#Death Stranding 2
1 messages · Page 6 of 1
So
Work it out and land somewhere in the middle, and then you can potentially just go 55"
And then not upgrade for another 3-5 years.
Monitors will still be trying to catch up to you by then

so real it hurts
so it's like 1.2 meters or so for 50-55fov
for 55" tv
that's actually really manageable

This is why I told you to look at FOV than just distance.
Cause distances cited by RTINGS and the likes are for THX/SMPTE recommendations, different usecase altogether than desktop.
Of course, since it's going to be a larger screen, your brain will register it as large, too. You WILL know something giant is sitting even at distance, but your overall operation will be fine, ergonomically and such.
Same way that I can match the FOV of IMAX at home with a projector, and get same height FOV relative, too.
But my brain will know I'm sitting in a room, not an auditorium, and it won't feel as expansive. Even though FOV can be matched.
Or normal theater even.
hue shift/correction being at 0 instead of 100 definitely helps with fires and such, but it's a shame that it turns some purples(?) into a really strong blue, namely the highlighted item indicator here and the tips of the electric rod melee weapons
I could just make the purist preset use the maxch stuff I have in other games
so it would come closer to matching a HDRified SDR?
Uhhhh yeah let's try that
removing none tonemap type cause nexus users are too dumb
anyone else having weird audio bugs in this game
sometimes voices cut out during cutscenes
and occasionally the game just forgets my system is stereo and only plays audio through my right earcup
i have to go out of the game, go to the windows audio settings, and hit test audio for it to come back
really really weird
and only appearing in the very late game
around 75% of continent linked up
nvm
its on my end not the games
added the max channel stuff
defaults / purist
How's the fire looking with the max stuff?
checking now
made some more tweaks
adjusted psycho for smoother blowout/hue shift
before / after
alright here we go
defaults / purist

clamped the slight loss in saturation on highlights from 2.2 by luminance
big gaming
i did notice wildfires were maybe a little blown out when i was playing through that bit
alright this is what's going on nexus
defaults / purist
this was like, yesterday's build with purist 120 paper/500 peak
but maybe theyre just like that idk
purist will have more hue shifting and saturation and detail on the fires now
i also had one of those fucking dolphins just land on me and knock all my cargo around
peak gaming honestly
So if I understand right, Default is Musa preference, and Purist Kojima choice ?
ya
Definetely the closest so far, but the fire still looks like it lacks some color, some yellow, in Purist it's a tiny bit more homogeneous
dlss artifact?
Did you test it in Default ?
Default look a bit more like the old fire, a bit more pinkish
Purist one seems to be more real
Vanilla/Default/Purist
Nice screenshots thank you 👍
Vanilla looks oversaturated tbh
SDR (TRC) / Purist / Default
The smoke is turning red?
in vanilla the red smoke in the fires becomes oversaturated to the point of being flat but the intensity of the fire is still nice
how does this look with vanilla hdr
I like the saturated look of vanilla fire, I mean real fire is also hella intense so I guess makes sense
real life intensity would mean desaturated and blown out
there's a clamp parameter
that I commented out
maybe that scene needs that
see how it looks with this build
k
Why desaturated?
our eyes blow out bright stuff to white
SDR (TRC) / Vanilla (BFF) / Purist / Default
fire IRL
they must be lowering the peak value in hdr during these scenes
not irl
camera
fires like that irl are so bright you can't look at them
maybe vanilla hdr shits itself during these scenes so that's why they limited
idk
Smoke definitely less red oversaturated than vanilla
I don't think the game is trying to replicate real life here
That said, vanilla/SDR fire looks weird
Red outside immediately turns yellow inside
I personally think the purist preset looks great now
usual made for sdr bs
slop
before it definitely looked weird with the fires but now it's awesome
kojima has fallen
With the new Musa's test ?
Yeah it has film grain and lens flares, if anything it’s trying to emulate a camera
with the one on nexus
I think it’s just trying to emulate how fire looks through a camera imo
Anyway, my point is that fire cannot be red and yellow at the same time
The amount of fuel/oxygen is dictating the color
Three different colors would mean the fire consumes three different levels of oxygen at the same time
This is underexposed probably
don't our eyes make it yellow or some shit
something something color is cognitively computed
like a car's rear lights may appear red during the day but at night when your eyes are at a darker adaptation the rear lights are relatively brighter and shift towards orange
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yeah exposure and environment affect the color too, but the point is that the faster it burns, the brighter and paler the flame is
The red tint in Defaut fire is because you prefere it like this Musa ? Or it's a Psycho tonemapper characteristic ?
The fire is red pre tonemapping
The default tonemapper is hue shifting hard
My point was that vanilla fire imo looks closer to real life fire(or at least fire through a camera) than the current presets
Psycho is basically too accurate to the source here
In intensity, yes, but the colors are wack
It's basically a saturated red/saturated yellow/white
It should be orange/pale yellow/white the closer you are to the core of the flame
You only get a red fire irl when it doesn't have enough oxygen to spread
Red fire means the flame is suffocating
When we're talking about the natural materials, that is
SDR (TRC) / Vanilla (BFF) / Purist / Default
I mean alright but at the end of the day it's still a videogame, perfectly replicating all the nuances of a fire is problably still beyond current graphics, to my eyes at least vanilla looks pretty close to the forest fire image in color as well, oranges, yellows, whites, look close or as close as you can get given the medium
i think thats what bothers me about how the vanilla fire looks in this game, dont know if thats also affecting whats making it hard to "fix" - but its like the presentation is a weird mish mash of how fire would look through a camera at a certain exposure but also some characteristics that would be caused by how our eyes perceive it IRL but also some elements of how flames would look if we were able to look at them without blinding ourselves/colours that would imply something about the nature of the flame/fire vs something about the nature of the photographic exposure
i dunno if im explaining myself v well but it just looks discordant to some degree - like if they are fully committed to the simulated camera/photo look, why doesnt that cohesively come across - when is see it its like my eyes cant decide if the colour/saturation/etc are supposed to reflect a photographic presentation or supposed to imply something about the physical properties of IRL flames - something doesnt fully match up
mebe mah brain just weird 🤷
SDR (TRC) / Vanilla (BFF) / Purist / Default
purist looks great based on these screenshots
~120 nits
Vanilla / Purist Max Channel / Purist LMS (PsychoV)
not sure i like psychov here
it's bad with fires
yeah fires look weird
Max channel looks closest to vanilla SDR
purist max channel looks sick
vanilla HDR has some crazy saturation boost
yeah that ones just cooked xd
Okay even SDR fire looks insanely oversaturated
Man, SDR looks so tragic in this game
I can't believe this is what some people look at
~300 nits, Gamma matched
Native SDR / Native HDR BFF / Reno Purist Max Channel / Reno Purist LMS (PsychoV)
I was messing around with RE9 SDR
and it's surprisingly usable imo
doesn't look too clipped
well i havent played much of that one but i assume the vast majority of the game is pretty dark
so yeah makes sense
~300 nits, Gamma matched
Native SDR / Native HDR BFF / Reno Purist Max Channel / Reno Purist LMS (PsychoV)
interesting
a little pink tint in the red
it matches the intensity of the colors better to SDR tho
very visible on exoskeleton lights (not visible in those screenshots)
native hdr looks best to me here tbh
same color as sdr
tho could use a little blowout maybe
the rest of the image doesn't match
it's more saturated that it should be
probably due to BFF
yea here specifically it's alright
but it hueshifts most lights
some white lights turn full yellow with native

@wet rivet definitely cooked with this one tho, new purist default looks much better for the most part at least to me
PsychoV kinda blew out highlights a bit too much
Thanks for the work 🙏
Does anyone know what are the best graphics/upscale/fg settings for 9070xt? I haven’t played the game yet so I’m not sure how well 9070xt performs
if you dont use RT (which i don't recommend personally) you can probably max it out very easily
RT refelctions looks alright, but it's quite expensive

my favourite way to play is purist with a gamma boost approximating 2.4 and LUT scaling enabled
this is the way
What does LUT scaling actually do?
per channel 0 scaling / by luminance 100 scaling
ok yea lol
i have to see how that looks with ~2.4 gamma on my monitor
since it has slight black crush
so 0 might be better
damn
per channel 0 scaling / per channel 100 scaling / by luminance 0 scaling / by luminance 100 scaling
if anything, scaling exposes more detail when applicable
it looks darker, sure, but it's not lost in a grey soup
not about the details I care about in this case
but yea definitely looks better in those pictures
it just depends how much gets crushed with gamma 2.4 on my monitor
not gonna lie, "Deep Fried" button in this game feels like "HDR Look" button in Oblivion Remastered RenoDX by ShortFuse
I keep coming back to it
weirdly feels more "as intended" than the defaults
Ya it’s just what I call hdr look
I'm also finding it hard to go back to purist or default after seeing the glorious colors on "deep fried"
whats with the insane stutter in almost all cutscenes
frame gen caused it for me, capped at 60 without it instead
make sure they run at 60fps base frame rate
lyall had some attempts at fixing it but I don't know if he will continue fixing it
i guess its not insane but seems mostly from camera cuts
his latest nightly fix solves the judder issue but desyncs audio
I mean I'm talking about the stutters that are not visible on a frametime graph
Describe the Issue
Does this, similar to your other mod, address the camera microstutter issue that's pervasive in this game too? It's the only thing preventing me from enjoying this game since it's so cutscene-heavy. I was able to bypass it at one point with LSFG, but I've not beeen able to...
but they are happening because the framerate is higher or lower than what is intended and it's causing annoying judder
Musa gonna have to make a deep fried preset for every game now
I don't love that deep fried crushes blacks but the colors make my brain happy
nah, only the games that need it, like this one
you can lift blacks back
120 nits Purist
Max channel / LMS (PsychoV)
Going back and forth in different scenes, I kinda can't decide which one I prefer anymore.
PsychoV just looks a little too blown out
where sliders so I can crank highlight saturation and see what it does
yeah, one of the main things I dislike with it is its tendency to make Sam's power indicating suit lights on active skeletons etc. go nearly full white a lot of the time
yea it bothers me more than it should
But I think it looks better still in some parts
in oranges/reds, for sure, but I prefer maxch for blues/purples
yeah, it's not consistent
Max channel fires are so chef's kiss
but for orange lights and stuff, it's nicer, if not quite perfect. I like these comparisons because it shows the strengths and shortcomings of each option at the same time with the ship door lights and the highlighted item indicator
in the ||Neil|| part
ya max channel looks a bit pink on the ship reds
but PsychoV doesn't look right to me either
Vanilla HDR rare W
M and L do this a lot with RT. Even Wukong with RT had a lot of this garbage shimmering
ah makese sense
I dont like RT in this
But thats not even DLSS' fault, it's the denoisers
It seems to happen sometimes with SSR as well in certain games I tested, Black Ops 7 for example, some of the SSR there shimmer like crazy with M and L
CNN my 🐐
maybe because of dlaa, they are meant to be used with performance and ultra p
managed to add myself on PS5 as a strand contract, so now I should see my old structures occasionally
people cant figure out a better use of the absurd gpu headroom a 5090 gives you i guess
It’s not dlaa, although dlaa makes the problem worse, but it’s present at all quality levels, this is ssr btw, no rt
Ultra performance L / quality K / dlaa L
How's M look there?
Oh nvm you said M does it as well
Does FSR4 have any super egregious issues? Why does every new DLSS preset have major issues
all 4.5 presets do it in my experience, so M and L
psycho
highlight sat 50 / 51
what about vanilla?
already closed the game
gotta go somewhere
anyway here is what I have now
maxch doesn't have highlight sat yet
at first glance I prefer 51
also have to add some gamut compress stuff
ya
~120 nits ~2.4g
Vanilla / Max Channel / PsychoV HighSat 50 / PsychoV HighSat 51
Max channel looking so good here
the pink reds seem to be quite rare?
Maybe PsychoV with hueshift sliders and highlight saturation? or maybe less blowout? idk
as someone who completely agrees with your characterisation of it but happily uses it depending on the game or even environment im in (eg during the middle of the day its often nice to chuck on HDR look bc youre fighting at least some amount of natural light but at night go with purist, etc) i take zero offence at the button's name and will happily use it 😆
at the start it didnt bother me much, bc "oh its just every camera* cut" isnt thaaat problematic when the cutscenes are slow, shots are long, cuts are seldom. as i get further in i actually would call it insane - in cutscenes where you're getting like multiple consecutive camera cuts in a couple seconds it looks fucking awful, to the point that i had a moment last night where i was worried wtf was happening to my GPU/CPU load but then the cutscenes ended and ohhh, its fine now [edit: fixed wrong word]
full circle moment where we can all appreciate the inbuilt blur and detail destruction as visually pleasing 🥰
i dont know enough about the technical deets to say, but isnt the technique behind PsychoV supposed to be based more closely on human vision perception? granted all these observations might be pointless outliers as DS2 is the first game where i've spent a lot of time with it, but a lot of its visual characteristics in this game (e.g. the greater blowout) do seem more "realistic" to me in terms of how the human eye would respond to the implied IRL brightness of many of the things that blowout - i think the issue is (sorry that i cant remember who already said this earlier in the thread) that this isnt necessarily what is going to look "best" or more visually pleasing on a screen in a video game context
often it is, but not by definition i guess
given youve clearly tried the various options in various in-game environments to a far greater degree than i have - whats your current preference, or what seems most visually consistent/cohesive, across all the various lighting scenarios in the game?
Sharpness isn't the end-all be-all of image quality
Hard to say because pretty much every review focuses on sharpness and ghosting
LIke, DLSS4 has pretty catastrophic (IMO) issues with transparencies but it was barely mentioned by anyone
4.5 has a load of issues with specular aliasing and postprocesing, and again, crickets from all the major reviewers
might have to do with the fact that nvidia blacklists this feature at a driver level rn for some reason
you can go into nvpi and enable supersampling for transparency and set the mode to full dlss mode
made a huge difference for me in death stranding 2 so far
Ain't got time or any game installed rn to test it
Got any footage of the difference it makes?
didnt take any sc's of ds beforehand
but i can try and find a good scene to do that in
If that actually fixes the ghosting with fog, that would be pretty huge
Which settings are those exactly?
It's just this one?
the only purpose of that tends to be for tweaking LOD bias, typically for games with modded DLSS that don't have it offset natively
rip
all the documentation i can find online doesnt reference lod at all and only talks about the actual antialiasing of transparency textures
it seemed to have a pretty big impact on the look of reflections in the dhv magellan in death stranding 2 for me
but if that is the case then i guess its just placebo from another setting
yeah
it appears the lod setting is broken without that enabled
but it also affects transparency textures
so it should be two birds with one stone
at least according to both the documentation and various forum posts about the lod bug
(tone is hard over internet qualifier) agreed - im cereally only half joking with my original comment haha
i think sometimes it is rly important to take a step back from all the comparisons and advancements and wtv and just go... what looks pleasing on my screen. tbh if im having to think about what upscaler or DLSS model or wtv to use for a specific game i feel like something's already failed
So I've tested this in both RE9 and the Stellar Blade demo and can confirm this fixes absolutely nothing with preset K
Volumetrics are still ghosting like crazy in RE9, the hair is still pixelated in SB
If it does anything in DS2, it's probably by accident
is there a reason you are on K?
vs M/L
?
L and M seem to do way better on basically everything at least on my end
wayyyy less ghosting
L specifically fixes a lot of shimmer and noise in ds2
this discussion rn is the perfectl example - I agree that ^ L + the supersampling transparency "fix" is my preferred way to play DS2 atm (the transparency "fix" just bc it makes LODs behave correctly, havent rly paid attention to whether it does anything else, which seems weird enough that its probs a DS2 specific issue)
but it defs... introduces is probs the wrong word, but amplifies some IQ issues while improving others
just gimme the days of CNN model E back
nvidia: ok guys we found it heres the one thats the best at everything
me: tysm i never have to think about this again
nvidia: no no no dw we're gonna immediately launch a next gen model with two presets, neither of which ever get to a great state, and then launch the next next gen model with two presets, that do genuinely fix a ton of shit and are super impressive but introduce a whole new set of artefacts to worry about 🥰
insert aww shit here we go again meme
🫠
I don't use K specifically because it has the issues with transparency
LIke, DLSS4 has pretty catastrophic (IMO) issues with transparencies but it was barely mentioned by anyone
im a little confused lol
says K here
It doesn't fix anything for K
this was a great release
i meant why are you testing it on k only and not M/L?
K has issues across the board, not just with DS2
i only use M and L
Oh my god
honestly feels like a lot of it has been increased use of gen ai
Why would I test it with the models that don't have issues?
oh
well it seems to help on those too
thought u meant u were having issues on all presets
not just K
No, only J and K are fucked with fog/hairs/etc
driver releases started going further downhill around the time that dlss updates became... sidegrades in many cases
Others are fine
gotcha
ive had the same experience yeah
ive seen a lot of people swear that K is better and they refuse to use M and L and im just like
what???
theyre faster and not all games have content that those models struggle with
at higher scales the image quality difference is especially small
the main draw of m/l is that they can reconstruct with more pleasing results at lower scales
oh i meant people saying it LOOKED better
Yeah this by itself doesn't do anything I don't think. But setting transparency supersampling to 2x, 4x or 8x does actually work in cyberpunk to reduce pixelated fog with DLSS
I don't think it will do anything for DLSS 4 volumetric issues though
take a look at the second setting thats highlighted
its the one that allows u to set it to 2x,4x,8x
setting that is the one that seemed to help at least for me
but interesting that u can use a fixed number even with diff dlss modes
Yeah DLSS4 is useless imo now, I would rather use CNN + output scaling in every scenario. I would only use DLSS4 in maybe a multiplayer game where I can't use optiscaler and if the volumetric issues aren't a big deal in that game
4.5 I generally like if I can use output scaling, but it looks terrible at 1440p output res.
Huh don't these apply to OpenGL only
Are you sure that's not placebo
I don't think it should do anything
these apply to directx and opengl
you referring to this one?
its a different setting
Hmm okay I'm just surprised driver msaa works in deferred rendered games
I've heard these stutters don't happen on an Intel CPU and an issue only on AMD CPUs. Can anyone with an Intel CPU confirm here?
I haven’t really played the game that much since musa added max channel, just tested it at various parts where I had saves
I think I prefer Max Channel over PsychoV so far 🤷♂️
that might make sense but i play Death Stranding 2 on Linux thou, I do have an Intel CPU and didn't notice any stutters after the initial shader compile.
lyall has released v3 of his mod. You can now disable dof. In case anyone is interested
This won't do anything. NVPI exposes lots of settings that do nothing, the MS/SSAA stuff only works with some games that use MSAA.
The concept of forcing transparency supersampling with DLSS doesn't make any sense, you can't control it like that
Yeah that's what I thought
From what I've been able to find this is separate from the msaa force option
dlss handles transparent textures
This flag tells it what to do with those
You can use a different option to override msaa
This is why if you go online there are a lot of examples of modern games with dlss benefiting from setting this flag
what examples
Cyberpunk, re4, and re8 I can find by googling
very rigorous research
?
You asked for examples
I'm not saying I'm an expert by any means lol
It very well could be solely from lod bias too
yes as in show it working rather than people on forums claiming it does, like they do with 1000 other placebo tweaks
I've found like 5 different posts with photos and vids to go along with them
Re2 apparently as sell
*well
Again though it might just be the lod shit
DLSS applies the same upscale ratio on everything, you can't tell it to specifically supersample transparencies
this is literally legacy stuff from MSAA where you can do that
Yeah
With the setting off it doesn't upscale it
With the setting on it scales it with the same ratio as everything else
At least that's what their documentation makes it sound like
It doesn't register every texture the exact same, transparent ones are handled differently
There is a ton of conflicting info online tho
So totally could be incorrect
I've been trying to look into this all day and find myself still confused lol
It seems this isn't forcing the game to use a specific technique like msaa, rather if the game is using dlss it's saying hey u can upscale those textures too
In modern games that don't use Dlss this should do nothing basically
Someone pls correct me tho if there's more info elsewhere I'd be very curious to know more about this
Interesting. Maybe I should sidegrade from a 9800X3D to the 270K for better frametimes lol.
Frame times seemed fine on my core 7 265k
Has there been any info regarding the cutscene stutters?
Its weird af but it only happens to me there
do u have frame gen on
and capped to 120?
Yeah with fg, not sure what i was capped on, probably 115/118
5 stars in this game takes way too long
that's the problem
fg with reflect capped to 120 does 116
cutscenes drop under 60 real frames
so they start stuttering
cutscenes need to be 60 or 30 fps
Lmao thats so fucking cringe
u can see if you can cap to 120
without reflex
set monitor refresh rate higher and cap in nvcp
Yeah will do, i usually run 120 since easier to avoid vrr flicker
Yeah Intel has always had stable frametimes, it only loses out in the highest fps margin
so in this game if you're using reflex which caps at 116 then cutscenes will be at 58? lol
I have CAP at 138 and cuts are 120
M/L are good in some cases and disastrous in others. Like people pointed out here the disgusting shimmering on specific reflections. I've had this in Wukong, RT ON with M/L insane shimmering on certain bodies of water, RT OFF (Lumen) absolutely fine.
K shows zero issues in that front, on any scenario. BUT any volumetrics has disgusting transparency/dithering/blockiness issues. Very noticeable on games like Control, Ghost of Tsushima etc. It's so annoying that none of these are fully addressed by nvidia or even really discussed at large. Only in niche places like this
yep
this is in every game fwiw
but this just doesn't like sub 60 fps cutscenes
disastrous lol
why would you use such a strong word, it doesn't break the entire presentation or something
RT is actually good looking only with 4.0 Ray Reconstruction, so yeah, M/L look worse in those cases
in non-RT scenarios DLSS 4.5 is a clear improvement in the vast majority of games/cases
Nvidia can't combine 4.0 RR with DLSS presets M/L for technical reasons (at least at the moment)
RR takes more time to train
this isn't the case, it's not just a matter of time
also, they fixed all the major preset K issues, like volumetrics blockiness and stuff with 4.5, so how is it not fully addressed?
it seems 4.5 issue is with games denoisers
yeah, fair, they probably didn't test it with built in denoisers much
I can say with 100% certainty that it does work in cyberpunk to improve pixelated fog while upscaling. Haven't tried any other games though
It addressed those and created others, like specular aliasing/shimmering and the broken RT denoising, like Nostromo and Steve said
It essentially becomes the game of pick your poison, for me I rather deal with the blur and ghosting of CNN (or even built in TAA) than at times straight up broken visuals
highlight sat gonna default to 51
vanilla (peak 400, luminosity 6, brightness 5) / defaults (peak 400, game brightness 100, psychov11) / purist (peak 400, game brightness 100, bt709 hue shift + maxch)
highlight sat 51 might be too much with maxch
ya it def is
makes fires look weird
I think maxch looks good as is, it has a little bit of pink shifting on bright orange/red lights, but I doubt tweaking saturation resolves that
ah so it's the inverse
the lights in question close to match between SDR and vanilla HDR
the shift/not shift with maxch only seems to happen when they're at their brightest, you can see it on the Magellan door lights really easily because they're blinking out of sync
vanilla (BFF) / maxch
increased hue shifting a little
maxch
old / new
ok increased hue shifting and blowout with maxch and disabled highlight saturation with maxch
@wet rivet there's a new update right now
before you upload what you're working on to nexus
Cutscene stuttering still there with this patch?
does the game enable u to use dlss + fsrFG/xefg?
Yes it does for both
Big day for Musa, DS2 and Dying Light updates at the same time lol
Ive noticed it too
Annoying tbh
Also installed Lyall fix for UW, the FOV was too tight, not it's better
@wet rivet can we get HUE to 0 as default this time?
Psycho doesn’t have any hue sliders now
oh
So it’s just hue shift and correction both 0
the cutscene stuttering happens when cutscenes aren't locked at 30/60 etc. FPS, e.g. x2 frame gen breaks them at 120Hz since it's 58FPS
i mean i can potentially play with fg off tbh
artist's vision enforced 🙏
DLSS+HDR is still broken in this patch?
so are the cutscenes still screwed or nah?
Yes nothing has changed. However it seems they have solved zoom issue with scope for some
they work fine if you dont use FG
just tested
getting 100fps at 5120x2160 with DLSS quality and all maxed out, so I'll stick to that
if you need frames just reduce ray tracing reflection from VHigh to High
turn level of detail down to high from very high
still an issue
I'm too early in the game, I don't have a scope yet
well doing this fixes virtually all of the stuttering from camera switches and zooms
Explains why I haven't seen any issues
I just went with high since it's what the PS5 is using
Anybody knows why Reshade screenshot and NVAPP don't have the same brightness ? nvapp screenshot is exactly what i'm seeing
Reshade / NVAPP
woah wtf did they do to the performance
they did some magic
im getting 170fps with frame gen now
because you are using a bad photo viewer
i was at like 120 before the last few updates
Chromium adjusts the brightness based on the SDR brightness slider
Set it to 31 and they should match
Nice catch, that's it
Not the first rodeo 
did they fix stutter in cutscenes
LUT Scaling 0 / 100
is that really not just happening when people aren't getting 60 base framerate on them?
if anyone would fix it, it will probably be lyall
I tested his fix but while sound is normal, animations are extremely slow, leading to a desynchronization
It only happens when frame gen is on in my case. I turned it off right away, and the stutter went away
tested it with fg on the there is no stutter after the update at least for me
what's the best settings I saw a bunch of back and forth and cant keep up
To me they're mostly at 60 with no stutter but they have couples of one or two frame hitches fairly frequently, especially on camera transitions
And besides, it really should not happen even if it's just tha fps dropping below 60, it's the year of our lord 2026, vrr is a thing, get your shit together Nixxies
Purist preset comes closest to matching SDR and the standard defaults are Musa's personal preference
i saw people say hdr look is the best
eww
I've pretty much been using purist personally
yeah, I'm using purist with a little gamma bump to approximate 2.4
I'm using Purist, with LUT scaling 100 (nice details in blacks), and Highlight 60 (because I need the sky to pop more)
fires might look messed up with highlight increased tho I think
I'm too early in the game, i will test it later. But yes I will loose details in 900 1000 nits range
I had my highlight at 60 for a bit but lowered it
but ye I mean if everything looks fine rn just keep it there right?
Yes and the moon was too muted for my taste
someone get this man a proper display
😭
native for this game actually good?
Pretty good, ReShade breaks with DLSS for me on Linux, so have to go with it.
but its too oversaturated there
Moon isn't enough bright in this game, even at 60 highlight. It must reach +900 nits. They failed at it
I need to feel this
Eff it, back to PICO.
you are supposed to come back later with new abilities and doing standard deliveries which give a lot more points.
I'm only doing 4 for useful stuff and its still ridiculous.
there's a few real rewards at 5* as well
||Lone Commander has a suppressed small cargo sized version of the tranq rifle e.g. ||
Dlss doesn't know what's transparent it's just dealing with a single framebuffer basically
anyone updated to 595.97 nvidia driver? How is the performance for this game? Im still on 595.79
i'm waiting for m_w_h to say whats a newer better driver tbh, on 595.79 atm
https://www.youtube.com/watch?v=A1oXLPQysW4&t=531s good for me soo far
who is m_w_h
Great for me so far. Had 3~4 fps worse 1% lows on 595.79
reddit chad who tests nvidia drivers
ooooh ty
Isn't 595.97 a hotfix for that anime game only, and zero other changes?
I dont see any reason to upgrade to it
that's 596.02
Ahh alr mb
I’m fairly new to all this and having a crisis I sold my ps5 pro to just play some of these exclusives later on my 5090’not realizing hdr took so much tweaking and community support. I still need to have hdr on and calibrated in windows for an lg c5 before using reno correctly right ?
nah, just hdr on is enough (disable dolby vision), you can turn on reference mode in nvcp too
it's actually pretty simple, just turn on HDR in windows and do the windows hdr calibration
that should give you the same HDR experience as on consoles most of the times
but pc has the advantage of modding support so you can actually fix HDR with renodx
so you're actually improving what was broken on consoles as well
Awesome do I need to turn off dynamic tone mapping on the tv?
should never be on
yea turn on HGIG and set peak brightness to 800
or what model of the C5 are you actually on?
which size
I'm checking what the peak brightness of HGIG the bigger sized models use for tone mapping
but best is if you use the windows hdr calibration tool with HGIG enabled and you will find out
probably either 800 or 1000 nits
there is a better way than hgig
filmmaker mode with dtm off and professional sliders all at 100
how is it better?
accurate calibration of FMM and its color brightness
ok I didn't know that but I guess the safest way to set up is just use HGIG and use calibration tool to determine peak brightness
and always use that
c5 65” is ~1200 nits in FMM
damn that's actually really good
didn't know they got so much brighter the last few years
i think you are confusing the c5 42” and 48” which are the 800 nits
Game about moving makes you lose frames when you move
Is this still the case after the last update
? havent bought the game yet, what is the issue
I’m seeing the same behavior. Even slight movement causes noticeable GPU usage spikes and can impact performance. Seems like the usual behavior with Nixxes ports, they love hitting the PCIe bus pretty hard.
The good news is it’s not nearly as bad as Spider Man 2, and frame times are at least more stable overall.
#DeathStranding2PC
QRT: Sebasti66855537
Another peculiar issue that I noticed in this game is that movement seems to impact GPU perf, even if it's rendering the exact same scene/geometry/assets/effects. This leads me to believe that the GPU may be used for more than rendering. Perhaps it's dynamically culling geometry?
turn level of detail down to high, done
interesting. I remember in DS1 I had to play at locked 120 fps with more input lag obviously as it's hitting vsync because 116 cap was just jerky as hell
lol
how much does this affect lods
not in any noticeable way
they're already hideous a bunch of the time anyway, so no worries
say it with me
pla
ce
bo
placebo
I checked with SpecialK like another user a few days ago, and the game doesn't use DirectStorage
Both files are in the folder but not in use
that's why it improved performance, the files are taking up resources for nuthin!
guys, for first playthru Brutal or TTW? I finished DS1 on Hard and found it to be not very challenging
TTW is piss easy.
noice
what does ttw actually change
so far it's been easy but i'm not far
enemy outposts were pretty simple
Maybe stamina or balance is harder, no idea, camps are full of dumb NPCs, bosses feel right.
first boss with brutal took a little long
got kind of bored
was just standing around shooting for like 10+ minutes
Yeah, I had to craft extra grenades and a second LMG.
2nd with a shotty went much smoother.
I mainly asked cuz the main differences I saw is harder bosses, and also stamina drains faster
and I dont mind the challenge, but fast stamina drain sounds kinda tedious
idk if it acc is though
Stamina feels like a pain for sure, but manageable.
Hmm
just sucks a bit that you cant change it midgame if I were to change my mind but oh well
Do you know a way to disable/reduce bloom effect ? I've been searching everywhere but haven't found anything
they just look like shit, barely any difference between very high and PS5
man, PS5 screenshot exports get butchered
in my experience not at all - or i just havent noticed it yet - it really just seems to be like, i dunno, very high only seems to be changing culling behaviour (im guessing based on smart peeps' comments online) in a way that fucks perf
(like the LODs dont look great on high, they just dont look any/much better on very high, but very high does butcher performance further)
not sure how far I am but I have quite some hours, gotta say it kinda has gotten easier since I got better equipment. combat really doesn't feel very challenging
can't switch to TTW without starting a new save though sadly
can you switch to higher difficulties other than TTW though? Im not in the game to confirm but I am experiencing the same thing. Bosses are easier now.
you can switch to any other difficulty whenever you want in the settings
TTW is the only one that requires to be on from the start
thanks, I'll try harder difficulty
i think id do anything for them or a mod to just remove the slowdown when you knock someone unconscious or kill them
Chapter 5 ||Snake wannabe aura isn't even remotely close to Mads Mikkelsen||
But that is a very high bar to clear.
is it just my impression or does this game have worse visuals than Horizon FW despite coming out later and not having any crossgen
Horizon looks way more video gamey to me
i havent gotten into jungle or forest if DS2 has them
but I usually don't look that far into the distance
but I'd assume FW is better there
I mean yea Horizon has impressive tech no doubt
the volumetric clouds and stuff is awesome
I just wouldn't say it looks better generally just in different aspects
while I feel DS2 manages to feel way more cinematic
eh maybe I said it wrong
it's like some tech aspects lagging behind FW which surprised me
I expected it would just dunk on it
since it's same engine and later release on ps5 only
FW was cross-gen?
damn
yea I understand what you mean
I don't feel it lagging behind personally and the weather effects in ds2 are really nice compared to the first
For those who think they missed dollman dance scene and tarman backstory, after order 42 - I was able to trigger them
but yea overall it feels more like it hasn't improved that much techincally
Does RenoDX work on the game yet? I saw the WIP status, so I'm asking. I'm not English, so translating all the discussions to find information seems complicated. Thanks for your reply.
it works yes. Download the latest version on nexusmod
Yes. Download from Nexus.
Okay, because I downloaded the Snapshot version yesterday...
So I'll go through Nexus then, thanks guys! Have fun and enjoy your weekend 💪
And if you enable similar parameters for Re2R, it uses Dlss mod, right? Does it make sense? Lod bias -0.5000 is set to Quality. I just saw your message and thought, what if I try to do the same for another game, and what should it affect, what should be noticed, to understand that it works as intended?
I googled what it was and saw that I had done something similar for Dead Space Remake, and I found an instruction in Steam. It's a cool feature that removes texture flickering and improves the rendering of hair, grass, and so on. It might be useful for TLOU 2 as well, as Ellie's backpack flickers noticeably, especially when the camera is close, such as when opening safes. I also remember the strange shadows on the rocks in Santa Barbara. Although I played Dlss 4 + Dlaa
for real, it's genuinely so annoying
lol I pre-emptively built a bridge across the widest river before I'm sent this way for the next major order and there was a handy guidepost on the other side of the river near a prepper shelter that I used to line up the angle of the bridge, so I went to give it some likes and... it's my own guidepost from PS5
I was wondering if that was possible lmao
gotta look out for my own structures
bro what the hell is this port man
im watching the recap in DS2, which are just static pictures, I dont move my mouse, and my FPS is normal at 237
as soon as I move my mouse it drops down to 210, what is this
Need RTX 7090
I got it down sub-200 FPS by moving the mouse even faster
its like a side-minigame where achieving a lower FPS is the goal, thanks nixxes ❤️
Do you use like a over 1000hz mouse?
yeah I have superlight 2, but I have it at 1000hz
No clue then
ima try it ingame too to see if that was just an issue with the recap or if it affects the game itself cause im curious now
nah it was just an issue with the recap weirdly enough
What DLDSR Smoothness would y'all recommend for 1440p 2.25x Factor? I have it at 67% currently
bruh I am on first boss and ran out of ammo
and the game isn't throwing me weapons to find
ive been running around dodging for like 5 mins
ok I had to spam the touchpad button and they started appearing
TTW is the way to go if you want your games to be even remotely challenging. It feels weird that they have so many game mechanics tied to friction and they never get used in lesser difficulties. For example, your base shoes never gets worn out even in terrible terrain because there are safehouses everywhere. Bosses die too quickly without you ever having to bring equipment since in the boss arena ghosts of other players keep flooding you with everything you need to kill the boss.
SDR / Default / Purist / Deep Fried
Default + Contrast 58 + Saturation 54
Reno Deepfried
I understand that this is off-topic, but if anyone knows where to address my question, please let me know. I tried setting the Full Transparency (Dos mode) parameter in Tlou 2 for an experiment, but I'm not sure if I have it in NPI. The version is 2.4.36 (I think). . I'm not at my computer right now, so can someone take a screenshot of where exactly in the Profile Inspector you need to enable this parameter and/or several parameters? For example, Tlou 2. The names of the lines change slightly each time.
do you want to add sharpness to it? I would try 100% smoothness first so that theres no sharpness to it.
Yeah I tried 100% at 5 ingame sharpess but wasnt enough for me, feel like 60-80% is whats good for me
I also have enough performance to run DLDSR 2.25x at DLSS 4.5 UP or Perf, but not quite sure if I'm just better off using native 1440p Quality
dldsr looks really good
has anyone checked what changes between RT reflections High and Very High?
is it roughness cutoff?
⏰Timestamps:
00:00 Intro
01:02 Good PC Port but With Impactful Quirks
02:24 Upscaling / Scaling Issue
03:26 Upscale Method (DLSS,Pico,FSR3 and XeSS)
04:19 Texture Quality
04:57 Texture Filtering
05:08 Shadow Quality
05:35 Shadow Resolution
06:07 Screen Space Shadows
06:25 Ambient Occlusion / Ray Tracing
07:13 Reflections / Ray Tracing
08:27 ...
Prolly not worth it to use RT Very high at all
So what do you guys prefer, deep fried or purist
+1 for purist
Purist, I want to see the game exactly how Kojima's underpaid overworked intern envisioned it while Kojima was glazing Ma Dong-seok or someone else.
I'm using an hybrid Musa's default soft fried. Default/Contrast 55/Saturation 55. "Adaptation contrast" is to saturated in mid-low lights
Deep fried, it's what he would want
Man I usually prefer accuracy but that deep fried be looking too appetizing 🤤
is this video notorious here? I found it when I just got my G5 and could barely contain my tears. So many people in the comments agree with him too 😭
He deletes/hides every comment that isn't glazing him
Most people arent gonna be informed on whats good HDR or not
People here are gonna be a mega minority
Kojima intern locked in the feet scan mines 😭
the more purist presets just look very ugly whenever there's more homogeneous weathers, like during rain it can look super washed out and ugly to me
too many deep fried enjoyers hidden amongst us
renodx deepfry is good though
game is all over the place contrast wise
indoors is very contrasty
outdoors is washed out
but I find outdoors mostly enjoyable
like I don't mind it being washed out usually
rain can be kinda bad though
That guy is super cringe and talking a lot of nonsense no?
he has an AI pfp and uses it in his vids, so that should answer your questions
ds2 deffo benefits a bit more from colour outdoors
slim shady plasma
The four horsemen of the Deep Fried preset
plasma isn't nearly as bad nowadays
Plasma has decent taste indeed
Fully?
Is it at least now more like “I know it might be deep fried but that’s my personal preference” instead of “fix game with these cursed settings”?
I've only watched a couple GamingTech vids for PS5 games long ago, seemed ok to me then, i guess its generally not the case 🙂
well he has an understanding of the code going into these games at least
https://youtu.be/WxA5oxuXypI?si=1aSmoByGX3AP9HVl
https://www.youtube.com/watch?v=7yJl_YjUgfg
https://www.youtube.com/watch?v=TK18S-Ii3tc
No Timestamps because I like that you watch my whole video because I put a lot of effort in 😊
Thanks for the great support my friends!
Please support my channel and watch this short Video in the full lengths. The longer you watch the more you support my channel. Thank You!
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0:00 The Best HDR Game?
0:38 It's not a new game
0:52 Evil Boris helped with HDR
1:02 HDR Factory Settings are not perfect
3:19 Quality of HDR implementation
5:07 Settings Compared : Evil Boris vs Factory Settings vs GamingTech
7:42 Recommended Settings - How to se...
extremely cursed looking games
but super positive review
then play without Reno lol
using a mod that fixes visual presentation is already not seeing it "exactly" how devs made it
That's the point of Purist - you get SDR but with HDR highlights.
you can never be sure, maybe their intent was to make HDR users suffer all along
that would be a Kojima thing to do
The hdr is a retrofit with janky code
They use sdr color grading LUTs
SDR is the true artistic intent
And matching that would be the most correct
My hunch based on the specific way they messed with the code
Is that they saw it was washed out but didn’t know why
So they added contrast by borking the pq function instead of properly doing the srgb -> 2.2 correction
I mean, yes, most likely, 99.9% chance that it's just a mistake, but if we talk about specifically intent - people can even make things in a shitty way on purpose without anyone knowing
Ya that’s what they did in ori 2
Evilboris consulted on that
And had to ask them to ship with sliders
Cause the defaults were so insanely jacked up
Reno is still definitely a true and real fix for broken mess that is HDR gaming most of the time
but using it is already modding a game, no way around it
Ya as of recently I’ve made the defaults tweaked a little based on my preference, so if people want the “correct” settings they have to click the purist button
and in modding every way is okay
John is a deep fried enjoyer?
Well he thinks crimson deserts hdr is beautiful 😂
I trust Musa with my life
I think he's just not very knowledge when it comes to HDR, I don't think he's even fully aware of what renodx or luma are capable of
I think if he fully immerses himself into the world of accurate HDR he would problably ditch his deep fried proclivity
I finished the game the other night. Story imo was pretty straightforward compared to the first one. Its still very good though.
I was amazed with the last parts. Felt like the endgame film
I heard the opposite on twitter
that stuff goes in a different direction than you'd expect
and the first was more straightforward
in terms of story? I feel like the first one had couple of metaphorical presentation compared to this one. Both are good though.
finally gonna play some more tonight
You’re not gonna get to play, are you.

nah I actually closed my vscode window

If you've watched the trailers you basically have 80% of the story already, and can guess a good chunk of the rest. I was legitemetely shocked how much Kojima spoiled through the trailers, he literally showed endgame cutscenes
There are a few good surprises tho, but I would have enjoyed the story far more if I didn't already see a lot of the story bits in the trailers.
But those damn trailers were so good, imo Kojima is better at editing his trailers than his games lol
i can never get over that dragonball one 💀💀💀
jesus fucking christ
Well he always goes out of his way to experience retro games as faithfully as possible, how there're "meant to be played", so imo it's less that he has a preference for deep fried HDR and more that he thinks that when it looks punchy it must mean that it's correct, imo he's just not fully aware how broken on a technical level most implementations are
To be honest the story is just okay for me I'm currently at chapter 9, but I can't get enough of the gameplay loop
Oddly addicting
why is Jon on that list lol
He has the weirdest takes about HDR. Imagine RTX HDR with extra saturation: that's Johns taste.
huh that's not how I perceived him personally but I guess I haven't seen too much comments on HDR from DF in general
I did 100 smoothness and added liliums hdr RCAS, or yea 67 with no added sharpening
I see thank you, Ive been playing on the same settings till now, but I'll have to try out RCAS if it's not complicated to implement because I've seen other people recommending it too
is there any guide on how to make install it or anything like that? I might be blind but ive been searching online and cant seem to find anything about it
dl reshade with addons. add the games exe - directx 11/12 then look for reshade hdr shaders by lilium, click it. then add lilum rcashdr.fx start the game and press HOME key (depends on keyboard for me its FN+ [ ), should be there. enable it, keep the default setting on it or go up some. sorry im bad at tutorials and about to rest. but honestly dldsrs sharpening is pretty good... maybe. just dont make it look crunchy or noisey
thank you so much! I'll compare dldsr sharpening and this one to see which one I prefer
Anyone tried dynamic mfg? Its out now
In terms of artifacting its sadly still the same cause DS2 isnt supported for the new model B
Sucks because I'd use frame gen, but the text artifacting is unbearable
Horizon games are supported by model B which uses the decimal engine too
Great priorities to support them but not ds2 lol
no idea if this is doing anything, because DS2 isn't listed as a supported title, but this is forcing the new preset B via NVPI and taking screenshots whilst spinning the camera full speed
I wouldn't use FG in DS2 regardless because of the cutscene stutter, but yeah
Instead they prioritize support BF6 and F1 25 where you would want the smallest latency like bro what 🤦♂️
Thanks for the pics, are the popup texts on the right artifacting way less now?
If nixxes could fix the FG cutscene issue that'd be awesome
yeah, I wanted to get an example with those, but I'm late in the game, so they hardly pop up now, but when one does I'll take a pic
How about the dynamic mfg override, does it work on this game?
should be fine, yeah, but I haven't bothered testing it because I'm not interested in dynamic FG
I don't see any difference with a 4080
any of you know where to download the streamline 2.11?
cant see it in their github but people have it it somehow
How to enable that dlss debug overlay?
Completely agree
I was pretty disappointed by the story and it's structure as most of it was shown in trailers and it basically just copies death stranding 1
I was excited for the final villain twist but then when they twisted it back I was like are we fucking serious like it's still just this guy????
the bottom one
I did 2 reg files to be more easy / quick to enable / disable it
i have latest nvpi pre release and it has no options yet for FG model
i was so hoping the deadzone issues would be fixed for DS2 but its still not
why cant they just add a normal deadzone slider like all games, 0 deadzone still has like 0.1 deadzone for some reason, so annoying to aim precisely with sniper rifle
Anti dead zone in steam input as a workaround?
im not sure, doesnt enabling steam input fucks with dualsense support?
at least thats what I've read online
need to show all settings and scroll down towards the bottom of other
I think UIR on the DLSS debug overlay indicates if it's using the HUD stuff from Preset B
Is that preset B?
yeah
i guess nvidia app already changed it to it
i thought they would have more improvements besides just UI
pretty lame
It’s just ui
Which games have u tested that do seem to properly use model B?
does it fix the issue with the border of the tips looking weird with frame gen on
Saw someone in the opti server say that model B is working in ds2 even though it’s not on the official list
yeah, it's one of the games that have the "UIR - on" on the DLSS overlay, if that's any indication(?)
it still smears some HUD elements and garbles some stuff, like you can see in the second screenshot here with the background of the controls tooltip and the objective marker
I think there are great ideas there, things like ||“The more we seek to unite the people with metaphorical ropes, the more essential “sticks” seem to become."|| or the whole ||AI wanting to optimise and control the human project by erasing individuality and free will||, unfortunately they're concepts put mostly aside in favor of ||electric guitars street fighter fight||, which I mean, fine, but I wish the game got a bit more philosophical because the potential was there.
YES
especially with the villain twist
I thought it was great and getting to the more philosophical aspects of Kojimas writing
But then they handwaved it in like 5 minutes 😭😭😭
||like dude we have already fought Higgs so many times. He's just a massive hater, would've been way cooler for the villain to be an ai that is attempting to do what it sees as right||
||I think the game and story would have been FAAAR better if Higgs stayed dead in the first game and it was a new antagonist||
I'm biased in that I like to see villains who are more conflicted though
For someone who really loves the ARRGGG this guy is just really evil and you have to kill him kind of stories I imagine it'd be more enjoyable
but I definitely expect a lot more from Kojima
Honestly it might've been pushback from upper management though
I could see them being responsible for him having to tone down his criticism of ai
After that glorious ||Die-Hardman pop star reveal||, I’m convinced Kojima was working with a completely blank check. If something that wild made it through approval, he could’ve gotten literally anything past upper management if he’d wanted to.
that is definitely my favorite scene from the game
lmao
i figured it was him the whole time but the way they did it was so hilarious my jaw was dropped the entire scene
If I enable Steam Input, I loose vibrations from the triggers on Xbox controller
I could not believe what I was seeing, it took me a good half hour to fully process that scene, at first I though I must have triggered an easter egg or something, but then it just...kept going and going and going
they also mentioned "improvements to frame pacing and image quality" in the nvidia.com article, whatever that means
It’s clarified later in the article that the only quality improvement is the ui in selected games
And by frame pacing I’m pretty sure they are just referring to 50 series flip metering
||If you pay attention earlier in the game it says there are 5 people aboard the Magellan, when you've only seen four.||
The moment I saw that the game showed you that number I knew that they were going to do something with it, chekhov's gun type shit.
||You can also try going into the back room next to the armory, it will give you an excuse why you can't. He's in there. ||
I've used the armory exactly one time, so I completely missed this
Yeah, this game is phenomenal. The part Pen is talking about also made my jaw drop, I looooved that scene.
Lyall updated his fix mod. We can now disable film grain, vignette and chromatic abberation
new frame gen model fixes the warping and weirdness at the edges of these tips blue background
did you forced using NVPI?
is there a way to disabel depth of field?
maybe try this?
i heard of this but didn't try yet
Lyall mod
You can use the nvidia app
but you might have to do it globally
Global works? Because in game profile is disabled
When i enable it in the app it gives a warning but when I'm in DS2 and use DLSS indicators under statistics it says FG model B
Thanks, working on my end too
any idea why sometimes nvidia overslay stats says N/A? I can't get the PC LAT to work
I don't know what causes that, only know that I usually have to restart to fix that issue.
Is the sync issues in cutscenes fixed?
With lyall's mod? No. That version did not go into official release
He said : I've yet to find a way to increase the update rate for the cutscene sequences without risking desync unfortunately. So yes, it is at somewhat of a dead end for now. It's worth noting that the function I'm hooking for the experimental fix is only one of many that accesses the sequence's update rate setting, so there is an avenue for research there.
nope and I opened a ticket about it
in case they still aren't aware of the issue
let's see if they will actually fix it
but for now playing at 120+ fps is fine as long as base frame rate is above 60
or at least 60
I still couldn't deal with the microstutter during gameplay if I played unlocked like that, had to play at a locked 100 with vsync
anyone knows how to fix the shimmering
More specifically?
I had shimmering in shadows until I forced preset L. Mostly gone now.
Be aware that preset L while fixes some things it also introduces problems of its own, like shimmering for some reflections
#1478565961207644231 message
I haven't noticed my reflections shimmering personally. I would try it and see how you like it, can always be turned off.
Yeah just watched that clip, haven't noticed anything like that yet. I have noticed some screen space shadows? bugging out on the ground but that's it.
I only noticed shimmering and noise in VR on the walls, but I feel like that's intentional
look at the lights in the background
they always flickers when they're out of focus for some reason
Yeah I don't have that issue, huh. What resolution you have and DLSS preset? 4K balanced for me, wonder if that's the reason? I'm about to play I'll keep a better eye on it.
I'm playing at 1440p and I'm an AMD andy so its FSR - Quality
I tried native but still the issue is there 
I haven't tried native, but I bet it's DLSS cleaning a lot of it up. Although resolution plays a part. 4k quality would be 1440P where as 1440p quality is 960p.
Even at balanced I'm upscaling from 1253.
Can you show what it looks like at native? Maybe with pico instead of fsr?
I do get some flickering on the lights at night but it's nothing near what you have
I am not experiencing this also. 4k dlss quality
looks to me like low resolution and Depth of Field causing aliasing
you could try turning off Depth of Field with Lyall's fix
he has an option for that
but you will lose it in cinematics too probably which I wouldn't want
I’m not home right now but it’s basically the same, just a different type of flickering lol. I’m not sure if it’s worse or better they all seem to have the same issue
Might be a 9070XT/AMD issue then 
Yeah I did this with Expedition 33 it basically had the same issue for me but it was a LOT worse than this cuz everything in the background was flickering not just lights 
Yea the game would look less cinematic which sucks IMO
Regretting buying an AMD card I never encountered these type of issues with Nvidia before 
its actually insane how heavy the VHigh reflections are
with a 5090 it makes it impossible to have a minimum base fps of 60 everywhere unless you go down to DLSS Performance at 4K
The game has dogshit optimization in some areas, especially when it rains, with a 5080 I saw the framerate go as low as the 40s even with dlss if I maxed out all the settings, it's obscene, also the game seems to be weirdly cpu heavy for some reason(the reason is Nixxies), so even a beefy GPU can't help
yeah, I love scalability in games so people with a breadth of different hardware can get a good experience, but the high end is crazy demanding here for what's on offer. I'm using a 5090 and 9850X3D and have the game capped at 60FPS for it to be stable on max settings
hence my entire post
you basically have a $4000 ps5 pro
and they only look ok at very high
I had to settle for High, but I can definitely tell how much less defined they are
I never played Horizon, so I don't know if it's an engine thing or just a game issue with DS, but it's the distance detail or lack thereof that bothers me more than the middling RT
horizon 2 has way better LODs
idk they enshittified the engine on the death stranding branch
I tired that but like you said that noise
Might toggle it on and off depending on area but that's annoying
using display commander to change the way fps cap is done I was able to get stutter-free cutscenes with Frame Gen as long as base fps doesnt dip below 60
so it's not necessary to avoid FG
i'd take the fps hit for the reflections but the issue is how some cutscenes are mega heavy and the drops cause stutters
yeah I noticed as soon as I switched those to high cut scenes were a lot better.
How? Have not used display commander once
disable reflex markers and max queued frames 3, safe mode fps limiter
fps cap to whatever has 60 as real fps
confirming if this is the one?
I like how the stars are a bit oversized, it's a nice look
thank you
cant find these 3 settings in here. And I also found out that VRR is disabled. 100 hrs in this game without gsync? wth
how did you not see any tearing? : o
I never go past 240hz. Locking at 224fps. More importantly, why VRR off? Gysnc is enabled
tearing happens at any range not just over the refresh rate
lucky me I guess. Did not see any tearing.
patch is up
trying to figure out my DC saying my vrr is off. Whe the fuck my gsycn isnt working
It looks like for pc version they are using base ps5 performance mode lods for some reason
Still no workaround to custscene juddering. How much tone deaf are Nixxes?
Maybe a fullscreen windowed, or MPO issue ?
is VRR in DC fetching from VRR option in windows? I have it off in windows. But gsync is enabled
oh my fucking god
I found out theres a toggle switch in NV App - NVCP is not enough
nvcp has teh same thing
it was in off state. I toggled it on and now windows is saying VRR is supported
it is enabled there. But nvcp has no toggle like that
Photo Mode screenshots taken in HDR no longer appear to be washed out.
finally, nice small fix
is the mod working fine after the update?
you can enable it like this here, but having NV app toggle to off disables it
working fine for me
guys i have a 11400f paired with a 12gb 3060 at the moment and using frame gen i can get about 80 fps at 1440p, i have also tried dldsr 2.25 and the fake 4k looks really crisp and getting about 58-61 fps with frame gen. Would upgrading to the 16gb 5060ti get me through this hurdle? I dont plan on getting a 4k monitor anytime soon so this is really a dldsr build i have in mind
is anyone having tons of crashes during cutscenes with the newest update?
I don't crash but when I upgrade roads lv.2, I'm about 2 fps
And 2 or 3 times, 2-3 secondes freeze
level of detail high

