#Crimson Desert - CHECK PINS FOR ADDON
1 messages · Page 16 of 1
yeah the lighting is totally bonked
Happens in some scenes, I think depends on camera if RR is working correctly
for the not technically minded ppl, that's more graphics than a nintendo 64, that's like 128 graphics

@mortal wolf did you already try skipping that tone map block to see the output?
It's honestly impressive how low the ray count is without RR
I didn't, but the input texture is untonemapped from what I saw
1/16th per pixel 
PS5 baseline I'm guessing
oh, I guess I should make sure any changes in this shader are taking
is that what you meant by bad decomp?
yeah, that's what I meant by bad decompile
yeah most likely though PS5 has RT low and high
I thought I remembered doing a 5x multiplier on the output but maybe that was only a test I did on the other post shader
which means it's probably lower in PS5 performance mode
I'm gonna be so upset if that's the issue...
When people say it has good optimization it's because the RT is targeting first generation RT cores 😂
I should have caught that
Holy.. Just restart my game and Renodx don't work anymore 🙁
people have used my tool to change the camera already 🙂
Living proof as to why console rt is almost always some wack shit like AO or sum
50/50 they patch in better RR
Noticed that CD uses DLSS 310.5.2
Has anyone tried 310.5.3? Wondering if that would improve anything.
@mortal wolf yeah if I multiply the output by 5 it definitely works
see the pins, your av caught it. happened to everyone today
either modder fix it or we wait 6 months for Pearl Abyss to actually do something
omg....
Damn. I will destroy this shitty AV.
😂
Are forge's fixes available yet for DL?
digital foundry lied to us all for views and sponsorships, they have always been bad but this is blatant
gonna kms, I'm just a fucking idiot
@mortal wolf this was how I tested, see the problem?
yeah that's actually true, I mean either they tested it for like 2 hours at most
should I use the renodx file from the pinned message here or the snapshot on GH?
Lost their IGN money, gained direct payment from developers. Zero conflict of interest there
hardware unboxed is like " we have no baseline so if other ppl say it's good, it must be so here's some broken chart"
You use slop one day and already it has siphoned brain cells
it's always the stupid shit that I spend the most time on
fucking "forgot a semicolon" ass mistake
yeah absolutely cannot be trusted anymore, used to be the reference for tech analysis
Replaced the DLSS.dll and DLAA is still broke, Fuck.
you have to replace where the dlss is at in the pipeline
the game has it at the wrong place

wait so this means these post effects are being processed in pq for hdr and srgb for sdr
why the fuck
I had my doubts. Longtime viewer since like 2016. But once they went """independent""" and started doing damage control for Nvidia I was like ok here we go
So everything on low with RR on is still 90 fps with 9070xt and 9800x3d. Nice. So if we want RR we are just better off enabling FG and putting everything to max and bear with using FG?
That doesn't sound like something I can just do in NVPI. ^^;
The 40 GPU Benchmark by them was annoying to watch, so many GPUs either were flipped or was showing way lower performance than they should.
U are him
I must've missed that, could you show?
no wonder my screen dims to like 100 nits when there's rocks close up
blurry closed by image is because of RR only?
must I remind you they said the game went gold 3 months ago, tech outlets and their positive reviews out, they all out to scam us
and successfully too
https://www.nexusmods.com/crimsondesert/mods/62 see comments
The game is still good tho 😂
have u been able to fix the drawing distance
yeah that's why this shit is annoyinh
SwapChain upgrade starts feeling more attractive now, doesn't it?
I have not
I miss when pushing out draw distance meant changing lines in an INI file 😭 take me back
the good and bad of proprietary engines ig
I spent a while trying to find the properties in memory for textures, shadows, and LODs but denuvo obfuscates the fuck out of it
Praying they remove Denuvo after a few months 🙏
alright well I'll get to work on SDR support then
Pearl Abyss showed its in-house BlackSpace Engine behind closed doors at the 2025 Game Developers Conference, offering a closer look at a selection of the engine's features as demonstrated within Crimson Desert.
Here are just a few of the details - both big and small - that the engine makes possible in Crimson Desert to increase the realism and...
proudly present
and they seem to be coded into the game binary unless its in files I havent found
2nd worse thing about this game atm is how I have to babysit the camera when riding horse. Holy fuck man...
even in combat thats no joke
somehow my horse now when starting and I double tap
he zips so fast
can't there just be a better way to control a horse like idk ... hold X ?
makes interior lighting more 'realistic' but its darker now sooooo
use ya laterns
Dam give this man some l i g h t b o u n c e
Looks the same as when I use DLAA....
I use my lantern and it's darker all around me so
at least we have a reason to use them now
A small candle doesnt have the power of a billion torch lights
well it does in this game
fusion reactors
nuclear candles
I thought ray tracing is supposed to make shadows and GI realistic, this game is not realistic at all

rock reflects like glass
especially light sources
RT in this game is only running at 1/16 so....
and the water has never been uglier
this will be a toggle
so do I use HDR with the addon version from yesterday or hold onto SDR for now until a future release?
you know when senua 2 intro starts and I was like ... is this pre rendered or real time, I was blown away when it was just rendering
anyways flashbangs ahh lights are gone
this game is not it
This has anything to do with the autoexposure?
use hdr
it just makes the light sources not electric powered
how many more ppl are gonna come in and say renodx stopped working for them and it was fine yesterday
btw , for some reason, DLSS quality looks worse than DLSS balanced/performance for me (with RR on) - the grass is super blurry and it makes me dizzy
yes
NEED THIS
lets gooo
@lament nymph you mentioned DLSS files in wrong place in game folder, could you explain please from where to where I should move?
It's at times like that qd-oleds crappy panel dimming is a blessing, if my coolmaster IPS mini led still worked this game would have left me with two empty eye sockets
nice, is it a mod available somewhere?
guys am I crazy or does changing dlss down from DLAA also affect LODS ? I tried using the custom value in the NVIDIA APP but the game just ignores it
It really is like back in the 360/PS3 gen where games like assassins creed tried to burn your eyes to toast anytime white material was on screen
back then video games are more visually stable than rn
I saw a video showing foliage quality affected LODs of random ground clutter in the abyss
then we have shits like mgs 5 that ran beautifully on the ps3
ts built like a Skyrim modlist lmao
Where can i find this?
MGS 5 was just a dope game with a lot of undeserved hate, the online part and not being able to ng+ for fresh playthroughs sucks though
currently only see talk of it in the comments on my upload
hate is always deserved, because they piss off a wrong part of the fanbase or because gamers are stupid in general, no hate is undeserved
but it was a good game
till you get to the mission where you go to africa and u can't kill the child soldiers
then I left a bad review cause not being able to kill those kids are annoying
lol
I see a modder has managed to integrate Ground Zeroes into the main game
As a flashback when you're on the chopper back with miller after rescuing him
i got a qdoled but it doesnt feel dim at all 😭
Gen 4? Mine's an MSI 271QPX gen 3 so peak 1000 has that crappy abl, the eotf boost added in firmware updates is nice for brightness though but does have issues is some scenes
fo27q3 3rd gen i think as well
Opinions on the 2024 LG B4? Is this a good OLED, I bought in early.
If you’re using it and you like it it’s a good OLED.
Here's the mod btw https://www.nexusmods.com/metalgearsolidvtpp/mods/2402
saw that a bit ago super sick
I ask because afaik all OLED's are good (7/10 at least)
Does anyone else have really bright nights? I was lead to believe the night time would be realistically dark but it seems like something has changed. The sky looks actually bright often in the middle of the night.
1:30AM
yea i noticed my nights being bright too tbh
i dont mind it at all, looks nice, i just remember seeing in the vids that they looked dark af
Wonder if this was changed in the day 0 patch, was also led to believe nights should be darker
When you use the lantern it is darker around you.
yeah the videos showed kinda pitch black
"soo that was a lie..."
Yh nights outside of that one raining storm weather type is pretty much blue day
Kek
The moon is actually cyan in Korea
It even looks like dusk perpetually if I am at a high elevation. Actually redish yellow hue on the horizon at 2 am
https://en.wikipedia.org/wiki/Midnight_sun#White_nights White nights specifically
stop looking up at things when youre supposed to be looking ahead
"it will get clamped away in SDR anyways so why bother"
Hilarious that you get these games that make night basically day with a blue filter but pointlessly give you a torch, then you have Cyberpunk that makes some areas really dark but in their cyberpunk world nobody seems to have access to nightvision
Does someone know what exactly is affected by the DLSS Setting? I think I read something about it affecting texutre res and maybe other things?
Yet another casualty of mipmap bias being automatically scaled to render resolution. ESO does this too
imma be honest
Because when forcing the DLSS percantage to 90% via Nvidia App, I still notice a big FPS difference when switching the ingame DLSS Mode, but Resolution doesnt change
6/10 game, enjoyable if you have time
it's like playing an mmo
which it is
without the multiplayer part
Isn't this what we wanted? 
I don't agree, the game is genuinely fun and challenging
I liked black desert cause I got to p2w my way into bullying ppl
exploration is top tier
this game doesn't give me the same highs as being a horrible person
If you're enjoying this then i recommend also checking out Gothic, Risen, Elex, and Of Ash and Steel if you haven't played those games already
Mid: the game
That Tainted Grail Fall of Avalon is really nice too if you don't mind an Elder Scrolls meets Souls type of mashup
I got to write my review for my group so I gotta finish it
@faint bobcat Is the Black flickering bar that appears on top of the screen when turning on DLAA + HDR a known problem? And will RenoDx be able to fix this? turning on RR also doesnt seem to fix it
however painful it may be
I figured this game would be like a week at most to 100%
we'll see
AA RPG's take creative risks that aren't economically possible otherwise
tbh i find a lot of todays highly rated games to be mid as well, especially the Sony ones, Death Stranding was peak though, expected to really dislike that agme but ended up really enjoying it
@vivid iris #1469072401450012774 message Reinhard scalable extended numbers are here
new AAA game drops "overwhelmingly positive"
looks inside: paint by numbers trope ridden frictionless interactive cutscene
👶 🧸
lol
I like the last of us 2 gameplay loop
killing ppl brutally creatively has always been fun
and that game has a gazillion way to brutally murder ppl
bait used to be believable
I mean, shooting them in the head is one thing, shooting them in the legs for them to bleed out is another thing
Haha you should try Soldier of Fortune and Soldier of Fortune 2 Double Helix, we don't speak about the third game though
shooting them in the groin and let them beg for their lives and u kill them anyways is another thing
u can tear from to shreds with a nail bomb
or light them on fire
u can throw glass bottles to their heads till they die
if there's any games specialized in brutality last of us 2 is it
besides mortal kumback
third game is almost "so bad it's good" territory. great fun with a friend, ripping the game.
SoF SPAS my beloved
Soldier of Fortune had peoples intestines falling out from shotgun blasts, headshots having exit wounds with the bits of bone sticking out, full limb dismemberment, that was i wanna say 2000 or 2001
SoF VS FEAR SPAS idk if I can chose
video games used to be hella creative
Made by Raven Software, who unfortanely ended up a CoD slave studio
Banished to the Call of Duty mines RIP
Not even that, as a support studio to make Black Ops DLC
battlefield was also a nothingburger, sold well even tho it was mid as hell
just the gaming landscape we are in rn
BF6 had the worst BF SP campaign as well imho, my favourite BF is still 2142 in titan mode
I'm split between BC2 and Battlefield 2 on PS2 for most hours played. I liked 3 but completely lost interest after that
I bought 6 to play with my brother and it was fun in that regard but it's clear they pivoted the design half way through to be more like 6 vs an infantry focused game like 2042
6 is piecemeal and half baked
6 is made for COD kids
small maps, forced engagements from all sides
get in, get shot at, get out, get in
2142 was between 2 and 3, it was dope, anti grav tanks, mechs, apcs that lauched players out in pods, and the titans big flying aircraft carriers that were piloted by players, you coulld board them and fight your way to the engine and blow it up to win the match
6 I finally got an available jet, I just took off and I was dead
it was like 5s
also takes like 2s till it's out of bounds
not a fun game for vehicles
nor is it fun for the infantry that actually want to play stragetically
half assed on all fronts
ive been saying since the open beta that BF6 is literally cod MW19 just battlefield style, all of my friends said nah im wrong, now i dont see any of them even launch the game anymore
it always take time for the right ppl to be proven right
i played the beta, literally ran around like i did in mw19 cuz im good at it lmao and i was top fragging almost all of my games, that made me not want to buy the game anymore and i didnt xD
apparently yes, what causes it I dunno
Can I check, umm maybe
I like the story of tlou 2 and even if that is decisive, the gameplay loop of that game is anything but decisive, its top tier
^ same opi
why your pfp jeffery epstein big dog
wonder if i can install and use some reshade effects to with this renoDX addon?
want to install clarity first
ofc u can install other shaders and use them
Any word on removing chromatic aberration from rendering?
its part of reno, there is a slider
So I dont use HDR. I heard rumor that this also fixes SDR tonemapper, would using Renodx with the WIP CD addon be of use to me?
I didn't realize the snapshot was already usable
I came here for info 😭
simple y/n instead of a laugh emoji would help:(
nothing wrong with enjoying a story in a game (I never played sony movie games, because I dont vibe with them)
but isnt the gameplay in the TLOU games more or less just follow a script with minimum gameplay, its mostly focused on the story?
Did windows defender detect that so many people downloaded this reno, and thus blocked it suddenly?
seemingly
it didnt block it when it first came out
sure, but when it started seeing it in a lot of peoples systems quickly.. well, here we are. nbd, just allow it
Obfuscating the game data putting everything in numbered folders is a new level of tomfoolery I haven't seen before
Like that will stop pirates 😭
Yeah and it's already been breached anyway 
the second one is one of the best stealth action games
the enemy AI is great
the level design is great
the feelings of different guns and how the environment reacts with you is also great
tlou 2's gameplay is actually great
for some reason I thought it was "bare minimum gameplay"
1 was decent too
just to carry the story
nah
the individual xml files in their packages are encrypted with a seed generated off of filename
TLOU 1\2 absolutely peak 2 even better
I was forced to play on PS5 controls. First game I handed back (library rental) and just watched the story on YouTube
IDK why I waited to try the snapshot. Mad props getting around all the Denuvo foolishness. DLSS4.5 is actually usable now without the double dipped sharpening. Removing chromatic abberation alone is worth the process lol
Adding color back into the highlights adds so much to the presentation
When I first played this on my desktop monitor at 1440p I thought I was going blind with how egregious the post processing was
yeah is legitimately painful to look at
the CA is sooooo weird
and the sharpening algorithm does not selectively sharpen any correct things
I have gta5e on the repo. The CA there seems very optimal
chat, how long till CD is good
Is it scaled to the internal resolution and then being rounded up to the monitor res? I noticed there is a ton more artifacting at 1440p than on my TV at 4k even with ultra performance DLSS4.5. From my perspective it seems the effects are expecting a 4k resolution end point regardless of input res
how long till forge fixes it? 
I am not sure, Forge might know but the resolution scaling and upscaling are all kinds of wonky
I know that a lot of stuff is low resolution to start with
and they have aggressively low VRS
I can see that 😂
probably a matter of not having much data to go off of the lower the res
looking at pumpkins on the ground and the edges are rendered at 1/4 res regardless of resolution
OK, reworked auto exposure again
kino
I would do the same with Reno If I could
u being goated lately ngl 

only 5mt pop in left to unslop
PRAISE BE!!!!
BTW, with these adjustments, nights are actually dark now

their auto exposure was making nights into day
Thank god
kino
amazing
SDR copium slider
When release for this?
There's math for cortical gain, maybe I'll use this game to test that stuff
Like at night adaptation (pre exposure) drops like crazy, and contrast ramps up and then cortical gain picks it up
I wanted to ask about any adaptation papers
since I dont have any materials for it
by the way Mr @mortal wolf psychoV on Cyberpunk looks so good I don't use any LUT anymore
thx
this looks good u did any other custom tuning compared to the renoDX addon?
dude look at the video and all the sliders we don't have 😆. Let em cook lol
Lol what?
No fucking way lmfao
How could you pull that off
I thought it was just a white blob this whole time
markets the nights as being super dark and real
proceeds to slop up their signature auto exposure
makes nights into day and turbo charges interiors into nukes

TY Pearl
Literally
the interiors turns my white pets completely pitch black 😭
Well I am currently tuning all of this to RR
so if everyone else gets griefed

tough luck
Im on RR too im chillin
ah yes, RR is so good
That's the misaligned shadow maps, nothing to do with RR
minor inconvenience, i pretend like I don't see it when it happens
abyss gets mega cooked with misaligned shadows
It only happens with RR on though
hmm, this seemed to be coming from their local light raymarcher though
unless this is another error
What are you waiting for?
FOV maxing

looks like same error
I know it's been said a hundred times but RR performance drop is just too much for me, while playing in ultra perf is also a noticeable drop in quality on the outside.
So I tend to swap between perf and no RR outside and turn on RR on the interiors only 
Even with framegen the 60 fps average I get doesn't feel good, probably because base is too low. I wish I could see frame times
if only the setting was labeled correctly or split into two
one for RR and one for RTGI
Yeah it must be RTGI that hits the perf? I know it does some things outside but it's really not a game changer
🤣
RR is basically the only way to get functional GI
and it drastically changes outdoors as well
Yeah, they are basically cranking lighting to max, which to be fair.. they do state that in the description
I wish they'd just de couple it though
All I want is my shadows not to be a morphing liquid mess, don't care how accurate they are (GI)
poggers
somehow they also dont have AO on much at all without enabling RR too
really weird choice given RR is supposed to be able to fill in a lot of samples itself
granted they dont have any samples to start with
Alright, thanks! 🙏
ripperoni
sun is complete sloppery
no limb darkening, no soft falloff
hard edge
so looks like a flat pancake
so I noticed the moon was always at max nits
this + their auto exposure
brickwall moon
not even a moon
just a white disk
neutron star
So the previews probably had a different auto exposure algorithm or just different brightness value for the moon? Or maybe both?
nah
BDO is the same
brickwall moon
Sun well
sky is all giga clamped
so who cares
Okay because weirdly the previews had completely black nights

But maybe different region or something like that? Who knows
I dunno, my adjustments might giga grief some areas
I have no idea
I have only tested starting area
Honestly not a problem since you can just change all settings in realtime right?
Black bar bug fixed yet ?
I havent added any debug for auto exposure
Its just a toggle rn
I dont want to bloat up too many cboooofers
Still if an area is completely bugged you can revert to vanilla behavior
yes
Then all fine. Doubt you can do QA testing if not even Pearl Abyss can 
Niiiiice
I had some overhead so I changed the RR scale to 88% which NVPI calls DLAA Lite and it has cleaned up a lot of the image for me, but woof, it's still rough lol
Vanilla + RenoDX vs my reshade + RELOOK + RenoDX
You on a 5090? I wish I had some overhead
4080S
I can modify the render passes now I think
where did all your color go
Nice if you like it but jesus christ completely butchered the intended artstyle
Saturation -100
fuck the intended art style
nuclear fantasy
thats neat conceptually, but I much prefer the left
Crimson Fallout
Crimson Depression more like it
I'm sorry I don't like 200% Saturated Green
Nah bro game is not oversaturated at all. Default game even is slightly desaturated. It's just very bright.
Idk, I see color when I go outside irl, so I like my games with color lmfao
this game sometimes has beautiful colours and other times has the dullest colours ever
This reminds me. I need to make fun of some reshade presets on NexusMods
lmao
"first mods for crimson desert are out"
looks closely
4 Reshade presets
Vanilla looks like Fortnite
First Reshade I've seen. What is this?
depression
Cinematic
Has anyone figured out fishing?
I caught a bunch of different fish
i just throw the line ultra close to me and hope it catches, no clue how to fish
don't reel in until bubbles go away. When bubbles are there pull the rod in the opposite direction as the fish is moving to tire it out
Found the winner reshade boys. The best "I have a GTX 1660 and I've made a realism Reshade Preset"
Looks like it's trying to make it look like Witcher 2
Oooooh I figured it out
somewhat. I learned that only reel when it stops moving left and right, but it isn't perfect. I just cheat and only throw the line a few feet in front of me. I also get down in the water
jesus, it's so oversaturated and bright lol
You have to tilt the joystick forward when reeling in
No it's not they said
No you dont!
oh it actually stops running? i was pulling against it and it just kept running and running and snapped, i gave up and moved onto some quest
Yeah this much makes sense, it was the reeling in part that was missing - you have to tilt forward
Loaded in game
WTF why isn't my auto exposure code now working
Did I fuck up pls don't tell me it's some PSO or CPU loading code bs
Checks and sees he forgot to update addon in the game directory
You absolutely do not have to tilt foward
(I don't syslink)
It was the only way I caught something after multiple attempts 🤷♂️ reeling in otherwise made no progress
Thats a skill issue
can confirm you dont have to tilt forward
Or are just the quest Tenches that are harder to catch?
Dont reel if you see any effects on the water
I am about to upgrade RTVs to solve this banding
dumbass, even I have build scripts to deploy CS to my mo2 install
some fish are just harder to catch
I have seen this screen far to long
walk into the water and grab them
ask the clanker to make you one
thats not the point
mmm mcp dumps
lmao
something something

Master Cheeks
I just tried this myself and it did indeed help. Same gpu as you, 1440p though
we can adjust the colours directly for grass
thats the booootiful thing
per area adjustments
per shader adjustements
You could fix pink flame hues in post using reshade
but other areas would get griefed
here its targeted
Omg reeling with mouse is 10x more efficient than spinning the joystick, poor controllers players are completely gimped here. Using mousewheel is like turbohacking it
yeah, I'm 1440p
That's good to know, looking forward to it
the game is actually significantly less blurry for me setting RR scaling to just 77%
so is the pop in on the ground actually fixable or is it always going to be there?
its fixable by nuking the shaders responisble for proc gen twigs, pebbles and grass
actual fix is engine side
just like all the other LOD and draw distance settings
fixing devkit srvs now
So yes but no? 👀
Guessing negative lod bias wouldn't work?
As someone who doesn't understand much of what is going on here, how far off are we from an update to download and play with? Not trying to push, just don't really understand all of the tech talk here
was available friday, check pinned messages
Oh yeah, I have that one
I mean like an update based on all of the cool stuff the team have been doing since then
why tf is the game not taking my NVPI custom res settings for this, did u check something specific in NVPI? i just set custom RR res but it doesnt work
they keep getting asked that. better to just wait and enjoy what we have.
did you also set "forced quality level" to custom?
yep
this looks great, is this just renodx or is there extra stuff involved?
Dont fish with the bullshit mouse
@neat tree
Im going to double check to see if im placeboing myself, hold on
im using SK to check the internal res
yeah that's what im trying to do but I can't seem to launch with SK while i have reshade/renodx installed?
No external means of changing resolution scaling of DLSS has worked for me.
do u have the latest SK dll?
maybe not
Did kal just push an update recently
i used to not be able to launch most games with SK that had reno installed, Kal updated it this month and its been working in most games for me
ye march he started pushing updates again, check nightly builds
Will have to check again forgor which build im on but keep getting cucked
26.3.22 is what im on, in CD it works all the time
im updating
looks so much better lmao
how are interiors now, big difference too?
So dark.
But at least the pink is gone
they arent giga boosted anymore
@ruby tusk Based on the comments from these internet "ARTISTS" about your take and interpretation of how You like the desaturated look which in my opinion is looking great as starting baseline for future adjustments - then it seems that all of us should stop modding and deal with games + leave them as devs intended 😅
I actually made also adjustments with DS2 as I don't like the yellow sandy look and for me its just too much so I went more natural way. HOW I LIKE !
In regards to CD I would take out that over saturated look immediately as I don't like it either. We don't argue one or another taste, pointless. We enjoy what we play and if we want we make our own looks and adjustments how we like with tools what we have.
however that might mean they are dark
and it was authored around their auto exposure
we either need more bounces
or better lighting
to make it "better"
Dont look like reactors anymore
Maybe better off seeing why the light carries so far? Doesn't look like the bulbs actually follow inverse square falloff.
I like that, nice work Forge
I will do, the point was that their auto exposure was the reason why night wasnt night
if they dont use inverse square I will shit bricks
becasue the local light sources all look off
Ngl textures look way better for me when i just play cinematic, 4.5 quality
And it feel way smoother
You aren’t symlinking your addon?
exposure isn't human vision anyway. more camera jank. the actual light that hit your eyes didn't increase (linear exposure). what increased was the boost your eyes did to make it perceptiple
Honestly prefer saturation/color filters in games since they're not really meant to have fully realistic colours anyway
I am fine with artistic choices if they aren't bad artistic choices
once i finish the devkit stuff, i'll see how i can play adaption because there's a bunch of science on that

Yeah for sure like re9 i couldnt play without its filter it looks jarring
I am special
@true dagger it looks like my internal res did not increase as well. I'm going to try a bit of A/B testing to see if it actually changed anything
Yeah like, this feels like fucking vanilla skyrim bulbs all over, they don't have a very intense center and reach gigafar.
@faint bobcat @vivid iris @mortal wolf cant think you enough for this mod
Fadeout of the bulb is also very abrupt
Could be that they fucked with the curve to adjust for the cursed auto-exposure
that or they just 'artistically driven' code to cover up for their bad lighting
ok its unclear but, it seems like removing tiling from raymarch local lights shader might fix that issue
removing as in modifing the code
or just the tiling shader
if so that atleast helps me pin point where the issue is stemming from
yea idk i just couldnt get it to work so thats why i was confused

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<Element Name="IsTiled" EnableMacroName="IS_TILED" EnumType="Bool" Default="True" CacheSuffix="tile" TargetShaders="cs" Condition="Windows|Metal" />
<!--<Element Name="CalcCharacterOcclusions" EnableMacroName="CALC_CHARACTER_OCCLUSIONS" EnumType="Bool" Default="False" CacheSuffix="cco" TargetShaders="cs" />-->
<Element Name="TraceManyLightsDownsampled" EnableMacroName="TRACE_MANY_LIGHTS_DOWNSAMPLED" EnumType="Bool" Default="True" CacheSuffix="mld" TargetShaders="cs" Condition="Windows|Metal"/>
<Element Name="UseReservoirSampling" EnableMacroName="USZ_RESERVOIR_SAMPLING" EnumType="Bool" Default="False" CacheSuffix="urs" TargetShaders="cs" />
<Element Name="UseRaytracingHitResult" EnableMacroName="USE_RAYTRACING_HIT_RESULT" EnumType="Bool" Default="False" CacheSuffix="rhr" TargetShaders="cs"/>
<Element Name="UseSeparateSamplingPass" EnableMacroName="USE_SEPARATE_SAMPLING_PASS" EnumType="Bool" Default="False" CacheSuffix="ussp" TargetShaders="cs" />
</Permutation>
<Define Name="IS_DOWNSAMPLED" Value="1" CacheSuffix="ds" TargetShaders="cs" />
<Define Name="CALC_CHARACTER_OCCLUSIONS" Value="1" CacheSuffix="cco" TargetShaders="cs" />
<ComputeShader Filename="VoxelGlobalIlluminationManyLights.hlsl" EntryPoint="RaymarchLocalLightsCS"/>
</Pipeline>```
to this
``` <Pipeline Pass="RaymarchLocalLightsCS" Condition="ConditionalTextureMSArray">
<Permutation>
<!--<Element Name="CalcCharacterOcclusions" EnableMacroName="CALC_CHARACTER_OCCLUSIONS" EnumType="Bool" Default="False" CacheSuffix="cco" TargetShaders="cs" />-->
<Element Name="TraceManyLightsDownsampled" EnableMacroName="TRACE_MANY_LIGHTS_DOWNSAMPLED" EnumType="Bool" Default="True" CacheSuffix="mld" TargetShaders="cs" Condition="Windows|Metal"/>
<Element Name="UseReservoirSampling" EnableMacroName="USZ_RESERVOIR_SAMPLING" EnumType="Bool" Default="False" CacheSuffix="urs" TargetShaders="cs" />
<Element Name="UseRaytracingHitResult" EnableMacroName="USE_RAYTRACING_HIT_RESULT" EnumType="Bool" Default="False" CacheSuffix="rhr" TargetShaders="cs"/>
<Element Name="UseSeparateSamplingPass" EnableMacroName="USE_SEPARATE_SAMPLING_PASS" EnumType="Bool" Default="False" CacheSuffix="ussp" TargetShaders="cs" />
</Permutation>
<Define Name="IS_DOWNSAMPLED" Value="1" CacheSuffix="ds" TargetShaders="cs" />
<Define Name="CALC_CHARACTER_OCCLUSIONS" Value="1" CacheSuffix="cco" TargetShaders="cs" />
<ComputeShader Filename="VoxelGlobalIlluminationManyLights.hlsl" EntryPoint="RaymarchLocalLightsCS"/>
</Pipeline>```
OK, let me check now
let me try removing all the dof and post processing effects too for shiggles
camera mod up on nexus, btw
yee
Yep, your mod has given people the foundation they need to mod, thanks for that
Is all this going to crash and burn when they release a patch slightly adjusting brightness/exposure etc?
probably
oh adjust
lmao
no
Pearl wont do shit on that front
they wont fix this
they will however break our code with new shader hashes
so dont update your game

they have user grading and they're both post-SDR tonemap. acesv2 didn't give them to work with for HDR grading, though i guess what's stopping them from just treaing 0 to peak as a big 0 to 1 range in HDR. that's literally what ACES did
I feel like the night thing is unintended, previews days before launch were saying how dark the nights were
previews were also glazing the graphics as being the best thing since sliced cheese

nights look like trailers
though one of the older trailers had way better nights imo
Maybe one thing to try check, rain at night is still pretty dark in the current build -
The actual night lighting itself is good
its just the auto exposure that turbo charged
SO with the changes, it might be black black
CDPR save us, save us CDPR
genuine question, how much of the state of the industry rn is because companies keep laying people off so people don’t care as much about the end product anymore and want to get the game out so they are not in the chopping block
Because at the end of the day, if you’re working on making games all day, you prolly have some other hobby because you’re sick of them so you don’t play them as much
Whatever changes were made to show night examples you posted above. Could they make it TOOO dark on rainy nights, as they are currently reasonable dark in the current build.
Dw once I get my permanent residence in Canada and am not afraid of being shipped back to the Indian sweatshop tech factories I will join the Reno gooner gang
I have seen this in other games like hogwarts
exact same behavior
with RR
I was looking at Ubisoft jobs because I’d be interested in making games and it paid 40k less than my current typescript job…
@sudden pulsar
so wait are we back now?
still a chance for U+ too
also @faint bobcat comparisons look awesome. Keep cooking
Sorry, been playing the game, is there a newer version of Reno outside the pin? Or is it still in-progress. I really hate the auto exposure
have at least publish modding tools for the game, now looking at modifying render pass stuff but forge is kind of doing that already
did game just get an update
I have a 632MB download
Same
Same here
same
it happened right after a crash i thought i messed something up
wait so youll fix the stupid shadows through the walls?
yes
ily
It has a slightly higher GPU cost
but I cba to look into RR stuff to fix the tiled
it wasnt a huge deal tbh but having to keep ignoring when it just shouldnt be there is just annoying over longer periods
yeah downloading update rn 622mb
Fellow Greymanes,Check out the fixes and improvements that have been added this patch below. Major UpdatesIn this patch, we've adjusted some gamepad and keyboard/mouse controls, increased Health restored from food and items, and added new item storage in the Howling Hill Camp. Fellow Greymanes Th...
patch notes
Hey! Where can I find the download link for the HDR mod :) I'm aware that it is WIP
Thank you :)
damn patch notes are pretty long
"Improved the appearance of the waterfall in the Abyss tutorial."
lol just the tutorial one?
"Fixed an issue where screen quality appeared abnormal when activating FSR Ray Regeneration or DLSS Ray Reconstruction."
Yo, these are some good patches
yeah was just gonna post that
unless it's all busted
about to get on and see if DLAA+HDR works now
fixed two issues, introdcued a trillion other problems
it better lol
yeah I figured that was gonna happen 
yeah, it just crashes if you have reno installed now lol
is the patch out right now?
works for me lol
and reno works
so reno not broken?
jesus
hmmm... I'll try something else then
nope game works for me fine and reno does too
i literally just bought the game
happy to see them apply a patch quickly , although its weird they still dont give a rebind for controller
they also added an Exit button
they added a normal storage finally lol
okay, it seems that the update didn't like the camera mod - I reset it via the bat but that wasn't good enough - I had to verify file integrity lol
seems like a solid first patch only 3 days after launch, hopefully they keep at it. Controller rebind will probably happen sooner or later
do you guys feel a difference in the controller feel? they say they improved the UI responsivness in the menu, feel a little bit faster
yeah the ridiculous input lag with pad in menus is gone
Fixed an issue where screen quality appeared abnormal when activating FSR Ray Regeneration or DLSS Ray Reconstruction. Anyone notice any differences
Well, they've introduced an exit button in menu, will save some time getting out of the game
what is this?
<Pipeline Pass="PostProcessSceneBlur" InputLayout="FullScreenVertex" BuildTriggerType="Required">
<Permutation>
<Element Name="ENABLE_ALPHA_BLEND" EnableMacroName="ENABLE_ALPHA_BLEND" EnumType="Bool" Default="False" CacheSuffix="at" TargetShaders="vs|ps" >
<PipelineState Type="Blank"></PipelineState>
<PipelineState Type="Attach">
<BlendState AlphaBlend="PremultipliedAlpha" ColorWrite="RGB" />
</PipelineState>
</Element>
<Element Name="IsSinglePass" EnableMacroName="IS_SINGLE_PASS" EnumType="Bool" Default="False" CacheSuffix="sp" TargetShaders="vs|ps" />
</Permutation>
<VertexShader Filename="ScreenSpaceCommon.hlsl" EntryPoint="FullScreenVS" />
<PixelShader Filename="PostProcessPingPong.hlsl" EntryPoint="PostProcessSceneBlurPS" />
<DepthState DepthEnable="False" />
<StencilState StencilEnable="False" />
</Pipeline>
<Pipeline Pass="PostProcessRadialBlur" InputLayout="FullScreenVertex">
<VertexShader Filename="ScreenSpaceCommon.hlsl" EntryPoint="FullScreenVS" />
<PixelShader Filename="PostProcessPingPong.hlsl" EntryPoint="PostProcessRadialBlurPS" />
</Pipeline>
<Pipeline Pass="PostProcessOnePassBlur" InputLayout="FullScreenVertex">
<VertexShader Filename="ScreenSpaceCommon.hlsl" EntryPoint="FullScreenVS" />
<PixelShader Filename="PostProcessPingPong.hlsl" EntryPoint="PostProcessOnePassBlurPS" />
</Pipeline>
<Pipeline Pass="GaussianBlur9Tab" InputLayout="FullScreenVertex" BuildTriggerType="Required">
<VertexShader Filename="ScreenSpaceCommon.hlsl" EntryPoint="FullScreenVS" />
<PixelShader Filename="PostProcessPingPong.hlsl" EntryPoint="GaussianBlur9TabPS" />
</Pipeline>
<Pipeline Pass="GaussianBlur9TabSimple" InputLayout="FullScreenVertex" FrameBufferBindingName="TrailDeformedBlur">
<VertexShader Filename="ScreenSpaceCommon.hlsl" EntryPoint="FullScreenVS" />
<PixelShader Filename="PostProcessPingPong.hlsl" EntryPoint="GaussianBlur9TabSimplePS" />
</Pipeline>
<Pipeline Pass="GaussianBlur9TabSimpleR8" InputLayout="FullScreenVertex" FrameBufferBindingName="DeformedLightAttenuation">
<VertexShader Filename="ScreenSpaceCommon.hlsl" EntryPoint="FullScreenVS" />
<PixelShader Filename="PostProcessPingPong.hlsl" EntryPoint="GaussianBlur9TabSimpleR8PS" />
</Pipeline>```
seems like a solid patch, hopefully we there wont be too many issues introduced with it lol
Can the performance be improved by setting a custom render scale for RR? Sorry if this is a dumb question. This is the first game where I use RR
performance can be improved by using scaling period
i mean technically yea, if for example on DLSS Quality you get bad performance, but DLSS Balanced doesnt look right to you, you could just make a custom one inbetween that runs better than quality and looks better than balanced
Doesn't work the game ignores it
but i couldnt get them to work in CD
how are you setting them?
It seems game ignores every attempt to set custom res for me not for DLSS nor RR
game ignores them for some reason
NVPI
same
based they changed the following
Raymarcher = maybe they fixed the issue the minute I fixed it
doesnt SK have like a slider for it?
have you guys tried.. the normal ways? lol
doesn't work
this is for their lens flare
ah
i havent tried nvidia app tbh but im not bothered xd
RadialBlur is the circlular lens flare
I often use custom res scaling values for DLSS but I didnt know you could set a custom scaling value for RR. I hope that the RR override will work some day, because the performance impact is huge
man this is truly next gen
try it out and check if its actually using it ingame, wonder if it just ignores NVPI
doesn't work the game ignores it
that draw distance 🤮
wonder what this all entails
Trierd DlssTweaks, conf file, notghing....
was about to post that, hopefully blurry textures when upscaling is fixed
I have to say FG feels rather good in this game. Latency is not too bad
latency is fine. problem the game is already so blurry that FG just adds another layer of shit on top
Renodx hdr still works after the latest patch?
Getting 27-30ms avg in frameview all maxed out on 1440p, 340fps and 270fps on 1% lows dlss q fg x3
yep raymarcher tiled shader is gone now
i don't get why few games offer the ultra quality with dlss 65% for qulity is just too much for people who use 1080p or even 1440p imo
lmao, i can't imagine 340fps in this game
sitting here with a 4090 @ 4K
5090 Astral OC to 3100, DDR5 6600 CL26 fclk 2200 on a 9950X3D CCD0
OK so they didnt brick reno
and they fixed their slop tiled raymarcher leaking through meshes
pog
did they fix it or turn off tiling
Yeahm Reno seems to be working still
Profile pic checks out 
Actually wild to see any technical fixes in post launch patches. Feels like it rarely happens.
turned off tiling so a new shader spawned
well that's a nice change - you just automatically put on the funny vision helmet instead of having to press start when seeing a memory
The camp storage is nice too
yeah, perf OC'd as well
"Fixed an issue where screen quality appeared abnormal when activating FSR Ray Regeneration or DLSS Ray Reconstruction."
Or rather it’s never the stuff people want
the boiling indoors isn't as aggressive as it was
Ray reconstruction looks like a blurry mess to me. and boiling seems the exact same as well
DLSS seems to be much cleaner for me
is DLAA and HDR still bugged?
Patch sounds very good on the face of of
did they finally put DLSS in the right order?
Autoexposure still sucks dick

hmm
I dont think they fix dlss

devs are busy with the million+ gamers who play on console or simply dont give half of a f***, they'll secure them first.. us later (low priority), imo this community is the best hope atm to correct the visuals of this game
I can reorder the shaders now, lmk if there is anything that should be reordered
like we could perhaps move DLSS maybe
imagine if there wasn't RenoDX or Luma lol we get borked HDR experience instead
It does.
let me find the exact shader name
white balancing is crazy
Wtf is the auto exposure doing btw. The game lowers the whole screen brightness by like 50% when I look at the ground (Bright daytime). This is like the opposite of simulated eye adaption
that right screen shot looks crazy improved wtf
btw, title screen is underwater
You cant even call that balance anymore
BilateralReconstructionDiffuseGITiled
this is their voxelGI
it runs after RR
so gets no denoising
and has noise out the ass
ok let me see if i can figure out moving it....
is there any way to prevent RR from fucking with displacement maps
holy noise lol
yeah I got hit by that earlier
it appears in the middle of the screen
?? What was the problem before?
OH SHIT! An update!!
<Permutation>
<Element Name="IsDownsampled" EnableMacroName="IS_DOWNSAMPLED" EnumType="Bool" Default="True" CacheSuffix="ds" TargetShaders="cs" Condition="(Windows|Metal) & Native16bitShaderOps" />
<Element Name="InterleavedMode" EnableMacroName="INTERLEAVED_MODE" EnumType="Integer" Default="2" Count="3" CacheSuffix="intm" TargetShaders="cs" Condition="(Windows|Metal) & Native16bitShaderOps" />
<Element Name="UseTiledRadianceCache" EnableMacroName="USE_TILED_RADIANCE_CACHE" EnumType="Bool" Default="True" CacheSuffix="utrc" TargetShaders="cs" Condition="Windows|Metal" />
<Element Name="UseClusteredRadianceCache" EnableMacroName="USE_CLUSTERED_RADIANCE_CACHE" EnumType="Bool" Default="True" CacheSuffix="ucrc" TargetShaders="cs" Condition="Windows|Metal" />
<!--<Element Name="UseBentCone" EnableMacroName="USE_BENT_CONE" EnumType="Bool" Default="False" CacheSuffix="bc" TargetShaders="cs" />-->
<Element Name="ReprojectDiffuseGIDownsampled" EnableMacroName="REPROJECT_DIFFUSE_GI" EnumType="Bool" Default="False" CacheSuffix="rdgi" TargetShaders="cs" Condition="Windows|Metal" />
<Element Name="GenerateDiffuseGIForRadianceCache" EnableMacroName="GENERATE_DIFFUSE_GI_FOR_RADIANCE_CACHE" EnumType="Bool" Default="False" CacheSuffix="gdrc" TargetShaders="cs" />
<Element Name="IsHighQualityGI" EnableMacroName="IS_HIGH_QUALITY_GI" EnumType="Bool" Default="False" CacheSuffix="hqgi" TargetShaders="cs" />
<Element Name="UseRayReconstruction" EnableMacroName="USE_RAY_RECONSTRUCTION" EnumType="Bool" Default="False" CacheSuffix="urr" TargetShaders="cs" />
</Permutation>
<Define Name="IS_DOWNSAMPLED" Value="1" CacheSuffix="ds" TargetShaders="cs" Condition="!Native16bitShaderOps"/>
<Define Name="INTERLEAVED_MODE" Value="2" CacheSuffix="intm" TargetShaders="cs" Condition="!Native16bitShaderOps"/>
<Define Name="USE_COLOR_ENCODING" Value="0" CacheSuffix="uce" TargetShaders="cs" />
<Define Name="USE_HIGH_ORDER_TILED_RADIANCE_CACHE" Value="1" CacheSuffix="uhotrc" TargetShaders="cs" />
<Define Name="USE_HIT_DISTANCE_WEIGHTS_FOR_TILED_RADIANCE_CACHE" Value="0" CacheSuffix="hdwtrc" TargetShaders="cs" />
<Define Name="USE_LRU_BINNING_FOR_CLUSTERED_RADIANCE_CACHE" Value="1" CacheSuffix="lrucrc" TargetShaders="cs" />
<Define Name="USE_DEPTH_RANGE_FOR_CLUSTERED_RADIANCE_CACHE" Value="0" CacheSuffix="udr" TargetShaders="cs" />
<Define Name="USE_BENT_CONE" Value="1" CacheSuffix="bc" TargetShaders="cs" />
<Define Name="MAXIMIZE_OCCUPANCY" Value="1" CacheSuffix="maxocc" TargetShaders="cs" />
<ComputeShader Filename="Filtering.hlsl" EntryPoint="BilateralReconstructDiffuseGITiled_CS" />
</Pipeline>
<Pipeline Pass="BilateralReprojectDiffuseGI">
<ComputeShader Filename="Filtering.hlsl" EntryPoint="BilateralReprojectDiffuseGI_CS" />
</Pipeline>
<Pipeline Pass="BilateralReprojectDiffuseGIUpsample">
<ComputeShader Filename="Filtering.hlsl" EntryPoint="BilateralReprojectDiffuseGIUpsample_CS" />
</Pipeline>
<Pipeline Pass="BilateralReprojectDiffuseGITiled">
<ComputeShader Filename="Filtering.hlsl" EntryPoint="BilateralReprojectDiffuseGITiled_CS" />
</Pipeline>
<Pipeline Pass="BilateralReprojectDiffuseGIUpsampleTiled">
<ComputeShader Filename="Filtering.hlsl" EntryPoint="BilateralReprojectDiffuseGIUpsampleTiled_CS" />
</Pipeline>```
Bro. I'm trying to talk here. XD
thats nice
I make funny
i rather have them fix the game then read ur funny
Dlaa working for me now actually
What if instead of RTGI from 2018 the game worked right
"Fixed awkward animations that occurred when a character collided with a wagon."
The devs are definitely trolling through social media for things to fix
Nothing in the patch notes about fixing DLAA 🤔
man it looks so much better now, ive been dying out here playing in native 
wasn't DLAA issue about the black flickering bar above when it's enabled?
wait can we enable RT shadows
<Define Name="USE_DYNAMIC_SHADOWS" Value="1" CacheSuffix="uds" TargetShaders="cs" />
<Define Name="USE_INLINE_RAYTRACING" Value="0" CacheSuffix="uir" TargetShaders="cs" />
<Define Name="USE_SHADOW_COLOR" Value="1" CacheSuffix="sc" TargetShaders="cs" />
<Define Name="USE_NEIGHBOR_SAMPLES" Value="0" CacheSuffix="nr" TargetShaders="cs" />
<Permutation>
<Element Name="UseRaytracedShadows" EnableMacroName="USE_RAYTRACED_SHADOWS" EnumType="Bool" Default="False" CacheSuffix="rtshd" TargetShaders="cs" Condition="Windows"/>
<!--<Element Name="UseShadowColor" EnableMacroName="USE_SHADOW_COLOR" EnumType="Bool" Default="False" CacheSuffix="sc" TargetShaders="cs" />-->
<Element Name="UseContactShadow" EnableMacroName="USE_CONTACT_SHADOW" EnumType="Bool" Default="False" CacheSuffix="cs" TargetShaders="cs" />
<Element Name="UseNearFieldShadow" EnableMacroName="USE_NEAR_FIELD_SHADOW" EnumType="Bool" Default="False" CacheSuffix="nfs" TargetShaders="cs" />
<!--<Element Name="UseNeighborSamples" EnableMacroName="USE_NEIGHBOR_SAMPLES" EnumType="Bool" Default="False" CacheSuffix="nr" TargetShaders="cs" />-->
<Element Name="IsInterleaved" EnableMacroName="RENDER_SHADOW_INTERLEAVED" EnumType="Bool" Default="False" CacheSuffix="il" TargetShaders="cs" />
<Element Name="IsHighQuality" EnableMacroName="IS_HIGH_QUALITY" EnumType="Bool" Default="False" CacheSuffix="hq" TargetShaders="cs" Condition="Windows" />
<Element Name="IsComplexMaterial" EnableMacroName="IS_COMPLEX_MATERIAL" EnumType="Bool" Default="False" CacheSuffix="cm" TargetShaders="cs" />
</Permutation>
<ComputeShader Filename="ShadowAO.hlsl" EntryPoint="SceneShadowTiledCS" />
</Pipeline>```
yes
Can put the 5080 to use now
Still happen
Fuuuuuuuuuuuuuuuuuuuuu
question is does it work and are they borked or not
they said they will do it themselves
its fixed for me
let me check again
i had it when i first loaded flicked through the models and fixed, maybe try giving it a toggle
did you see the bilateralreconstruct... above, there is a UseRayReconstruction flag, not sure if it is all happening in one pass or what
yes, but in my shader there is no RayRec flag
shit isnt running and shimmers as a result
It goes away but comes back when certain effects happen.
Easy way to check is to do the L1+R1 blade flash
And the black bar is back...
I could try setting it to true
it did it the first time, but then stopped doing it again
Apparently jumping feels a lot better now?
yh so my permutation doesnt use the flag
if you can set it to true then kino
assuming it doesnt break
So what's the deal with DLSS 4.5 using a different color space
Weird. Black bar is still there. But it doesn't do the black screen thing.
So kind of fixed??
Is it actually more dynamic or just clipped
Fixed an issue where screen quality appeared abnormal when activating FSR Ray Regeneration or DLSS Ray Reconstruction.
Fixed an issue where monitor size was incorrectly detected at certain resolutionsm causing abnormal display output.
Did this change anything?
I don't have a great way to validate, can I send you the file and see if anything changed
Oh sheesh, is this what yall meant with teh black bar thing?
I never had that happen with DLAA
yh, the game will spawn a new shader with RR inputs
thats how you know its working
If it flashes at the top. When you do certain effects like the blade blind 1/2 the screen goes black
you haven't had that? i've had it cover the entire screen for near 1 full second at times
goes in 0003 folder
Hm... have you tried forcing a different model? I was forcing model L
And I legit never had that happen... yet
Does it in ALL models
is this iphone recording HDR? or android, if android what model?
thats how it used to look like for me before
Iphone 15 pro
Weird, I wonder why I haven't had that happen
I set UseRayReconstruction to true, and also rt shadows default true
I'm using framegen at 4k
40 series card?
time to test special sauce
yeah 4090
It comes and goes its weird, sometimes it'll work fine for a few minutes then it'll popup again
Unplayable during combat
I think it's a 50 series thing.
Though I did see one person on Steam board with a 4090 who also had it.
But it seems mostly 50 series users.
yup im on 50 series
Well that sucks, I've heard of other weird issues only on 50 series cards
Game's just stuck on splash screen
ah
Real
Update made the game more stable without RR on ultra performance. DLSS4.5 doesn't have as bad of ghosting. Textures seem to be using less aggressive mip mapping to account for upscaling I am using the RenoDX snapshot. Rain is still broken however 🙁
I literally copied the one from my game folder while the game was running
Yeah. Even DLSS Q looks less ass now.
is 4.5 working with RR? i want to say no because it looks exaclty the same
no such thing as DLSS 4.5 RR
RR wasn't updated
RR uses it's own model that is based on 4.0.

game crashes during splash screen
doesnt even enter
it might be the timestamp

can you use the m preset for upscaling, when using RR?
May want to try moving that copy to a different folder. Dunno about CD but some games throw a fit if there are extra files
it shouldn't launch at all if its the timestamp issue
still no 1.00.03?
its out now on steam
but also use the last version I posted cause I forgot a true in one place
worth going back to RR + Perf now 🤔
or I guess I could set up the dev kit
and fuck around with the shaders to see if my changes are doing anything
that way I don't have to bother you
been on that for 25+ hours now at 4K
Steam can just push updates - every other storefront has to go through quality assurance with patches so there's always a few days delay
How bigs the update on steam btw?
it looked kinda rough on 1440p but patch seems to have helped a bit?
ahhh
around 693MB
Game looks hella blurry at 1440p... Had to use DSR
Is there a way to remove sharpness
reno
Game is soooo sharpened even at 0
so what is the greymane, are they a gang or an ethnic tribe?
Yeah I'm using it it's at 0
I am getting filtered by a simple drag and drop
so yes
welcome to no RR and ReSTIR
I just did the mission that tells arthur morgan where to sell wagons
this is just fantasy rdr2 is it
ReSTIR???
this is literally smilling friends
refer to the pin comment
bunch of quests to make random npcs happy
is there any extra setup for dev kit shader fuckery
ok you know what is insufferable
just ppl that whine and moan and they never ask to think " did this guy just slain a 500 men camp by himself while we sit here moaning "
dont u love getting stunlocked by a beggar and u cant do anything but give him money
generic medieval fantasy soundtrack A B and C are SO GOD DAMN ANNOYING
welcome to every major city
for DX12 yes,
use this
might as well use the ini and all
points to the tools needed for snapshot to work
i just turned on rr and changed it to dlss quality because of performance and now the game still looks like a painting but with shadows

no symlink?
there is a certain time of day with clouds and what not where the game looks notably worse
like this
the bandits in this game has more ppl than a country ... may as well be their own country
I had a moment earlier where it was raining and looked good, then suddenly the lighting broke and became nothing but noise for like 15min, then back to normal rain
hmm, when i load the game it auto deletes reno from the game folder
antivirus
AHHHHHHHHHHHHHHH
oh, i didn't think of that, thanks
"next gen"
what gen is next gen
ps3
i thought that tree looked great in Everquest 1999
they been saying next gen since demon's souls in 2020
and demon's souls actually look good
You have to kill like 200 bandits in the quarry, that's easily more people than the capital lol

I assume these missions that need you to kill 300 ppl require you to recruit more ppl and pitch them against the mobs
I just do these too early
I think they expect you to summon the other playable character to help
cause there's no way I had to go to this fort and killed 500 ppl myself
but the problem is, the companions are utter shit
so u end up doing it yourself anyway
are there any tips to make the game perform good and look good
that bandit one... don't do that early. I spent an hour and all my food gettin the progress bar to 0, then realized I had to face a boss. And seemingly if you don't get to the boss quickly, the enemies respawn and the progress bar goes backwards. Its hell if you can't clear them quickly
Maybe spears are busted, because I cleared thos places very quickly. The counter is really really good
yeah I didn't know where theboss was, and the progress bar was refilling. I gave up and figured i'd come back later
get some gamer glasses and squint your eyes
or wait for Forge to work on his stuff more
guys does the peak brightness on reno under tracks? i'm set to 2300 and does not go above 1900
lol
just wait for dlss 5
hey so this devil of the reeds i'm tracking through this field right now, he's real easy right? right??
at least it will be competently looking instagram ish
don't need to explain, just say game looks bad
I'm telling ya, spear counter put his ass in a sling. Dude couldn't do anything to me
Yeah, it's very inconsistent visually. Sometimes it looks good, other times it falls apart
everything that is close to you = good
at least naira is nice looking, except in this game we don't get to bang women
and kliff is secretly gay
well i don't have a spear leveled and i hate soulslike style fights so this should be fun..
also am I the only one using like 70 saturation
that might be why your game looks like a painting
Real advice, don't spam dodge, just hit it once for the longer roll
He doesn't have a lot of HP, so focus on not getting overhwelmed over DPS
If you stagger him, you get enough time to take out like 1/3rd of his HP too
if by the end of this game, kliff wants to go to tahiti, it will be my GOTY, otherwise



