#Death Stranding 2

1 messages · Page 6 of 1

spare socket
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unless im pixel peeping

unique pulsar
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So

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Work it out and land somewhere in the middle, and then you can potentially just go 55"

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And then not upgrade for another 3-5 years.

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Monitors will still be trying to catch up to you by then

spare socket
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so it's like 1.2 meters or so for 50-55fov

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for 55" tv

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that's actually really manageable

unique pulsar
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This is why I told you to look at FOV than just distance.

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Cause distances cited by RTINGS and the likes are for THX/SMPTE recommendations, different usecase altogether than desktop.

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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.

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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.

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Or normal theater even.

rotund salmon
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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

wet rivet
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I could just make the purist preset use the maxch stuff I have in other games

rotund salmon
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so it would come closer to matching a HDRified SDR?

normal sleet
wet rivet
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removing none tonemap type cause nexus users are too dumb

spare socket
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Yeeee i just read that post

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Lmao

covert hawk
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anyone else having weird audio bugs in this game

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sometimes voices cut out during cutscenes

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and occasionally the game just forgets my system is stereo and only plays audio through my right earcup

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i have to go out of the game, go to the windows audio settings, and hit test audio for it to come back

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really really weird

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and only appearing in the very late game

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around 75% of continent linked up

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nvm

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its on my end not the games

wet rivet
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added the max channel stuff
defaults / purist

normal sleet
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How's the fire looking with the max stuff?

wet rivet
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checking now

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made some more tweaks

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adjusted psycho for smoother blowout/hue shift
before / after

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alright here we go
defaults / purist

rotund salmon
wet rivet
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defaults / purist

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need more blowout and hue shift with purist

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defaults / purist

wet rivet
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clamped the slight loss in saturation on highlights from 2.2 by luminance

stray hamlet
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big gaming

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i did notice wildfires were maybe a little blown out when i was playing through that bit

wet rivet
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alright this is what's going on nexus
defaults / purist

stray hamlet
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this was like, yesterday's build with purist 120 paper/500 peak

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but maybe theyre just like that idk

wet rivet
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purist will have more hue shifting and saturation and detail on the fires now

stray hamlet
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i also had one of those fucking dolphins just land on me and knock all my cargo around

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peak gaming honestly

wet rivet
short charm
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So if I understand right, Default is Musa preference, and Purist Kojima choice ?

normal sleet
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Vanilla/Purist

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Vanilla/Purist

fluid glade
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yea looks amazinig

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thanks musa ❤️

normal sleet
# fluid glade this looks good

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

cold cargo
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dlss artifact?

normal sleet
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Vanilla/Purist

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Yeah fire in Purist lacks a bit of oomph but it's very close

short charm
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Did you test it in Default ?

normal sleet
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Default look a bit more like the old fire, a bit more pinkish

short charm
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Purist one seems to be more real

normal sleet
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Vanilla/Default/Purist

normal sleet
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In Purist I mean

short charm
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Nice screenshots thank you 👍

pearl harbor
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Vanilla looks oversaturated tbh

rotund salmon
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SDR (TRC) / Purist / Default

pearl harbor
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The smoke is turning red?

wet rivet
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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

wet rivet
normal sleet
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I like the saturated look of vanilla fire, I mean real fire is also hella intense so I guess makes sense

rotund salmon
wet rivet
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real life intensity would mean desaturated and blown out

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there's a clamp parameter

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that I commented out

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maybe that scene needs that

wet rivet
rotund salmon
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k

normal sleet
wet rivet
rotund salmon
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SDR (TRC) / Vanilla (BFF) / Purist / Default

short charm
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fire IRL

wet rivet
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they must be lowering the peak value in hdr during these scenes

wet rivet
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camera

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fires like that irl are so bright you can't look at them

wet rivet
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idk

short charm
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Smoke definitely less red oversaturated than vanilla

wet rivet
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have to get the raw camera output

pearl harbor
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That said, vanilla/SDR fire looks weird
Red outside immediately turns yellow inside

fluid glade
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I personally think the purist preset looks great now

fluid glade
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before it definitely looked weird with the fires but now it's awesome

wet rivet
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kojima has fallen

short charm
normal sleet
fluid glade
normal sleet
pearl harbor
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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

pearl harbor
wet rivet
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don't our eyes make it yellow or some shit

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something something color is cognitively computed

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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

pearl harbor
pearl harbor
short charm
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The red tint in Defaut fire is because you prefere it like this Musa ? Or it's a Psycho tonemapper characteristic ?

pearl harbor
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The fire is red pre tonemapping
The default tonemapper is hue shifting hard

normal sleet
pearl harbor
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Psycho is basically too accurate to the source here

pearl harbor
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You only get a red fire irl when it doesn't have enough oxygen to spread

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Red fire means the flame is suffocating

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When we're talking about the natural materials, that is

rotund salmon
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SDR (TRC) / Vanilla (BFF) / Purist / Default

normal sleet
stray hamlet
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dlss5 will get us there 🙏

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(sorry)

crisp notch
# wet rivet don't our eyes make it yellow or some shit

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

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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

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mebe mah brain just weird 🤷

rotund salmon
thin nest
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purist looks great based on these screenshots

spare socket
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~120 nits
Vanilla / Purist Max Channel / Purist LMS (PsychoV)

thin nest
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not sure i like psychov here

spare socket
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it's bad with fires

thin nest
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yeah fires look weird

spare socket
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Max channel looks closest to vanilla SDR

thin nest
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purist max channel looks sick

spare socket
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vanilla HDR has some crazy saturation boost

thin nest
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yeah that ones just cooked xd

spare socket
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Okay even SDR fire looks insanely oversaturated

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Man, SDR looks so tragic in this game

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I can't believe this is what some people look at

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~300 nits, Gamma matched
Native SDR / Native HDR BFF / Reno Purist Max Channel / Reno Purist LMS (PsychoV)

thin nest
spare socket
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I was messing around with RE9 SDR

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and it's surprisingly usable imo

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doesn't look too clipped

thin nest
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well i havent played much of that one but i assume the vast majority of the game is pretty dark

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so yeah makes sense

spare socket
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~300 nits, Gamma matched
Native SDR / Native HDR BFF / Reno Purist Max Channel / Reno Purist LMS (PsychoV)

thin nest
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interesting

spare socket
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a little pink tint in the red

thin nest
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max channel is worse here i would say

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yeah

spare socket
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it matches the intensity of the colors better to SDR tho

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very visible on exoskeleton lights (not visible in those screenshots)

thin nest
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native hdr looks best to me here tbh

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same color as sdr

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tho could use a little blowout maybe

spare socket
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the rest of the image doesn't match

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it's more saturated that it should be

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probably due to BFF

thin nest
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yeah fair

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was only looking at the lights tbh

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xd

spare socket
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yea here specifically it's alright

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but it hueshifts most lights

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some white lights turn full yellow with native

thin nest
spare socket
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@wet rivet definitely cooked with this one tho, new purist default looks much better for the most part at least to me

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PsychoV kinda blew out highlights a bit too much

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Thanks for the work 🙏

spark mirage
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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

spare socket
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RT refelctions looks alright, but it's quite expensive

rotund salmon
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SDR (TRC) / Vanilla (BFF) / Purist / Default

thin nest
rotund salmon
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my favourite way to play is purist with a gamma boost approximating 2.4 and LUT scaling enabled

spare socket
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What does LUT scaling actually do?

rotund salmon
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per channel 0 scaling / by luminance 100 scaling

spare socket
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ok yea lol

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i have to see how that looks with ~2.4 gamma on my monitor

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since it has slight black crush

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so 0 might be better

thin nest
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damn

rotund salmon
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per channel 0 scaling / per channel 100 scaling / by luminance 0 scaling / by luminance 100 scaling

rotund salmon
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it looks darker, sure, but it's not lost in a grey soup

spare socket
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but yea definitely looks better in those pictures

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it just depends how much gets crushed with gamma 2.4 on my monitor

warm osprey
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not gonna lie, "Deep Fried" button in this game feels like "HDR Look" button in Oblivion Remastered RenoDX by ShortFuse

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I keep coming back to it

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weirdly feels more "as intended" than the defaults

wet rivet
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Ya it’s just what I call hdr look

earnest shoal
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I'm also finding it hard to go back to purist or default after seeing the glorious colors on "deep fried"

thick edge
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whats with the insane stutter in almost all cutscenes

rotund salmon
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frame gen caused it for me, capped at 60 without it instead

fluid glade
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lyall had some attempts at fixing it but I don't know if he will continue fixing it

thick edge
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i guess its not insane but seems mostly from camera cuts

fluid glade
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his latest nightly fix solves the judder issue but desyncs audio

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I mean I'm talking about the stutters that are not visible on a frametime graph

thick edge
fluid glade
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but they are happening because the framerate is higher or lower than what is intended and it's causing annoying judder

spare socket
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Musa gonna have to make a deep fried preset for every game now

earnest shoal
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I don't love that deep fried crushes blacks but the colors make my brain happy

warm osprey
spare socket
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120 nits Purist
Max channel / LMS (PsychoV)

spare socket
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Going back and forth in different scenes, I kinda can't decide which one I prefer anymore.

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PsychoV just looks a little too blown out

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where sliders so I can crank highlight saturation and see what it does

rotund salmon
spare socket
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But I think it looks better still in some parts

rotund salmon
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in oranges/reds, for sure, but I prefer maxch for blues/purples

spare socket
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I don't think it's even all oranges/reds

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and it certainly looks worse for fires

rotund salmon
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yeah, it's not consistent

spare socket
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Max channel fires are so chef's kiss

rotund salmon
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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

spare socket
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in the ||Neil|| part

spare socket
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ya max channel looks a bit pink on the ship reds

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but PsychoV doesn't look right to me either

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Vanilla HDR rare W

mystic sparrow
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M and L do this a lot with RT. Even Wukong with RT had a lot of this garbage shimmering

spare socket
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I dont like RT in this

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But thats not even DLSS' fault, it's the denoisers

normal sleet
pearl harbor
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CNN my 🐐

unkempt jacinth
rotund salmon
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managed to add myself on PS5 as a strand contract, so now I should see my old structures occasionally

stray hamlet
normal sleet
velvet trench
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Oh nvm you said M does it as well

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Does FSR4 have any super egregious issues? Why does every new DLSS preset have major issues

normal sleet
wet rivet
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psycho
highlight sat 50 / 51

normal sleet
wet rivet
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gotta go somewhere

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maxch doesn't have highlight sat yet

normal sleet
wet rivet
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also have to add some gamut compress stuff

wet rivet
spare socket
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~120 nits ~2.4g
Vanilla / Max Channel / PsychoV HighSat 50 / PsychoV HighSat 51

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Max channel looking so good here

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the pink reds seem to be quite rare?

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Maybe PsychoV with hueshift sliders and highlight saturation? or maybe less blowout? idk

wet rivet
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will prob go on nexus

crisp notch
# wet rivet Ya it’s just what I call hdr look

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 😆

crisp notch
# thick edge i guess its not insane but seems mostly from camera cuts

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]

crisp notch
# pearl harbor CNN my 🐐

full circle moment where we can all appreciate the inbuilt blur and detail destruction as visually pleasing 🥰

crisp notch
# spare socket PsychoV just looks a little too blown out

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

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often it is, but not by definition i guess

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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?

pearl harbor
pearl harbor
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LIke, DLSS4 has pretty catastrophic (IMO) issues with transparencies but it was barely mentioned by anyone

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4.5 has a load of issues with specular aliasing and postprocesing, and again, crickets from all the major reviewers

covert hawk
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you can go into nvpi and enable supersampling for transparency and set the mode to full dlss mode

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made a huge difference for me in death stranding 2 so far

pearl harbor
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Ain't got time or any game installed rn to test it
Got any footage of the difference it makes?

covert hawk
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didnt take any sc's of ds beforehand

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but i can try and find a good scene to do that in

pearl harbor
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If that actually fixes the ghosting with fog, that would be pretty huge

pearl harbor
covert hawk
pearl harbor
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It's just this one?

rotund salmon
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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

pearl harbor
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rip

covert hawk
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all the documentation i can find online doesnt reference lod at all and only talks about the actual antialiasing of transparency textures

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it seemed to have a pretty big impact on the look of reflections in the dhv magellan in death stranding 2 for me

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but if that is the case then i guess its just placebo from another setting

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yeah

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it appears the lod setting is broken without that enabled

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but it also affects transparency textures

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so it should be two birds with one stone

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at least according to both the documentation and various forum posts about the lod bug

crisp notch
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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

pearl harbor
# covert hawk

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

covert hawk
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vs M/L

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?

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L and M seem to do way better on basically everything at least on my end

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wayyyy less ghosting

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L specifically fixes a lot of shimmer and noise in ds2

crisp notch
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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)

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but it defs... introduces is probs the wrong word, but amplifies some IQ issues while improving others

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just gimme the days of CNN model E back

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nvidia: ok guys we found it heres the one thats the best at everything

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me: tysm i never have to think about this again

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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 🥰

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insert aww shit here we go again meme

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🫠

pearl harbor
covert hawk
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im a little confused lol

pearl harbor
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It doesn't fix anything for K

covert hawk
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i meant why are you testing it on k only and not M/L?

pearl harbor
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K has issues across the board, not just with DS2

covert hawk
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i only use M and L

pearl harbor
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Oh my god

covert hawk
pearl harbor
covert hawk
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oh

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well it seems to help on those too

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thought u meant u were having issues on all presets

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not just K

pearl harbor
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No, only J and K are fucked with fog/hairs/etc

covert hawk
pearl harbor
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Others are fine

covert hawk
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gotcha

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ive had the same experience yeah

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ive seen a lot of people swear that K is better and they refuse to use M and L and im just like

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what???

stray hamlet
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theyre faster and not all games have content that those models struggle with

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at higher scales the image quality difference is especially small

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the main draw of m/l is that they can reconstruct with more pleasing results at lower scales

covert hawk
velvet trench
# covert hawk

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

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I don't think it will do anything for DLSS 4 volumetric issues though

covert hawk
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its the one that allows u to set it to 2x,4x,8x

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setting that is the one that seemed to help at least for me

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but interesting that u can use a fixed number even with diff dlss modes

velvet trench
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4.5 I generally like if I can use output scaling, but it looks terrible at 1440p output res.

devout locust
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Are you sure that's not placebo

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I don't think it should do anything

covert hawk
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you referring to this one?

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its a different setting

devout locust
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Hmm okay I'm just surprised driver msaa works in deferred rendered games

slow forum
spare socket
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I think I prefer Max Channel over PsychoV so far 🤷‍♂️

merry coral
shadow wave
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lyall has released v3 of his mod. You can now disable dof. In case anyone is interested

thick edge
# covert hawk

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

devout locust
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Yeah that's what I thought

covert hawk
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dlss handles transparent textures

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This flag tells it what to do with those

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You can use a different option to override msaa

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This is why if you go online there are a lot of examples of modern games with dlss benefiting from setting this flag

thick edge
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what examples

covert hawk
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Cyberpunk, re4, and re8 I can find by googling

thick edge
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very rigorous research

covert hawk
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?

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You asked for examples

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I'm not saying I'm an expert by any means lol

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It very well could be solely from lod bias too

thick edge
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yes as in show it working rather than people on forums claiming it does, like they do with 1000 other placebo tweaks

covert hawk
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Re2 apparently as sell

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*well

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Again though it might just be the lod shit

thick edge
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DLSS applies the same upscale ratio on everything, you can't tell it to specifically supersample transparencies

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this is literally legacy stuff from MSAA where you can do that

covert hawk
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With the setting off it doesn't upscale it

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With the setting on it scales it with the same ratio as everything else

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At least that's what their documentation makes it sound like

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It doesn't register every texture the exact same, transparent ones are handled differently

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There is a ton of conflicting info online tho

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So totally could be incorrect

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I've been trying to look into this all day and find myself still confused lol

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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

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In modern games that don't use Dlss this should do nothing basically

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Someone pls correct me tho if there's more info elsewhere I'd be very curious to know more about this

slow forum
wet rivet
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Frame times seemed fine on my core 7 265k

icy belfry
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Has there been any info regarding the cutscene stutters?

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Its weird af but it only happens to me there

spare socket
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and capped to 120?

icy belfry
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Yeah with fg, not sure what i was capped on, probably 115/118

raven gulch
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5 stars in this game takes way too long

spare socket
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fg with reflect capped to 120 does 116

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cutscenes drop under 60 real frames

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so they start stuttering

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cutscenes need to be 60 or 30 fps

icy belfry
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Lmao thats so fucking cringe

spare socket
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apparently

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yea it is

icy belfry
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Thanks at least i can sort that

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What were they cooking in there jesus

spare socket
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u can see if you can cap to 120

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without reflex

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set monitor refresh rate higher and cap in nvcp

icy belfry
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Yeah will do, i usually run 120 since easier to avoid vrr flicker

slow forum
mystic sparrow
long yarrow
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I have CAP at 138 and cuts are 120

mystic sparrow
# covert hawk ive seen a lot of people swear that K is better and they refuse to use M and L a...

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

spare socket
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this is in every game fwiw

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but this just doesn't like sub 60 fps cutscenes

warm osprey
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why would you use such a strong word, it doesn't break the entire presentation or something

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RT is actually good looking only with 4.0 Ray Reconstruction, so yeah, M/L look worse in those cases

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in non-RT scenarios DLSS 4.5 is a clear improvement in the vast majority of games/cases

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Nvidia can't combine 4.0 RR with DLSS presets M/L for technical reasons (at least at the moment)

unkempt jacinth
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RR takes more time to train

warm osprey
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this isn't the case, it's not just a matter of time

warm osprey
unkempt jacinth
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it seems 4.5 issue is with games denoisers

warm osprey
velvet trench
# thick edge what examples

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

pearl harbor
wet rivet
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highlight sat gonna default to 51

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vanilla (peak 400, luminosity 6, brightness 5) / defaults (peak 400, game brightness 100, psychov11) / purist (peak 400, game brightness 100, bt709 hue shift + maxch)

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highlight sat 51 might be too much with maxch

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ya it def is

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makes fires look weird

rotund salmon
#

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

wet rivet
#

the textures are pink

#

meaning not enough shifting

rotund salmon
#

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

wet rivet
#

increased hue shifting a little

#

maxch
old / new

#

ok increased hue shifting and blowout with maxch and disabled highlight saturation with maxch

wet rivet
#

vanilla / defaults / purist

rotund salmon
#

@wet rivet there's a new update right now

#

before you upload what you're working on to nexus

short charm
wet rivet
#

rip mod broke again

#

might just be fg that changed

slow forum
#

Cutscene stuttering still there with this patch?

twin monolith
fringe harness
#

fuck i was about to start playing

#

hopefully they fix the FG

short charm
short charm
signal pine
#

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?

wet rivet
#

Psycho doesn’t have any hue sliders now

signal pine
#

oh

wet rivet
#

So it’s just hue shift and correction both 0

rotund salmon
#

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

signal pine
rotund salmon
signal pine
warm osprey
rotund salmon
#

that was fixed a couple days after launch

fluid glade
#

so are the cutscenes still screwed or nah?

short charm
#

Yes nothing has changed. However it seems they have solved zoom issue with scope for some

signal pine
#

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

wet rivet
stray hamlet
#

still an issue

short charm
stray hamlet
#

well doing this fixes virtually all of the stuttering from camera switches and zooms

pearl harbor
#

Explains why I haven't seen any issues
I just went with high since it's what the PS5 is using

short charm
#

Anybody knows why Reshade screenshot and NVAPP don't have the same brightness ? nvapp screenshot is exactly what i'm seeing

#

Reshade / NVAPP

radiant light
#

woah wtf did they do to the performance

#

they did some magic

#

im getting 170fps with frame gen now

stray hamlet
radiant light
#

i was at like 120 before the last few updates

pearl harbor
pearl harbor
#

Not the first rodeo dsxCowboy

thick edge
#

did they fix stutter in cutscenes

short charm
#

LUT Scaling 0 / 100

crystal ravine
unkempt jacinth
#

if anyone would fix it, it will probably be lyall

short charm
#

I tested his fix but while sound is normal, animations are extremely slow, leading to a desynchronization

earnest skiff
earnest skiff
#

tested it with fg on the there is no stutter after the update at least for me

thick edge
#

what's the best settings I saw a bunch of back and forth and cant keep up

normal sleet
#

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

rotund salmon
thick edge
#

i saw people say hdr look is the best

rotund salmon
#

eww

crystal ravine
#

I've pretty much been using purist personally

rotund salmon
#

yeah, I'm using purist with a little gamma bump to approximate 2.4

short charm
#

I'm using Purist, with LUT scaling 100 (nice details in blacks), and Highlight 60 (because I need the sky to pop more)

crystal ravine
short charm
#

I'm too early in the game, i will test it later. But yes I will loose details in 900 1000 nits range

crystal ravine
#

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?

short charm
#

Yes and the moon was too muted for my taste

split sentinel
#

😭

split sentinel
spare socket
#

no

#

that's probably the best show for native

waxen horizon
#

Pretty good, ReShade breaks with DLSS for me on Linux, so have to go with it.

spare socket
#

but its too oversaturated there

short charm
#

Moon isn't enough bright in this game, even at 60 highlight. It must reach +900 nits. They failed at it

spare socket
#

huh

#

moon as bright as the sun

short charm
#

I need to feel this

hexed bloom
waxen horizon
#

I'm only doing 4 for useful stuff and its still ridiculous.

thin abyss
#

That last star really does take a while tho for most preppers

#

You need so many likes

rotund salmon
rotund salmon
#

vanilla (BFF) / maxch / psycho

devout locust
shadow wave
#

anyone updated to 595.97 nvidia driver? How is the performance for this game? Im still on 595.79

late aspen
#

i'm waiting for m_w_h to say whats a newer better driver tbh, on 595.79 atm

earnest shoal
late aspen
twin monolith
#

ooooh ty

late aspen
knotty bobcat
#

Isn't 595.97 a hotfix for that anime game only, and zero other changes?

#

I dont see any reason to upgrade to it

knotty bobcat
lavish cove
#

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 ?

late aspen
#

nah, just hdr on is enough (disable dolby vision), you can turn on reference mode in nvcp too

fluid glade
#

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

lavish cove
#

Awesome do I need to turn off dynamic tone mapping on the tv?

wet rivet
#

should never be on

fluid glade
#

or what model of the C5 are you actually on?

lavish cove
#

It’s the lg c5

#

65 inch

fluid glade
#

which size

wet rivet
fluid glade
#

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

unkempt jacinth
#

there is a better way than hgig

#

filmmaker mode with dtm off and professional sliders all at 100

fluid glade
#

how is it better?

unkempt jacinth
#

accurate calibration of FMM and its color brightness

fluid glade
#

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

unkempt jacinth
#

c5 65” is ~1200 nits in FMM

fluid glade
#

damn that's actually really good

#

didn't know they got so much brighter the last few years

unkempt jacinth
#

i think you are confusing the c5 42” and 48” which are the 800 nits

fluid glade
#

yea I know those are dimmer

#

I thought 65'' would be around 1000 nits

thin abyss
#

Game about moving makes you lose frames when you move

#

Is this still the case after the last update

mystic sparrow
thin abyss
# mystic sparrow ? 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?

▶ Play video
stray hamlet
#

turn level of detail down to high, done

mystic sparrow
#

lol

thick edge
stray hamlet
#

not in any noticeable way

rotund salmon
#

they're already hideous a bunch of the time anyway, so no worries

late aspen
short charm
#

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

mystic sparrow
knotty bobcat
#

guys, for first playthru Brutal or TTW? I finished DS1 on Hard and found it to be not very challenging

wet rivet
#

so far brutal has been enjoyable

#

i feel like ttw would be a pain

waxen horizon
#

TTW is piss easy.

wet rivet
#

noice

#

what does ttw actually change

#

so far it's been easy but i'm not far

#

enemy outposts were pretty simple

waxen horizon
#

Maybe stamina or balance is harder, no idea, camps are full of dumb NPCs, bosses feel right.

wet rivet
#

first boss with brutal took a little long

#

got kind of bored

#

was just standing around shooting for like 10+ minutes

waxen horizon
#

Yeah, I had to craft extra grenades and a second LMG.

#

2nd with a shotty went much smoother.

knotty bobcat
#

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

waxen horizon
#

Stamina feels like a pain for sure, but manageable.

knotty bobcat
#

Hmm

#

just sucks a bit that you cant change it midgame if I were to change my mind but oh well

wet rivet
#

lods look like shit

#

on high at least

#

gotta try very high

short charm
#

Do you know a way to disable/reduce bloom effect ? I've been searching everywhere but haven't found anything

rotund salmon
#

man, PS5 screenshot exports get butchered

crisp notch
# thick edge how much does this affect lods

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)

crystal ravine
#

can't switch to TTW without starting a new save though sadly

shadow wave
crystal ravine
#

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

shadow wave
low timber
#

i think id do anything for them or a mod to just remove the slowdown when you knock someone unconscious or kill them

waxen horizon
#

Chapter 5 ||Snake wannabe aura isn't even remotely close to Mads Mikkelsen||

#

But that is a very high bar to clear.

thick edge
#

is it just my impression or does this game have worse visuals than Horizon FW despite coming out later and not having any crossgen

fluid glade
#

depends on what you're looking at

#

DS2 straight up looks like a movie in cutscenes

thick edge
#

not always

#

that first cutscene with Fragile in his bunker

#

looked kinda ass

fluid glade
#

Horizon looks way more video gamey to me

thick edge
#

Horizon had almost no LOD popin

#

better lod for sure

#

far into distance

fluid glade
#

possible yea

#

I didn't notice in either game so far

thick edge
#

i havent gotten into jungle or forest if DS2 has them

fluid glade
#

but I usually don't look that far into the distance

thick edge
#

but I'd assume FW is better there

fluid glade
#

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

thick edge
#

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

fluid glade
#

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

shadow wave
#

For those who think they missed dollman dance scene and tarman backstory, after order 42 - I was able to trigger them

fluid glade
#

but yea overall it feels more like it hasn't improved that much techincally

tacit sleet
#

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.

fringe harness
#

it works yes. Download the latest version on nexusmod

tacit sleet
sleek furnace
# covert hawk

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?

sleek furnace
# covert hawk

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

crystal ravine
rotund salmon
#

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

fluid glade
#

gotta look out for my own structures

knotty bobcat
#

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

thin nest
#

Need RTX 7090

knotty bobcat
#

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 ❤️

thin nest
#

Do you use like a over 1000hz mouse?

knotty bobcat
thin nest
#

No clue then

knotty bobcat
#

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

knotty bobcat
#

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

thick edge
#

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

winged bronze
#

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.

short charm
#

SDR / Default / Purist / Deep Fried

short charm
#

Default + Contrast 58 + Saturation 54

thick edge
#

Reno Deepfried

thick edge
sleek furnace
#

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.

shadow wave
knotty bobcat
#

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

thick edge
#

has anyone checked what changes between RT reflections High and Very High?

#

is it roughness cutoff?

knotty bobcat
# thick edge has anyone checked what changes between RT reflections High and Very High?

⏰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 ...

▶ Play video
#

Prolly not worth it to use RT Very high at all

thick edge
dim yoke
#

So what do you guys prefer, deep fried or purist

rotund salmon
#

+1 for purist

waxen horizon
#

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.

short charm
#

I'm using an hybrid Musa's default soft fried. Default/Contrast 55/Saturation 55. "Adaptation contrast" is to saturated in mid-low lights

timid mist
tepid oracle
#

Man I usually prefer accuracy but that deep fried be looking too appetizing 🤤

ocean iris
rotund salmon
#

He deletes/hides every comment that isn't glazing him

icy belfry
#

Most people arent gonna be informed on whats good HDR or not

#

People here are gonna be a mega minority

urban tapir
thick edge
#

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

rotund salmon
#

too many deep fried enjoyers hidden amongst us

thick edge
#

renodx deepfry is good though

wet rivet
#

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

hexed bloom
knotty bobcat
icy belfry
#

ds2 deffo benefits a bit more from colour outdoors

late aspen
timid mist
#

The four horsemen of the Deep Fried preset

chrome heart
#

plasma isn't nearly as bad nowadays

hexed bloom
#

Plasma has decent taste indeed

wet rivet
#

plasma is enlightened

#

he knows the code

unique pulsar
#

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”?

waxen horizon
#

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 🙂

wet rivet
wet rivet
# waxen horizon I've only watched a couple GamingTech vids for PS5 games long ago, seemed ok to ...

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!

▶ Play video

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!

▶ Play video

Please support me : https://www.buymeacoffee.com/Amok4All . Thank You Very Much!
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...

▶ Play video
#

extremely cursed looking games

#

but super positive review

warm osprey
#

using a mod that fixes visual presentation is already not seeing it "exactly" how devs made it

waxen horizon
#

That's the point of Purist - you get SDR but with HDR highlights.

warm osprey
#

you can never be sure, maybe their intent was to make HDR users suffer all along

#

that would be a Kojima thing to do

wet rivet
#

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

warm osprey
#

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

wet rivet
#

Evilboris consulted on that

#

And had to ask them to ship with sliders

#

Cause the defaults were so insanely jacked up

warm osprey
#

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

wet rivet
#

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

warm osprey
#

and in modding every way is okay

normal sleet
warm spade
thin abyss
#

I trust Musa with my life

normal sleet
#

I think if he fully immerses himself into the world of accurate HDR he would problably ditch his deep fried proclivity

wet rivet
#

Idk

#

How much do tastes change at like 40+

shadow wave
#

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

wet rivet
#

that stuff goes in a different direction than you'd expect

#

and the first was more straightforward

shadow wave
wet rivet
#

finally gonna play some more tonight

unique pulsar
wet rivet
unique pulsar
wet rivet
#

maxch / lms

#

vanilla / renodx

#

vanilla / renodx

#

vanilla / renodx

normal sleet
#

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

devout locust
#

jesus fucking christ

normal sleet
# wet rivet How much do tastes change at like 40+

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

merry coral
#

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

fluid glade
chrome heart
fluid glade
chrome heart
#

He doesn't talk about it too much

#

Mostly in switch 2 reviews and on the weekly

mossy tapir
knotty bobcat
#

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

mossy tapir
# knotty bobcat is there any guide on how to make install it or anything like that? I might be b...

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

knotty bobcat
shadow wave
#

Anyone tried dynamic mfg? Its out now

knotty bobcat
#

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

warm spade
#

Horizon games are supported by model B which uses the decimal engine too

#

Great priorities to support them but not ds2 lol

rotund salmon
#

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

knotty bobcat
knotty bobcat
#

If nixxes could fix the FG cutscene issue that'd be awesome

rotund salmon
#

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

shadow wave
#

How about the dynamic mfg override, does it work on this game?

rotund salmon
#

should be fine, yeah, but I haven't bothered testing it because I'm not interested in dynamic FG

short charm
#

I don't see any difference with a 4080

fringe harness
#

any of you know where to download the streamline 2.11?

#

cant see it in their github but people have it it somehow

lime lynx
covert hawk
#

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????

rotund salmon
short charm
thick edge
knotty bobcat
#

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

warm spade
#

Anti dead zone in steam input as a workaround?

knotty bobcat
#

im not sure, doesnt enabling steam input fucks with dualsense support?

#

at least thats what I've read online

rotund salmon
#

I think UIR on the DLSS debug overlay indicates if it's using the HUD stuff from Preset B

rotund salmon
#

yeah

thick edge
#

i guess nvidia app already changed it to it

#

i thought they would have more improvements besides just UI

#

pretty lame

thin nest
#

its still new model no?

#

i bet its not just UI

warm spade
#

It’s just ui

thin nest
#

damn

#

so its the same model?

warm spade
warm spade
thick edge
#

calling it a new model is stupid

#

they added more UI buffers

#

nothing else

radiant light
#

does it fix the issue with the border of the tips looking weird with frame gen on

warm spade
#

Saw someone in the opti server say that model B is working in ds2 even though it’s not on the official list

rotund salmon
#

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

normal sleet
# covert hawk I was excited for the final villain twist but then when they twisted it back I w...

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.

covert hawk
#

especially with the villain twist

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I thought it was great and getting to the more philosophical aspects of Kojimas writing

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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||

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||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||

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I'm biased in that I like to see villains who are more conflicted though

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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

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Honestly it might've been pushback from upper management though

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I could see them being responsible for him having to tone down his criticism of ai

normal sleet
covert hawk
#

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

short charm
normal sleet
thorny badger
warm spade
#

And by frame pacing I’m pretty sure they are just referring to 50 series flip metering

glass sage
normal sleet
glass sage
#

||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. ||

normal sleet
glass sage
#

Yeah, this game is phenomenal. The part Pen is talking about also made my jaw drop, I looooved that scene.

shadow wave
#

Lyall updated his fix mod. We can now disable film grain, vignette and chromatic abberation

radiant light
#

new frame gen model fixes the warping and weirdness at the edges of these tips blue background

quartz trail
#

is there a way to disabel depth of field?

merry coral
#

i heard of this but didn't try yet

shadow wave
merry coral
#

yeah that one

shadow wave
#

Yea been using that since v1

#

No more chromatic abberation with scope

glass sage
#

but you might have to do it globally

shadow wave
glass sage
#

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

shadow wave
#

any idea why sometimes nvidia overslay stats says N/A? I can't get the PC LAT to work

glass sage
#

I don't know what causes that, only know that I usually have to restart to fix that issue.

shadow wave
normal sleet
shadow wave
short charm
#

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.

fluid glade
#

in case they still aren't aware of the issue

#

let's see if they will actually fix it

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but for now playing at 120+ fps is fine as long as base frame rate is above 60

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or at least 60

normal sleet
earnest skiff
#

anyone knows how to fix the shimmering

glass sage
#

More specifically?

#

I had shimmering in shadows until I forced preset L. Mostly gone now.

normal sleet
glass sage
#

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.

knotty bobcat
#

I only noticed shimmering and noise in VR on the walls, but I feel like that's intentional

earnest skiff
glass sage
earnest skiff
glass sage
#

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.

normal sleet
glass sage
#

I do get some flickering on the lights at night but it's nothing near what you have

shadow wave
fluid glade
#

you could try turning off Depth of Field with Lyall's fix

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he has an option for that

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but you will lose it in cinematics too probably which I wouldn't want

earnest skiff
earnest skiff
earnest skiff
earnest skiff
earnest skiff
thick edge
#

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

normal sleet
thick edge
#

I am talking about GPU load

#

on max it performs like it's doing path tracing

rotund salmon
#

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

thick edge
#

this isn't scalability though

#

the RT in this game is barely anything

rotund salmon
#

hence my entire post

thick edge
#

it's trash

#

the reflections have horrible denoising

normal sleet
thick edge
#

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

rotund salmon
#

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

thick edge
#

horizon 2 has way better LODs

#

idk they enshittified the engine on the death stranding branch

glass sage
#

Might toggle it on and off depending on area but that's annoying

thick edge
#

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

glass sage
#

yeah I noticed as soon as I switched those to high cut scenes were a lot better.

shadow wave
thick edge
#

disable reflex markers and max queued frames 3, safe mode fps limiter

#

fps cap to whatever has 60 as real fps

shadow wave
rotund salmon
#

I like how the stars are a bit oversized, it's a nice look

thin nest
#

We have a channel here sir

#

#1486668882776293558

#

But yeh that’s the right GitHub

shadow wave
#

thank you

shadow wave
mystic sparrow
shadow wave
mystic sparrow
shadow wave
#

patch is up

thick edge
#

allergic to concrete patch notes

#

various fixes

shadow wave
#

trying to figure out my DC saying my vrr is off. Whe the fuck my gsycn isnt working

lime lynx
slow forum
short charm
shadow wave
#

is VRR in DC fetching from VRR option in windows? I have it off in windows. But gsync is enabled

warm osprey
#

or still works fine on this patch

shadow wave
#

oh my fucking god

#

I found out theres a toggle switch in NV App - NVCP is not enough

thick edge
#

nvcp has teh same thing

shadow wave
#

it was in off state. I toggled it on and now windows is saying VRR is supported

shadow wave
thick edge
#

literal same thing

#

never touched it in nvapp

reef copper
#

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?

shadow wave
# thick edge

you can enable it like this here, but having NV app toggle to off disables it

shadow wave
pine trail
#

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

fluid glade
#

is anyone having tons of crashes during cutscenes with the newest update?

short charm
#

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

stray hamlet
#

level of detail high