#PRAGMATA
1 messages · Page 4 of 1
next gen consoles will do PT at 30fps lol
meanwhile we at 120+ today hahaha
at max setttings hahaha
Framegen is going to becom a standard on consoles
Another one of 380 game brightness full ACES posts 
Ok look, you clearly have a different opinion how HDR should look. Musa tries to match baseline SDR, which is what HDR is (it's SDR+) it shouldn't be "different" and "contrasty". That's just you liking that look
and that's ok, tweak to your liking it's why the options are there
Only because the game doesn't utilize the full potential of pc power on purpose. They can't make it that much better looking compared to their precious console. Would cause people to buy less ps5's and hurt their sales. I am certain that when cranked up we would be all sweating with our rigs just like back in Crysis times ...
I have 380 because Im playing from 77 inch tv from 3 meters away on enviroment with windows
the entire console system holds thingns back lol
Hmm.. Does this mod allow to remove chromatic aberration ?
Pro doesn't have any boiling tho - and doesn't need RR or preset E for that, which is interesting
And texture reconstruction is pixel perfect, including the hairs
it doesnt use PT does it, RR isnt used for RT
it is already in game setting
That's the thing if you don't turn on PT/RT on pc it boils like ass
Thx, it wasnt in demo previously 
does the pro use RT
But PS5Pro somehow with it's PISSR SHITR fixed it
Yes all consoles come with RT (except S?)
But they all boil badly of course
PISSR SHITR 
PS5/XSX in their framerate mode don't use RT
Only pro actually looks... Clean?
Pro boils too
so I dont understand your last statement about needing to turn on RT/PT
and massive denoising issues on reflections
same on pc
Yeah there was some around character moving a little bit but it's mostly clean on stable surfaces
And reflections are bad compared to pc indeed
I meant RR with PT. Without it everything is boiling
Man nvidia really needs to update Ray Reconstruction, it looks like ass compared to trasformer model
PT only runs with RR
RR is already transformer
its the only denoiser
That's why without it is so bad.. why can't we use RR without PT?
for the love of god turn off bloom and lens flare
it is? Why does it look so blurry compared to dlss then?
that will make the game so much clearer
D and E are, yes
Because that's what RR does. It's another TAA 2.0 
So E is less blurry?
RR is inferring almost 30 samples of information per sample of RT/PT information
E is less boily to me, which matters more than anything else
Image stability for me is 100x more important nothing else matters
I took side by sides and D was sharper to me, using ICAT to compare. I haven't tested in motion, but I hear E has less boiling
Isn't E the default preset?
No
D is
D is the default .
Oh ok
Game looks incredible with E I have no complaints
RR upscaling is still based on DLSS 4.0 and it still remains the only PT capable denoiser used by any game
so, until games can render more samples in real time, and potentially we get higher quality upscaling in RR
🤷
just force it in nvpi-r
How did you get nvpi in dark mode? 
@bronze ether
Left is D, Right is E
D is quite a bit sharper, but yea... E has way less boiling in motion.
1920x1080 -> 3840x2160
have you compared crimson desert with D and E
Don't have the game.
kk
go for e aswell
which is default afaik
yeah I have, just curious others opinions haha
Also, dunno what FG mode this game uses by default... but forcing Preset B completely eliminates all UI ghosting in every game I've tested... assuming it provides UI inputs.
that is what preset b was built for
Yea, I heard someone mention UI ghosting the other day though... so just wanted to point that out.
I think older games were updated to provide UI inputs, through Streamline maybe? FF7R and Stellar Blade went from UIR Off to UIR On a few days after Preset B officially launched
Perf is going to be a lot more stable, especially in motion
the only spot i could tell was the hair, sorry for not matching it but can you see it?
It's more difficult to notice in a still image, but in motion it has less time to accumulate
hair is a tiny bit more sharp on the right side
Ultra Perf is pretty unusable imo
true except the hair the textures at least look exactly the same to me
after pixel peeping i can see it now, but honestly? i would take the ultra performance over perf with FG
its such a small difference
Methinks that mod would likely be placebo
Hmm
yeah thats where the dlls are
i did it a few days ago, was fine, didnt notice anythign crazy
but whatever, nice to be on the latest
Yes, internal res matters a lot for PT/RR. There's a pretty massive difference between 720p and 1080p in motion
quite a few good comments on it
and a few that keep saying its poopoo 😅
while I agree PT looks stunning, RT looks extremely subpar and it's not even close, compared even to fully rasterized titles like Horizon forbidden west for one
Is the latest LUA script pinned anywhere?
Anybody notice that the PT is missing a great many objects in the BVH, at the very least for the direct illumination pass? Is there any fix for this atm?
Yup
I mean loading is absolutely fine as is, even if this does anything what could it possibily do? Make loading screens 1.8 seconds instead of 2?
Yeah it's not perfect, but it's also the most performant PT implementation I've seen, and that is probably why
yes, sadly #1475553827255222486 message
tweaked rt even wins in some cases vs pt
Seems fine if you’re playing in a bright room
I play in a darker room
Anywhere above 150 game brightness is where it starts to get painful to look at
Yikes
I wonder if this can be fixed
what changes to RT you make?
damn, performance impact roughly what?
the radiance cache alone loses me about 10-15 fps i think. and crashing in some places
kinda scene dependent, but only the 2 RT ratio settings should affect the framerate. ~20% hit tops
That's about how much I gain from enabling it
oh it's not an fps gain for me, it costs fps when i enable
you have scene scale/tile size messed up badly if so, it should be a significant gain
didnt touch any other settings besides trying to enable it before. havent tried it again
have tile and scene scale unchecked at defaults from screenshot above, checking use radiance case just in shelter drops me from 159 down to 146fps
not using PT?
no matter where im standing, it drops. no, no PT
sorry no PT, on a 9070 XT
so i only get RT
makes sense then, most people are using it for a gain in PT
so without PT it's a loss but with it's a gain?
yeah seems so, running the RC would have a fixed cost that I guess outweighs the performance benefit of the cache if you aren't using PT
it's a >10% gain for me with PT, I think that's about the average
idk why i didnt think of it that way, makes more sense now
Yes I'm also playing 3 meters away from the TV, its just that I noticed that the Aces lower nits and the pre tone map curve options makes the game a little bit washed out in my tv during the brighter scene of the game like the shelter but helps with crushed blacks in darker scenes of the game.
Ya you just have to decide how much the tradeoff in contrast / visibility is worth
does anyone know what artifacts this guy is talking about
i'm using 2xFG and i haven't seen anything
fg 3x and i have no clue
where can i get pragmata tweaks?
#1475553827255222486 message
Love this game
do i put it in the re framework folder?
reframework\autorun
In my region price is $40 its absolutely worth it. Awesome game, awesome graphics and optimization
Much better than re9..
guessing you have to turn PT off to use the script?
it's under Script Generated UI
I dont see some of the settings like Enable Specular Res
#1475553827255222486 message
You don't have to turn PT off to use it, but the settings in those screenshot are for regular RT
If you want to use PT then you can just use pragmata tweaks lite
so the radiance cache is the main thing to enable right
i want to use PT
RT culling angle to 0 as well seems like a free upgrade
yeah, it can be dead obvious in some scenes, 2.5 vs 0:
no clue, it typically would only have a CPU impact and I don't think anyone will be struggling with that in this game
no one using PT at least
What hdr settings do you guys use in reno? i just hit match hdr and call it a day but it's a ltitle dark.
that specific example is because the wall is a tv screen, its intentionally lower res
Match SDR is likely the intended look, Default is probably the most "accurate"
Default settings (reset all), and then setting my appropriate peak and game brightness. Also disabled film grain and noise
Match SDR is IMO the best looking but you will lose some shadow details. Compare shadowy scenes to match sdr and defaults
A bit yea, but it's probably closest to what the devs saw when designing
He probably means the UI artifacts that FG causes with all games that have nothing to do with Renodx
I found some other place with the same low res jpg background but besides that tv screen of yours, how come the rest of this stuff has no shadows ? Atleast it is not path traced .
There are other TV walls if that's what you're looking at, but yeah some objects lack shadows
If you walk right up to it you can see the checkerboard pixel pattern
ya maybe
not sure
it's sad, looks like an oversight
Go to the start of area 2 and go right through the tunnel towards NY , standing at the edge look at the right side building and zoom in on the windows . It looks just like the background in the saferoom.
Default vs Match SDR
Stupid question where do i put this? thank you!
reframework autorun folder
thank you kind soul!
what are these thanks
That's a mapping shader like what the insomniac spiderman games do, using some textures to give the illusion of 3d
If I press "X" in Reframework it doens't close the tweaks does it? Thanks
thx for clearing that out, still a bummer though
yeah its in the realm of "youre not really supposed to look at it"
unlike inside the saferoom but i guess i'M nitpicking here
unfortunately they pull a bridge right next to it
it's not a big deal but i nthe end it looks completely off like ripped out of another game so to speak when you look at it .
Latest optiscaler commit fixes output scaling in Pragmata if anyone wants to use it
Preset D still has too much boiling even with output scaling, I still prefer E
I don't think I've noticed any downsides at all with E
other backgrounds make it more obvious
and theyre just replacing the sky screens which you can get closer to
i dont think its sad at all, its just doing what its supposed to be doing. It's a video of something playing on a screen in game
i get that but missing lightning/shadows is not because of a pixelated background screen
you saw my screenshot
the whole scene is looking super flat
oh we were just talking about the backgrounds, i thought you meant the shadow in the video
fixes it how
The output scaling feature in optiscaler wasn't working in Pragmata
ahh i see
cant tell the difference at all when using that output scaling lol
thanks, but A) you wasn't the first to share end-game save on nexus and B) SteamID is a 17-digits number, not the one you have posted in the description. To find your 17-digit SteamID64, in the Steam client, click your username in the top-right, select "Account details," and your ID will appear under your username.
^ 💯 i too would like RR to look better than it does, but given the scale of the task being asked of it, i can live with the fact that literal magic isnt flawless yet
looking at how RR constructs images out of barely any info at times it does feel like magic. But yeah, wish there was more effort put into R&D for this than DLSS 5 lol
Nvidia has multiple teams you know
dont care if its just hopium at this point - DLSS4.5 came outta nowhere, FG preset B came outta nowhere, i'm not ready to give up hope on improved RR yet
DLSS5 research is different from RR/DLSS SR research
it seems obvious they are still 💯 in on RT/PT
and while perhaps misnamed, DLSS5 isnt the only thing they're headed towards
i think we'll continue to see other improvements - i just hope RR is among them sooner rather than later
it could use the next gen transformer glow up 🙏
New RR may come with DLSS5 late this year, but I wouldn't expect it before then
I feel like they would've announced it with 4.5 if it were coming
new RR will probably be FP4, current RR is already FP8
and FP4 will destroy old cards
given the amount of compute used to train DLSS4.5 i genuinely wonder whether training RR after SR is a legitimate consideration vs doing it simultaneously, i wouldnt be surprised if they get out of sync releases
esp given the current hardware sitch - they seem to want to keep delivering software improvements to give peeps reasons to buy current gen hardware when next gen seems increasingly outta reach both in terms of timeline and price
they should just improve standard Ray Tracing, without PT and without RR.
RT doesn't add excessive blur and noise all over the screen, works with Transformer DLSS presets K-L and is way better in terms of performance on high-end GPUs (that still cannot handle PT properly).
nah PT is the way
RR too
neural denoisers are the only way to currently get good PT quality
why not both.jpg - it seems clear (imho) theyve had a view for quite a while that PT is where its at, everything else has pretty much been a stop gap
or a necessary stepping stone
RT should be improved irregardless. Instead of being a slapped on feature. PT is the way always, but RT should be better than waht they're offering
software lumen has rly fked RT tbh
software lumen fucked a whole generation of games
even on next-gen consoles they'll still look like shit
its kinda depressing that this many years later, CP2077 is probs still the best RT/PT implementation, and its basically all bc its like, a reference-ish implementation of nvidia tech
all the individual RT effects have toggles and work well individually and in combination
the additive performance cost plummets
the PT is great but totes not necessary - chuck RTGI on in that game and youre good to go
would be great to see more devs using the nvidia branch of UE5
witcher 4 will be interesting - sounds like CDPR and nvidia are working real closely together again, not just CDPR and epic
iirc (sorry if i paraphrase it wrong) alex on the latest DF Direct was talking about an nvidia presentation on PT from GDC where they were looking at ray tracing performance per GPU gen to explain why devs were still primarily using raster for the primary view, outside of what are basically nv tech demos like quake 2 rtx, and the overall takeaway was that with blackwell, its actually almost a wash from a perf perspective whether to trace rays for the primary view, which was not the case in previous gens, and with rubin they expect ray traced primary view to be more performant than raster in most circumstances
on the one hand you wonder how long itll take for that to be relevant given where consoles are at in comparison
but otoh the console market is shrinking, PC is growing, and nvidia is literally the entire PC market
so who knows
maybe we get the full fat paradigm shift and software lumen etc can get fked sooner than expected
🤞
hardware lumen should be fast enough for console 60fps now iirc
or maybe next update
cant wait for 6090 tbh
gotta lay my 4090 to rest
i'll probably wait for 70 series to upgrade, my 5070ti will survive until then
in many cases (GPU dependent i guess) hardware lumen should/is already more performant bc you are using specialised hardware to do the acceleration for you
i honestly have no idea why hardware lumen has such horrific take up by devs
consoles weren't able to hold 60 with hwlumen most of the time
that's why sw is default and hw is opt-in
same - sounds like a major step towards a more performant PT future - kinda meh/to be expected generation to generation gains for raster but like, a doubling in RT performance? and who knows what other ML craziness they have in store. i think itll be a big step up
ill be curious how big the jump vs 50 series ends up being - with hardware costs going the way they are, it feels like we might see new GPU generations less frequently but with more meaningful advancements
but why opt-in 😭 major preface of im not a dev and have no idea wtf im talking about, but based on what ive heard from peeps who do know what theyre talking about, it does not sound that implementing hardware lumen is much of an effort if youre using lumen anyway
it's just a checkbox
(relatively speaking)
devs could tick it and cook the build without exposing hw lumen in the settings menu if they didn't QA it
id be much more forgiving if the qual difference wasnt literally "this makes me vomit" vs "oh wow this looks photorealistic"
but they don't
just do that
you dont have to put it in the menu
it wont be your support team's problem
just... leave it in there
Saw a youtuber trying out the game on ps5, goes to settings... "HDR... Auto/off? I don't know what that is. Let's leave it at auto... I guess?"
That's your typical gamer 
That sounds like DSP GAMING 
Tbh it's really weird how they just make the game look like shit without PT
If you're making PT necessary for the game to look good just make it mandatory like Indiana Jones does.
SDR/HDR and Baked/Realtime lighting has this annoying issue where most of the time only one looks good natively, the other one requires community fixes
if it would be mandatory it would prob sell less
why they dont enable RR for normal RT I dont understand. Wasnt that possible in Cyberpunk
I was thinking the same but you know, I'm not sure anymore if it was
Alan Wake 2 and CB2077 - you can enable RR with RT
Has anyone posted recommended settings for the tweaks script and the RDX for this game?
-
Use lite script just for simple few settings - radiance cache is 10% performance improvement, sometimes negative visually, sometimes positive - causes one known crash after big roof fight in second zone
-
PT bounces can go up to 5 for a minor difference
-
Shadow resolution ultra improves distance shadows but costs a lot of VRAM
-
CullingAngle 2.5 -> 1 or 0 is a significant improvement
-
Use full script if you want to mess around with a lot of settings or try to use it for RT
Might be worth pinning
why try to use it for RT, are these not RT tweaks?
Primarily for path tracing
you would just have to figure out the RT tweaks yourself
How do you install these?
drag and drop into reframework autorun
aight, the only borked settings for me with RT is RT AO
it's like displaced
idk
everything else works pretty well, Transparent RT is good
Increase global RT res ratio
something like that
to 2.0 i think
fixes the AO
I didn't spend a lot of time testing RT, but someone else posted their settings: #1475553827255222486 message
do you know if FSR4 int8 works just by swapping dlls?
No idea
anyone that beat the game with radiance cache active? Is there only the 1 area that crashes the game?
Did the defaults change in the latest RenoDX?
PT looks quite blurry to me with reflections at 4k dlss perf mode but that's to be expected I suppose 
Try Balanced - I went from Performance to Quality, but had too little VRAM 5080
ehh, that might be a bit too much
what do you use?
5070ti
FG x3 I presume?
no FG at all, I'm sticking to 60
there were 2 areas so far that were really demanding
understandable. But might be worth a try, set to 120 fps.
nah I don't like FG at all
I'll never use it
I've seen someone mention that RR preset E is better in this game?
There's less boiling with preset E yes
interesting, I tried it and I noticed 0 difference

I tried older RR CNN presets and noticed those were noticeably worse tho 
ngl I might go back to 4k dlaa with regular RT and mess with the denoiser
E has significantly less boiling. It's quite clear when you find a bad spot.
are we supposed to use Radiance Caching with PT only>? cause it fucks with the lighting a bit with RT
interesting. is there an nvidia paper or something which claims this?
As I understood it, yes and what it does is give you 10% more performance. But apparently there is one area in the game, 5h in approx, where it crashes.
I would assume RT does not fire enough rays for a cache to be useful in any way
you can increase the amount of rays cast when you enable it though I believe
or was it bounces. Maybe they're the same thing, wouldn't know
afaik you can only tweak bounces
anyone tried messing with radiance cache tile size or scene scale? I guess you could get more cache hits, probably at the cost of something
What is culling angle exactly doing?
#1475553827255222486 message
reflection
finally finished all 30 training sim
and i still haven’t finished the main story
last night can’t sleep well because i almost get to the end of the story and left it
Those training sims are real good
start getting complex after 20
PT give blurry image in all games
does the 2nd zone for radiance cache crash mean new york or terra?
Anyone have a link to the latest LUA script?
is it me or path tracing make the distance suffer? like a small burr or something ?
while the game in DLAA RT doss look quite sharp
Vs the game not in DLAA?
ah i mean i could try to get PT in DLAA but the FPS will be dirt
my 5070 TI is not ready for PT in DLAA
tbh upscaling looks blurry in general to me
FSR4 int8 quality could probably look better, they also didnt add Native AA
i mean, with DLSS quality or balance by it’s self it is not issue, together with PT it starts doing stuff for some reason
You are getting 60 with Path tracing everything max out on Performance?
i can run DLAA + FG 2 and it does look sharper
shadows high instead of max to save vram and some post process stuff disabled like dof, motion blur and chromatic aberration or w/e it is
I see, I have everything MAX out with PT and DLSS Performance with Motion blur and lens distorsion disabled and I get 45-50 on my 5070 ti I only get over 50 with radiance Cache
I have radiance cache enabled too
I guess shadows are very demanding on this game
Radiance cache does seem to give a nice 10% framerate improvement but I hit some reproducible crashes while using it
there were 2 areas where I had heavy fps drops but it's been otherwise good so far
make sure you use RCAS with PT too
wrong
doesnt radiance cache only crash in 1 certain area?
I'm at the end of the game and haven't had a crash, but I didn't turn on radiance until post New York.
yeah afaik it is just in zone 2 specifically around the office space
yea, finished the game. no crash after passing that specific area too.
30/35 achievements
I need to do the last area
full achievements require complete in hard mode
i already keep dying late game and barely finish the last boss
dang
Yep was on that brigde and while entering the door it closes the game. Now I know it is Zone 2 xD
Lost some progress there, not too bad.
Ehm, why did it crash there, but I did not have Radiance cash enabled?
Is RCAS liliums CAS or something else you have to download?
With everything maxed in PT @ 4K DLSS Perf, I can lock 60 fps in most areas. That's on a 5070 Ti
Radiance Cache on of course
Without I hover around 50-60
Didn't notice any performance difference with shadow settings, just VRAM cost.
The big boss fight at the end of the second zone is pure gaming bliss
PT + RR Preset E looks so damn good wth. All boiling gone too. Damn demanding though. Have to use FG to remain a solid 60 on max settings in demanding areas. 4080S OCed, 7800x3d PBO 24, 32GB 6000mhz ddr5
I have dropped to 45 fps on stock Path Tracing on 1080p DLAA (4k DLSS Performance gets same perf, maybe 1 or 2 frames less) in second area with a RTX 4080
Can someone explain how I can install Lilium RCAS? I'm kinda lost here
Reshade. It’s in the list of shaders during install.
But I don't see RCAS in the list though, or I have bad sight
Should be under lilum’s HDR shaders. Sorry not at my computer so can’t screenshot it right now.
Vanilla / RenoDX at 400 nits peak
I actually prefer the Vanilla here
Highlights saturation is causing ""segmentation"" errors
Yeah, Vanilla do be looking nice here.
Highlights sat 55
For RCAS? Not really just personal preference with strength, rest I leave at default.
I just want Vanilla with working brightness sliders and G2.2 UI 
Haven't played the game, yet. But I did launch it and the initial setup for brightness looked off, gave me a feeling peak brightness might be wonky there.
Is that the case? Is it capped to some stupid limit or some shit?
It's the same as RE9, but worse
-9 - 120 nits
-8 - 140 nits
-7 - 180 nits
-6 - 250 nits
-5 - 350 nits
-4 - 420 nits
-3 - 420 nits
-2 - 700 nits
-1 - 700 nits
0 - 875 nits
+1 - 925 nits
+2 - 950 nits
+3 - 950 nits
+4 - 975 nits
+5 - 975 nits
+6 - 975 nits
+7 - 975 nits
+8 - 975 nits
+9 - 975 nits
+10 - 975 nits```

PT bounces can go up to 5 for a minor difference
which setting is this in the config? radiance_cache_ray_bounce or ray_bounce?
almost same config, i ended up using dlss enabler fg 4x to finish the game, the fg artifacts are insane tho
2x is game default right? I’m not noticing any artifacts really forcing newest fg and sl dlls and preset B. Guessing it’s worse with 4x? Why did you end up going to 4x did you still get drops below 60 with 2x?
Anyone else get ui elements juddering when panning or moving past them when fg is turned on? It gets worse at x3 and 4x fg. Game runs well with PT on besides that.
Yeah I do get that at least.
I just realised this game has a HORIBLE deadzone that needs an anti-deadzone adjustment of around ~10.000 in steam input
It is so bad I'm actually going back to my other games to see if it's this bad elsewhere
Yeah it’s a pretty big deadzone by default
You literally cannot do any fine aiming until you move your stick to around 30%
And there still seems to be some kind of weird cross shaped deadzone/response present
use gyro aiming its very good in this game
Ah hell nah 
gyro is based
what controller do you use?
It's not that I had any issue hitting targets, but once you actually sit down and look at something try to fine aim, you realise
I use Dualsense and gyro is good
dualsense
i'm playing from my bed is it hard to gyro aim from that position?
nah thats fine
I've got multiples, DS5, SMX20 (hall effect) and Raiju. They all needed the same adjustment, DS5 a little less because it gets stuck in 3% idle
you really only need very small movements to aim in this game
i have dualsense with tmr (forgot which one)
That's the thing. Movement under 30% of stock movement DOES NOTHING
Try just holding L2 and look around
I meant with gyro
It’s a tad annoying to aim without gyro if you don’t change the deadzone yeah
Ugh gyro 
it is worse mostly because third party fg. probably np with nvidia true mfg ig. 60fps is too laggy for me at least on oled so i cant bear it lol
have you guys tried using anti-deadzone for faster reaction time?
Yeah after fixing deadzones it's ok so just as a PSA
Please can I ask what you mean by segmentation errors?
As I said 10k anti fixes it
I'm not 💯 I'm happy with default RenoDX
what does that mean
Think I want a bit more punch. 1360 peak
Set anti-deadzone to 10.000 on your aim stick and a little less for other one maybe
i finished the whole game using gyro aiming without aim assist, didn’t find deadzone is a probably at all lol
I played this far "just fine" too until I actually sat down and tested it properly
thanks
Controls feel great to me on DS Edge
Ah yeah oled do have super low response times. I’m on mini led IPS.
i feel the low base fps input lag is more bothering me most of the time lol
same I didnt even notice anything
Until you actually test it out. Go try it 
I started paying attention only after I swapped controllers and I thought - wait, is this controller being weird?
But it was just the deadzone
Dude is in a ginormous space suit to be fair!
Ah little but man is it better than it used to be.
Ok I thought I was crazy but I think the sliders don't do anything anymore in RenoDX. I pushed contrast all the way up and absolutely no difference in game. Is there something preventing it to work?
3 stars all 30 sim training and never considered it was deadzone problem when i have to retry lol i feel the landing drift is the most painful thing to me lol
yea it is much better than before. i don’t feel that bother me too much either. just saying it when compared to deadzone
i found i never played a game that is stutter free with pc direct storage
When he has to land from slightly too high and kinda stumbles FUUUUUUU
no matter u upgrade the dll or not it will still stutter in somewhere
tho it is not that frequent, still much better than UE classic stutters
yes lol so painful when doing those training. still i like how they implement this low gravity control, not too difficult to play but still having the space immersion
Honestly the game is basically perfect
Something's wrong, sliders don't work anymore. The picture should look like ass with such settings
true. but this word is before my full achievement trying. idk how much passion i would left on this game after that
Damn. I've tried to find a resolution but come up short so far.
I assume you've tried forcing preset B?
I don't see many FG artifacts tbh
Indeed. No luck.
it mostly just because it is still using ur base refresh rate on hud ig
I swear to god, RenoDX don't work anymore on my side. I tried completely uninstalling Reshade, tried previous version of RenoDX but it seems it has no effect on picture quality and sliders don't work. What's going on guys? Can someone help me?
and if u enable x3 or x4 ur base fps getting even lower so it getting worse? just pure guessing lol
It does make sense. Where my head is too.
try install both reframework and reshade using rhi?
rhi?
Thanks I'll give it a try, but it's so weird. It just stopped working all of a sudden today
maybe antivirus idk 
I have none, just good ol' windows defender
Thanks for the suggestion!
Did it help? I still get some hud element judder with B
Oh FFS I know what happened! I played a little on my ROG Ally yesterday and I turned HDR off on it. Never thought the settings would transfer from the cloud. Fucking bullshit...
No unfortunately
Ye just how it be I guess
LMK if you land on okay-ish settings to achieve that.
That’s what mid gray 15.0 is
And pre tonemap curve off
And EOTF emulation off
And per channel scaling
Vanilla does aces 1000 then some tonemapping on top of that
The re requiem stuff was just stretching it by max channel
Currently I have the saturation sliders running before tonemap
I can move them after
enabling specular secondary bounces gives a little performance hit but it looks good
it is a bit noisy though
setting roughness threshold to 0.2 does the trick though
Does this game support DS triggers when plugged in, or only haptics?
I think haptics are working but triggers no?
pcgw says no dualsense haptics but triggers are in
Literally have all of those settings
Ye I didn’t see the earlier message
This was vanilla vs match HDR
Changing the saturation sliders now
Nobody knows
Some people say they do
But they are lying
Am I dumb why does it feel the opposite. Trigger no worky but haptics feel right?
Triggers are definitely working
Should be a setting for adaptive triggers if you have a dualsense plugged in
Oh must be steam input
Not sure if there are haptics, never really stood out to me
Oh no that means the dreaded dead zones are back 😭
Deadzones? I feel like the left stick at least has literally no deadzone
Is it just the right stick?
Right stick is awful yeah
Needs anti-deadzone adjustment
Literally zero response the first 20% of movement
It's not like it makes the game hard but it feels really bad to aim
Once you realise how bad it is you cannot "unfeel it" until you add the anti-deadzone
first thing i did when starting the game was set up a big anti deadzone on the right stick lol
felt real bad
could you advise please - whats the easiest, laziest way of doing that? i do use dualsense natively idk if it would work with your method
00:00 intro
0:53 my in game sensitivity settings
1:15 steam response curve
2:53 steam deadzone & steam stick size
4:04 steam deadzone shape
4:36 steam anti-deadzone
watch here : overclock your deadzone https://www.youtube.com/watch?v=mPqgGKysLdI
important note: always experiment with different settings, don't just copy my exact settings. exper...
this video seems to cover it well
- adjusted how saturation, highlight saturation, dechroma work
just booted up the game xD
do you have to delete shader cache between addon updates
Well if you do want to recompile shaders, just deleting graphics card shader cache isn't enough. You need to also delete shader.cache2 in game files to trigger recompile
You lose Dualsense features using steam input unfortunately. Really wish steam would add the option to emulate a Dualsense with steam input rather than everything being Xinput. (Apparently you can do this with the steam input API but every game I’ve tried that uses that API has had issues with Dualsense anyway lol)
Yeah... I think only option besides that would be DSX.
DSX also doesn’t work properly in a few games (Breaks haptics and adaptive triggers) although newer updates may have fixed it. Using the Dualsense can be a massive pain on PC but I do it to myself anyway haha
Haptics should work on newest version wired at least.
I haven't tested myself though yet.
Yeah it’s fine in most games. Some games don’t use the normal API for haptics so their driver emulation doesn’t work, like ZZZ. Adaptive triggers can also be funky where they technically work but the output isn’t as good as native. I stopped using DSX because I got sick of trying to figure out if it was causing issues when I started a new game
I had to delete the cache file to boot the game after updating
I really wish the native playstation accessories app just allowed for this type of customization.
Yes please! The hoops I go through just to map the share button to my screenshot key is a nightmare and doesn’t work in games with EAC. Sony pls
both the file and the shader cache in appdata?
Where's the part that crashes the radiance? Is it in new york when doing the 6 gates or is it further cause I just crashed hard near the end of it
Just the cache file in the same directory as the exe
its on a bridge
i dont remember which gate hack
4th?
right after you activate the 4th gate and get near the checkpoint
kk
Ah yeah that was exactly it
I spent 3 hours on that area probably until I knew that radiance cache was causing it
Does it crash every time you're there or only a script causes it to crash?
When I disabled radiance caching it stopped
it'll crash every time but you can just disable RC there and keep the script
still have script on for ray bounces
I meant like a scripted event
doesn't crash anywhere else in the game it seems
So it always needs to be disabled for the bridge area?
yes
yes
Its only the one area
Several people that beat the game said no other crashes
off the bridge
theres a chest
and a bottom entrance
crashes there too
right side of the bridge the gate is broken
if u go for the chest and proceed it crashes
if youre 100%ing every zone as you go i suggest just keeping it off, you lose too much progress
there are 0 other confirmed crashes
My assumption was there's bunch of metroid style upgrades that lets you get stuff later like that glowing ore stuff
So I don't spend too much time I'll get back to it later, but I did find a couple of secret rooms
ye im about to go into the 4th sector but still have 96% on 2nd or sth
so runbacks are needed
Do they have 100% the game ? If not, not a reliable fact.
Do I need to do anything more than simply disable steam input and load the game through steam? Doesn't that solve this? Or is the implication that I won't get any controller input at all if I do that, and so need DSX?
Most games these days have native Dualsense support, if you disable steam input that is what you're getting, full Dualsense support with all of its features like haptics and gyro, if you use steam input on the other hand you overwrite this and the Dualsense becomes basically an xbox controller, you can tweak deadzones etc now but you lose the dualsense features.
So I really like the tweaks one of yall posted for this game. Are there similar tweaks that do the same thing for RE9?
like radiance cache giving +10% fps or whatever or more ray bounces
true. fortunately i could not care less about dualsense features.
#1477506311553028167 message
Just started using U+ with Returnal actually 👍
@shut dome This game is something else. Graphics feeling next gen to me ...
i got s screenshot in the same place
so many areas with pt look like very close to like realistic style cgi movies its pretty impressive
That part was so good! Yeah Capcom really pushed things here
pretty
Yep, I 100% the game
Am I lying? Maybe
I still didn't finish stage 3 D:
For me it moves as soon as I touch the stick
Hahaha
Someone said not to use vsync when using FG. I always thought enabling vsync in control panel was the right move but apparently it messes with frame times when using FG. Can anyone confirm?
FG turns vsync off
It's so jarring to me when FG turns off during certain situations like menu screens down to 40 fps, I really really don't like FG at all 😅
unfortunately FG is the only way to experience the game with PT and reasonable smoothness
Its ok for me without fg at ultra perf 4K but this sometimes makes Diana's face a little squished at a distance which I really don't like, I just don't have the heart to do that to her so I opt for performance+fg
ultra perf RR is basically vaseline to me, can't go lower than quality
Sounds like 1440p life. On 4K you really have to pixel peep to find any issues in ultra
3440x1440 so not quite 1440
Must be distance to ppi then?
Shouldn't this resolution on balanced be roughly as 4k perf?
Which to me is like where I stop seeing any improvement
I mean if you have vsync enabled globally in nvcp. It was always recommended to do this but seems like it causes problems with fg.
But it still turns it off doesn't it?
No it doesn't that's why fg+vsync caps your fps but without vsync it does not cap fps
Wait really? Is there any way I can check that? That would explain why fg feels so bad to me then...
Sigh. Might just turn global vsync off then I have global framecap anyway
in screenshots it's hard to tell the difference but in motion the difference is extremely obvious
It's news to me too, I haven't tried it yet. Seems vsync and FG is trouble especially in RE games
I'm only using 2x FG cause I'm 40 series but I've had no issues with vsync on in NVCP, played through a couple of other games recently too and no issues either
Also you should not cap your fps at all when using FG as that's what causes issues
What issues does capping cause?
Cause again I've been using RTSS with the Reflex fps limit and had zero issues with the few games I've run recently, unless you mean MFG forcing itself to 6x?
Yeah but fg can't come close to cap anyway so no worries? Except loading screen
Seems to cause frametime issues
You can kind of see it here even in screenshots while I move forward how much blurrier ultra perf is compared to quality
I've heard and seen that using other methods vs the NVIDIA Reflex limiter, have you specifically seen mention of it happening in that case?
Yes they were saying it causes issues with reflex capping in games with RE engine. Apparently reflex only caps frames when vsync is enabled in the first place.
Weird, I'm gonna test with a frametime graph up cause that sort of thing usually bothers the heck outta me and I hadn't noticed it yet. I'll update if anything is weird or w/e
Okay immediately I can see why they would say that, it goes from being a line graph when you tab out with FG on to basically the same graph but with the whole bottom of the line filled in, so it looks like your frame times are going INSANE. If you were actually having that frametime issue, you'd feel it though, that sort of graph wouldn't be subtle.
Ignore my min and max cause I was tabbing in and out to catch both sides of the FT graph
that just looks like weird reporting of normal then basically 0 frametime because of how FG frames are presented? Not 100% sure though, but I'm sure that wouldn't feel even remotely smooth haha
use relimiter or DC
I'm saying this feels perfect already and seems to be just a visual error with how FT is displayed/reported/measured, at least for someone only capable of 2x frame gen.
That graph wouldn't feel smooth if it were real 😛
right, if you want a nice graph of native frames then would want to use another tool
Ahhhh gotcha, my bad I misunderstood
and generally regardless something else will provide better pacing and latency
in pretty much any game using reflex
Do you use driver vsync with fg?
I generally dont turn on vsync unless there is a need to or it provides a tangible improvement in a game
I always thought it was kinda a must use together with gsync.
It is, but only on driver level
I feel like I just kind of often have random behavior when forcing on vsync
sometimes its good, sometimes much worse
Yep, on in driver, off in game, buttery for gsync in the overwhelming majority of games. Some do behave weird though, IDTech notably caps to half refresh rate if stuff is set at driver level
though they cap at half of whatever limit you set anywhere anyways, at least for Doom Eternal lol
Anyone got the link to the UltraPlus Mod? I am installing Pragmata on my living room 5090 to play with my gf
search for messages from me
Yea thats because they are crap at optimizing for FG and Reflex what I heard. Indy TGC is a great example of this lol
a lot of games have problems with native reflex implementation
doom is definitely one of them
CD I get like 10-20 less FPS without using external pacing
I guess my eyes are just bad at this point 
I'm so confused now. So should we even use reflex or no? Asking for doom as well
Yep, same thing with Escape From Tarkov. Reflex eats like 10% of my frames, though that's Unity and just a whole shitshow LMAO
so TLDR I would just use external frame pacing/limiting in every game that you can
But... Reflex is supposed to eliminate almost all of the lag from the FG? It's supposed to be used both at once even if you get a slight fps loss?? Input response > visual fluidity
So what's your opinion on using vsync with fg. Or is there no general option it's all dependent on game?
imo its dependent on game and I typically dont see much benefit doing it, I always use external frame pacing
the other tools use reflex, just better
^^^
That said, CD I find reflex still worth the few frames as my input latency feels substantially better, which also reflects the diference of 10ms to like 1.5ms of CPU processing
I never use vsync modernly, displaycommander everywhere. Difference is pretty noticable especially with FG.
and it is specific to being on in game vs in external tools
I give up, gonna play solitaire instead 
Okay so use relimiter, no vsync. But gsync you do use?
I run adaptive pacing in relimiter and is very nice for FG (disclaimer I wrote a large portion of it)
and yeah I run gsync
Perfect I was always using vsync on top of relimiter cap. Guess that was wrong
Just adding latency pretty much.
the adaptive pacing mode is pretty cool cause it changes your fps limit dynamically to cover fully pacing all frames, which is useful if you are not at your fps cap all the time
Oh that's kinda cool. Where do I grab it to try?
if I understand correctly, it will only work with series 50xx? I have a 4070 ti and I haven't turn it on
https://github.com/RankFTW/ReLimiter/releases or through RHI
it just needs DX12 and reflex rn
but either way, DC will work well too, just use something other than native game
I find DC pace generated or native frames working very well for Pragmata. I forget which I settled on but usually it's native.
yeah, it helps that the game itself is quite stable
so in RELimiter, Reflex should say native? Or am I missing something?
We could use a little guide how to use it right lol
Or maybe it exists and idk where
Sorry I'm stupid it's all explained on the GitHub page. https://github.com/RankFTW/ReLimiter?tab=readme-ov-file
Im crushing on the cutscene after I beat the final boss
i don’t think there is ultra+ mod for this game?
i dont know why but renodx doesnt work for me in this game
like i tried resetting my shader cache and its still the same
Have you followed the instructions on Nexus? This mod requires a dll from REFramework to work
i know and what i mean is even if i adjust the settings in renodx, nothing changes
fixed it by recompiling the shaders again
yeah i alr did that
Have you tried unistalling reshade and installing it again? Also this may sounds stupid but are you sure HDR is enabled?
yep
tried reinstalling, recompile shaders, and yea made sure HDR is on
Do you have the lasted version or reshade?
u don’t have tearing without vsync?
i dont know why it doesnt work since reno works on my crimson desert
VRR baby
it is still 1440 tho. most of the time only vertical pixels matter to clarity
ultra performance is definitely blurry as hell
afaik vrr does have tearing if frames don’t sync properly?
VRRs one big purpose being to sync frames properly.
vrr has tearing if fps go over your monitor refresh rate
Well, outside your VRR range.
i always having tearing even within vrr range when not using any vsync
either in game vsync or driver vsync has to be on to get rid of tearing
in all the games i played
Are you sure VRR is enabled?
def
monitor does adjust its refresh rate to frame rate
either it's not enabled or your fps go over your refresh rate, there's no other explaination really
what monitor do you have?
491cqp for now but it also always happen on the previous monitor i used before
Do you have nvidia or amd?
nvidia
Does this section look like this?
fullscreen mode not windowed. ticked below. afaik dx12 games are all true fullscreen if not setting to windowed with boarders in game
Under variable refresh rate does it say supported and the range?
try windowed and full screen
yes
windowed and fullscreen causing vrr flicker when outside of game so dont use it
Is monitor technology set to gsync in global setting in the nvidia app?
I mean I would just try it to see if it fixes the tearing if you haven't already tried
ys it is default to gsync when turning on gsync
yea i might try it next time
Honestly I don't know then. If you can take a video even with your phone to show the tearing, ideally with the fps counter visible, otherwise I ran out of things to check lol
Use relimiter it’s anyways better than everything else from NVIDIA or other 3rd party
i use display commander
Did you check if Gsync markers are active ?
Maybe something in that regard isn’t active for whatever reason
DCPaceLock q=1 gsync fullscreen only>
DCPaceLock q=1 gsync fullscreen only with prevent tearing>
nvidia reflex gsync fullscreen only>
DCPaceLock q=1 gsync windowed+fullscreen with prevent tearing>
nvidia reflex gsync windowed+fullscreen with prevent tearing>
DCPaceLock q=1 vsync on
only no tearing in the last one
all with fg x2
Maybe try reliniter adaptive smoothing? Not sure if DC has something like that
I've been pacing native frames in FG so.
So general question.
I've got the 39GX950B, which has 1500 nits of peak brightness and says 600 nits at 10% or whatever. Windows is detecting Peak Brightness as 604 nits, and with NVIDIA Default settings it clips in HDR Calibration at 2100, but when swapping to NVIDIA settings as 10 Bit, Full RGB then HDR Calibration reflects 600 nits properly.
However.. should it not be showing 1500 as the peak nits, in Windows?
If it should show 600 nits, would I use 600 or 1500 in RenoDX?
@arctic glen would u mind sharing ur config to eliminate tearing without vsync on plz? tysm
I use relimiter myself but ima be honest I have never had tearing with gsync
I had an issue a few months back where G-Sync wasn't active despite being enabled. Had to DDU to resolve the problem. Randomly decided to shit itself one day and I could immediately tell.
I have the 45 inch ultragear and its edid profile is just wrong so maybe similar issue
DDU, use a community preferred driver from m_w_h from the NVIDIA subreddit is always my suggestion, anyway, and then use the G-Sync pendulum test to make sure it's properly running
I also cap at 600 by default
Ah so you just follow the 600 instead of chasing whatever the peak brightness is supposed to be?
As far as I can tell, anything above 600 still functions, anyway
I edited the edid profile with cru
Oh weird, so you used CRU and set it to what.. like 1300 I think, for the 45"? But you still use 600 in RenoDX and 1300 with the Windows Calibration?
I set it to 1300 in the profile and I get about 1000 in the windows calibration
and use 1000 in reno
Maybe I'll give that a shot then. I don't understand why Windows has to be such dogshit with this stuff. How is it an EDID can be borked, Windows HDR Calibration can be so bad. It's a main selling point for premium displays.
the 39 is available now?
Love the swap from the AW3423DWF
perfect size upgrade, doesn't feel too big at all
yeah thats the monitor I had before this one
and I do enjoy the size and angle but
I think 39 more of the sweet spot
I think the debate over glossy vs matte is overblown, at least when you come from a gen 1 QD OLED like the DWF 
If you dry hump the screen you'll see the matte, but in most cases I can't even really tell. Feels more uniform with matte though
dang 💀 why is this happening to me for all these time
this pragmata looks middle ages
like mentioned, if not already, you have to set gsync to windowed+fullscreen in nvcp to work properly
damn, sry ^^
tested, same 💀 #1475553827255222486 message
dp 1.4
have you tested with another cable ?
I would, all of my issues in that area ended up being fixed by new cable/different port years ago.
i might try it again on my c2 later :/
what pacing frames do? I only use FG avaible in game
just a thought if you already have double checked all other options. sometimes it's the little things.
they are mostly default with gsync, no vsync global and default to 3d applications
exactly the same on my c2 with either DC or relimiter
hdmi 2.1
nvm i might just keep using vsync on 
DC pace native frame get a less distracting tearing but still
What's the downside for vsync on?
Bit lower fps
i personally didn’t find any downside tbh 😂 just curious how can people getting no tearing without it on
Dualsense
Me too
Are you getting PS icons?
Idk why im still getting Xbox icons
Impossible to get no tearing if you 're at the fps cap without vsync.
There’s an option in the menu to choose the ones u want
I just usually run vsync and uncapped VRR. Works perfectly 9 out of 10 times for me
Oh damn thanks i'm blind for some reason
this is really confusing, how can it shoot past 120 fps like that? oO
I literally only have it for fullscreen and never had tearing oO
idk either
i had the opposite, tearing when set to fullscreen only, no tearing when set to windowed/fullscreen ¯_(ツ)_/¯
Just have one more training mission to do for the achievement
Oh man the pacing had me hooked
Yeah I think if I didn't have a family, I could one shot it
what's that app again? I'm unfamiliar with it. DC?
display commander
Lg oleds have 3 peak brightness modes in the OSD under picture settings and use a dynamic tonemapper ( i think newer 4th gens can be made static? im not 100% sure how the setting works on the new panels ) . OFF (uniform on 4th gen), Low, and High. For my LG 27gs93qe-b, Off behaves like sdr. Low is 604 peak ( this is what the EDID reports and is the most "accurate" for my monitor). High is the full 1300 nits in the spec sheets. Windows calibration doesnt play nice with the dynamic tonemapping ( try calibrating with it turned off and see if it clips before 2100) and AFAIK will actually make your hdr worse if you use it the way it tells you to with it turned on. My monitor even clips at the exact 2100 mark as yours but it doesnt even have the same peak values. im not 100% familiar with the new 4th gen panels ability the turn off dynamic tonemapping but i assume they should follow the same behavior more or less with regards to the EDID and the peak brightness settings.
such a weird decision on monitor. they did good on tv with hgig
Except it is 😅 ... it's literally in it. 3440×1440p. 21/9 ratio that's all.
i think what he means is that 3440x1440 is a bit more demanding than 1440p alone
My mistake.
i am just guessing here, might be wrong
Should i install reshade before or after reframework?
Just tried to explain basic propulsion in YouTube comments. So I'm a bit on edge😂
doesnt matter. Just do reshade then reframework, they dont overlap in any way
when people say 1440p they usually mean 2560x1440, 3440x1440 is 1.5 million pixels more, not exacly the same
Maybe, but they would be wrong. In the end you get the same amount of pixel in the same space. You just got more space. Doesn't change how much details are in you're picture. Just got more picture.
This a ratio diference.
And though it does change resolution, it doesn't change definition.
1440p is not the same as uwqhd , just saying ...
In performance ? No. But from a visual stand point, the difference is not in definition.
Names are just weird, 4k for example isn't even right because the horizontal, which is what it's supposed to refer to, is technically 3840, it's all just arbitrary, when people say 1440p they mean 16:9 99% of the time
The earth is flat and path tracing is a must
I'll agree it's definitely confusing🥲 . Especially since marketing and techies get mixed up. It's pretty annoying... from what I understand though 4k was originally a cinematic format with 4048 horizontal pixels. But then again why the hell horizontal. It's a mess alright
.
What is Reno council opinion on Shadow Cache? Should we keep it on or off (if VRAM is not an issue)?
Off tanks the framerate
Vanilla brightness -7 / renoDX (400 nits peak)
Needs a hue shift
-Sippy cups in 5120x1440.- 👀
Not a problem with 1k nits peak
can Shadow Cache ON make game look worse? looks not as good as with it OFF.
just checking, is there anything i can do to improve the ray tracing? path tracing is too much but i got some performance to spare
⏰Timestamps:
00:00 Intro
00:19 RE Engine shines once again
00:46 A frustrating user interface experience
01:38 Ray Tracing
02:59 Path Tracing
05:06 Global Illumination Quality
05:42 Anti-Aliasing and Upscaling (DLSS,FSR3,FSR1 and TAA+FXAA)
06:20 Hair Quality
07:10 Texture Quality and Texture Filtering
08:12 Mesh Quality
08:41 Shadow Quality ...
You need to wait for JoHien's mod
any idea on what it will do?
thanks
I can add hue correction
that is a big improvement
theres a few easy settings if you play around with the tweaks script I think
same with RE9 RT
they just kind of gimped it for some reason
Man the second level is demanding AF. I drop 20fps there vs the rest of the areas
Consoles
perhaps cause their PT runs well, RT is secondary
it seems like there are so many simple settings that dont cost much and are a big improvement
🤷
@manic jacinth And Radeon
Huh?
If they cost even a bit I guess they just can’t fit it in the console budget, dunno. Or maybe they are just incompetent 
There hasn't been one good RE engine game with good RT implementation
At least PT exists tbh
But thats also nvidia capped
@slow sparrow The RT in Capcom games is designed for Radeon graphics tech as that's what powers the Playstation and Xbox consoles, and that's why their RT sucks
Yeah I figured, sadly a big downgrade ):
Because RT itself can look really good imo
Go look at the RT in that game Blackstate, the devs designed the game with a 3080 as the base instead of w/e Radeon APU the consoles use
BLACK STATE - 14 Minutes of Gameplay (4K60FPS)
BLACK STATE is a Pirate RPG Game Developed by Joker Studio
If you guys like the gameplay don't forget to like and leave a comment
Your Support means the world!
Enjoy the Gameplay
Subscribe : / @gamersadventurehd
An action-packed third-person shooter with stunning visuals and high performance....
Sorry if you already answered, but you have vsync off? You will get tearing if you're that close to your monitor's max refresh rate if you don't have vsync on, you have to use it
that is literally why im talking and testing about. they said they get no tearing when vsync off when under maximum refresh rate and within vrr range.
just got the game and tested this. I think there's something wrong with DC (maybe latest versions?) It's not capping at all, just cap it to 60 and you'll see. Only the option for "pace generated frames" works, and it caps well, super smooth , good frame pacing
weird. tho i also tried relimiter it is still the same.
looks the same to me oO
hmm maybe something in this game? first time I'm seeing this issue, but yeah, try what I said, works perfectly and great frame pacing. But any other option (default low latency, dcpacelocks etc) just don't cap at all
ah okay yeah they're mistaken. depends how close you are to your refresh rate. you probably won't notice any tearing at 90 fps without vsync, but 110-120 you definitely will
I have never had to actively try to fix tearing because it just never happens
... I think there may have been a couple cases/configurations where I got tearing but its so rare
granted I don't usually operate near VRR cap in most games
yea i tried pace native frame too, it doesn look less distracting but still some barely noticeable tearing
ahh maybe thats why. ig thats how they wont get tearing if they use 240hz monitor or so
iirc ur monitor should be 165hz, so u mostly running at about 100fps?
usually 100-140 depending
why dont you have vsync on btw? I didn't see any tearing btw, only saw the framerate go over 120 unless I used that option
driver vsync often seems to grief alt tabbing IIRC
just curious people can play without tearing when vsync off so probably something wrong on my end. i indeed didnt find any noticeable difference when vsync on with vrr tho. no way u cant see the tearing in those recording lol there are all tearing except the last one with vsync on lol
@steep trench are you using the latest streamline 2.11.1 and 310.6 dlls? I wonder if FG is breaking reflex or vsync? Cause this is the first time I've seen this happen in a game and I've updated all dlls. Haven't tested other games
hmm haven't had any issue personally, at least on the games I've alt tabbed
I usually alt tab about 1000 times in most games
I said I dont see any tearing on my end, not on your vids
i forgot are they replaced or not when i testing lol but im now using 310.6 and 2.11.1
just wondering cause I read something about vsync in the changelogs. I've never seen this happen, basically DC essentially broke reflex and stops frame capping unless you use those 2 options, I didnt test with vanilla dlls though. Could be game specific also, more inclined to that but it's interesting
ahh, it is really slightly tearing using pace native frame but i can def tell the difference between vsync on and off, the screen looks like jelly when it tearing
i only getting alt tabbing black screen when setting global vsync on and per game off
Personally I set it on globally at driver level and off in game....and always have a good time
Never any problem alt tabbing, never problems with vrr
Just sharing my experience
idk for me I only use it if it noticeably improves input latency in a specific game, otherwise it tends to cause more problems and has no noticeable benefit, and I end up with issues in some of my IDEs on alt tab
This game is so beautiful
I've always used global on with no issues 
IIRC Windows Calibration isn't used by RenoDX
just put the peak at 1200 and that's it.
I do that with my LG 27" that has the same EDID metadata and issues
It also works. It’s what I used to do. But Kalaiden had said per game is better. Wouldn’t know the exact details lol
i used to global vsync on too but found there are probably some bug between mpv video sync makes it doing some weird stuffs so i put it back to 3d application on global now and per game vsync
But does framerate go above 120 like your vids with pace native frames?
forgot to check lol might give it a look tmr
This motherfucker must have eyes at the side of his head like a horse
Hehe
Hahahaha
does FG Preset B even do anything in this game? Looks exactly the same to me oO
Running RR Preset E on Quality + 5 PT Bounces + CullingAngle 0 + Shadows Res on Ultra
Did see a bit of boiling at the beginning but then not much anymore. I do see quite a lot of artifacts on hologram displays, Preset A or B or Default (not sure if default is just A?) don't seem to change that at all
Performance is excellent but there are a couple of tiny stutters here and there though, kinda like RE9
As of March 31st, 2026, some Enhanced Frame Generation supported games include Borderlands 4, Dragon Age: The Veilguard, EA SPORTS F1® 25, God of War Ragnarök, Hogwarts Legacy, Indiana Jones and the Great Circle™, Marvel’s Spider-Man 2, Monster Hunter Wilds, Star Wars Outlaws™, The Elder Scrolls IV: Oblivion Remastered, and The Outer Worlds 2.
preset B supports another capcom game so maybe it does something in pragmata as wellhttps://www.nvidia.com/en-us/geforce/news/nvidia-app-dlss-4-5-dynamic-multi-frame-generation-available-now/
hmm I literally saw 0 difference oO I was mainly looking at the holographic displays in the shelter turning around when looking at them and artifacts galore all the same
Only using FG 2x
just look at the upgradable stations in the shelter (holographic displays) one orange and one blue and just turn the camera around and look at them, it's not a mega deal breaker, I see no breakage anywhere else, but those types of materials (holographic) do glitch a bit
https://youtu.be/WVA9qFrKOBE?si=K5jFN6uy4zxOpAKO&t=3728
or this one that comes out of your suit for e.g.
you could downgrade to Dlssfg CNN then
it generally does look better
if you have dlss swapper just select v3.8.1
True, was just mostly asking if others do see that
The only thing Preset B for FG does is eliminate UI ghosting.
You can tell if it's working because the DLSS overlay will show UIR: ON
So yea, it does work in PRAGMATA
How do you disable radiance cache with the latest RenoDX version? The setting is gone now?
It's not a RenoDX feature
Went back to the one zone and it's crashing like it did in the past
I mean it was toggled within Reno previously, no?
It's a plugin for REFramework, has nothing to do with RenoDX

Yea, that update is immediately noticeable.
Oh nice, should probably update that then too
Did that update also resolve the radiance cache with it, that you know of?
closed without being merged

This fixes the stutter with mfg?
Hahahaha
I got this. It's driving me nuts.
ref with either or both of the following scripts dropped into the autorun folder #1475553827255222486 message
Many thanks
Does this mean it the stutters and vrr flickers are fixed without using DC or Relimiter?
interesting, I didn't notice that flag! Cause all the other ones are the same between both presets! Yeah it might be working but I see 0 difference 😄
oh! NICE
hmm so only for MFG? : [
do you actually run lowest shadows with PT? benchmarking says it makes no difference then should give a few more fps maybe
.
😂
I asked this in U+ but maybe someone here knows? Any idea why nvngx_dlss dlls are smaller from latest streamline sdk 2.11.1 compared to what Swapper grabs which I believe is from techpowerup or nvidias server? This includes RR dll also, almost 20MB difference each. Both 310.6.0, both dvs production tags etc
Not sure which one should really be using?
The driver/OTA DLL has the old CNN models still, which are deprecated otherwise
aaah makes sense
I answered you pretty sure
and yeah thats why
@arctic glen since youre mostly familiar with ReLimiter - does it increase latency due to limiting DMFG to VRR? It would make sense if it did, because it limits your base fps?
Also, a question specifically for Pragmata, DMFG doesn’t hit my VRR so it runs 6x constantly - would you recommend to change it to fixed 6x to let ReLimiter manage frame pacing or leave it DMFG on and only tick DMFG support on in the settings?
no, I run max cause it improves the fallback shadow maps
I didnt do the DMFG stuff, but you can ask rank in #1474481327691665553
the intended DMFG path is to tick the box
and turn on DMFG
Always use driver V-Sync with DLSS Frame Generation, yes
The only exception is DYNAMIC Multi Frame Generation but that's only because it's incompatible and Nvidia said they're working on compatibility
That's what I always did but I was told here that it's better to use vsync off and use a limiter like relimiter or dc, so that's what I use now
in theory the rule of thumb has been to have driver level vsync on because there can always be overshoots. AFAIK framelimiting isn't like an audio brickwall limiter
I might be wrong tho
Framerate limiting doesn't catch all frametime variances which is what driver level V-Sync helps with when G-Sync is active
Right now it's just Dynamic Frame Generation that simply won't work with it
I just tend to get more problems in more games if you force it on globally, so I would do it per game if it doesnt cause a problem
Do you then use relimiter on top of vsync?
I dont really use vsync
unless a game significantly benefits from it for some reason
forcing it on globally I get latency issues or fps loss in some games, and issues with hardware accelerated windows locking up when I alt tab
I think the latter is a windows problem that can be fixed with a regedit though...
I will turn on in game vsync for some UE games though cause sometimes it significantly decreases latency when you do that, like in Stalker 2
I am probably an outlier cause I swap between tons of games constantly and alt tab 1000 times a day 🤷
Nope, that's 1:1 my experience with vsync modernly.
Nah I’m with you
Well shit I still don't know what to use for this game specifically. I use FG so do I turn on vsync in driver and limit with relimiter or only one or the other. Why is this so complicated lol
fg on, driver vsync on per-profile, let reflex do its job
Thanks will try that
Btw why does it matter if it's globally or per profile, I thought it does the same
forcing just about anything globally is a bad idea, it's no wonder people were discussing issues regarding it above
causes vrr to trigger on apps that weren't designed for it
also ingame vsync is fine the vast majority of the time, just not in this case because fg forces it off
exceptions are like, some older unity games that force on a frame limiter when ingame vsync is off
how do you install this fix?
you install the latest nightly ref build
I like how you can see rgb subpixel layout in the shelter on the large screens
they didn't have to make it that detailed 💀
I just thought these limiter apps where good to use but idk if they're only viable without using FG or vsync.
assuming the game doesnt have any framerate-related stability issues i cant ever really tell the difference
i will never pass an a/b test of just regular fg vs pace native frames
I have random periodic stutter, it feels like some sort of traversal stutter. I’m on 13600k and 4090. Did any of you encounter something similar?
Does it cost performance? The preset B
It does?
I barely have any stutters and 0 flicker without any limiter
That effect is INSANE. It’s in every screen in the game. Depends on the angle of view too, it’s so good I would love to know how they did that material
They can 3d print an entire city but still have screens with 5ppi

6.6 ENABLING USER INTERFACE RECOMPOSITION
When both Hudless and a UI buffer are tagged, User Interface Recomposition can
be enabled by setting DLSSGOptions::enableUserInterfaceRecomposition = eTrue.When enabled, the HUD and scene are interpolated separately and composited
later, providing significantly-improved UI interpolation quality.Using user interface recomposition has a slight performance and memory cost.
this is preset b, it is not a new ml model
there is no point in trying it unless you notice garbled ui in games


brains dead