saturation, exposure, and pre-tonemap grade control addon.cpp tonemap_0x01E31E13.cs_6_6.hlsl common.hlsl.
That is why it has absurd aura. It is not “add a little spice and pray” energy, it is “take control of the whole face card” energy. Then it goes back through post and lets you rebalance chromatic aberration, sharpening, and film grain, including a perceptual grain path meant to reduce banding, and it even rewires the LUT builder to write PQ-encoded BT.2020 values postprocessing_ca_0x292D5008.ps_6_6.hlsl lutbuilder_0x823CCEAE.cs_6_6.hlsl. Translation: this mod is not catfish. It is the jawline, skincare, lighting setup, and mewing routine all in one.
@brittle egret @crude marsh
have you been slowly losing your mind
does looksmaxxer lingo not make things more clear for you?
crimson desert has made everyone quickly lose their minds
Starfield 2.0
opus trying to figure out their mesh format be like
Is it on Nexus?
Sorry I'm a bit conused, pretty new to this Discord. But where can I find the Reno mod for Crimson Desert?
its not ready to be on nexus so, no
pins
#1469072401450012774 message
Thank you
Thanks. I was looking at the top of the thread like in other threads.
And where do I find this as well?
If you know I would appreciate your help again
It’s part of the Reno mod
You can use it with either
is it possible to install with renodxcommander? or am I too dumb
Uhhhhh idk
Maybe if you drag and drop it in there
Can’t remember if that’s a thing or not
you can install reshade with RDXC at least, I think drag and drop is a thing too
it goes to shaders?
its an addon
Game directory by default
got it, thanks
Where do I find Psycho?
It’s the default for the mod. It’s in the renodx menu in reshade
I... really, sincerely hope there are legitimate performance reasons for doing this lol
AyyMD forced them
thank you
CRIMSON DESERT Steam Deck Performance Test: 2026 Steam Deck Games - Handheld Gameplay - SteamOS 3.7.20
❤️ Subscribe: Official Channel - https://www.youtube.com/@DeckWizard
❤️ Turn on the 🔔 to get notified for all new Steam Deck/Handheld performance videos!
📀 Buy -20% Off Instant Gaming: https://www.instant-gaming.com/en/8400-buy-...
Interesting results with different FSR at lower resolution on the Steam Deck. Surprising that this game runs at all on the Steam Deck.
@sudden pulsar can you explain to me the strat behind using
MCG and TEA for all your RT shaders?
Why would they do this

if you're going to use 1/16th rays
atleast use the things designed to help you cope with it for no perf cost
What even are these?
Beetch, come back here
lol
Nah seriously, what are these? You mentioned these while talking about noises above
the worst possible noise you can use for anything temporal base
Wait i got reshade installed with that file in base game beside exe then what not working
Link to that shit
Need to add Kevin to the Livestream
Do i turn off Generic depth and run time sync?
aye shortfuse is live, nice
Am i high or does vanilla look better here? Vanilla - Reno
Preference
reno actually has highlight detail
reno
but with 15% more brightness
also there's nans in the image.
black dots.
Yeah it's a bit brighter but reno actually shows the lights color
more detail on the actual light
True, the light has more detail on reno
wtf is this
can bump up exposure a bit
Hey all, does anybody have the hdr enabled in crimson desert atm?
@vivid iris ACES 2 paper white scaling is random
check pins
Apologies
np
Yeah that’s why it’s tricky to figure out why the hdr is a bit off with psycho
Oh wait that's just the reno file right, not another pin I'm missing?
We need to know what the baseline boost is for Sdr I guess
oh i thought you were just asking if there was a reno yet
yes hdr enabled
hdr on
Oh, sorry, that's on me. After the update this morning, enabling hdr in game just hard crashes my game. Frame gen is the same, but I found the key to toggle that through the xml settings. I haven't been able to find the key for HDR though, was wondering if anybody could link their settings xml 😅
But of a random long shot, just wanted to see if it worked
do I need HDR on for it to work?
<OptionBool Name="_enableHDR" _value="True"/>
under the vsync line
Let me give it a try!
maybe you can add these too under it
<OptionInt Name="_peakLuminance" _value="1005"/>
<OptionFloat Name="_exposure" _value="1.394066"/>
<OptionInt Name="_uiLuminance" _value="40"/>
or maybe they will create themselves
Running it now, will let you know
ive only had that bug when i turn FG off, GPU was stuck at 60% usage afterwards
i kiss u 10 thousand times mwah
This worked!
Thank you so much
perfect then, you can adjust the hdr settings ingame fine?
that's right! I'm still that great at tweaking these settings, but I'll play around with it.
I notice that FSR AA with HDR is like it's "too sharp" (think it adds sharpening that I notice more with HDR on? Frame gen smooths it back out, so not really sure what's about. Unrelated, in any case) - I at least have HDR, so I appreciate it 😄
It helps a ton, or did for me
ye im running CA and sharpening at 0
maybe 2027 will be the year where a dev implements good sharpening for the first time
known behavior, only solution is turn off vanilla sharpening with reno or opti
game looks 10x better when you turn it off so should do it anyway
Alright, installed reshades and reno and booted the game. It recompiled my shaders and my load was a bit longer but I'm in game now
why does AMD FG block adjusting the CA and sharpening, sliders do nothing if FG is on in case. on a full AMD build
psycho \ vanilla, this is absolutely game changing experience for me 🔥
gotta be because of some of that AMD code theyre using here im assuming?
Are there setting preferences in the cord I missed 👀 CA and sharpening 0 looks nice
wait so fg on amd blocks turning off CA and sharpening? lmfao what did they do
This is happening to me too if ur still in here man. what did u do to fix if u can? I can only get sharpening slider to work if I use no FG and FSR upscaling (not with fsr native AA). CA slider doesnt work at all even with game's TAA
there isn't a fix yet
yes from my experience right now. idk for sure because im not a modder, but im on a 9070XT and the game supports the latest fsr 4 FG which is ML FG. idk if part of that code blocks it
framegen has a different shader and I can't find it 
our devkit can't get an accurate snapshot when framegen is on
im sure theyve done some jank implementation
that makes sense now. no worries, appreciate all ur work and i know this is a WIP and im sure ya'll talked about it. i only been in here this evening
Ah my new shader dump decomp finished, I think I've got it now
however why isnt it working for me when i dnt use fsr or fg too?
tried rebooting game and CA doesnt work, sharpness does
none of the sliders work here unfortunately
all my sliders work except for the mentioned CA and sharpness with FG on
i can make use of every slider on my end, just CA doesnt work at all on my system
also 9070xt
does CA actually make a difference for u when u turn FG off?
i see no visual difference if i just have fsr4 on and try going from 100 to 0
okay I've got it fixed for fsr framegen now
sick bc i was playing using FSR Native AA and FG originally with the game's hdr
FSR native AA blocks the sharpening slider too on the WIP build
I had the pinned file and sharpening worked for me 🤔
CA.. I can't speak to I don't even know where to look
idk whats going on then. FSR Native AA has static sharpening for me with pinned file
the second i go to quality, boom i can reduce it
fg off
And hdr enabled in game?
yea
Very strange 🤔 both tonemaps?
@faint bobcat
<Unit Name="Lux">
<Light Name="Sun" Value="1000"/>
<Light Name="Moon" Value="0.1"/>
</Unit>
<Unit Name="Lumen">
<Light Name="Candlelight" Value="12.57" ColorTemperature="1850"/>
<Light Name="Candlelight_02" Value="16.57" ColorTemperature="1850"/>
<Light Name="Candlelight_04" Value="25.14" ColorTemperature="1850"/>
<Light Name="Candlelight_06" Value="37.71" ColorTemperature="1850"/>
<Light Name="Candlelight_08" Value="50.28" ColorTemperature="1850"/>
<Light Name="Torchlight" Value="62.85" ColorTemperature="1850"/>
<Light Name="Campfire" Value="75.6" ColorTemperature="1850"/>
<Light Name="Chandelier" Value="128.4" ColorTemperature="1850"/>
<Light Name="V_In_Down_sp532p" Value="3600" ColorTemperature="4000"/>
<Light Name="V_In_Down_sp146p" Value="3240" ColorTemperature="5000"/>
<Light Name="V_In_Down_LD20R6" Value="1900" ColorTemperature="5700"/>
<Light Name="V_In_Spot_HeadLight" Value="18000" ColorTemperature="6500"/>
<Light Name="V_In_Spot_pt320t" Value="1901" ColorTemperature="2200"/>
<Light Name="V_In_Spot_LTL12C4W" Value="1432" ColorTemperature="3000"/>
<Light Name="V_Out_Spot_by950" Value="4550" ColorTemperature="6500"/>
<Light Name="V_Out_Spot_LDR31" Value="3976" ColorTemperature="4000"/>
<Light Name="V_Street_LR150MS" Value="17370" ColorTemperature="5000"/>
<Light Name="V_Street_360_ofmt1" Value="2140" ColorTemperature="4000"/>
<Light Name="V_LightHouse" Value="380000" ColorTemperature="5700"/>
<Light Name="V_In_Down_Booster" Value="250000" ColorTemperature="4000"/>
</Unit>
<Unit Name="Nit">
<!-- 촛불 면적 10cm x 5cm 기준, 200 nit (1 cd) -->
<!-- 횟불 면적 50cm x 10cm 기준, 200 nit (10 cd 가정)-->
<Light Name="CaveStone" Value="3"/>
<Light Name="LED" Value="45"/>
<Light Name="Down" Value="65"/>
<Light Name="Aura" Value="200"/>
<Light Name="CandleFire" Value="2500"/>
<Light Name="Candlelight" Value="3000"/>
<Light Name="fire" Value="3500"/>
<Light Name="FireFlakes" Value="4500"/>
<Light Name="Breath" Value="160" AutoExposure="True"/>
<Light Name="Beam" Value="800" AutoExposure="True"/>
<Light Name="Lightning" Value="1000" AutoExposure="True"/>
<Light Name="Lava" Value="2500" AutoExposure="True"/>
<Light Name="WildFire" Value="5000" AutoExposure="True"/>
<Light Name="Magic" Value="10000" AutoExposure="True"/>
<Light Name="Spark" Value="60000" AutoExposure="True"/>
<Light Name="Explosion" Value="100001" AutoExposure="True"/>
<Light Name="Burn" Value="15.01" AutoExposure="True"/>
<Light Name="BackgroundLED_Small" Value="1.5" AutoExposure="True"/>
<Light Name="BackgroundLED" Value="5.0" AutoExposure="True"/>
<Light Name="BackgroundLED_Large" Value="100.0" AutoExposure="True"/>
<Light Name="BackgroundNatural" Value="15" AutoExposure="True"/>
<Light Name="BackgroundLava" Value="8.0" AutoExposure="True"/>
<Light Name="CharacterLED" Value="25" AutoExposure="True"/>
<Light Name="CharacterLightning" Value="600" AutoExposure="True"/>
<Light Name="CharacterDecalLED" Value="3000.001" AutoExposure="True"/>
<Light Name="CharacterElement" Value="2.0" AutoExposure="True"/>
<Light Name="TrapLED" Value="1.1" AutoExposure="True"/>
</Unit>
</LightPreset>```
IT IS DONE
let me try while on vanilla
this vibe reverse engineering tool is something
hmmmm, thx for the suggestion bc i can adjust the sharpening now with fsr native AA
but not with psycho tonemapper shortfuse made
Cipher is ChaCha20 (OpenSSL NID 1019), not AES. block_size=1, key_len=32, iv_len=16.
Each PAZ entry gets a unique 32-byte key and 16-byte IV (IV is a 4-byte value repeated 4x).
Decryption confirmed on
0.paz
— produces Korean config text (// 프로젝트 세팅, gv_appIdentifier=pearlabyss.crimsondesert).
The ciphertext fed to EVP_DecryptUpdate matches the raw PAZ file data with no pre-processing.
First byte of decrypted content is a type/flag byte (0xf1), rest is CP949-encoded text.
Keys are derived per-file by the obfuscated function at 0x140EAD880.
To decrypt LightPreset.xml, you'd need to run the hook script, let the game load past the title screen until it reads the PAZ containing that file, then match the PAZ read to the corresponding key. The hook script already captures all the data needed — PAZ path, read offset, key, and IV with sequence correlation.```
and i prefer psycho tonemapper
waz is das
the vanilla tonemapper is so washed to me
fusion adjustments
this is a decrypted file "lightpreset.xml"
vibe coding grok coming in clutch
I have like 8000 keys it will brute force files with lmao
Let me test my physcho tone mapper
I thought it worked for both for me
Am I going crazy or the water from waterfalls really ugly? Feels they run at half frames or something
God the flash bang after loading in always blinds me 😂
there's no reason anything would work with vanilla and not psycho
hi new to discord, plz where can i download the Reno mod
Yeah my sharpening works in both
water "fall"
in fsr native aa?
Psycho preset we with 60/65 contrast looks kinda nice 👀
Fsr 3.1 native aa
u mean 4.1 i assume
No, 3.1. I don't have a 9070 😄
That has to be a bug, theres no way
ohhhhhhhhh, it was someone else who said they had 9070
Can I use opti and reno? Hmm
so then check it guys, FSR 4.1 Native AA sharpening slider is not working on psycho tonemapper
but it works with vanilla
whoever needs that info
i do all the time in other games
I kind of forgot how to use opti. I used it in borderlands, time to get this setup
get the latest off discord
yea just rename the dxgi reshade to Reshade64.dll and edit the opti config to load the reshade dll
yeah change the dxgi first like Kressara said, then in the optiscaler config file, do a search for reshade and theres a setting u need to set to true
can some one help me find the download link plz, i'm new to discord

Done I think, loading the game now
cool there's no downside to getting rid of the cursed srgb encode
well, might break sdr unless I add full support there
Quick progress be a pretty good update once uploaded
thanks
Did they forgot to tag them properly for DLSS/FSR?
Waterfalls are fine for me they look at little janky but arnt busted like that on fsr4.1
Ah hell the default key is insert I don't even know where my insert key is 😂
what do you think
they didnt add transparency masks
for rain


rooofl
rain gets nuked with RR
Bruh how
but also RR is the only way to get good lighting
Until Forge fixes everything
They just vibe coded both upscalers didn't they

The RR tax seems to be insane tbh
Have we figured out why RR is locked to max lighting yet?
its because RR has complex raytracing and nothing else does
Confirmation as to why turning on RR is such a heavy perf coster
GenerateDiffuseRays - generates 1spp ray directions using ReSTIR sampling
PrepareDlssRR
TemporalResampleReservoirsDiffuseCS - ReSTIR temporal
SpatialResampleReservoirsDiffuseCS - ReSTIR spatial
GenerateTiledRadianceCacheOctahedronCS
BilateralReconstructionDiffuseGITiled
I wouldnt even use RR if i had a 5080 or 5090 rn lol
Yeah I saw
It's just not just RR
all seems to be working together on my end fwiw
the hell is goin on with my system then smh
its like they just rolled some dice on what rendering tech to include
Which is fine tbh, but at least let people use RR with the base RT system, and also allow another level of quality for the GI when RR is set to on, if you want to
But do not force it
i do see FG stopping the sliders from working but jon said he figured that out
but no difference between the tonemappers regarding sharpening and CA
These are some wild asian devs mang
yeah i tried turning FG off and on native AA the sharpening isnt working ONLY with psycho tonemapper
idk why
flicking between them really makes it hard to believe they released this shit with that sharpening
works fine with vanilla
it actually looks like really clear without it
Okay now I'm going back in game
I don't think I have an insert key so I changed it haha
ya use like del if u dnt or somethin
Ye but I forgot to grab the int8 file. Hold on aha
Does Reno help at all with the noise? I saw some comments about disabling sharpening so I wanted to check to see if it helps with the shimmering specifically.
I'm playing at 4k dlaa with lighting on cinematic instead of max which has helped get rid of some of the noise/shimmering, but not all of it.
Ray Reconstruction unfortunately runs horribly and I need like 3x FG to get a comfortable framerate so I'm avoiding that for now.
Is it the Google drive link for the fsr 4 int 8 aha?
they posted the zip in the discord
The opti discord?
yeah
Alright I'll try to find the link to that cord sorry haha
Found it
Going through all the human verification
This is the funniest and longest route I've done in awhile
Did you do that in another game yet, btw?
They do, now I'm getting the gpu not recognized error 😂
sorry i don't use opti too much, not sure what the solution for that is
no problem, I'll try to figure it out 🫡
BG3
but its bad
EON needs RT / PT
becasue it removes the fake darkerning of lambert
EON conserves more energy but lacks 'shading' when using raster
so you need good lighting with RT / PT for it to look good
that would probably look pretty good
This is such an improvement, much appreciated 🫶
Screenshootz?
vanilla RGB / stockman LMS for sky
@sudden pulsar I am going to add this to CD (already did for Bannerlord)

INNNSZAAANNE COLOURS
Does anyone know what the deal is with the black squiggly line across the screen glitch?
ok so, kind of big progress
I have successfully modified the tree assets, however the current modification did make them worse
From Boytoy to Stonkman

but good news, the assets can be modified
did you use the quickbms?
What a time to be alive
my CA slider is broken with FG on but i like this area
going from shit 100 year old RGB to superior shortfuse LMS for reyliegh scattering
Oh I had the wrong fsr4
lol did you load fp8
is this native? dlss off?
nah I just had opus reverse engineer the whole file and their proprietary format
siick
Spoofing was the setting that was stopping my game from launching
is just showing that I replaced their tree assets with modified ones
Stalker 2

lol
a secret third thing. ACESv2 dynamically adjusts midgray for you as you move peak around
wut
does it even work? 1000 cap peak brightness game still breaches it by about 80%
ye that's the w_g thing but what about the game's brightness slider
before, exposure
oof
but this is correct for acesv2, I doubt we see brightness scaling in games with acesv2
Dw this will work eventually I'm sure of it
that's what they said about acesv1
yeah we pay 70 for broken shades and colors
I'm trying to get optiwhatever working
I have fsr 4.0.2 apparently
Is that even the right one 😂
yes
Alright thank you
that is the latest int8 version
Shortfuse found their sky shader and all their scattering code
its all cope RGB, not even linear. Game is getting gimped
It only took me like 8 years
Oh wait did I forget to change the song for HDR
I did
Fuck hahahaha
Guys I used to be better at this
pearl abyss rescue team 🥹 thank you guys
What model is it using? The old Preetham model, or the more modern Hosek-Wilkie?
I havent checked
let me find the post
oh wait, no shortfuse only mentioned RGB
so I will have to check what theyre actually doing
Alright, it took me like 8 years
I think I got the upscaler working. It looks good, I think; my game was going through that thing where some textures get muddy for some reason. Not entirely sure what causes it :p and HDR works
what causes it is slop code
Still WIP but the HDR is probably pretty much the way it's gonna be?
- add a 1.25x exposure bump to fall more in line with acesv2 brightness bump (subject to change)
- fix sharpening and CA sliders with fsr framegen
- more UI polish
NOTICE: anti virus software is apparently now flagging this as a virus. Needless to say, this is a false positive. As always the code is open for anybody to review: https://github.com/OopyDoopy/renodx/tree/main/src/games/crimsondesert
all of you are legends, awesome stuff




