#Ultra+ 2.21 Patch Patch Patch Patch :)

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faint sage
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Shots are for locations only, they're without U+

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Mentioned Wellsprings and a bridge so I'm wondering where to go check for it

upper cosmos
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oj

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oh

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yes

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those areas

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turn on ptnext

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you should see there

faint sage
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Ok, I'll reload with U+ on PTNext πŸ™‚

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Seems to me all is fine at those two spots

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*Based on what you described that is

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Oh and glad I caught this one @plucky tulip , given the shape and size of whatever this shadow gremlin is, it might help 🀞

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  • All on PT Next on high, RCA on quality, 10gb vram, RIS enabled
upper cosmos
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here I will post my own findings

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the light in the last bit

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on the ground

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and the whole time when I move around

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some kinda auto exposure issue

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as well as something else

faint sage
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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

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Don't your vehicles' headlights behave like this too sometimes ?

upper cosmos
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yea

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especiallz npc ones

faint sage
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Yeah PT Next has this weirdness here as well..
Other modes aren't affected by it though, same for you ?

upper cosmos
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no not that I noticerd

faint sage
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PT16 in particular is crazy effective and bright for vehicle lights

upper cosmos
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I like pt next the most as it is the most accurate and looks the best

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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

faint sage
upper cosmos
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yes

upper cosmos
faint sage
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It's not even consistent as you can see

upper cosmos
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yea

hazy gazelle
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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)

plucky tulip
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oh it does? i'll try

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do you have Vegetation LOD installed and set to max?

plucky tulip
plucky tulip
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it can happen anywhere. it looks like i've reduced the frequency of occurence but not fixed it

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!#@*(&^@!($

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it doesn't have any hidden settings, only low or high

tidal karma
tidal karma
plucky tulip
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where did you see it had other settings?

tidal karma
faint sage
tidal karma
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Manual enhancers mod, psycho settings but I think it was originally from someone else who abandoned it

plucky tulip
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maybe if we give the engine a value of 100, game look better πŸ˜„

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this is why i get annoyed at Unreal engine.ini mods

plucky tulip
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i just know people will look and complain though 😊

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no i'm not. i'm not actually using any auto-exposure mods any more, i had a lot of problems with them

upper cosmos
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something weird is going on with auto exposure, maybe its unrelated to your mod?

pseudo scaffold
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try this maybe

fleet geode
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For exposure fixes use Nova City or Irradiant Flux

hazy gazelle
plucky tulip
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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"

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he literally said that to me and the next day i fixed Hogwarts

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πŸ’‘

fallow thicket
plucky tulip
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then it puts shadows where there aren't 😊

plucky tulip
fallow thicket
plucky tulip
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setting the batch size to 2 billion causes a performance problem in path tracing 😊

plucky tulip
fallow thicket
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I’ll check later when I’m home

upper cosmos
stone tundra
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can someone help me with this

stone tundra
pseudo scaffold
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you did incredible work with the latest update @plucky tulip

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thank you foir your hard work

stone tundra
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still doesnt

plucky tulip
plucky tulip
stone tundra
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there might be smthing in the debug settings but i dont understand a thing when looking at it

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i tried downloading the mod again (clean installation this time) and still

plucky tulip
stone tundra
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ty i really appreciate ur hard work (PT Next looks amazing) please when u do fix it mention it in the patch notes

fallow thicket
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fast vs insane

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the insane look better in dark places then fast

plucky tulip
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um. where tf is SHaRC?

plucky tulip
fallow thicket
plucky tulip
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can you try setting RTX DI Max History to '1' in Debug and see if that helps?

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oh shit

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i think the DLSS Ray Reconstruction DLL 3.7.10 doesn't have SHaRC!

prime parcel
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0

fleet geode
plucky tulip
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okay, it's just a limitation of ReBLUR then. you could try PT20 instead, it doesn't have that problem 😊

fallow thicket
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im using insane anyway

plucky tulip
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nice. well, thanks for texting things 😊

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i credited you on the mod page

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lmk if you want it to link somewhere

idle crest
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Does 3.7.2 have SHaRC?

plucky tulip
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there's a 3.7.20?

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oh, I'm talking about the dlssd ray reconstruction one. looks terrible

idle crest
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Ooo so would you recommend 3.7.0 then?

faint sage
# plucky tulip there's a 3.7.20?

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 πŸ™‚

hazy gazelle
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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.

stone tundra
plucky tulip
plucky tulip
plucky tulip
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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

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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.

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the stupid thing is, if they'd asked I would have said yes, or even let's work together

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oh, they credited me this time. well done

faint sage
plucky tulip
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no. I think DLSS itself is fine for 3.7.20 and frame gen for 3.7.10 ... just not dlssd

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oh, also this author says they didn't copy my code. yes they did. here's the proof, they forgot to change my license

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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

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/ end rant

hazy gazelle
faint sage
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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)

plucky tulip
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the best science is to repeat the experiment, I'm just one gal 😜

hazy gazelle
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I didn't know DLSS and DLSS-G had been updated again lately too, so nice heads up. πŸ™‚

faint sage
faint sage
raw prism
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Awesome updates btw, no more noise!

upper cosmos
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I'm curious about why not preset e?

plucky tulip
buoyant pollenBOT
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left preset C (after settling) ... right preset E

Attachment(s)
plucky tulip
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also happy to be proven wrong!

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i updated the mod posts

prime parcel
# prime parcel 0

I think that was my two year old niece trying to say how awesome this mod is.cat_woah

stone tundra
plucky tulip
long galleon
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I have lost track of how to have the best settings at this point lol

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For a 4090, what's the checklist to make sure everything is at its best?

long galleon
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I'm getting back into playing this again so wanna make sure my graphics are pumped to max XD

plucky tulip
long galleon
long galleon
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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

plucky tulip
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idk i've said that for 30 years, so Β―_(ツ)_/Β―

long galleon
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Trans people have been around for longer than 30 years so that checks out XD

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Unless you originally misheard it as Barb

I've always heard it as Bob's your uncle

plucky tulip
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i suppose so. there's Carolyn Cossey

long galleon
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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

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But is interesting as the subject is, it's not really relevant to getting cyberpunk looking pretty

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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

plucky tulip
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i have a friend who is trans, and if she hadn't told me i would never have known

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oh! that's what i was doing, hold on

long galleon
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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

plucky tulip
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it's a fascinating topic. but yes not the place

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i just try and make sure i offend as many groups as possible in as few statements

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i think discrimination is bad

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πŸ˜„

long galleon
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I'm not very good at tact but I do try not to offend. That said, the paradox of tolerance is a thing

long galleon
plucky tulip
long galleon
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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

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Clairvoyance had some recent updates and I released a tiny little mod for vehicle camera

plucky tulip
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umm, actually it's very badly broken lol

long galleon
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Alrighty then knuckLul

plucky tulip
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it's rebuilding the render swapchain constantly peepothink

long galleon
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That sounds... like a thing

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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

plucky tulip
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i got 2 fps lol. it was bad

long galleon
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That's like double digit FPS in binary!

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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

plucky tulip
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there ...are no twos in binary tho

long galleon
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Two in binary would be 10 hence the double digit comment

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I assume they're still called digits even when it's not base 10

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If you got up to 8fps that would be quadruple digit FPS in binary

I should mention I'm bad at jokes

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I'll ask an AI to explain my joke let's see what it says

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Sure! Here's an explanation of the joke:

  1. 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.

  2. 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.

  3. 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! πŸ˜„

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Apparently the AI thinks I'm a bit of a nerd

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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

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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

fleet geode
plucky tulip
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"oh yes you made a joke" πŸ˜‚

long galleon
# plucky tulip lmao the deadpan way it explains it πŸ˜‚

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

plucky tulip
long galleon
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I am amused by the new feature. You can choose whether you are very psychic, not psychic, or a little bit psychic

plucky tulip
long galleon
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It basically said that unless your enemy was cooperating with you to accomplish this goal than it was very very unlikely to ever happen

plucky tulip
long galleon
plucky tulip
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well that's how I think of clairvoyance. you mean making it offensive ?

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automating offensive scripts is both awesome and terrifying lmao

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if you get it wrong, you fry your friend you're having coffee with πŸ˜‚

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Skippy "I'm sorry, I don't know how that happened"

hazy gazelle
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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

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And I know I set the augment correctly because I use the -skipStartScreen command without issue. lol

fleet geode
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Ok, now I have to try it myself kek

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Lol yup

plucky tulip
fleet geode
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But that's like the opposite of "cinematic RTX" kek

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or was that a C2077 v1.0 thing

long galleon
# plucky tulip 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

plucky tulip
long galleon
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Is there some equivalent way to force it in-game instead of in the command line?

plucky tulip
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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

Nexus Mods :: Cyberpunk 2077

Better Lods and Lods distance for NPCs , car ........No more Hair textures popping at mid and close range.

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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

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also i don't remember this area looking like this (this is with cinematic mode)

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but it's only some areas that were used for trailers i think

long galleon
plucky tulip
long galleon
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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

plucky tulip
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okay tysm πŸ™ 😊

long galleon
plucky tulip
long galleon
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Should be about half an hour to upload, it's about 4 gigs

plucky tulip
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4 gigabiggies 😭

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okay tysm ❀️ 😊

long galleon
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Hopefully youtube compression doesn't kill the ability to see what's going on

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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

long galleon
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Looks like the video plays, but without sound, will try to fix for next time lol

plucky tulip
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just finished work, watchin

plucky tulip
plucky tulip
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is that Nova 2.0 classic?

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i've got most of those graphics options toggling automtaically now, just fixing some bugs

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it does look like some of them might be being ignored

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though most of the lower graphics settings are completely ignored in PT

buoyant copper
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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!

plucky tulip
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also hey 😊

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could you give me a screenshot or two please?

long galleon
# plucky tulip that looks good. i can see some distant PT noise on cars but nothing out of the ...

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.

fleet geode
long galleon
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XD

buoyant copper
plucky tulip
long galleon
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No luts, I don't like luts

plucky tulip
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because I need it?

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Reshade?

long galleon
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I don't like reshades.

plucky tulip
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but it doesn't look like vanilla

long galleon
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Because it's running ultra+ XD

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badum chiss

plucky tulip
fleet geode
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Realcolorr III? GITS?

long galleon
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I'm playing in HDR if that makes a difference

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But it's vanilla colors

plucky tulip
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fascinsting

long galleon
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I'll include my HDR settings in next vid

plucky tulip
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those milky blacks tho

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ty

long galleon
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Also, I recorded the video in HDR using nvidia's recording so it could just be video quality

plucky tulip
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have you installed sosuine's latest hair shadows mod?

long galleon
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4 gigabiggies remember

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^ how I record

plucky tulip
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ik! it looks amazing!

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damn

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it was a bit jittery, was that just because it wasn't frame locked?

long galleon
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So what you're seeing could just be the AV1 codec in action

long galleon
plucky tulip
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idk, the "video and HDR" part of my brain has been allocated to cat videos

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oh okay

long galleon
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I need to rewrite fact finder to remove that clogging, I think I know how to do so now

plucky tulip
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and I have just added a function to snapshot the graphics menu and enforce it

long galleon
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But so few people use it that it hasn't been priority

plucky tulip
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I'm just chasing some bugs

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is that the thing that draws the map line?

long galleon
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You mean in the world? That's in-world-navigation

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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

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Not a big deal if that's the only thing (still gets the job done) but the blurriness sometimes shows up on other things

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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

long galleon
plucky tulip
long galleon
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Possibly. Though I think somehow vanilla path tracing handles it in a way that ultra+ doesn't... but I could be misremembering

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If you want to test, tell me what to do to test and I will record

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If I don't hear anything by next time I play I'll just record using same settings

plucky tulip
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I've just never seen hair do this before

buoyant copper
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I've no idea, I'll test without it and get right back to you!

plucky tulip
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ty ! I'm going to sleep (hopefully) but will check in the morning 😊

wheat robin
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whats cinematic mode

buoyant copper
long galleon
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Is that your V or some cyberjunkie you're stalking?

buoyant copper
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It's my V which I apparently have to alter because he looks like a drug addict lol

plucky tulip
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he just looks like a blood-starved vampire πŸ˜”. give him some blood so he can be healthy πŸ˜”

fallow thicket
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thats normal

long galleon
hidden pagoda
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oh my GODDD PT16 is perfect

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It’s like it has soul again

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Plus it performs better than PT20. Not going back

plucky tulip
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(yaay 😊)

hidden pagoda
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yayyy!!

idle jasper
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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

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But it does seem to also just seem to be bouncing less rays

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Especially noticeable in elevators, like the one that goes to Mr. Hands

rapid kiln
plucky tulip
buoyant copper
#

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

hidden pagoda
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PT16 bounces less but it gives it a nicer, more real look imo.

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The others feel kind of fake to me... PT16 feels real.

idle jasper
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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)

idle jasper
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And others where PT16 does look better

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refer to my imgsli

hidden pagoda
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man the accuracy of PT16 just blows everything else out of the water

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I think it's a justified sacrifice

idle jasper
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It's a limited sample, like I said, some areas look better with PT16, some look worse

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It doesn't look accurate everywhere, just some places

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Personally I'd argue they look better than PT16 does at High

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I think the main point we can make is that PT16 seems to be looking the best at Fast quality

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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

hazy gazelle
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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.

plucky tulip
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I think SHaRC might be working with PT16 πŸ€”

plucky tulip
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make sure you're using dlssd 3.7.0 not 3.7.10 everyone

plucky tulip
fallow thicket
plucky tulip
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and DLSS 3.7.20 seems foine

fallow thicket
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only DLSS 3.7.20 is seems broken i hope nvdia somehow fix it

plucky tulip
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ooo almost 60k unique downloads

fallow thicket
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yep the shadow looks little weirder somehow

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im gonna keep using 3.7.0 until 3.8.0

plucky tulip
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hmm okay they could be , I'll test too

buoyant copper
plucky tulip
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weird

rapid kiln
# plucky tulip did you reload a save?

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

buoyant copper
# plucky tulip oh! sosuine's mod πŸ€”

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.

plucky tulip
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maybe ask in a troubleshooting channel?

plucky tulip
rapid kiln
buoyant copper
plucky tulip
fleet geode
# plucky tulip have you installed sosuine's latest hair shadows mod?

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.

plucky tulip
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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 ❀️ #1265070894120828948 message

buoyant pollenBOT
#

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 😊

sammi x

plucky tulip
#

(do it on the original link tho so the mods see)

long galleon
#

Yeah I think you deserve a channel at this point, this thread is active enough

long galleon
#

Did you see yesterday's video and/or want me to change anything for today's video?

plucky tulip
#

appreciate you ❀️

plucky tulip
long galleon
#

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

plucky tulip
#

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

long galleon
#

You had previously recommended a mod that could do most of it, could possibly steal their code

plucky tulip
#

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

plucky tulip
#

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

tidal karma
#

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.

plucky tulip
long galleon
plucky tulip
long galleon
#

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

plucky tulip
#

his brain is next level

long galleon
#

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

plucky tulip
#

nice 😊😊

#

I also think SHaRC might be working with PT16, so I've removed the UI disabling it so we can play

long galleon
#

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

plucky tulip
#

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

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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

tidal karma
long galleon
#

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

plucky tulip
long galleon
#

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

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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.

tidal karma
#

That will fix it, but I can’t figure out what those areas have in common even in dogtown it doesn’t crash I’m wondering if it’s traffic and peds it’s the only thing in common high number of people (no crowd or density mods installed) and/or cars

plucky tulip
long galleon
tidal karma
#

I’m changing the crowd cad car culling back to default on β€œhigh” quality and see if it crashes there

tidal karma
long galleon
#

I ran out of patience trying to troubleshoot the crashing and just turned NSGDD off.

tidal karma
#

I say simple but maybe a more accurate description would be small, it’s actually pretty impressive

long galleon
# tidal karma No it’s a simple Redscript now no edits

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

plucky tulip
long galleon
plucky tulip
#

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)

plucky tulip
#

there should be no pop-in at all

plucky tulip
plucky tulip
#

😭

#

i think it's crashing on boot every time. siiighhh

long galleon
fallow thicket
#

im gonna take the risk and try it for myself

long galleon
long galleon
#

For specificity that is not a 'crash' it is a 'freeze' - which is how you know it's probably a loop issue

fallow thicket
#

same not crash just freeze

#

as soon as go to my settings it freeze

fallow thicket
#

thats my game right now

long galleon
fallow thicket
#

and then my game freeze as soon as i turn off RR

#

going to sleep

#

gonna try it tomorrow

plucky tulip
plucky tulip
#

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

long galleon
#

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

long galleon
#

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

plucky tulip
#

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

plucky tulip
long galleon
#

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

noble marlin
#

No freezing on my end until I try to enable RR in the settings. Everything else seems to work ok so far

long galleon
# plucky tulip i thought the code was pretty modular?

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......

plucky tulip
#

i was just tired and don't remember what i did exactly πŸ€”

#

it should be pretty performant

noble marlin
#

Yeah, any changes to the ingame graphics settings seems to freeze the game -> CTD (watchdog)

long galleon
#

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

long galleon
plucky tulip
#

but it's 3 years old and needs rebasing etc. etc.

#

i thought i was taking crazy pills

noble marlin
#

Ah gotcha! I'll do some more testing without touching the settings ingame

long galleon
#

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

plucky tulip
#

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

long galleon
#

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

long galleon
plucky tulip
#

dammit i was debugging the wrong folder 😭

#

found it

long galleon
long galleon
#

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

plucky tulip
#

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)
long galleon
#

Giving it a try

#

Freezes when I try to adjust settings in-game back to DLSS

noble marlin
#

No more startup freezing/CTD for me, but freezing for settings

long galleon
plucky tulip
#

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

noble marlin
plucky tulip
#

it's running when it's not supposed to

#

that's the swapchain rebuild

noble marlin
#

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

pseudo scaffold
hazy gazelle
#

I’ll 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!

fleet geode
plucky tulip
#

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 😭

fleet geode
plucky tulip
#

it absolutely sucks to implement, but it will give us a lot more control over the game

wheat robin
#

holy shit idk how u did this ilysm bc the game finally looks good with pt at dlss performance

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must be the right denoising combinations in the latest update

#

anyways now ultraplus is a must have mod

upper cosmos
#

Wouldn't it be easier to test things with a 4090?

#

Also i'm gonna try the beta and let you know

upper cosmos
#

I tried it and I can't play

#

it crashes too much

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and lights turn on and off constantly

fallow thicket
#

5.1.0 its freeze so go back to 5.0.2

upper cosmos
#

I did

long galleon
upper cosmos
#

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

long galleon
# plucky tulip and a holiday to the Japan mountains 😭

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

upper cosmos
#

and in clubs there is a slight bit of light flicker from some light sources.

#

Hopefully that can be sorted

plucky tulip
plucky tulip
#

brrrr

plucky tulip
#

i have to do some work for a few hours then i'll try and fix the stupid bug in 5.1

long galleon
plucky tulip
#

(or in CET 😠 )

#

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

long galleon
#

Let me know if I can help in any way

plucky tulip
#

thank youuu 😊

#

a reminder to anyone who wants to see Ultra+ officially hosted in here, you can help by reacting to this post #1265070894120828948 message 😊 ty πŸ™

buoyant pollenBOT
#

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 😊

sammi x

plucky tulip
#

(react to the original not the quote)

plucky tulip
#

i think i got SHaRC working with with PT16

plucky tulip
#

ty to everyone who's upvoted the channel request 😊

#

almost fixed bugs with v5.1

hazy gazelle
#

I thought about dropping about you have my axe gif in the channel request to show support but it’s likely draw the ire of the Elder Gods. πŸ˜‚

#

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. πŸ˜…

plucky tulip
plucky tulip
hazy gazelle
# plucky tulip can i help? i know networks a lot

I’ve got a workaround in mind I’ll try tomorrow but the short version was I was setting a sub folder deep in my file server’s user account’s 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).
It’s 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). I’m 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 I’ve ever used really.

#

That may not be coherent; I’m tired and tapping away on a tablet after spitballing the issue all evening with a buddy. I appreciate the gesture however.

fleet geode
#

Don't share C:\Users. Like, never

hazy gazelle
#

I wasn’t 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.

#

I’m likely just gonna sidestep it and yank it out altogether.

plucky tulip
#

omg it frikkin works!

#

U+ just restored all my graphics settings πŸ˜‚

#

yep, everything's restored perfectly

plucky tulip
#

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)
fleet geode
hazy gazelle
plucky tulip
#
  • 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)
fallow thicket
#

@plucky tulip it looks amazing i dont see any problems at all

#

PT16 is way better and SHaRC looks amazing

fleet geode
#

Forgot something again? πŸ˜…

#

πŸ‘Œ

fleet geode
#

PT16
#photomode-πŸ“Έ-screenshots message

buoyant pollenBOT
plucky tulip
idle jasper
#

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

fleet geode
plucky tulip
plucky tulip
#

@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 πŸ™„

#

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 πŸ˜‚

#

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

#

😦

#

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 😭 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 😜

#

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 πŸ˜‚. the only thing stopping me from saying yes is my workload

#

(but then i program and mod to relax, so Β―_(ツ)_/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 πŸ˜„

#

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 πŸ˜‚

#

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 πŸ˜‚

#

if MS was really a big FOSS hippie, they would contribute make Windows subsystem for Linux πŸ˜„

#

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

faint sage
#

@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 πŸ˜…

radiant ibex
#

its the price we pay for glorious HDR

#

may our eyes burn in glory

faint sage
#

I happen to get a lot of these... IRL too.. #fml

#

Like this thing with CET and/or NativeUI : #merchants-of-death message

buoyant pollenBOT
#

weird stuff getting weirder peepothink

faint sage
#

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 πŸ˜‰

#

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

long galleon
#

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

faint sage
long galleon
#

I don't use windows I'm using nvidia

faint sage
#

Same (or SK)

long galleon
#

Nvidia is recording in the av1 codec for video and JXR for screenshots I think

faint sage
#

40 series biggest advantage imo (AV1 encode)

faint sage
long galleon
#

Your tears help soothe my wallet's pain

faint sage
#

I'll prepare this all soon enough and let you know once I posted it

#

πŸ˜…

plucky tulip
#

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

plucky tulip
#

now i'm even more scared of that PR πŸ˜‚

#

OH okay

#

phew πŸ˜‚

upper cosmos
#

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

long galleon
#

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

fleet geode
#

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?

upper cosmos
#

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%

faint sage
upper cosmos
#

wait vanilla kinda looks better which is odd

tidal karma
#

does 5.1.2 have a memory leak? after about an hour of play the game starts to hitch pretty badly

fleet geode
fleet geode
tidal karma
#

the log file was over 5mb with errors from bumpweather.lua so that may have been be the issue,

fleet geode
#

I'll keep an eye out next time

upper cosmos
#

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?

fleet geode
tidal karma
fleet geode
#

yes

tidal karma
#

Weird no idea what happened then but bump weather kept trying to run but always nil value

fleet geode
#

Which log was it? Or was that in the CET console output?

tidal karma
#

No it was the log in the ultra plus folder

#

Happened at least twice I’ll try it again see if it’s still an issue I rolled back to 5.0.1 after the second time

#

If it does I’ll 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

fleet geode
#

Insane here too

tidal karma
#

8gb card?

fleet geode
#

16

tidal karma
#

8 here

long galleon
#

film grain, depth of field, and lens flare also turn themselves on

tidal karma
#

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

fleet geode
tidal karma
#

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.

fleet geode
#

Huh. Have you tried deleting your usersettings.json?

tidal karma
#

havent tried that, that under C:\Users right

long galleon
#

5.1.2 is the latest version in this channel right?

#

I haven't had issue

fleet geode
#

!appdata

fading canopyBOT
#

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.

tidal karma
#

ok just makeing sure were talking about the same file

fleet geode
long galleon
#

It's gotta be setting specific then, since I don't have crash

fleet geode
#

me neither. Hence my suggestion with the usersettings

long galleon
#

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

fleet geode
#

It doesn't. But you can just disable the mod/temp delete the folder

tidal karma
#

well, it was something much simpler πŸ€·β€β™‚οΈ i had accidentally installed 5.1.0beta02 😦

fleet geode
#

Shit happens πŸ˜…

tidal karma
#

good news is everything is working like it should πŸ˜„

plucky tulip
#

the CET bug workaround that fixes everything else, breaks PTNext

plucky tulip
#

that's me lowering shadow mesh quality. it's a common performance optomization

plucky tulip
plucky tulip
plucky tulip
plucky tulip
#

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

plucky tulip
fleet geode
fleet geode
plucky tulip
#

this is why I left 5.0.1 up on nexus, not much time to test this week. I really appreciate all the feedback

plucky tulip
fleet geode
#

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||

plucky tulip
#

phew I try not to release it completely broken. I try to at least keep the brokenness interesting πŸ˜‚

fleet geode
#

It's never boring

plucky tulip
#

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||

fleet geode
#

DLSS Quality, preset C

plucky tulip
#

otay 😊 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)

fleet geode
#

When shit gets weird πŸ˜…

fleet geode
#

Happens with both 5.1.2 and 5.0.1

long galleon
#

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

long galleon
#

Also, tested headlights on PTNext, 21, 20, and 16, and headlights didn't show up until I went to RT+PT

pseudo scaffold
plucky tulip
plucky tulip
long galleon
#

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

plucky tulip
#

I use that in TW3

#

uuughhhh

long galleon
#

The auto loot mod is coming along well

#

'completely non-manual loot' since the actual name autoloot was already taken

plucky tulip
#

nice, I'll try it asap 😊

fleet geode
# plucky tulip lol wtf?

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.... shruggy

fleet geode
pseudo scaffold
fleet geode
#

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

pseudo scaffold
#

ill try that, iu cant even get cet to open though lol

fleet geode
#

(in my case today from my screenshots above however, it was not that mod)

fleet geode
pseudo scaffold
#

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

fleet geode
#

!cet-keybind

fading canopyBOT
#
CET β€” Keybindings

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.

fleet geode
#

If that doesn't work, check that the log is updating (ie. CET is running). If not, see #cet-troubleshooting message

buoyant pollenBOT
#

Raw embed linked by @​stormie3609 from @​Carl-bot#1536 in #cet-troubleshooting

Installing or updating Microsoft Visual C++

You can find the latest Microsoft Visual C++ package for 64-bit operating systems by clicking the following link:
Microsoft - Visual C++ 2015–2022.

Having the latest Visual C++ package is required for various mods, such as Cyber Engine Tweaks.
The latest version is 14.40.33810.0.

pseudo scaffold
#

dang i dont have a bindings file

plucky tulip
plucky tulip
#

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

fleet geode
plucky tulip
#

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

fleet geode
#

Also it was only affecting models in that particular area/quest. So bizarre

fleet geode
plucky tulip
#

in any case, thanks for testing with me. I think this experiment has failed lol

long galleon
long galleon
fleet geode
long galleon
fleet geode
#

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

plucky tulip
#

I removed NSGDD, vegetation and environment LODs because I'm running in cinematic mode

long galleon
#

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

plucky tulip
#

oh, the auto settings is easy

#

that will be working

long galleon
#

Okay, note the bugs I mentioned before of it trying to work when in menus other than the intended

#

Like mod menus

plucky tulip
#

I'm just removing the auto-confirm and rebuilding the swapchain

long galleon
#

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

plucky tulip
#

the problem is (not that anyone asked but I'm gonna tell you πŸ˜‚) 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

long galleon
#

So the in-game menu can do it but CET cannot

#

Make several simultaneous changes, that is

plucky tulip
#

with the time I've spent on this I could have learnt C++

plucky tulip
long galleon
#

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

plucky tulip
long galleon
#

I use repeating time loops a lot lol

plucky tulip
plucky tulip
long galleon
plucky tulip
#

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 😌 lol

long galleon
#
@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();
}
plucky tulip
#

oops i forgot active timers

long galleon
#

Game initializes, lootchecker runs, then runs itself again forever

plucky tulip
#

i've never seen this used in CET though

long galleon
#

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

plucky tulip
#

everyone uses psiberx's Cron that i've seen, with CET

long galleon
#

He does tend to be the standard.

#

I gotta run to book club though or I'll be late. Good luck!

plucky tulip
#

otay, have fun 😊

long galleon
fleet geode
long galleon
#

Alright I'm out part2back

plucky tulip
# long galleon 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

  1. if user modifies game menu, U+ ignores it all
  2. up to user to accept/reject their changes
  3. 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

idle crest
#

coulld you release a version that is just ptnext without any of the other edits? or is that a bad idea?

plucky tulip
#

what are you trying to accomplish

idle crest
#

just trying to have the least conflicts with other mods mostly.

#

i know gits edits the same things and hair material mods

plucky tulip
long galleon
#

Or limit support for some of them

long galleon
fleet geode
long galleon
fleet geode
#

Ha. On my backup monitor since my old one has issues. Nice performance at 1080p kek

#

(PTnext)

plucky tulip
fleet geode
# plucky tulip 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

Nexus Mods :: Cyberpunk 2077

Adjust any ini value to your heart's content, all neatly organized and savable. Also supports importing and exporting game-readable ini files with all values (imports must be formatted as a game-reada

plucky tulip
#

nice

plucky tulip
#

the next things I was going to do is save the debug panel, with a reset button

fleet geode
#

I haven't broken anything today yet, so...

plucky tulip
#

I guess the trick is in there, for most modes, a lot of settings don't do anything 😜

#

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 πŸ€”

#

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

long galleon
#

My next video will be without ultra+ at all to calibrate and compare lol

fleet geode
plucky tulip
#

@proud root wanna fix CET? 😊

long galleon
#

"So what do you wanna do tonight, brain?"

"Try to take over the" "FIX CET"

proud root
# plucky tulip <@330145044533346306> wanna 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...

plucky tulip
proud root
fleet geode
#

FAAFO

#

Best method

long galleon
#

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

plucky tulip
#

feels. sleep tight 😊

tidal karma
#

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

faint sage
tidal karma
faint sage
#

Glad it's fixed for you πŸ™‚ 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..

faint sage
#

So far, no crash there anymore. Fingers crossed it's really fixed πŸ™‚

long galleon
idle crest
#

If I die and reload with ptnext on it looks like doo doo after reloading.

#

5.1.2

fallow thicket
#

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+

proud root
#

@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)...

plucky tulip
plucky tulip
#

in the meantime a hint is: don't die?

plucky tulip
#

the trigger is the game constantly reporting it needs changes confirmed i think

long galleon
#

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+

plucky tulip
#

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

long galleon
#

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

plucky tulip
#

I was just trying to stabilize the fps with the lowest calculation overhead as possible

long galleon
#

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

plucky tulip
#

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 😜

#

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)

long galleon
lilac canyon
#

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?

lilac canyon
#

thank you πŸ™

long galleon
# plucky tulip ooo nice!

Someone asked, and I tested, and the fps calculated in this way does not include fps from frame-generation

proud root
plucky tulip
long galleon
#

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

plucky tulip
#

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 😜)

#

i did actually see a shader injection DLL for CP in my travels, but it's via Reshade 😦

#

(this is why i just put "real FPS" on U+)

hazy gazelle
#

I like that it shows real FPS; I can cross-reference it with my frame-gen FPS reading from Afterburner. Best of both worlds.

proud root
sharp violet
#

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

fleet geode
sharp violet
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installed a shit ton of mods and game is running at around 40 to 50 fps, was hoping for stable 60

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making changes to ultra plus isn't doing much either to fps

fleet geode
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Not even the "fast" modes/settings?

sharp violet
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i get like, 5 fps max from that

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currently using pt20, quality high, radiance quality, graphic settings high

fleet geode
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What screen resolution?

sharp violet
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3440 x 1440

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ultra wide screen

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maybe i should downgrade 4k game textures to 2k or something

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installed that cyberpunk hd rework project mod

fleet geode
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Yeah I don't use texture mods (except for one, but that's small)

sharp violet
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I'll check xilamonstrr's 2k texture collection instead, ty

plucky tulip
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  • 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
fallow thicket
plucky tulip
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for other modes ultra+ already extends draw distances as much as it can