#Ultra+ 2.21 Patch Patch Patch Patch :)
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Ok, I'll reload with U+ on PTNext π
Seems to me all is fine at those two spots
*Based on what you described that is
I've found an obvious one at the end of the "pier" though :
Oh and glad I caught this one @plucky tulip , given the shape and size of whatever this shadow gremlin is, it might help π€
- All on PT Next on high, RCA on quality, 10gb vram, RIS enabled
here I will post my own findings
the light in the last bit
on the ground
and the whole time when I move around
some kinda auto exposure issue
as well as something else
Looks like it gets rid of some of the accumulated rays when moving fast enough at the start and then a slower and less obvious but similar "pulse" to what I found at the end of the pier
Don't your vehicles' headlights behave like this too sometimes ?
Yeah PT Next has this weirdness here as well..
Other modes aren't affected by it though, same for you ?
no not that I noticerd
PT16 in particular is crazy effective and bright for vehicle lights
I like pt next the most as it is the most accurate and looks the best
another thing, the ghosting around the gun and when driving in areas like this and at night has a quite a good bit of ghosting and garbling with ptnext
Agreed but it has those current caveats making it difficult to really enjoy
yes
wow that shadow thing is weird
It's not even consistent as you can see
yea
Not sure if this was a bug or intended, but using Game Graphics Settings: High sets Volumetric Cloud Quality to High (max is Ultra) and Local Shadow Mesh Quality to Medium (max is High). I swapped the two back to their max values manually since I didn't know if this was intended behavior.
Other than that, everything looks to be working correctly; nothing out of the ordinary compared to recent versions (using PTNext Insane)
that's just an apparition, try to ignore it or throw some salt
ffffff. that's PTNext?
it can happen anywhere. it looks like i've reduced the frequency of occurence but not fixed it
!#@*(&^@!($
it doesn't have any hidden settings, only low or high
Probably needs to be verified that it works, there are a couple of other settings Iβll check out see if they are worth adding
βΉοΈ
i did check... i set it to 2, and it returned 1. sorry π
where did you see it had other settings?
Different mod, has a lot of other settings but wasnβt sure how to verify
There there...
Manual enhancers mod, psycho settings but I think it was originally from someone else who abandoned it
maybe if we give the engine a value of 100, game look better π
this is why i get annoyed at Unreal engine.ini mods
you looked! ty. yes i just changed clouds back to high. shadow mesh quality though is unimportant. you won't see any difference between high and medium. halving meshes for the shadow frustum is a common performance hack (although there's no measurable difference between mid/high)
i just know people will look and complain though π
no i'm not. i'm not actually using any auto-exposure mods any more, i had a lot of problems with them
something weird is going on with auto exposure, maybe its unrelated to your mod?
For exposure fixes use Nova City or Irradiant Flux
Haha, I was curious what it'd do since I remembered some settings went up to Ultra but there was no Ultra preset. π I wasn't complaining myself; I only posted in case it was unintentional.
all good. it's one of the first things i do in UE games... it's an instant 1 fps gain. that doesn't sound much, but when you do 10 of those things, there's 10 fps, and that's exactly how it works in games
i was taught by the great master Julian Le Fay himself, author of Daggerfall, Terminator, etc. and he said to me "in games, remove everything possible as early as possible"
he literally said that to me and the next day i fixed Hogwarts
π‘
Yes if itβs the problem then Iβll just delete it
it's not a problem unless you set it to extreme settings
then it puts shadows where there aren't π
ultra+ will override it
No I donβt have it on
setting the batch size to 2 billion causes a performance problem in path tracing π
hmm, okay
Iβll check later when Iβm home
I am already using nova city
can someone help me with this
Already downloaded and still
disable screen space reflections in the graphics tab and let ultra+ handle it assuming you use ray tracing
you did incredible work with the latest update @plucky tulip
thank you foir your hard work
still doesnt
i don't know the answer i'm sorry. does it happen with vanilla?
you're most welcome π
nope when I disable ur mod. the issue is completely gone
there might be smthing in the debug settings but i dont understand a thing when looking at it
i tried downloading the mod again (clean installation this time) and still
that's okay, ty for testing, I'll sort it π
ty i really appreciate ur hard work (PT Next looks amazing) please when u do fix it mention it in the patch notes
um. where tf is SHaRC?
yes fast only uses 1 ray
hmm i see so thats why the light are weaker
can you try setting RTX DI Max History to '1' in Debug and see if that helps?
oh shit
i think the DLSS Ray Reconstruction DLL 3.7.10 doesn't have SHaRC!
0

nope it doesnt work
okay, it's just a limitation of ReBLUR then. you could try PT20 instead, it doesn't have that problem π
thats fine
im using insane anyway
nice. well, thanks for texting things π
i credited you on the mod page
lmk if you want it to link somewhere
Does 3.7.2 have SHaRC?
there's a 3.7.20?
oh, I'm talking about the dlssd ray reconstruction one. looks terrible
Ooo so would you recommend 3.7.0 then?
Is it me or did NV improved IQ a lot with this one ? Been trying it in various games, not all yet but so far, each one felt it looked a bit sharper/cleaner.
CP seems to get more stable and geometrically consistent resolves on complex shaped objects (metal grids notably).
It doesn't improve on ghosting or disocclusion issues though but I'll take a sharper cleaner look anytime π
I'm curious about this no SHaRC thing too; is that good or bad? I generally run the latest DLLs but perfectly willing to roll back if there's a good reason.
i tried this mod (https://github.com/codecrafting-io/AdvancedPathTracingCP2077) and it works exactly like urs but the bug isnt there
yes. 3.7.10 is a serious decrease in quality
it's bad. SHaRC adds a whole layer of bounce information. try it with dlssd 3.7.0... go into debug and uncheck enable SHaRC bounce cache. take a screenshot... enable it and wait a few seconds, take a screenshot. the difference can be "looks like a game" ... vs. "looks almost real"
yes. nexus took their mod down for copying all the methods of U+ without attribution (they changed the UI)
and I haven't had a chance to try and reproduce the wetness problem I'm sorry, I was trying to work out why SHaRC wasn't working, since everyone is updating to the latest versions of DLSS
see this is exactly the problem with that GitHub mod. I spend the time finding the solutions (and still am), and they copy all my methods exactly.
the stupid thing is, if they'd asked I would have said yes, or even let's work together
oh, they credited me this time. well done
That's weird, I've honestly haven't found any improvements from vanilla dll to 3.7.0 to 3.7.10 (but then again my base res might be too low to see any quality changes)
no. I think DLSS itself is fine for 3.7.20 and frame gen for 3.7.10 ... just not dlssd
oh, also this author says they didn't copy my code. yes they did. here's the proof, they forgot to change my license
it's structurally the same. they didn't just copy my settings, they copied methods and everything I've learned.
MIT is a permissive license, you can do what you want, but you must make it clear who created it. they are outside of the license use
/ end rant
Roger that; I'll take your word for it. Rolling back. 
Can't tell about fg (have to use nukem's mod) but dlssd never seemed to bring any issue, nor change quality.
Though, you sure the 3.7.10 rr doesn't have/support SHaRC ? One would think they would keep working "paths" in such updates even if the technique isn't to be used in games using that version (or newer eventually)
it's not from Nvidia, it's from Source: The First Descendant. they modified the source. I mean... happy to be proven wrong, try it π
the best science is to repeat the experiment, I'm just one gal π
I didn't know DLSS and DLSS-G had been updated again lately too, so nice heads up. π
It's actually the only science there is, what is measurable by repeatable experiments
Forgot about who compiles what, thought it was only for the FG one
SCEINCE
For what it's worth I'm having the same issue on 5.0.1 PTNext Insane. Tried turning screenspace reflections off and installing rainmap + Not So Good.
Also, unrelated but NRD Custom Denoiser doesn't save and turns itself off every time I restart the game.
Awesome updates btw, no more noise!
I'm curious about why not preset e?
#cyanidex-mods message
left preset C (after settling) ... right preset E
I think that was my two year old niece trying to say how awesome this mod is.
no it is really alright and im sorry if i have annoyed u
no! not at all. sorry i was annoyed at the github person π
I have lost track of how to have the best settings at this point lol
For a 4090, what's the checklist to make sure everything is at its best?
I'm getting back into playing this again so wanna make sure my graphics are pumped to max XD
- use -qualityLevel=Cinematic_RTX launcher option
- set U+ to PT20 or PTNext, RR or NRD (or whatever you prefer)
- i usually play on High quality
- Radiance/Bounce cache to Quality
- graphics settings to High
- you will need to change FSR and motion blur and check some settings because of cinematic mode
- Bob's your auntie
I guess Bob is trans now XD
No worries about replacing dlls? Or changing presets? I haven't changed any presets before, not sure if it's worth the effort
Β―_(γ)_/Β―
I'll follow whatever instructions you give me and share the results and you can tell me if I got it right or not XD
idk i've said that for 30 years, so Β―_(γ)_/Β―
otaaayyy π
Trans people have been around for longer than 30 years so that checks out XD
Unless you originally misheard it as Barb
I've always heard it as Bob's your uncle
Trans people have existed as long as there have been people. Just haven't had much in the way of treatment until recently.
Back in the old days they would say that the child had been taken away by fairies, and some other child showed up instead
But is interesting as the subject is, it's not really relevant to getting cyberpunk looking pretty
When I get some time to play tomorrow I will check it out and record a video and you can let me know how it looks
huh π€
i have a friend who is trans, and if she hadn't told me i would never have known
oh! that's what i was doing, hold on
If you encounter them after their treatment, that is very often the case.
There's a lot I could say, but no need to open a can of worms. There's other discords for that
it's a fascinating topic. but yes not the place
i just try and make sure i offend as many groups as possible in as few statements
i think discrimination is bad
π
I'm not very good at tact but I do try not to offend. That said, the paradox of tolerance is a thing
What are we holding for?
π ... if you want a slightly buggy (mostly annoyances) but interesting version to try
Sure. I'll try whatever you need for testing. Though I do enjoy easily XD
Computer is off for tonight though. So it'll be tomorrow while I work on my own mods and stuff
Clairvoyance had some recent updates and I released a tiny little mod for vehicle camera
umm, actually it's very badly broken lol
Alrighty then 
it's rebuilding the render swapchain constantly 
That sounds... like a thing
I'm a very dumb user when it comes to this stuff. I just want the pretty XD
I spend the money, I build the computer, I want the pretty
i got 2 fps lol. it was bad
okay i will deliver π
That's like double digit FPS in binary!
Computers off so I don't know what version I'm using. I think it's the last one on nexus. But I noticed things looking a little bit cartoony when there's high motion
there ...are no twos in binary tho
Two in binary would be 10 hence the double digit comment
I assume they're still called digits even when it's not base 10
If you got up to 8fps that would be quadruple digit FPS in binary
I should mention I'm bad at jokes
I'll ask an AI to explain my joke let's see what it says
Sure! Here's an explanation of the joke:
-
FPS (Frames Per Second): This is a measure of how many frames (images) are displayed per second in a video game. Higher FPS means smoother gameplay.
-
Binary System: Binary is a base-2 numeral system that uses only two digits: 0 and 1. Each digit in binary is called a bit.
-
Double Digits in Binary: In binary, the number 2 is represented as "10". This is because binary counts as follows: 0, 1, 10, 11, 100, etc.
So, when you said "2 FPS is like double digit FPS in binary," you were making a joke that 2 (in decimal) is written as "10" in binary, which looks like a two-digit number. It's a play on the fact that "10" in binary is still a very low number, but it technically has two digits.
It's a bit of a nerdy joke that combines knowledge of FPS and binary numbers! π
Apparently the AI thinks I'm a bit of a nerd
There were probably trillions of zeros and ones used in the process of me asking the AI that question and getting an answer. And now I should head to bed
In any case I wanted to let you know about the clairvoyance update. There's a new feature to only highlight what you can see or what you have seen. I think I remember that being in line with something you had asked for before if I remember correctly, I might not remember correctly though.
Also squeezed in a new feature to filter loot by whether or not it's in your wardrobe
lmao the deadpan way it explains it π
"oh yes you made a joke" π
I remember asking it once about how likely it was to get eight pawns upgraded to Queens within a single game of chess
It was prompted by a scene in the opening credits of an anime that I was curious to know if this was possible in a legitimate game
The AI said something like "The objective of chess is to conquer your enemy's king, not to amass an army of Queens" lol
oh yay! thank you πππ
I am amused by the new feature. You can choose whether you are very psychic, not psychic, or a little bit psychic
well that's rather argumentative lol
Oh it also answered the question, that was just its conclusion statement that I found hilarious
It basically said that unless your enemy was cooperating with you to accomplish this goal than it was very very unlikely to ever happen
ik that's so cool. I mean I just figure by the time your at edge runner level, you just reprogram your deck to do your basic hacks automatically
I could probably make a mod that does that lol
well that's how I think of clairvoyance. you mean making it offensive ?
automating offensive scripts is both awesome and terrifying lmao
if you get it wrong, you fry your friend you're having coffee with π
Skippy "I'm sorry, I don't know how that happened"
Oddly enough, for me, using -qualityLevel=Cinematic_RTX changes DLSS to AMD's scaling, turns off RT/PT, and sets most of my other settings to Medium. lol
And I know I set the augment correctly because I use the -skipStartScreen command without issue. lol
Odd indeed. 
yes that's what it does. i'm working on overriding all that safely
Have we done side by side comparisons of with this starting command and without? I feel like after you go into the menu and set everything back again you're basically back to square one of if you hadn't used the command
I remember doing that before and being annoyed at having to change all the settings every time (I exit the game, switch saves, and reload the game, often) so I think I was skipping that one
some, but not extensive. cinematic forces everything to be at the highest LOD, and i think turns up some lighting effects
Is there some equivalent way to force it in-game instead of in the command line?
there's also this mod which i believe instructs the engine to do the same. it wasn't working in CP 2.10/2.11 ? but hopefully it is again https://www.nexusmods.com/cyberpunk2077/mods/8440
and U+ is now correctly applying most graphics settings after loading the game. i think i'm going to add a button that captures all your current graphics settings, and enforces them at game start
also i don't remember this area looking like this (this is with cinematic mode)
but it's only some areas that were used for trailers i think
I've got this one installed/active
yes. i had a quick look inside the archive and it didn't look like any other mod i'd seen, it looked like that's how it was working. but i am most certainly not an asset modder π
Meeeee neeeeeither
Got dancing tonight so will only have time for a short video after work of what current game looks like with the instructions you provided
ooh what type of dancing?
okay tysm π π
I teach line dancing on mondays
that's super cool! i'd do that! π
Hopefully youtube compression doesn't kill the ability to see what's going on
First thing I noticed was that fog effects looked great. FPS was also immediately noticeable as higher. But again I feel like after going in and adjusting all the settings back, I'm not sure how many of them are actually applied.
Colors also seemed more likely to smudge and smear across surfaces, maybe. And things look cartoony in motion. I dunno, I suck at describing this stuff, the video will let you see for yourself what can be improved or not
Looks like the video plays, but without sound, will try to fix for next time lol
just finished work, watchin
you drive like i do π
that looks good. i can see some distant PT noise on cars but nothing out of the ordinary. how do you think it looks?
is that Nova 2.0 classic?
i've got most of those graphics options toggling automtaically now, just fixing some bugs
it does look like some of them might be being ignored
though most of the lower graphics settings are completely ignored in PT
Hopefully this is the right place, I left a bug report on the nexus page, but I'm not sure if you saw it. In short, the white glow under hair/beards is back and has been for a few updates. I tested this on RT, RT+PT, and PT16 with PT16 being a lot more subtle but still there. At any rate thanks for the mod, Cyberpunk is damn near unplayable without it!
no I didn't! sorry I thought I wrote I don't check bugs on nexus (it's really hard to use) but I do on GitHub and here
also hey π
could you give me a screenshot or two please?
I can confirm this for RT+PT
It's hard for me to really comment, I do think the fog/smoke effects were improved, lighting looks a little blurry and semi-unnatural, like colored light is reaching places it shouldn't with too strong of a color.
I'm not using Nova, to my knowledge.
There's some flickering in reflections and things look a little cartoony in motion sometimes. The trail behind cars can be smeary, I guess that's called ghosting or something.
I can provide details when I'm home
Oh sure: https://imgur.com/a/9GmCjrd
I see no issue, that guy is clearly on some kind of drugs
XD

but but... what lut is that??
No luts, I don't like luts
I don't like reshades.
but it doesn't look like vanilla
that's a cat frog
Realcolorr III? GITS?
fascinsting
I'll include my HDR settings in next vid
Also, I recorded the video in HDR using nvidia's recording so it could just be video quality
wtf
have you installed sosuine's latest hair shadows mod?
ik! it looks amazing!
damn
it was a bit jittery, was that just because it wasn't frame locked?
So what you're seeing could just be the AV1 codec in action
If you're referring to the first couple seconds of play that's my fact finder mod. On save load it clogs the game for about 5-6 seconds. Everything after that should have been fine
I need to rewrite fact finder to remove that clogging, I think I know how to do so now
and I have just added a function to snapshot the graphics menu and enforce it
But so few people use it that it hasn't been priority
You mean in the world? That's in-world-navigation
I don't know if it's dlss or this mod or what but those effects used to be clear and sharp that you could cut yourself on, but lately they look foggy and blurry and depressed
Not a big deal if that's the only thing (still gets the job done) but the blurriness sometimes shows up on other things
In any case, I'm awaiting instruction of what to try next if you can think of any ways for it to be prettier, or I'll just record another video next time I play XD
That's a frog cat
I think it's because they're particle fx. particles aren't in the path traced worldspace at all and look terrible (floating paper etc)
Possibly. Though I think somehow vanilla path tracing handles it in a way that ultra+ doesn't... but I could be misremembering
If you want to test, tell me what to do to test and I will record
If I don't hear anything by next time I play I'll just record using same settings
I did
I've no idea, I'll test without it and get right back to you!
ty ! I'm going to sleep (hopefully) but will check in the morning π
whats cinematic mode
That's cool, hope you sleep well!
Still happening without the hair shadow mod, unfortunately... https://imgur.com/a/dFIRnTN
I'm telling you that guy is clearly on drugs lol
Is that your V or some cyberjunkie you're stalking?
It's my V which I apparently have to alter because he looks like a drug addict lol
he just looks like a blood-starved vampire π. give him some blood so he can be healthy π
nah he looks like crackhead from outside
thats normal
https://youtu.be/URmJekEt7Aw today's video
oh my GODDD PT16 is perfect
Itβs like it has soul again
Plus it performs better than PT20. Not going back
yayyy!!
I gotta say, I do like the PT16, I used Heavy Hearts dance floor as the test ground, and it seems to have least amount of noise
But it does seem to also just seem to be bouncing less rays
Especially noticeable in elevators, like the one that goes to Mr. Hands
PT16 looks basically the same to me as any other mode, but with much better performance.. I get this weird lighting bug on everything except PTNext though so I have to stay away from it π https://cdn.discordapp.com/attachments/1264765460084424874/1264912260468572220/Cyberpunk_2077_C_2020_by_CD_Projekt_RED_2024-07-19_17-56-28.mp4?ex=66a19317&is=66a04197&hm=9aa3ee225a80952d10e9da18cd82b89e0ac79e2352ad93def9f3ff6721bcdc37&
it is. it doesn't have SHaRC
So, interesting development. On a whim I uninstalled the alt hair material mod, and the white hair issue has dropped significantly. It's still a bit visable on facial hair but I don't really notice it on hair itself anymore. Hopefully this will help others! https://imgur.com/a/i2LjiFm
PT16 bounces less but it gives it a nicer, more real look imo.
The others feel kind of fake to me... PT16 feels real.
Here is PT16 vs PT20 in an elevator: https://imgsli.com/MjgxNDg5
Basically PT20 is a lot better for taking photos of V inside or using lighting tools
But in some other areas like Heavy Hearts dancing floor (PT16 vs 20 vs 21 vs Next): https://imgsli.com/MjgxNDkw/0/1
PT20 has a problem with noise on Fast and Medium quality, and for some reason PTNext seems to have noise for all quality for me. I'm also using GITS Fuji ENV Basic, which means I'm using reLight, but not sure if that's why.
I felt that out of the "newer" PTs, PT21 seemed to be the best visually, but the performance hit cost is hard to justify using while playing, and even less so when you want to go into photomode, since you'd want to be using native.
I think you use PT16 Fast can be good for a lot of indoors, while PT20 on High quality seem to be the best for photomode. Although if you're on a 4090, PT20 on High quality on 4k will be good fps anyway.
Also Radiance Cache Accuracy levels don't seem to have much performance impact, but the visual impact is subtly noticeable in some situations, so might as well keep in on quality (it was a single digit % performance cost between Performance and Quality)
It depends on where you go, there are certain areas where PT16 don't look good and other PT look more realistic
And others where PT16 does look better
refer to my imgsli
man the accuracy of PT16 just blows everything else out of the water
I think it's a justified sacrifice
It's a limited sample, like I said, some areas look better with PT16, some look worse
It doesn't look accurate everywhere, just some places
https://imgsli.com/MjgxNDky/0/1
When you crank the quality to High, you can see PT20 and 21 looking a lot better
Personally I'd argue they look better than PT16 does at High
I think the main point we can make is that PT16 seems to be looking the best at Fast quality
And others look better on High and Insane though for me the difference between High and Insane is so small that I'd rather take the performance boost from High
That was my experience with PT20 when I used it (I couldn't really notice the difference between high and insane and high gave back a few frames). Nowadays I use PTNext Insane; I don't see much difference between Next high and insane but I don't see a performance difference worth noting either so I just roll with Insane.
If I ever go 4k I'll likely have to go back to PT20 for the frames though.
I think SHaRC might be working with PT16 π€
did you reload a save?
oh that's so much better! what mod was it?
make sure you're using dlssd 3.7.0 not 3.7.10 everyone
I wonder if I can improve how PT16 looks on high and insane
how frame gen? there 3.7.10
it seems fine π
and DLSS 3.7.20 seems foine
only DLSS 3.7.20 is seems broken i hope nvdia somehow fix it
ooo almost 60k unique downloads
it does?
yep the shadow looks little weirder somehow
im gonna keep using 3.7.0 until 3.8.0
Alt Hair Material, a pretty popular mod that's reccomened by many and included in many more collections: https://www.nexusmods.com/cyberpunk2077/mods/12184
oh! sosuine's mod π€
weird
Yeah, I reloaded a save. The lighting bug happens in vanilla too, but only smaller lights will disappear if I look down. That problem just gets amplified (Nearly all lights disappear) if I use any mode other than PTNext
Yeah I know! I've got no idea why it's suddenly started to not play nice with Ultra + as I've had both installed for the longest time, but the results speak for themselves, at least as far as my own instillation goes.
surely that's got to be a mod that's modding sectors somehow
maybe ask in a troubleshooting channel?
that's weird I thought I was overriding it. I wonder if he's updated it π€
I'll ask in troubleshooting, thank you!
Not since 13th of Jan according to the mod page.
that's what I thought what magic is this
Here. No hair shadow mods or the like installed. U+, RT+PT, Insane. With or without DLSS tweaks, makes no difference. DLSS version doesn't seem to make any difference either. Apart from that, Nova LUT (main) and Nova City. Oh and a Reshade preset.
Fairly subtle, see the fringes and hair lines. When moving it's more obvious, similar to a ghosting effect.
I've asked for a hosted channel in this discord if anyone would like to show their support for this you can thumbs up here β€οΈ #1265070894120828948 message
Hi!,
i didn't expect my thread (or mod) to last as long, but we're now at 60k unique downloads, and i still have plenty of ideas, and now 4 mods (for convenience, Ultra Plus: https://www.nexusmods.com/cyberpunk2077/mods/10490, Ultra Fog/Steam: https://www.nexusmods.com/cyberpunk2077/mods/11811, Ultra Trouble in Heywood LUT: https://www.nexusmods.com/cyberpunk2077/mods/12913, Ultra Vignette: https://www.nexusmods.com/cyberpunk2077/mods/12670)
i hang out in a few discords, however i would like consolidate and to host my mod here in the official modding discord alongside CyanideX and others' channels, if you deem it appropriate.
thanks for considering, happy to discuss anything π
sammi x
(do it on the original link tho so the mods see)
Yeah I think you deserve a channel at this point, this thread is active enough
this is photo mode?
Did you see yesterday's video and/or want me to change anything for today's video?
appreciate you β€οΈ
no but I have a new bonkers version if you're game
Sure, I'm 'off work' in an hour and can record then
Can test the whole "reapply settings" thing if you've got that goin' because that is so annoying
there's not a lot of changes I just rewrote a bunch of stuff to remove tech debt and fix some problems like not being able to force CP to save its settings without CTD
not yet, this is the framework for it though
You had previously recommended a mod that could do most of it, could possibly steal their code
yes AQG. I used their timing for how to do it, and SOIB said it's a bug with ImGui causing a swapchain rebuild while the CET window is open while CP is saving it's settings, causing CP to CTD
so I finally have an answer
now Ultra+ queues certain changes, gives a status you need to close the window to apply them > close the window, it waits a few frames, then applies
it's beautiful
now I think I'm just going to add when you close the window it saves whatever you have on the graphics screen and enforces it until you change it?
proper automation
I would just like to know why my game only crashes in 3 location with textures on high, I followed the fix on nexus and it appeared to work but after continuous playing it eventually crashes in the same spots even without ever tsking the metro again.
yeah. I've asked many times for an answer on this, so I'm really appreciative for an answer, I didn't think it was my code causing CTDs
I have crashed using 'not so good draw distance' and I have yet to crash, like, ever, with that mod disabled
hmm did you turn off cross-platform saves?
I can turn EVERYTHING to max and beyond and play for hours, but the second I install 'not so good draw distance' I can't play a game session without a crash
fair. sosuine's done something amazing there. it's a fairly simple mod in concept now, but it really pushes the engine around I think
his brain is next level
I dunno what it's doing or why I crash but the 4090 can take everything I can throw at it
So I find it hard to believe it'd just run great with high fps and then suddenly crash without even the slightest hint of slowing down before the crash if the issue was something memory related
nice ππ
I also think SHaRC might be working with PT16, so I've removed the UI disabling it so we can play
I'll test whatever you want me to test, even if it's not the settings I'd normally use, whatever you need
Ultimately though I do want to know how to make it the prettiest it can get. I'm okay with 30 fps even if the picture is pretty
In about an hour I'll be 'off work' and can test for ya
haha we can do better than 30 fps
i did look at that psycho advanced graphics setting mod. i'm not sure it does anything at all for PT
and in cinematic mode, we can force a -2 LOD bias, but it only seems to affect building windows inside the window ... those textures increase 1 LOD, which isn't really noticable
but i did find some code to replace shaders inside CP ... like RenoDX but for the 3D pipeline shaders
Iβve never used them and they are always off
Well to me if I have above 30 fps it's because something isn't rendering hard enough lol. I take high fps as a challenge to increase settings more
okay, 'cause they default on. i agree with Thortok, try removing NSGDD for a test
yep
Even though my 4K tv will do up to 120 fps and the game does look amazing at high fps, I really don't need much above 30 to enjoy the show
As long as it never dips below 30, somewhere around 45 is quite comfortable to me, I don't need a full 60 or even higher.
That will fix it, but I canβt figure out what those areas have in common even in dogtown it doesnβt crash Iβm wondering if itβs traffic and peds itβs the only thing in common high number of people (no crowd or density mods installed) and/or cars
i'm just adding some things then i'll send you 5.1
I don't know how the mod currently works, but the way it's worked in the past is that the mod author is manually editing the entire world piece by piece... if there's a crash it's because a piece loaded that wasn't modded correctly.... is my completely baseless assumption
Iβm changing the crowd cad car culling back to default on βhighβ quality and see if it crashes there
No itβs a simple Redscript now no edits
I ran out of patience trying to troubleshoot the crashing and just turned NSGDD off.
I say simple but maybe a more accurate description would be small, itβs actually pretty impressive
Still seems to be addressing 'pieces of the world' (also called sectors) individually
let isHeavyHearts = StrContains(ResRef.ToString(sector.path), "ep1\\exterior_-25_-37_0_0.streamingsector") || StrContains(ResRef.ToString(sector.path), "ep1\\exterior_-26_-37_0_0.streamingsector");
Example line of code
So again, if there's a crash, it's because some sector in the game doesn't like what the mod is doing to it... and identifying that sector (which may only load sometimes and not others) is a bugger
Some sectors are used in multiple places too, so.... yay for that
it's not needed at all with cinematic mode i don't thinK?
yeah. sophisticated
No idea. You tell me. Tell me to test with or without it and I will and record the results lol
Out of curiosity I installed it again just now
okay, let the crazy bug reports begin
- Note: This version is a huge internal rework. I think it's pretty close but it will need significant testing
- Refactored most of the code to remove tech debt
- I suspect SHaRC may be working with PT16, so re-enabled Bounce Lighting section for - PT16 so we can all test
- Implemented new method of resizing the window based on resolution. It should be a lot more accurate now, still needs some tweaking, please let me know how you go
- Added framework for capturing game menu graphics settings and enforcing them
- Re-added Ray Reconstruction and NRD buttons
- Implemented method to confirm graphics settings changes to game on CET overlay close, to work around a long-standing CTD crash with CET (thank you SOIB for confirming this. Proposed PR is here https://github.com/ocornut/imgui/pull/3761)
- Moved Custom NRD Denoiser to front panel
- Separated Features panel into groups for clarity
- Fixed several hard to find edge-case bugs
- Fixed unstucking the weather (again) if the weather gets stuck (this is a little hard to test because it only happens after 15 hours, but it should work
note: this is NOT a general use version. if you want to help me debug, please, any help is welcome. it MAY work. it may also crash the game, it needs a lot of testing because of the new methods
(git is also up to date)
i don't think it is. as far as i can tell cinematic forces LOD0 on everything as far as you can see
there should be no pop-in at all
@long galleon ift this crashes on game launch, it will be the new confirmChanges() or saveUserSettingsJson() ... you could just comment them out being called. timing is a bitch on those
So.... try it or not? lol
im gonna take the risk and try it for myself
It appears to have an infinite loop issue resulting in a freeze during game load
yep
it freeze my game
For specificity that is not a 'crash' it is a 'freeze' - which is how you know it's probably a loop issue
the PT16 looks way better now i tried it in a sec before the freeze happens
thats my game right now
No video today since the game freezes. If you get another version up in the next couple of hours I'll test it XD
i did try PT16 it looks way better and amazing
and then my game freeze as soon as i turn off RR
going to sleep
gonna try it tomorrow
oo i didn't think of that. i thought it was the CET issue π€
What CET issue?
this one https://github.com/ocornut/imgui/pull/3761 that causes a swapchain rebuild
it's why GetSingleton('inkMenuScenario'):GetSystemRequestsHandler():RequestSaveUserSettings() and Game.GetSettingsSystem():ConfirmChanges() commands can CTD when the CET overlay is open
i've spent days trying to reorder my code to avoid the crashes
My eyes are glazing over again.
But a CTD and a freeze are different things
It could still be CET that is the cause, of course
but you're a pogrammer
But a freeze tends to imply a logic error of some kind, you're attempting to do the impossible, or you attempted to do so much on a single cycle that it overloaded
Breaking things into pieces helps it flow better
yes, unless i'm trying to do things when the swapchain is being initted
yes i know i've just fed it all to gpt and said find loops and it found nothing obvious
commented out the most probable sections and still freezes
i thought the code was pretty modular?
Doesn't mean I know what a swap chain is in this context lol
Compare it with the version that doesn't freeze, the previous version for instance, and make one change at a time until the freeze happens, and then document what the change is that cause the freeze
Once you know the line of code that's causing it, then you can figure out how and why it's causing it
That's the best way to troubleshoot a freeze. It's also why you try to not make too many changes to your code before testing them lol
So start with the last working version, your last known good, and all the things that you did in this version, do one, test, do the next, test, do the next, test, repeat until you find the one that made the freeze
I don't know everything. We can teach each other if you want. I only know what I've encountered, and I'm happy to share what I've learned, such as how to debug a freeze lol
No freezing on my end until I try to enable RR in the settings. Everything else seems to work ok so far
Say for instance I have an array of 700,000 items
If I try to loop through the entire array in one line of code, the game will freeze for a moment before continuing
Remember the video from the other day? How it chugged for a little bit in the first 5 seconds? That's because I'm running a loop that is doing too much in one go, every quarter of a second, and so it's freezing every quarter of a second. Since it only does it once, I left it that way, and haven't fixed it yet, but that is why it hangs like that at the beginning of a session
It's basically freezing the game until it completes the operation, and then continuing the game. So if you have an infinite loop situation, it freezes the game until it completes the loop, but then because it's an infinite loop and never completes, the freeze never unfreezes
So that's why a freeze can often indicate an infinite loop
If the issue is related to RR, then chances are the infinite loop is related to that as well. Turning it off might turn it on might turn it off might turn it on might turn it off might turn it on......
oh okay. there was no freezing or hitches before i introduced the latest change
i was just tired and don't remember what i did exactly π€
it should be pretty performant
Yeah, any changes to the ingame graphics settings seems to freeze the game -> CTD (watchdog)
So what I would do in that case is use GitHub or some similar tool to compare your known good with your freezing one
Look at every line of code that changed
Change your known good one line at a time (or the smallest amount of lines that you can without causing an error)
And check for a freeze after each change until you get to the version that causes a freeze
Not always. They have to be done carefully, but they can be done
yes that's the PR to fix the bug up there
but it's 3 years old and needs rebasing etc. etc.
i thought i was taking crazy pills
Ah gotcha! I'll do some more testing without touching the settings ingame
Yay for 3-year-old pull requests XD
You get to the point where you depend on the tool of CET so much that when it fails to work as you expected to work you think it's you that's broken and not the tool
That just shows how good a job they did making those tools
yes, got you. most of what i'm doing is not heavy (like asset replacements or deep queries into asset systems), though i do break it up
if you have a function all those things call, you can break the function into pages or chunks, so it runs like 100, waits a few frames, runs the next 100
Yeah that's how fact finder works. After the first loop, that's how it works. The first loop, it's doing the same chunks, but it's performing an operation of purging the array of duplicates, which is more processor intensive, and so those chunks lag when all the rest of the chunks don't because they aren't trying to remove duplicates
Now that I know modding a little better I can create events and asynchronize the process and probably remove the chugging, but like six people use that mod so I'm not prioritizing it
Clairvoyance uses the event system. It was actually causing a crash to desktop in a similar way, trying to perform an operation at the same time that something else was performing the same operation, which was really hard for me to figure out and debug. By creating and sending events instead, it allows the system to process it when it isn't processing something else, so no more crashes
So that sounds a lot like the crash to desktop that you have with your CET bug, in that CET is gripping a particular process and if you try to alter that process at the same time it crashes, so you have to wait until CET is done before you're allowed to touch that process
And the pull request is to get CET to not grip that process so hard, maybe let it have a safe word
Since you aren't crashing to desktop though, I still think that your issue is probably related to a loop, which is similar to what GPT is saying I guess
When you compare your known good with your freezer, I would check the loop related functions first
there's some really clean simple async functions in U+ if you want to grab them. an async Wait(), and countdown timers. far easier than using Cron
dammit i was debugging the wrong folder π
found it
All my mods are red script lol
Looks like it was RR related after all
So what I'm betting is happening is that it's either failing to check the setting correctly, or failing to adjust the setting in order to match the check
And I'm betting that's inside a loop
fixed
- Fixed startup freeze
- Added RTXDI MaxHistoryLength to the target FPS perceptual scaler, this will allow slightly more PT noise in very heavy scenes but should not be noticable, while trying to keep FPS high (needs testing)
No more startup freezing/CTD for me, but freezing for settings
Freeze on adjusting settings
okay i'm going to have to look later. this is trying to work around the CET bug
in theory the way I'm doing it is the same way AGQ does it. wait till the CET overlay closes, then apply. but U+ is a lot more complicated than AGQ, there's more async things going on
you can probably comment out the call to saveUserSettingsJson() and it should stop freezing
idk, it might be easier for me to try and rebase the CET PR at this point. I'm sick of trying to work around this
There's this strange hitching happening as well ingame
comment out --saveUserSettingsJson()
it's running when it's not supposed to
that's the swapchain rebuild
Hm it doesn't seem to help out with the hitching. Something I've also noticed is that the game leaks out memory as well. After a minute or so, CP2077 uses up about 40-46GB of memory on my ram
ive been using your Filimic VI with it in hdr its really incredible
Iβll see about doing some testing of that 5.1.0 beta tomorrow if I get time. Sounds exciting! Also definitely support you getting your own channel!
i think go back to 5.0.1 ..
Yes, but it's the same in game outside of photo mode. Mostly visible on dark haired NPCs, but difficult to capture.
this looks like a separate denoiser or material integration problem. hair is not in the path tracing worldspace, it's ray traced i believe, using environment probes to get it looking "right" for the scene
same as a lot of vegetation and cars
you could search Debug for "material" and turn all those on, it may fix it. that's the first thing i'll be trying. also make sure separate denoiser is enabled. that's what it does (takes all the stuff that's not in PT worldspace and denoises it, because the main Nvidia denoisers skip them)
samantha needs chocolate badly
and a holiday to the Japan mountains π
Quick test before I go to work. U+ RT mode is the same, no difference to RT+PT. With PT20 the issue goes away. Didn't change any other settings
okay thank you. i'll test all the modes once i've got the new settings system in place
it absolutely sucks to implement, but it will give us a lot more control over the game
holy shit idk how u did this ilysm bc the game finally looks good with pt at dlss performance
must be the right denoising combinations in the latest update
anyways now ultraplus is a must have mod
Wouldn't it be easier to test things with a 4090?
Also i'm gonna try the beta and let you know
I tried it and I can't play
it crashes too much
and lights turn on and off constantly
yeah you cant run it cuz it freeze
5.1.0 its freeze so go back to 5.0.2
I did
I believe Sammi has one (laptop version), I have one desktop version
Ah ok, I have one too thats why I was saying that
Also, for some reason, after installing that beta and then removing it and going back to 5.0.1 with ptnext, I have almost no ghosting or noise anymore.
Only some at night with street lights and while driving
mostly at the edges of objects
I can't give you chocolate but I can give you test recordings. ^_^
What shall I test today?
What version of Ultra+? (By default, will test last version, with the line you said to comment)
Use the command line option or not?
What mods to have installed? Or make sure are not installed?
Any DLSS files to modify in any way?
What settings to have in Ultra+? In the game? In other mods?
Anything in specific to test? Areas of the game or whatever?
Anything unanswered, I'll just do whatever I want. XD
Feel free to specify what you'd like me to test, whether that's just for comparison's sake or what. Or any questions I missed, lol
and in clubs there is a slight bit of light flicker from some light sources.
Hopefully that can be sorted
haha yes it has some bad problems
yup i have a 175W 4090
brrrr
i was sleeping
i have to do some work for a few hours then i'll try and fix the stupid bug in 5.1
How dare you XD
(or in CET π )
i should say it's not actually a bug in U+ i don't think, it's CET. but i don't code C++. not yet anyway
Let me know if I can help in any way
thank youuu π
a reminder to anyone who wants to see Ultra+ officially hosted in here, you can help by reacting to this post #1265070894120828948 message π ty π
Hi!,
i didn't expect my thread (or mod) to last as long, but we're now at 60k unique downloads, and i still have plenty of ideas, and now 4 mods (for convenience, Ultra Plus: https://www.nexusmods.com/cyberpunk2077/mods/10490, Ultra Fog/Steam: https://www.nexusmods.com/cyberpunk2077/mods/11811, Ultra Trouble in Heywood LUT: https://www.nexusmods.com/cyberpunk2077/mods/12913, Ultra Vignette: https://www.nexusmods.com/cyberpunk2077/mods/12670)
i hang out in a few discords, however i would like consolidate and to host my mod here in the official modding discord alongside CyanideX and others' channels, if you deem it appropriate.
thanks for considering, happy to discuss anything π
sammi x
(react to the original not the quote)
i think i got SHaRC working with with PT16
I thought about dropping about you have my axe gif in the channel request to show support but itβs likely draw the ire of the Elder Gods. π
Never got time to test the 5.1 beta today; I got bogged down with trying to fix network issues in the house. Setting up a shared folder on my server is being buggy AF. π
what's life if we can't meme though, eh? π
can i help? i know networks a lot
Iβve got a workaround in mind Iβll try tomorrow but the short version was I was setting a sub folder deep in my file serverβs user accountβs User folder to be shared so I could just dump files directly to it from my desktop. When I did that, however, it kept sharing the entire User directory(like, literally C:\Users).
Itβs not a major deal; I can always temporarily share the folder I want to copy from my desktop to move to the server (this does not trigger the aforementioned behavior on that system, interestingly enough; same OS). Iβm probably also gonna move that group of files out of the User file tree altogether (I was gonna do this when I expanded storage again anyways) to see if this circumvents the issue. Or just not keep a persistently shared directory on the server after all; it was a wild eyed idea I had today.
Using the Shared function in Windows is not something Iβve ever used really.
That may not be coherent; Iβm tired and tapping away on a tablet after spitballing the issue all evening with a buddy. I appreciate the gesture however.
Don't share C:\Users. Like, never
I wasnβt trying to. I was trying to share a sub folder of a sub folder of a sub folder in Users, but doing that just set the whole User tree to shared. It was maddening.
Iβm likely just gonna sidestep it and yank it out altogether.
omg it frikkin works!
U+ just restored all my graphics settings π
yep, everything's restored perfectly
omg i've been going crazy working around this CET crash
v5.1.1
- This version is a huge internal rework. I'm finding it's stable, but please let me know if you see weird bugs.
- Implemented method to confirm graphics settings changes to game on CET overlay close, to work around a long-standing CTD crash with CET (thank you SOIB for confirming this. Proposed PR is here https://github.com/ocornut/imgui/pull/3761)
- Refactored most of the code to remove tech debt
- Implemented new method of resizing the window based on resolution. It should be a lot more accurate now, still needs some tweaking, please let me know how you go
- Added framework for capturing game menu graphics settings and enforcing them
- Re-added Ray Reconstruction and NRD buttons
- Moved Custom NRD Denoiser to front panel
- Separated Features panel into groups for clarity
- Fixed several hard to find edge-case bugs
- Fixed unstucking the weather (again) if the weather gets stuck (this is a little hard to test because it only happens after 15 hours, but it should work
- Added RTXDI MaxHistoryLength to the target FPS perceptual scaler, this will allow slightly more PT noise in very heavy scenes but should not be noticable, while trying to keep FPS high (needs testing)
- Reduced ghosting noise on cars and feet in PT20 (all qualities) and for PT16 (High and Insane) by reducing MaxHistoryLength from 4 to 2
- Implemented debug logging for easier debugging
- Added Extreme mode for Bounce Lighting (SceneScale = 400)
And that's why certain folders should be left alone regarding sharing. π
True. It was an impromptu solution because I was tired of copying large swaths of files via thumb drive. lol
- Fixed PT16 not setting Bounce Cache to 'Fast'
- Fixed UI size issue at 4k
- Fixed PTNext not enabling (you might no longer need to load a save)
@plucky tulip it looks amazing i dont see any problems at all
PT16 is way better and SHaRC looks amazing
PT16
#photomode-πΈ-screenshots message
great pics btw
nup! π
wow PT 16 is soooo good now
I still think you should use PT20 or 21 for photomode, but for regular gameplay I think PT16 is always the way to go now
On a sidenote, did anything with with PT21 change? Before PT21 gave less frames than PT20, but at the same quality and bounce lighting accuracy, it performed the same as PT20 does on High for both
Also PT21 frames don't seem to be chaning, no matter what quality level you're using unless you go Insane
Fair enough 
hmm no I didn't change it but I'll look. some modes may need a reload to fully activate still, I'm trying a new method to activate them but didn't have much time to test
thank you for pointing it out though, it just as likely was a brain fart π
@muted harness it's ok I get it
these things happen
what can I do to help
yep
don't rebase, use it as reference
I guess the thing is, what is the return on doing all this work? that I can control the engine without the risk of CTD... will it help anyone else?
yeah, you know there are π
why does the swapchain rebuild get triggered specifically. can we just work around that rather than updating all deps?
yeah, I've now seen a lot of crashes that were this
but they just get blamed on CDPR
right
so resolution changes?
oh yes. it's possibly just the "brute force resets" being used to work around some things that are the problem
ok
well, I can learn C++. it's on my list and I'm a quick study. I just learnt Lua π
right
which is why Reshade causes swapchain rebuilds
the problem is far worse with reshade
I guess that's another reason to fix it
i guess that's the thing - if other devs on CET are going to support a patch like this (or not block it), objectively it needs to benefit more than one mod
it needs to actually be a problem
yes it will be hard to get thru if it breaks everyone's mods
unless there's a mid-way ImGui version
this is what i'm thinking
engineer gut says this
maybe roll sol_ImGui forward a few point releases, tidy anything up, but essentially keep the PR the same
ok
yeah
why is there resistance to your patches then?
ty. i will possibly have some guidance from our CTO at work as well
(who wrote Daggerfall, Terminator 1 & 2 lol)
right
poop
π¦
yk probably the thing i'll need some guidance with is getting the compiler env right
you're 100% cool
i really appreciate the help
okay. dammit i just installed VS2017 for unreal engine π lol
it's for an older game (Jedi Survivor)
i try and keep to the same thing it was compiled on or you have weird issues with UE (more weird issues)
oh! okay. this is the stuff idk
no it'll probably be fine. UE has problems building if the wind is blowing the wrong way
i'll set this up later today and clone
yes, that's where i'm thinking i might need some guidance
i know garbage collection, stacks, heaps, classes, etc. so not too scared of C++ itself
i've asked for my own channel here
#1265070894120828948 π
but idk what has to happen for that
i mostly just don't want to fill up Cy's channel lol
i'm sorry. that was me yesterday lol
ah okay. well if that's the case that's fine, i can host on Digital Dreams' discord
it's just hard being spread across 3 discords so i'm trying to centralize
@muted harness no i hadn't seen that. i can see it now but can't reply
well it won't be dead if i decide to take this on π. the only thing stopping me from saying yes is my workload
(but then i program and mod to relax, so Β―_(γ)_/Β―)
i don't. happy to switch do DM btw. but maybe just nix the dead channels?
the thing about hosted channels is if they're good, they bring new people
i am concerned about mine because i only work on one game at a time, so it will be really busy, then quiet
fanks
skriptkiddie
i'm a mod on several discords, you're good
our only risk is brain fart π
you don't have an asus notebook do you?
ahhk
all good, i help run the asus-linux discord as well. basically i'm a Linux junkie. i'm only on windows for modding lol
and stupid adobe
i'd be pretty sure the guys in nobara discord could help
yes 100%. i've stripped out a large chunk of windows
i'll probably just end up with n40 and libvirt+win for games
right
i suppose, yeah, 'cause devs don't run windows π
oh i just mean all the devs i know use macOS or Linux, so there are likely to be more tools to cross-compile from Linux / macOS --> Windows than the other way
i'm not inferring any preference from it, just the practical reality
yes. well. we have Wine/Proton, but Windows isn't open source, so..
whole thing has to be reversed π
if MS was really a big FOSS hippie, they would contribute make Windows subsystem for Linux π
yep
like i say i think nobara devs might be a good place to ask. there's a lot of people with diverse skills there
@muted harness , is there an option (a variable or whatever) for CET to force draw in SDR ?
On my monitor, every single white piece of text is max brightness and is actually hurting sometimes..
If only it could do that properly, I'd be happy but i guess I'm just unlucky as I haven't found anyone else having this problem
Guess it does here
Wow, really unlucky then π
I happen to get a lot of these... IRL too.. #fml
Like this thing with CET and/or NativeUI : #merchants-of-death message
I'd be happy to help if I can.
Should I need to open an issue on GitHub first ?
Dude's a machine... Never stops it seems
It's not really a big deal anyway, just have to avoid testing U+ and such for too long late at night
But is there anything potentially useful to attach ?
No need to justify yourself, certainly not to me π
They ain't washed out though.
It's really just the brightness level of the whole overlays (white text thus being maxed)
Is there some kind of external tool that could capture how "my" CET behaves ? That might help nailing it down ?
I meant logging (CET's own logs are likely useless for troubleshooting this)
I could attach jxr file (in a zip even) if need be
Taking hdr screenshots is a little easier nowadays... finding ways to open them and use them is still not quite there yet imo
nvidia is getting better at hdr, sammi was drooling over my video asking what lut/reshade I use and I was like "that's vanilla" lol
Windows still only offers full capture support in insider builds iirc
I don't use windows I'm using nvidia
Same (or SK)
Nvidia is recording in the av1 codec for video and JXR for screenshots I think
40 series biggest advantage imo (AV1 encode)
Crying watching my 30 one only having decode
Your tears help soothe my wallet's pain
don't we just have to change ImGui to write to the HDR framebuffer?
probably requires the better DX12 hook
all good i think i just need to finish my current project at work before i take this on
only problem is idk if it will take a few weeks or a few months
found a bug
ptnext in the newest version 5.1.2 car lights don't work anymore
and neither do street lamps
no light emission anymore
It does a great job remembering settings except crowd density and local shadow mesh quality
Only 2 settings I still have to set higher each time
U+ 5.1.2: Local Shadow Mesh Quality always reverts to medium setting after the game loads. Also, NRD custom denoiser doesn't stick either after (re) loading. Settings in the screenshot
Oh and bounce lighting accuracy is greyed out with RT+PT, not sure if that's intentional?
PTNEXT V5.1.2 RTX 4090 rr dlss quality framegen
PTNEXT V5.0.1 rtx 4090 same settings as above
also 3440x1440 resolution
sorry second sreenshot was vanilla by accident. atleast I think, but this is ptnext 100%
Finally came around to opening that issue :
https://github.com/maximegmd/CyberEngineTweaks/issues/955
wait vanilla kinda looks better which is odd
I could be remember wrong but i think sammi said there was no noticable difference between medium and high shadow mesh quality
does 5.1.2 have a memory leak? after about an hour of play the game starts to hitch pretty badly
That may be the case, but it's no reason not to save the setting π
Can't say I've noticed. But if there is an issue, it'll be setting dependent. I usually play RT+PT, which is mostly issue free
yeah i use the same, RT+PT
the log file was over 5mb with errors from bumpweather.lua so that may have been be the issue,
I'll keep an eye out next time
Nvm vanilla looks much worse
reflections go crazy
seems this has always been an issue in the game with many areas
maybe it has to do with texture mods? Does anyone else
does anyone else have this issue?
RAM and VRAM usage was normal in my game
Ok, do you use nova weather as well?
yes
Weird no idea what happened then but bump weather kept trying to run but always nil value
Which log was it? Or was that in the CET console output?
No it was the log in the ultra plus folder
Happened at least twice Iβll try it again see if itβs still an issue I rolled back to 5.0.1 after the second time
If it does Iβll try to grab the weather state and post to see if you can replicate
Also noticed my settings were on insane and not high so that was likely the issue for hitching
Insane here too
8gb card?
16
8 here
film grain, depth of field, and lens flare also turn themselves on
5.1.2 freezes the game after leaving the CET menu, this is all i find in the scripting log.
[2024-07-27 18:48:49 UTC-04:00] [17068] Ultra+ [DEBUG]: ConfirmChanges() required
then eventually a watchdog timeout
Consistently or with certain settings?
consistently, happens even when i start the game, if i delete the config.json it will start up but will crash again once i change the settings.
Huh. Have you tried deleting your usersettings.json?
havent tried that, that under C:\Users right
!appdata
To open the Cyberpunk settings directory in your Windows user folder, press Win+R and paste the following text into the field:
%LOCALAPPDATA%\Cd Projekt Red\Cyberpunk 2077
Hit Enter or click Run to open the directory in a Windows Explorer window.
ok just makeing sure were talking about the same file
Yeah, well also the latest Nexus file.
It's gotta be setting specific then, since I don't have crash
me neither. Hence my suggestion with the usersettings
Yeah but if he turns around and then puts in all the same settings he had before he'll just replicate the crash
So a key part of the instruction is to try with the default settings after doing that
And if that crashes, hmm, and if it doesn't, then do settings one by one until finding the crash trigger
If the mod has a reset to defaults can do that without deleting any files
It doesn't. But you can just disable the mod/temp delete the folder
well, it was something much simpler π€·ββοΈ i had accidentally installed 5.1.0beta02 π¦
Shit happens π
good news is everything is working like it should π
PTNext is broken π
the CET bug workaround that fixes everything else, breaks PTNext
ty I'll add crowd density
that's me lowering shadow mesh quality. it's a common performance optomization
oh that's because PT16 auto-toggles it. I'm thinking of hiding that setting I'm pretty sure it only works for PT16 (where it's pretty much required)
yes, I don't think it works with RT+PT does it?
ty, PTNext is completely broken in 5.1.2
no, CET has a bad bug that I'm working around. it's probably just taking it's toll.
I might have to add a button to trigger the swapchain rebuild so it's not doing it all the time (and breaking PTNext). but I don't know... I have a lot of work to do the next few days, when I come back i might just see what's involved in fixing CET
phew ππ
That's RT+PT though, not PT16
Maybe not? π
That wasn't 5.1.2 though (keep reading) π
it's not properly tested because it takes 15 hours. I need to lower it to test
this is why I left 5.0.1 up on nexus, not much time to test this week. I really appreciate all the feedback
ohhhh hihi
There's some really weird artifacting going on, but very likely location specific. Not 100% sure if it's U+, but I haven't encountered the issues there before || PhL, Killing Moon, the NCX spaceport||
phew I try not to release it completely broken. I try to at least keep the brokenness interesting π
It's never boring
I've heard that... I haven't played ||Killing Moon|| yet but I heard ||half the moon is not lit||
I'm going to have to fix cet somehow. it's taken weeks to work around this bug i have well learnt to code C++
ty for reminding be Nibbles I'll travel to ||the Killing Moon|| and test and ||see what's up|| and ||now I'm really|| just ||messing with people|| who ||haven't played more|| of ||the game||
For reference, I'm usually on RT+PT, Insane and everything else maxed out.
DLSS Quality, preset C
otay π ty
I'm also just wondering if I messed up PTNexts activation
I did change a lot of stuff about how that works (checking for photo mode, in menu and some other things I can't remember)
When shit gets weird π
Happens with both 5.1.2 and 5.0.1
My 4090 wants nothing lowered XD
So if I go into the menu somewhere other than settings, like for instance the 'Mods' menu for CET's NativeSettings, there's...difficulties
Ultra+ seems to be applying stuff after every CET close and not just when necessary
I'm working on a new auto loot mod and can record video demonstration if needed
Also, tested headlights on PTNext, 21, 20, and 16, and headlights didn't show up until I went to RT+PT
im getting this whenever i fight 6th street for siome reason. its only the females with the melee weapons though. i dont know if its this mod causing it or not
lol wtf?
yeah. I don't think this approach works lol
oooh nice
I've temporarily turned off ultra plus until current issues resolved, can record a vanilla for comparison lol
Taking -qualityLevel=Cinematic_RTX out as well since it's annoying =(
Currently trying to get past this braindance section without crashing to desktop
The auto loot mod is coming along well
'completely non-manual loot' since the actual name autoloot was already taken
nice, I'll try it asap π
Lol no idea. I can't rule out interactions from other mods, but I have no obvious candidates. But I can say I did that mission in my last playthrough with U+ v4.* without issues.... 
Do you have CET NPC Body Tweaks?
yeah
Try unchecking the first option in the mod's CET menu (I forgot what it's called). Or temporarily disable the mod and see if it makes any difference. I've had similar issues with it in the past
ill try that, iu cant even get cet to open though lol
(in my case today from my screenshots above however, it was not that mod)
reset keybind?
how do i do that again? lol i had a big mod list but i had to remake it because immersive fixers broke my save
!cet-keybind
Need to reset your keybind for opening CET? Delete bindings.json located in \bin\x64\plugins\cyber_engine_tweaks and launch Cyberpunk 2077 to set a new keybind.
If that doesn't work, check that the log is updating (ie. CET is running). If not, see #cet-troubleshooting message
Raw embed linked by @βstormie3609 from @βCarl-bot#1536 in #cet-troubleshooting
You can find the latest Microsoft Visual C++ package for 64-bit operating systems by clicking the following link:
Microsoft - Visual C++ 2015β2022.
Having the latest Visual C++ package is required for various mods, such as Cyber Engine Tweaks.
The latest version is 14.40.33810.0.
dang i dont have a bindings file
just go back to 5.0.1 ... I'll rebase the latest changes to that branch. CET needs fixing if this is to move forward
those are mesh deforms and corruptions... ultra+ can't do that
the meshes are warping and deforming, and then it looks like the black areas are a lack of texture, probably because the mesh polys are not where the normals expect to be
Well I was a bit suprised it had any effect at all, even if it is some weird mod conflict π
now, U+ could be interrupting the engine enough to cause something else to fail, but I think it's unlikely. it's more likely it's a mod that modified sectors or meshes in some way
no I don't think so. I think sosuine's the one to ask on this. I can ask him if you want
Also it was only affecting models in that particular area/quest. So bizarre
Time is/was lacking for more thorough tests. In any case I've gone back to 5.0.1
in any case, thanks for testing with me. I think this experiment has failed lol
NSGDD can do that if you raise the settings too high
The experiment was a SUCCESS in learning what doesn't work!
I know. But I don't have that installed (due to various issues). Except for the vegetation LOD mod, but that has standard settings (also not much vegetation in the spaceport).
Mkay then it's some clothing/hair mod, and/or an npc creation mod. You have any mod that does anything with crowd npcs?
Yes, at first I thought it was Mr.Chedda's NMD NPCs and/or Psycho Crowds. But I can rule those out, it was happening with those off too
But like I said, I didn't have the time for more thorough tests
I removed NSGDD, vegetation and environment LODs because I'm running in cinematic mode
Hmm, I might use the mods instead of the mode, just because it adjusting my settings is sooo annoying
I appreciate the work you did to try to auto-fix the settings but unless you get that working (and I'm fine if you don't) I'm probably not using cinematic mode
Okay, note the bugs I mentioned before of it trying to work when in menus other than the intended
Like mod menus
I'm just removing the auto-confirm and rebuilding the swapchain
I still don't know what you mean by swapchain lol
In computer graphics, a swap chain (also swapchain) is a series of virtual framebuffers used by the graphics card and graphics API for frame rate stabilization, stutter reduction, and several other purposes. Because of these benefits, many graphics APIs require the use of a swap chain.
Like how I queue events rather than try to process too much in one go, I guess
Ironically the queuing events is currently causing a CTD I need to figure out x.x
the problem is (not that anyone asked but I'm gonna tell you π) due to the CET bug you can't save graphics menu settings to the engine with CET open.
...to save graphics settings you first have to confirm changes (same as clicking "accept" in the menu). here comes the problem. if you make a change via CET, then another change, then another, and you don't immediately confirm those, when you tell the engine to save all those changes, even with the CET window closed, it crashes
so what I'm doing is every second, asynchronously checking for changes, and confirming if there are any, so that when you close CET, I can make the engine save them
this works. but as we can see, it has many problems. it's also the only way to work around the bug. there is no other reliable way, and I wouldn't class this as reliable
So the in-game menu can do it but CET cannot
Make several simultaneous changes, that is
with the time I've spent on this I could have learnt C++
correct
So do one change at a time, confirm if the change was made, and only under the condition that the previous change was completed, do another change
Is that what you're calling the swap chain?
In redscript we have a 'callback' or 'delay' system, in CET I think it's cron or something
Create a repeating loop using the time system.
In the loop, check for the first change. If it's complete, move on, if it's incomplete, check how long since last attempt. If last attempt > X seconds, try again. Count loops and stop after Y attempts as a failure.
After moving on from that, check for the second change with similar logic. Then the third change, and so on.
If all changes are complete, end the time loop
yes and only if there's a change
I use repeating time loops a lot lol
I don't fully know what the swapchain is, I'm assuming it's for frame presentation. and it's CET causing that to be rebuilt when it shouldn't be
yes, there isn't such a thing in CET but I wrote an asynchronous wait / await
Hmm, delaycallback is functions provided by the game engine, can't CET just use those?
not that i've seen
my code is (i'm quite proud of it lol)
local activeTimers = {}
function Wait(seconds, callback)
-- non-blocking wait
table.insert(activeTimers, { countdown = seconds, callback = callback })
end
local function doFastUpdate()
-- runs every timer.FAST seconds
if timer.paused then
return
end
-- do things every timer.FAST
end
local function doLazyUpdate()
-- runs every timer.LAZY seconds
if timer.paused then
return
end
-- do things every timer.SLOW
end
registerForEvent('onUpdate', function(delta)
-- handle non-blocking background tasks
timer.fast = timer.fast + delta
timer.lazy = timer.lazy + delta
if timer.fast > timer.FAST then
doFastUpdate()
timer.fast = 0
end
if timer.lazy > timer.LAZY then
doLazyUpdate()
timer.lazy = 0
end
for i = #activeTimers, 1, -1 do
local tempTimer = activeTimers[i]
tempTimer.countdown = tempTimer.countdown - delta
if tempTimer.countdown < 0 then
tempTimer.callback()
table.remove(activeTimers, i)
end
end
end)
that's it. that's my 'cron' system. so sexy π lol
@addMethod(gameuiInGameMenuGameController)
public func LootChecker() {
let cnmlcallback = new LootCheckerCallback();
cnmlcallback.controller = this;
// What happens every loop goes here
GameInstance
.GetDelaySystem(this.GetPlayerControlledObject().GetGame())
.DelayCallback(cnmlcallback, this.cnmlConfig.delayBetweenBatches, true);
}
public class LootCheckerCallback extends DelayCallback {
public let controller: wref<gameuiInGameMenuGameController>;
public func Call() -> Void {
this.controller.LootChecker();
}
}
@wrapMethod(gameuiInGameMenuGameController)
protected cb func OnInitialize() -> Bool {
this.cnmlConfig = cnmlConfig.Get(this.GetPlayerControlledObject().GetGame());
this.cnmli = 0;
this.LootChecker();
return wrappedMethod();
}
oops i forgot active timers
Game initializes, lootchecker runs, then runs itself again forever
well i have access to GameInstance() π€
i've never seen this used in CET though
I don't know CET sadly, I knew LUA once upon a time for WoW addons, haven't used it in years, and don't know CET's quirks
everyone uses psiberx's Cron that i've seen, with CET
He does tend to be the standard.
I gotta run to book club though or I'll be late. Good luck!
i'ma try this
My apologies if CET lights a fire and melts your computer to a puddle

well, there's a patch to fix [CET]. the problem is it's 3 years old, so probably needs to be completely redone, and might not be possible without introducing changes to all other modders. it looks like it would mostly only help Ultra+ and mods that try and change the graphics menu (AGQ). though there seems to be a lot of people using U+ now, so maybe there's justification. i don't know.
i can also go further and add more guard clauses - for example, not trying to confirm changes while the CP game menu is open, because U+ is monitoring all that now. but then we have the situation of a greater chance of edge cases occuring, which introduce even more weird bugs. it's probably worth trying, but it's probably the only other thing worth trying.
basically
- if user modifies game menu, U+ ignores it all
- up to user to accept/reject their changes
- user goes back to game, U+ starts again
in theory this reduces edge cases, but we're already in a situation where i'm playing whack-a-mole with CET. which leads me back to... patching the root cause
coulld you release a version that is just ptnext without any of the other edits? or is that a bad idea?
no, sorry, i barely have the time to maintain one version
what are you trying to accomplish
just trying to have the least conflicts with other mods mostly.
i know gits edits the same things and hair material mods
passive looting?
having standalone PTNext won't help that, when it's in PTNext mode, that's all it's doing π
Your 'one version' has all kinds of options though, I know options please everyone but if you're limited on bandwidth you might want to prune some of the settings
Or limit support for some of them
I think the user can be trusted to accept their own changes if they were in there doing them manually already
Try GITS without the ini files or one of the LUT only versions
How do you read the game's current FPS, by the way? I'd like to add a function to my mod(s) that scales up intensity in high fps and lowers it during low fps
Ha. On my backup monitor since my old one has issues. Nice performance at 1080p 
(PTnext)
the OnUpdate() function in CET runs every frame so I calculate it from that
I'm wondering what can be done with this (yes, obviously ini tweaks). Looks interesting https://www.nexusmods.com/cyberpunk2077/mods/15973
nice
whatever you want π€·ββοΈ
the next things I was going to do is save the debug panel, with a reset button
I haven't broken anything today yet, so...
I guess the trick is in there, for most modes, a lot of settings don't do anything π
like I've had feedback this or that ReLAX settings look better for PT21. most of the ReLAX settings aren't used at all for PT21
it would maybe be cool to disable irrelevant settings depending on which mode you're in π€
idk... my next plan is just to fix the constant applying of settings and other reported bugs then take a look at CET
I wonder if Manual Enhancer would want to help
My next video will be without ultra+ at all to calibrate and compare lol
He probably would if you asked π
@proud root wanna fix CET? π
"So what do you wanna do tonight, brain?"
"Try to take over the" "FIX CET"
As flattered as I am that you would think that's even remotely within the realm of something I could handle, I legitimately have no idea what I'm doing 99% of the time and really don't know any programming outside of just how the basic logic of it all works, basically...lol... Looking through U+ code, seems you have a much better understanding of this than I do... But I'm always willing to help if I can...
lol, that's funny cause I'm looking at your ini tweaker thinking wow you're so good at this! π
Well, thank you... But honestly, I really don't know much about how any of this stuff works... I just have a lot of free time to trial-and-error until things work...lol
My mods are basically held together with duct tape and bubble gum as 'threw stuff at the wall until something worked'
I do learn along the way though, a little. Going back to old mods are like "man I know so much better now"
Alright it's 5:30 am, I need to wake up at 8:45 am, I'm -finally- yawning, time to get some sleep x.x
feels. sleep tight π
i have no idea what magic psi used on the last core mods, but the crashes i have had a jig jig and near the ho-ho bar are gone
With NSGDD enabled ? Gotta try with the one I always get driving to corpo plaza.
I'll let y'all know
yes, never had issues at corpo plaza mine is was always just before Lizzy's coming from the north, cherry blossom market / jig jig street and just after the ho-ho bar, but only with texture on high
Glad it's fixed for you π Interesting it was only on high.
Having to use medium, maybe that's why it crashes there for me but not for you.
Anyway, I'll try that as soon as room temp gets a bit under 30Β°C. Damned last floor..
So far, no crash there anymore. Fingers crossed it's really fixed π
https://youtu.be/FOL-irkNCBg Today's video - ultra+ not installed, waiting for next version
when i open CET it reloading alot it keep saying UserSettings.json has complete
every time i open and close CET it send me this without change any U+
@plucky tulip Fix for that saving/console spam if you want to use it (just the init.lua)... I just added a variable to flag whether or not it has saved (set to false by default), then check if that's true before saving and don't save if it is true, then I set it true after saving... When you open or close CET overlay, the state reverts to false, so it will allow saving again (once)...
hmm there was a few stability fixes. that's good!
hmm, okay thank you, i'll have to check for dying
in the meantime a hint is: don't die?
thank you i'll take a look. out of interest i've stopped any saving for config.gameSession.menuOpen for now
the trigger is the game constantly reporting it needs changes confirmed i think
Still working on the auto-loot mod, you may enjoy the fps feature it now has. Set minimum batch size, and target fps. If current fps is above target, then it raises the batchsize in order to work faster
If you set the target fps higher than you can actually achieve then it'll just sit on the min size you set forever
This 'minimum, but more if you've got the spare fps for it' concept might work well for ultra+
ooo nice!
idk if you saw my fps calc
stats.fps = (stats.fps * 9 + (1 / delta)) / 10
there's probably a more standard way to do it, but this is a fairly fast way to do a moving average, so the current FPS is something more like an average of the last several frames
MyFPS grabs the frame number and the time.
Then it grabs the frame number and the time again.
Then it subtracts those things and divides, returning the most accurate measurement of your current exact FPS
If you wanted to do over the last few loops, you could do an array of like the last few values or something, prune everything that the time value is older than whatever you want like 10 seconds or something, average the rest, and that would be your average FPS over the last 10 seconds
I was just trying to stabilize the fps with the lowest calculation overhead as possible
I'm not very good at computing calculation overhead because I don't really know what's more intensive and what's not
I just try to use the simplest logic, and hope that's equivalent
Or close enough that today's supercomputers would only vary by nanoseconds with any improvements I could make
i guess i'm just used to trying to keep frametimes low, which is about saving every 0.1ms. not that it really matters
it's not like we're coding in ASM here π
in Lua i think storing or looking up variables is the main cost
this is why i do things like if var.settings.mode == var.mode.PTNEXT ... because it's faster than if var.settings.mode == "PTNext ... because to compare "PTNext" with var.settings.mode it first has to be stored in a variable, (which would happen every frame)
Figure CNML is good enough for public beta https://www.nexusmods.com/cyberpunk2077/mods/16040
yay π
Hello! I accidentally deleted 3.5.3 which is my preferred ver since the CET versions gave me so much noise and smearing (also caused glitters xD) . I can no longer download it from the mod page, can you upload it here?
thank you π
Someone asked, and I tested, and the fps calculated in this way does not include fps from frame-generation
Doubling the output works... Even though framegen has a slight FPS hit (if you're GPU bottlenecked usually), that's a hit to the base FPS, so it doubles from there...
Here's my 2 FPS counters... One for Framegen, one for without (should've just made a toggle or detected if FrameGen was enabled in the main version, but this was an early CET mod for me)...
that's correct, it's the real fps only
If there's a way to detect if frame gen is enabled, then I'll do that and the user would just set the frame rate they think they have
hmm, i don't think CET has access to the rendering threads or pipeline... i would be surprised if redscript does (but anything is possible π)
i did actually see a shader injection DLL for CP in my travels, but it's via Reshade π¦
(this is why i just put "real FPS" on U+)
I like that it shows real FPS; I can cross-reference it with my frame-gen FPS reading from Afterburner. Best of both worlds.
You can check the framegen game setting value
does dlssg to fsr3 mod decreases graphics quality? Heard some saying it added a lot of grain effects to their game, making it look low res, i'm using a 4070 ti super 16 gb
If you have a 40* series card, you definitely don't need FSR
installed a shit ton of mods and game is running at around 40 to 50 fps, was hoping for stable 60
making changes to ultra plus isn't doing much either to fps
Not even the "fast" modes/settings?
i get like, 5 fps max from that
currently using pt20, quality high, radiance quality, graphic settings high
What screen resolution?
3440 x 1440
ultra wide screen
maybe i should downgrade 4k game textures to 2k or something
installed that cyberpunk hd rework project mod
Yeah I don't use texture mods (except for one, but that's small)
I'll check xilamonstrr's 2k texture collection instead, ty
- Moved EnableLocalLightImportanceSampling to quality and enabled for High and Insane path tracing (except for PTNext where it causes boiling... it might be okay at PTNext Insane) I do believe it's more accurate with LLIS enabled
- Added Crowd Density to the snapshotted graphics menu settings
- Disabled attempting to get Cyberpunk to save graphics settings automatically due to the swapchain crash bug in CET. The CET bug needs to be fixed before this can be done reliably
- Disabled distant global illumination for path traced modes (still testing) because it seems to double draw some reflections with PT
- Increased PT20 RayNumber to 3 to prevent occasional boiling in low-light situations especially with skin/subsurface
@plucky tulip i have a question does this mod works with U+ https://www.nexusmods.com/cyberpunk2077/mods/8124
as far as i'm aware it doesn't do anything for path tracing
for other modes ultra+ already extends draw distances as much as it can


