#Resident Evil Requiem
1 messages Ā· Page 15 of 1
i didnt know oblivion took place on earth in fucking wisconsin
i hope they add skyscrapers in the distance
DLSS 5 will let developers tune lighting, color, and masking, says NVIDIA
So blame the devs if you don't like the image :p
oh we will
It's good to see the majority of people are rejecting this but equally worrying the amount of people that are gargling on nvidia's balls. Probs the same people that download the "realistic" reshade presets
for putting this in thier games
go outside
This is so much more complex lol
FSR 5 is also coming
70% of your studio is gonna get booted cuz u can use this slop
source?
dude lol. no one is arguing againt AI existing but the application and this one isn;t it
it's as simple as that
if you want the future to be ai, i hope you dont enjoy walking the earth without an oxygen tank on your back
even if you're an accelerationist doesn't mean you need to blindly accept anything that has an AI logo stamp on it
bro NFTs are the future
neural rendering is fine
Yassification filter is abysmal
I don't like AI in general but we can't achieve photorealistic visuals without it
neural rendering you target specific parts of the rnedering pipeline
each with their own properties
WAY worse lol
exactly this, this is the way
yeah sadly nvidia gave us WAYYYY too little information to know if this is just stupid shitty implintations or not
neural rendering accelerates physics for instance since its way cheaper to have clanker 'hallucinate' then it is to actually crunch the numbers with CPU/GPU
but Jensen cant market that
so he goes yassification filter


why would they do a full live showcase if it's just "shitty" implementations
all the charcter shots look like someone stands in front of them with a ring light
Idk, this part of the FAQ makes me think it's completely separate
Does DLSS 5 work with DLSS Super Resolution, Ray Reconstruction, Frame Generation, and Multi Frame Generation?
Yes.
announcing a full version step up of dlss
exactly this
fair point
"tunnel vision"?
it obliterates indirect lighting etc, it just adds fake garbage 3 point studio lighting to everything
could be
What exactly would be a good implementation of this? I don't even understand what it's doing
Just seems unnecessary
instead of calulating it, its having an ai generate it in real time
you can guess how it looks
thats on oversimplification but still
this is such a good point
^
or materials
yeah materials could be big too
since its cheaper for AI sloppa
to calculate complex materials
via spectral rendering
or spectral rather than RGB
Maybe itās me coping but is there a chance DF got it wrong?
RR, DLSS and FG could already be considering neural rendering
they use clanker to dynamically fix issues
RR is the clanker dynamically in real time doing denoising
dude im really interesting in the two other memebers of DF who said they didnt know about that video
i wanna hear their reactions so bad
For the AI bull investors
DF civil war
NVIDIA says developers can adjust intensity and color grading, including blending, contrast, saturation, and gamma. Developers can also define where the enhancements appear and use masks to exclude specific objects or areas from the effect entirely.
Source: VideoCardz.com
https://videocardz.com/newz/nvidia-says-dlss-5-is-designed-to-preserve-artistic-intent-with-per-scene-controls

k why didnt they then
If this is the intention, NVIDIA is trying to present DLSS 5 as a guided rendering tool rather than a one-size-fits-all filter. The company says the technology can deliver these changes in real time at up to 4K while preserving each gameās visual identity.

true maybe the re9 devs were just all sick that day
RTX MOUNTAIN FOG = OFF
RE9 devs were present at the showcase
and told DF they tweaked
so they intended it to look like that
Chat itās so over
All companies tweaked their games to look how they want with DLSS 5, otherwise NVIDIA would be in a lot trouble with class-action etc
I mean grace looks so different in the 2 shots they showed
Lol
Like just with it on
I mean japan loves AI, so would not suprise me, but we have no idea if "devs" wants that or the exec branch at capcom for their shareholders 
can already tell how generic all games will be looking with that shit enabled
this is the second coming of "UE5 slop all looks the same"
Grace has 3 different faces currently. One with non-RT, one with RT and one with PT, all three completely different and of course only the PT one looks good
it literally looks like a 12 yr old reshade preset
except its real this time
My cope is that they slapped it on for the showcase
Iād take ue5 slop over this bro
Ye dlss5 is gonna add about 20 more
Good stuff
4 now!
Every scene you get a different grace
ACES for tonemapping
Lambert sloppa for BRDF
RTX HDR for HDR output
Dogshit default UE lumen for RT/PT
Focus M for writing
DLSS 5 yassification filter as post process over everything as cherry on top
no its infinite
John just started getting harassed and said that he didn't know anything about this
alex said he will post his inital reaction later
because it doesnt know what its supposed to do

saw that. very sad
They couldn't use this shit to somehow improve RR? Like real tangible improvements, not this garbage. This is the type of shit the investors and suits that never touched a single video game and consume boomer genai video slop look at and think it looks incredible
theres shots in the DF video where people fucking warp in real time into different people bro

RR v2 was delayed for this





V3!!!
Thatās the real tragedy
Itās so over man
I mean
you look at the before and after and the choice is obvious. Amazing sloppa realism
delayed? I think you meant shelved
Transformer 3 Neural edition
yes LOL
Even the PT one looks ''gamey''. The DLSS 5 picture looks photorealistic
because it is a fantasy
of a fantasy
trained on billions of IG posts (and porn)
you say that like companies are gonna care
also THE LATENCY
I can't wait for AMD to copy it, and make it even worse
amd still tries to push an ai package when you install drivers
yea that was kinda a bummer
I'd like to see them reduce noise and shimmer
NPC AI
Imagine enemies and bosses that dynamically learn
from your move set
a lost of non direct visual shit
this is the kind of future I wanted
not this slop
You can already do this via smart scripting
but neural would make it easier and quicker
plus more variations
When you're playing Resident Evil trying to be scared but the game generates the monster as Tung Tung for 1 frame
i feel like ai powred mr x would have to be like
super kneecapped
or you're just so fucked
I do believe this was just too early to show this off and needs a lot more work. But the tech itself could be potentially cool in the future. It just needs to stop inventing stuff lol
he would learn really fast to just stand in the room where you were doing a puzzle and then you lose the game LOL
well maybe I would like to see neural story writing because bruh
99% of games have abysmal writing
grok can do a better job

i guess i do that now
they already pulled this last year with RTX faces
nothing changed

I am going to cope and hope
this tech IS inventing stuff
that the controls are GoodTM
it cant not do that
that is all it is
thats like saying gas cars need to stop needing gas to run
thats what they're desgined to do
Last one I swear š
Lmao
LOL
š
releasing fall 2026. Perfect time for sweaters and more memes
It is the first reveal, basically every graphical improvement in the last decade is directly linked to AI. It will be improved or toned down might release in a messy state but will be interated on and improved until it's a net improvement (and it will be a huge one, one day)
i hope you contine to drink the koolaid
you're probably happier than me
I am indifferent just not angry at it
also you replied to me stating how the technolgy works
it is litteraly doings its best to guess how its supposed to look based on data its been fed when it was trained. Its job is to make shit up
as best as it can
yeah forget the reply i just wanted to say the point, all the graphical tech (let's be real, large graphical jumps have plateaued) has come on the back of DLSS
that is literally just not true
leon has a full face of makeup and is glowing like obiwans force ghost
how so which one is not based on dlss ability to increase performance to heavy taxing tech
or just generally TAA which is a lesser version of the same thing
at least as it exists today
you cant say dlss gives you headroom then apply that to any effect that is taxing
the electric company actually has pushed graphics foward the most
because we couldnt power gpus without them
I mean now you're being disingenuous you know what im saying
ray reconstruction a huge upgrade to path tracing directly influenced and directed through AI
Yeah this leon one is the single one that doesnt make you puke lol
From what I've seen so far it seems to depend on scenes/games, like how Grace in this scene looks less yassified and more natural looking compared to the intro scene
yeah thats the funny part
grace will never look the same in a single frame ever
This is the second best
not once
I mean path tracing in of itself is not really feasible at playable framerates without framegen as well
Pretty decent tho still uncanny
thank god grace had time to put on her lipstick on foundation after shit started to go down
you know what's funny is I'm pretty sure nvidia is claiming the model wasn't even altered the changes are in lighting alone and increased detail of the textures they didn't like add modeling to the face as as I can find
That“s the theory yeah
I could see that
Lighting changes shape perception
exactly
brother if you think thats just lighting idk what to tell you
they eyes themselves forget the mascara look are so much more detailed it's undeniable
she has lip fillers
Im pretty sure its just the light tricking you into that, but I“d need to see the real thing to confirm. A screenshot doesnt tell much
yeah i got nothing to say to that
it's also the third person model for grace in a heavy section so not the best fidelity grace that exists in the game expecially cutscenes
The intro scene does look as though she lives in LA and gets her face done every other week lmao, I thought it was a meme at first
the original
This video explains how this works https://www.youtube.com/watch?v=P1IcaBn3ej0&t=3s
Enhancing Photorealism Enhancement
Stephan R. Richter, Hassan Abu AlHaija, and Vladlen Koltun
Paper: https://arxiv.org/abs/2105.04619
Code and data: https://github.com/isl-org/PhotorealismEnhancement
Project page: https://isl-org.github.io/PhotorealismEnhancement/
We present an approach to enhancing the realism of synthetic images. The images ...
No he fucking doesnāt man, they made him younger, gave his skin too much albedo, the light doesnāt make a lick of sense and completely FUCKED the Colors
Ok but it definitely does add shit to the models
This is far from finished
THEN DONT SHOW IT TO US
They made a huge miscalculation showing it this early
It may not even be feasible on this generation and a more 6000 series things so long way to go
Im just trying to understand how it works and be objetctive
Its just gonna be like DLSS 1
It was trash
It will get better
guys its just lighting changes making you think they changed the textures!!!!!
skin isnāt that shiny
eyes donāt reflect like that
why does she have lipstick and makeup one
the shadows on her face donāt make a lick of sense why did they add pronounced cheek bones
that's the worst starfield one, I think most of the starfield ones looked better, granted starfield is some of the worst character models in modern gaming
Here is what AI is doing, because itās not āAIā, it doesnāt think
It looks at the face and makes it āattractiveā
The hair looks whack, but nvidia say creators can control the intensity, etc so we'll have to see what the final implementation looks like. Some games definitely look overexposed and blacks are crushed to death with dlss 5
I totally understand this position and share it, but the reality is that we are not heading there
you control what you purchase and support
but this feeds back into the reveal they did last week it's basically impossible to stack fidelity right now. It's why they have the tree geometry thing coming out. Maybe we just have peaked graphically and can't go forward
i mean we are still going foward every year
its slower than it used to be but thats every tech field
i mean eventually the personal GPU will probably be not good enough for the fidelity the industry demands
the industry has to design games AROUND the personal gpu
they cant make games that cant run on gpus
nobody will buy them
This runs on GPU wdym
well the obvious and dystopic reality is future games will likely be cloud GPU run
it's the only way to infinitely scale GPU power as die size shrinks to impossibly small incremental upgrades
Im fairly optimistic that this will look miles better when it releases
Otherwise its gonna be catastrophic xD
They definetly have to burn a lot of electricity and water training this model before release
I mean the materials are definitely better imo the lighting looks super washed out, but maybe it is a more "correct" representation of the lighting but it just looks washed out to me
It needs a lot of tunning and improvement yeah
But the idea could be good, we just have to wait and see the final implementation
Although even if it does look good Im not a huge fan of it
The Sarah Morgan one totally looks better not cope
And thatās fine, we donāt need photorealism, we need better IQ and style
hands on impression. he says its not a AI filter on top. https://www.reddit.com/r/nvidia/comments/1rvqask/a_handson_impression_of_what_dlss_5_means_by_ryan/
ahh yes
my bad
my brain just doesnt understand the kino that is epstein and kirk filter
this is the guy that lead intel gpus to "great success" and now WORKS FOR A MARKETING COMPANY
HIS JOB IS MARKETING
sorry hes the president and gm of a marketing company
so its safe to just ignore the entire post
probably true
wouldnt matter if the results were good
a game could be made with a matchstick and ductape
the issue is whether it is sloppa or not
This is a huge shift in how games are made so its normal to have this reactions, specially cause they announced it like shit
I truly believe that the narrative will be completely different in a year or two
DLSS 5 will turn out to actually be great
(Im not defending AI slop, just trying to be objective)
It does have the potential imo
neural rendering isn't the issue
acc wtf am i saying
yeah it is the issue
its probablistic
not deterministic
This post says its deterministic
So not sure about that
marketing guy
their entire job is to sell you shit man
no it does look like shit
is he working for nvidia?
i can not fucking believe that got him
to a closed behind the doors demo
you are a master
if he wants to be invited in the future
Im not saying it good or he“s saying the truth
Im just saying it has potential and we“ll see when it releases
sure
If its not deterministic on release then yeah its trash
If it is and it looks good tho (not like now)
Then we“re talking
But we can“t say much with the shit they gave us today other than meme about it
Larian who was using gen ai in preproduction?
just the fact that 2 messages up
you called it slop
and he just
bought it
i cant
how
what are you talking about
what got who
Bespoke!
so much seething over DLSS5
Every sane person should be against heavy AI integration in our lives. The harm it does significantly outweighs the good.
so the people saying it looks like an instagram filter are wrong because.... it looks like her photos from instagram
sure man
which it still doesnt btw lol and would still be completely irrelevant
exactly. I could use an actor to scan and the slightly alter their features for the story intent like these people man
Trolling?
with DLSS 5 sonic looks more real too
gosh i wanted to forget this existed
No, it's true whether some of you like it or not š
The leather man defines the future once again
maybe frame gen issue?
doesn't even really matter
since you can't decouple it
but that looks extra bad even for frame gen
yea
do you have facial blindness?
Do you leave ssr and ambient oclusion on or off when using pathtracing?
Also what's up with surround headphones, is that for dolby atmos for headphones? Like is thst bettet or worse than nornal stereo headphones?
It does look exactly like the Julia Pratt now.
Idek might be a bit jarring and the photorealism may push things towards the uncanny in the examples they showed. I thought oblivion was the worst for environments, but starfield was okay for faces and environment.
You are an idiot if you think they look similar, Capcom heavily modified her face from the get go
And she looks like Jennifer holland
You are a bot

she looks like every single fucking ai generated woman. they all look the same
this is the first image that comes up when i search for that
Lmao people so heated
Deservedly so
ngl i will do a dlss 5 run even if it's crap š
Tech isnāt even out yet, when it is I bet most of yall will have it on when every game uses a native implementation of it, but even if you donāt use it. Remember thatās the best part. Nobody can force you to (probably)
yeah i dont think this is something that should be brushed aside
renodx + dlss 5 
when it starts affecting development is when i have a problem
keep in mind as well this is an hdr server, and the mods are all about preserving ground truth - i cant stand inverse-tone mapping, partially for that reason
the same thing applies here, and this will definitely have an impact on hdr
it seems they trained the footage on sdr content so it cant handle hdr values properly
^ thatās pretty much my biggest concern along with how much granular control devs have.
Seems like they have been working on this for a while, leaks had some neural rendering stuff like this for 50 series launch. Looks like itās still not that close to being ready
one step closer to photorealism
Idk how a fall timeline is reasonable if this is what theyāre showing now, but it does make me excited. Donāt think theyāll forget about HDR after improvements in SR - M and L either
will this even work on the 40 series
Allegedly not
if its trained on an sdr dataset i genuinely dont see how thats possible without using some kinda ITM like rtx hdr
nah. did you even see what everything else looked like?
Donāt tell me that š
Could be a different stack for hdr
OFF vs ON.
Bounce lighting? Who needs that
it wont even know what hdr is
who needs bounce lighting, indirect lighting when you have photorealistic sloppa with 3 point light studio-like photography following you everywhere you go?!
path tracing is already very demanding i wonder how heavy it's, will it need like a minimum of 5080 with 6x frame gen 
cant wait for it to be streamed to us with geforce now!!
at least you won't notice the motion issues because it's low bitrate anyway!
hooray!
look at this shit
bounce OFF
so you're wasting gpu cycles and electricity to calculate path tracing
only for it to be absolutely destroyed
for genai waifus
Yeah thatās the funny thing tbh
This AI only has access to motion vectors and color vectors and the 2D output image
Nothing else
Spending all that time to pathtrace only to override it with AI thatās unaware of the actual pathtracing
Galaxybrain
it can predict the future
Yeah it has no access to geometry detail? Thatās pretty troll no
then how is her jaw actually changing? This is literally changing the geometry, not just lighting / textures
Dunno not claiming to be an expert on any of this, but Legit scroll on the video nvidia posted. Right at the start
https://x.com/nvidiageforceuk/status/2033625439315399137?s=46
It looks like this in the gif cause these are screenshots from a video where she is moving to the left no? When I scroll through the video her face looks different cause the lighting is completely different
Although I will say to me it looks like it completely changes her lips not her jaw. Like the jaw could be lighting but thereās no way u get those lips without some filler
As I've said in the other server, this is kinda a real time deepfake
It takes an image and turns it into a different image based on its dataset
It doesn't change the models or textures or whatever, it generates new ones on top
And the less data (detail) it has, the more it will halucinate
I can't wait to see how bad it will be with HDR
since training will be on like 99% of SDR data
Also funny thing, we alr have the tech to make models look like their real life counterparts and it doesnāt even need ray tracing. Look at death stranding 2. Capcom modified the in game model for a reason to differentiate grace. Real life models will always be super models with pronounced features whereas their in game counterparts will look different and closer to what an average person looks like
^ thatās a good point. A lot of itās pretty unclear. Nvidia is claiming devs have pretty fine tuned control over what will happen. Is that even possible? Iād have to guess this was rushed on incomplete tech for maximum showy effect.
Iād imagine integration during development is more bespoke
I don't think this will affect HDR fidelity in any way lol especially with tools like reno. I could see people in here refusing to work on DLSS5 games though out of principle haha
I mean take this game for example, the path traced version of the game doesn't require a unique renodx even though it's a complete overhaul of the lighting engine compare to PT off
yes but from all the information we have, dlss 5 is essentially just fancy img2img
and if those images/videos are trained on sdr content which is an extremely likely probability then itll be clamped as a byproduct
PT in of itself with ray reconstruction already has heavy AI influenced output
yeah but it still works in a completely different way
I don't think we know that at all yet, and I don't think we will see a mature implementation of DLSS 5 for a long time
i guess we'll see
as of now the footage looks like extremely shittily tonemapped images which doesnt inspire much confidence
? that's completely different
how is it different both fundamentall change how lighting works in the game
as far as I understand using PT or RR doesn't make a difference on HDR? DLSS 5 just looks like it's tonemapping garbage or something I dont know. crushing shadows and overexposing everything else to oblivion
i might be wrong
They don't make a difference is my point
dlss and rr work in linear space
its possible this does too
but it clearly has its own tonemapping that its doing thats completely separate to the original games
I mean for instance path tracing changes how shadows work entirely aka dark vs light areas of the image and reno still fixes how those are represented whether you have PT on or off
renodx has nothing to do with that though
all its doing is removing (technically replacing in most cases) tonemapping and upgrading internal sdr formats to support hdr
the actual value of the lighting to begin with is calculated by the game engine to begin with regardless in linear space
It probably will be toggles in menu
lighting, environment and character models each with their own toggles
thats possible if they use some kind of object masking
although it seems like they havent implemented anything like that in the demo
and i wonder if it would make the uniformity of the image even weirder
I don't think it's going away and ps6 will almost assuredly have frame generation to hit their 120 fps goal a similar tech will come to consoles too
it's just how it will be
oh no doubt
Itās literally taking the base image and then spitting out a āmake it look realisticā filter, no shit itās gonna affect HDR. Itās not rendering anything is generating
Don't think it will we will see
PT is still rendering, it still has the same textures and assets and LUTs, this is literally generating an image on top
Bryjoe youāre not a modder youāre just high on AI
So when people here have said this Will affect it then Iād reckon you should listen to them
I'm not but neither are you and you aren't looking at this objectively, there are pros and cons to the tech
I've called out many things I didn't like on the reveal as things I did
nvidia said it didn't alter texture at all and it's a pure lighting pass, you can choose to believe them or not
cutscene grace doesn't look altered texture wise at all to me the street one does but
Yeah it didnāt āalterā textures it just hallucinated an image on top of them
Here, it increases how reflective the rooftop is, this is edo era japan they are not making those rooftops from metal they are making them from stone they arenāt supposed to be this reflective and clean
It throws out color grading as well btw
Dlss 5 keeps looking worse and worse the more I've seen from it, especially in motion (videos, not just screenshots). It just fills too many gaps that don't exist like making a highschooler looking as though they're in their 30s etc and sometimes look like straight up ai generated instagram ads
And ofc it will affect Reno because Reno works on the assumption that the output will remain the same scene to scene
āAIā is probabilistic
i dunno brother, although I did dislike the ac shadows alterations personally
Yknow that those went through renovations right
To me the broad lighting examples on environment in ac shadws and oblivion seems to sap a lot of "depth" and contrast from the image, but as to their lighting accuracy maybe they are
It changes the light sources
Itās around sunrise/sunset in the og image
Dlss 5 makes it so that the sun is overhead
its not "just the lighting"
if all it has is final (or close to final) image + motion vectors then it has no idea what lighting is
same inputs as normal dlss
There we go, it doesnāt have access to assets
So it gets something close to the final image and guesses how it should look like. If you donāt have access to the raw data how will this ever not be sloppa? Itās all arbitrary
They also interpolate between the face model and performance capture actor to ease up data retargeting
this doesn't look like a light pass to me, correct me if I'm wrong
Yeah that's the worse offender of alteration the street scene, but it does look like Grace in that scene in the original is using a much lower res image compared to cutscenes
I am not sure why either
even if technically correct on every single instance they showed it just made the weather overcast. Which then those reflections would make sense. it completely hallucinated the game's engine weather system
Thats what I was thinking was the culprit, RE9 has such low res textures to begin with
but she doesn't look that low res always in gameplay it's odd
I think the back of her is rendered closer to cutscene fidelity which makes sense
"However, the rendering horsepower available to a 16-millisecond game frame remains a tiny fraction of that available to a photoreal Hollywood VFX frame, which can take minutes to hours to render. Real-time rendering cannot bridge the gap to photorealism through brute force alone." They are correct, we are nearing limitations of raw rasterization and die shrinkage, we cannot make leaps without AI and neural rendering used going forward
Maybe we donāt need photorealism
Has that ever occurred to you
r/nvidia mods deleting posts critical of dlss 5 lol
of course
they always do that
anything mildly critical
well. they're reddit mods
https://www.reddit.com/r/nvidia/comments/1rvovsi/john_linneman_of_digital_foundry_discusses_his/
this is a good example of how anyone critical is downvoted to oblivion and anyone positive is upvoted forever
Completely agree with John and completely disagree with some of the people on that thread, they can call it blown out lighting or whatever bla bla bla
The environment stuff was looking really freaking cool and photorealistic for me.
Itās like some of the cyberpunk mods, they do same things and the look much more realistic.
Not gonna read about this anymore, it's ennerving
The environment lighting changes looks just as bad as any face change
what I mean is that reasonable comments are being downvoted
literally all it has to work with is the basically final image + motion vectors and the motion vectors are just there for temporal stability reasons
only bootlicking comments are upvoted
oh right

Sorry but she looks nothing like that photo of Grace, just because the AI hallucinates, doesn't mean we have to
Guys why is this not in the louvre
I guess the haters are used to the fake lighting and oversaturated colors so they wonāt allow this much better fixed version
because they forgot to put the rat under her hand like in the original painting
Lady with an Ermine is another portrait from Da Vinci
I see this thread continues to be dlss5 seethe dump
What else do you expect when people keep saying dumb shit
Yeah, everyone has had their fun. Let's move the thread back to what it's for, the mod for the game, please.
Are we supposed to not take the rage bait?
We need a dlss5 discussion thread fast
That's what #šøbar is for 
TRUE
goddamn im missing out
Even in Crimson Dessert which has nothing to do with it
Crimson desert made the mistake of being a video game in 2026 so itās gonna attract controversy like flies
Understandable people would talk about it everywhere really. It's huge news (and very sad)
Which is best for a first time playthrough, default reno preset when you load up, purist or preserve shadow detail?
Edit: wait nevermind saw reset all is good
https://www.nexusmods.com/residentevilrequiem/mods/990 WTF is this? š
theft lol
report it
yeah
taken down
Nexus is that proactive about reports, huh?
That's good to see.
might just have been lucky this time idk
maybe lots of reports? i know i sent my first one right then š
can't wait for Pragmata RenoDX 
I got distracted by life, it's the Lg G5
probably gonna be the same shaders as the demo anyway
Opening scene as Leon looks fucking amazing with latest reno mod at default settings, those neon signs POP
Speaking with developers and artists at studios that have agreed to DLSS 5, including CAPCOM and Ubisoft, Insider Gaming was told that the DLSS 5 tech was revealed to them at the same time as everyone else.
I'm shocked Nvidia lied.
C-suite people gave their blessing, that's it.
@fierce wedge On a scale from 1-10 how much would this enhance current version š¤
- Fix banding in fog
- Improve shimmering / low res fog
- He could test out Laplacian texture blending for terrain if he wants
- BRDF improvements (especially if the game still uses lambert)
Nothing at all?
nada
:( wanna support
I have a defunct paypal
Yeah I know
Yippie
Nah do it soon before
I think kofi should be easy and quick to setup
And if you do, ping me :D
Yall r cool
HDR is a new thing to me and its my current learning obsession
no worries, I am going further than HDR now
HDR is borning to me
I learnt all from the goat musa
time for new pastures

DLSS5 to bg3 when
diversification
trying to bind Gbuffer normals to shadows rn
they use depth derivate normals
e,g what reshade does
so you get all sorts of asscheeks blocky artefacts on characters
and random ass shadow acne
it's so bad
They decided to use 4 2048x2048 shadowmaps but 3/4th of the shadowmap isnt used.
It packs only a 1024x1024 shadowmap into a 2048 texture
then stiches the 4 of them into a 8192 blit
bro
wtf is this
you'd think that close up camera from lvl up screen or dialogue would have better shadows
nahhh
256p shadows
genuinely the worst part
that the camera 90% of the time
Wtf is beyond hdr
is up in characters faces, and it looks like it does


I wonder if most people behind it genuinely like it
But I guess I will save my judgement until itās fully out
the game atleast uses Burley diffuse and uses the full stack of J. Jimenez / TLoU for character rendering so you get
parallax iris, shadows from eyelid + eyelashes and blah blah
but then they dont properly occlude iris specular IBL behind shadows
if the eyeball is being occlude in shadow
all that fancy stuff just for my shadows to ruin it
it still runs full as specular
yes, the eyeball looks consistent regardless
regardless of framing
fine
i'll do another playthrough when the mod is ready
with dlss5 too

maybe even a blowout slider
I hate this game because at some points I like in game brightness at 139 then sometimes at 200 and idk what to choose for 650 nits š how does musa and others do 400 and 100. but then at the same time the intentional crushes are killing me
preserve shadow detail preset is pretty good
I might play with that, I just feel bad since Iām not using the EOTF emulation but sacrifices do gotta be made š¤·
you can mess around with the secondary scene grading/scaling to fine tune the black floor a little as well
It's a little unclear what Capcoms intended look is really
Iām not really used to HDR/filters and Iām thinking like, itās set it and forget like Dolby vision, so I am assuming having a consistent game brightness & overall grading will vary from game to game
there doesn't seem to be a mode to be viewed in G2.2 in SDR
is gamma 2.2 and sRGB two different things?
preserve shadow detail matches their BT709 viewed with gamma 2.4 pretty well
ya different gamma curves
ima have to learn this shit
Reno should look consistent across different brightness levels
so just use whatever looks good to you
between 100-200 nits is generally fine
technically though lower to what I can tolerate is better right
hmm alright
the only thing that sucks is I have to keep toggling hdr so itās hard to see the before and after
but I guess if I canāt really notice then š¤·
But it has dimishing returns
like 150 game brightness with 650 peak
has plenty of dynamic range and would look really good
ya, but keep in mind your eyes need to adjust as well
going from 200 nits game brightness to 100 could look quite jarring
but it's fine once your eyes are adjusted to the brightness
That's what i would use with 650 peak
depends on how bright your environment is and stuff as well
then honestly I will stick with it until I learn more about my personal preference š
could go lower if pitch black
i can play in pitch black yeah
if you like 150 then just use that and enjoy the game tbh
Anyone tried DS2 HDR yet ?
dark souls 2???
Death Stranding 2
it def needs renodx
looks kinda washed out to me plus the brightness clamp bug with dlss
this keeps on getting reposted lol
already reported
yep, was gonna copy the link here just now
also they're probably deleting comments as the "posts" tab shows 2 but there aren't any
reported, get fucked loser poster š
Forge is loaded
Some people want recognition and praise but don't want to do any real work to get it. And maybe drive some traffic to their patreon/ko-fi 
loser shit
you need fakenvapi.dll and xell
the HDRobbery mod is still up, they also posted another mod, fov related, i'd guess also stolen lol
its crazy that I spam commented "stop ripping off renodx"
and i got warning for it
but the mod is still up
yeah, there are zero comments, clearly everything is being removed
the fov one is a dll
i reported a trainer that was a LUA that someone uploaded that had a virus
it was a complete rip off of the ultimate trainer as well
wonder if its the same guy
whaaaaaaaat
there was a line of code in it that when the game ran to open up something.
i know that someone uploaded a skip chapter mod that also had something similar and it got removed
I like how they renamed the sliders
@fierce wedge do i just report for stolen content or
ye stolen
its crazy how the mods get at me for spam commenting on it but they won't remove it even though it's been removed already
?
i remember seeing it, thankfully i didn't try it
i'm using this trainer to skip chapters. no one has reported anything, so hopefully it's fine
i really don't know how to set up this properly, every time i switch tone mapper to vanilla it seems better to me, am i doing smt wrong?
screen lg c2 if it matter
mines still up since 2 hours xd
real
Bro is not even remotely thorough enough lol
Should report the repo/user on GitHub directly
Roooofl
Literally all the mods are still there
ENUX HDR Visual Fix source code for Resident Evil Requiem - uwlntilbbg/ENUX_HDR_Visual_Fix
https://clshortfuse.github.io/enux/enux-metadata-schema.json
Bro searched and replaced like a pig
lol
is it breaking any tos on github
This is as close to code theft as it gets, tbh
Now, unless RenoDX is more or less saying you can take my code and rename it without crediting me...
ye i think he can get away w/ it on github
Nope
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.```
He's not copyrighting
If he was, he could indeed do whatever he wants, that's the point of the license
But he's not, so it's theft
@worthy cradle
Some random person from China did the same with one my repos years ago, it got taken down
I think he actually took it down himself once I sent him an email initially just asking for said copyright mention rofl
I... think he literally copied the entire repo and didn't realize your name was in the license file š
yeah he did from what im looking at
it's all over stuff as well, i'll report when he strips it. technically you can't produce executables without the attached credits
we break our own license
but we distribute with source
i have to add CREDITS to our UI
i just include my and shortfuse's kofi in my mods
which he did remove if that matters here
actually if he strips your name that violates the license
/*
* Copyright (C) 2026 Enux Mods
* SPDX-License-Identifier: MIT
*/
that's enough
can't copyright what's not yours
actually you have to file it
i'll put one on behalf of you
@fierce wedge gamma correction by luminosity seems to have... interesting effects for me.
40% bt.2020
luminosity\perchannel
i know its expected to have some colors push past bt709 from noise and such but is that not a lot? thats assuming this game has no real hdr assets
ya that's normal
dark saturated colors are what's different
per channel smears them usually
is that amount of wcg not usally a sign something is wrong?
its using lms shit not the standard bt709, bt2020, ap1 color spaces
but it also has proper gamut compression to stay within bt2020
also they use ap1 color space for post processing
so there's lots of wcg potential
ah so their "color gamut" transposed onto ours looks like tons of wcg
well it is a ton of wcg
nothing fake or wrong in their code
they use that wider color space
with my 2.2 luminosity stuff
I'm taking something run in bt709
and adjusting it so its roughly the same saturation
but it has less hue shifts and smears and flattened detail
i see
under more normal circumstances, we generally tend to default to per channel, right?
when this isnt a thing
Good ol' CTRL+H in VSCode lol
what kind of cursed AI PRs are these:
https://github.com/uwlntilbbg/ENUX_HDR_Visual_Fix/commits/main/
instead of just forking the repo
the AI made a new repo
and uploaded everything in like 27 smol commits
rofl
no way
he replaced all the namespaces
renodx:: is now enux::
START_NAMESPACE(enux)
START_NAMESPACE(math)
my nioh3 blooms lider
// Bloom strength
if (ENUX_TONE_MAP_TYPE != 0.f) {
r0.xyz = r0.xyz * (r0.w * saturate(FX_BLOOM_STRENGTH)); // Bloom Strength
} else {
r0.xyz = r0.xyz * r0.www;
}
this is fairly new since this code was merged about a week ago
extended = enux::color::bt709::from::AP1(extended);
every game mod
per channel is "correct" in the sense that it matches the behavior of sdr monitors
that's why the purist preset uses per channel
what is the reason to use luminosity then?
per channel for stuff like contrast and highlights sounds cursed
you want one scaler for those
gamma correction
oh nothing wrong with that, I prefer per ch gamma correction
because I think of it purely as EOTF emulation, and I want to do what a sdr display would do aka pow 2.2 per-ch
channel smears
a regular sdr monitor also smears then?
if im understanding what marat said
sdr monitors dont output 6700 nits
ya
unless the game encodes with 2.2
then there's no mismatched eotf happening
maybe yours doesnt
im not sure i follow. how is high brightness related to this?
maybe limited range
doesnt get griefed the same
not sure tbh, I didnt use sdr in ages so I cant answer if sdr smears or not
tbh I never noticed 2.2 smearing in my games

so what is actually happening to the gamut with luminosity vs channel
not 100% sure about luminsoity
like i get that you're going off a pixels average vs a pixels highest value
I did try out the hue preserving gamma correction, which is just correct::gamma + hue::correct -- and that creates a ton of wcg and cope
LOL

its just a different formula for luminance
what other stuff do y'all use beside renodx just curious
ik about that, just never used it so cant comment on the math its trying to do
wym by that
if lyall has a fix mod, maybe that; esp for ue games
u+ too depending on the game
if you're talking about other mods I use with games
that didnt even occur to me
yea two different things
like ive heard of things like optiscale, u+, display commander, etc... just curious if y'all use that too and if its worth looking into
its custom then, huh?
Y vs Yf
ah
luminosity is different from yf
optiscaler is good stuff
gotta switch to yf anyway
what do people actually use opticalscaler for? i've never found use from it
but I dont start off adding 5000 mods
I just install reshade + reno, and then if I feel like something could be improved I'll install another mod
code vein 2 ran like shit and had to FG
optiscaler lets you add XeSS FG into a game that has upscaling in it; so I used it to add Xess FG which is awesome btw
amd bois use optiscaler to upgrade fsr2/3 to 4
oh yeah nah im just talking like universal (kinda) or i guess performance or "visual enhancement" stuff
well yeah depends on the game, optiscaler is useful, u+ often improves games visually alot, Display commander is certainly a good tool i use that quite a bit, if a game needs an ultrawide fix ill use that
none tbh
oh thats huge
everything is on a per-game basis
yeah thought so as well, just wanna make sure im not missing out on anything else like i was with hdr š
well theres always stuff to improve but i wouldnt say youre like hugely missing out on anything if you dont use everything
Optiscaler i only use in some games
not all
so luminosity as it is in your mods is a custom formula?
for example
i assume i will know when i need it
u+ i will generally use if available id say
displaycommander is nice for fps capping and nvapi hdr games shenanigans and some other QoL stuff, i use it for example with games where i use controller to have anti-deadzone settings because so many games have quite big deadzones on the sticks and the steam controller settings for this are a bit annoying to use while in DC its just a simple slider
yea, u+ is almost always welcome

ooo they have a few games i plan on playing soon lets go 
oh that deadzone option might be fire
steam has it as well but its like 5 menues deep
i have a controller with hall effect sticks so i can basically play all games with 0 deadzones because the sticks a giga accurate but many games still have built in ones which is annoying asf and every game has different ones so i cant just set it globally in steam kek
does steam still apply its deadzones if you're not using steam input?
would be suprised if it does
steam shouldnt interfere at all if steam input is disabled
so you couldnt even do that without SK or DC or some other tool
but yeah in steam its like a bit annoying to get to like i said
like bruh
the annoying part to me is if i want to shrink my deadzones, i gotta shrink them everywhere lol
well global doesnt really work
because everygame has like their own amounts of deadzone and shapes of deadzones
right but i mean like
the controller has a deadzone setting
steam has a deadzone settings
etc etc
if i want to make it smaller and one of them is still larger than the other than nothing really changes
well controller if hall effect should be 0
my controller sends a super tiny amount of input just from tilting the controller or blowing on the stick

if only adaptive triggers and haptic feedback + halleffect
without spending 8 billions dollars
well adaptive triggers are cool and all but sticks are most important to me
and shape
regular sticks are good enough that id choose to have the fancy features
i hate the ps controller shape
also i love the duelsense shape
ps4 and 3 are for alien hands
ps5 is goat
its like they looked at the ps4 controller and said "huh, this wasnt built to be held comfortably" so they changed it to be human hand fitting
its a crazy concept that they only just figured out
i used to use an xbox controller
thought i liked offset sticks
now i cant go back to offset sticks lol
man re9 sure is great huh
dunno i barely played
waiting for either a different denoiser maybe with like reframework? or RR update

It was joke to recenter channel
I know you havenāt played lol

Waiting for DLSS5 

LOL
they're bragging now š
Joined 2 weeks ago
I'm shocked it is a throwaway account!
guess they didn't like the taste of their own medicine
pussy ass bitches
report it everyone
Why the fuck did the mods close the comments
But not take this shit down
Nexus mods donāt care lol
Could high debanding in nvpi help with color banding in dark areas?
How close to the end am I once I reach ||the orphanage||?
Around 2/3 maybe?
Thank you
@fierce wedge hey, there are new slider defaults for the latest Reno fix added by you on Nexus? Or why you mention that we need to reset settings? I think you refer to the RenoDX settings right? Not the game's settings, yes?
Are you talking about the red text in the menu?
No, about the change log notes: """ Make sure you read the instructions carefully, this requires more steps than other RenoDX mods
- RESET YOUR SETTINGS, NEW DEFAULTS AND SLIDERS"""
Oh yeah, for reset all (default preset) has been updated and is recommended to apply the adjustments
so would just do reset all and then retoggle hdr. as far as Iām aware in game hdr settings donāt matter other than the toggling ā and overall game settings do not matter or need to be changed
okay, thanks!
i wonder what the sliders default too, what has been changed? With the previous version i needed to tweak a bit the pre tone map shadows, game crushed blacks a bit, at least for my case on my OLED TV
So i bumped pre shadows to 95 from 85
Is the mod working fine with latest updates and all?
yes
Yup just finished game with it
tyty
I see that Musa added a new slider in his latest version of the mod, shadow contrast slider
good to dial in those shadow details better
I find a way to force Path Tracing in RE9 on my AMD RX 9070XT and we test performance, image quality, denoising and even compare it to Nvidia RTX 5000 numbers.
Hardware Used:
GPU - RX 9070XT, RTX 5070
CPU - Ryzen 7800X3D, 5900X
00:00 Intro
00:35 Enabling PT on AMD
01:14 4K with PT on 9070XT
02:35 Denoise Problem
04:29 Denoise Fix
06:20 AMD vs ...
How to make renodx working with specialk?
why do you need it with special k?
I dont need it for hdr?
Renodx uses reshade add on for hdr
U donāt need special K
Ref menu doesn't open with optiscaler installed
renoDX mod adds HDR. special K is only for adding HDR to games without native HDR or renodx
why do u need optiscaler
XeFg
They are both keybound to insert
Change one of them to a different key
Already do that, delete for ref ans insert for optiscaler
Do you have reshade installed too?
What dll name are u using for reshade and optiscaler
Now i'm using
dxgi - optiscaler
Reshade64 - reshade
dinput8 - reframework
Opti for xefg works, reshade for renodx work, ref menu doesn't show.
In this case specialK as SpecialK64 give me ctd or even pc freeze
Reframework still doesnāt show when not using specialk?
Ref show only when specialk is installed or before configuring XeFG in optiscaler
Ill delete specialK and disable optiscaler only if i need to add a mod through ref, anyway thank you
Yeah it can get pretty finicky trying to manage all the different software lol
uh no sk has a ton of other features lol
it can work with reno now
but opti + ref + reno can work without sk
Well ya ofc but Iām just saying in regards to adding hdr support, special k isnāt needed when u have RenoDX
And ref menu can be usable?
If ur using it for fps cap and other stuff then sure yeah







