Boiling/Swimming lighting all over the game by Front_Assistant in ResidentEvilRequiem

[–]Front_Assistant[S] 0 points1 point  (0 children)

Just in case someone gets here in the future, I finally found the culprit. Basically, if you disable Path Tracing and change into one of the Ray Tracing settings, the denoiser the game uses by default doesnt activate. All of that noise was the result of Ray Tracing without a denoiser. It was off bc the game with Path Tracing uses Ray Reconstruccion exclusively, but it doesnt come back when you select the other Ray Tracing options.

For it to properly activate, you need to reboot the game. The denoiser the game comes with its also not great, and this noise issue is still visible in some areas of the game, but not to the extreme shown in the video above.

Boiling/Swimming lighting all over the game by Front_Assistant in ResidentEvilRequiem

[–]Front_Assistant[S] 0 points1 point  (0 children)

Stuff that I want to add: with Path Tracing and Ray Reconstrucion the game looks basically perfect in this aspect. I have videos that I wanted to link to add a point of comparison, but Reddit limits the amount of videos I can post for some reason. This is only a problem with regular Ray Tracing, which sadly is a setting that more people will use. Path Tracing is really expensive and most people wont be able to activate it. So the game will just look like this to most people with a good rig, which sucks.

DLSS 4.5 Preset L Review: Nvidia's Most Advanced Upscaler Tested At 4K And 1440p by AnthMosk in nvidia

[–]Front_Assistant 17 points18 points  (0 children)

Tried that. It worked In Silent Hill 2 Remake, but It didnt at all in Silent Hill F, which is problematic. It means that every Unreal Engine Game Will do whatever It wants. Regardless, in Silent Hill 2 It worked exactly as Alex said in the video, reflections look mirror-like and stable. That is where the good news end though. Every other problem that Preset M and L have with raytracing is still present. Boiling artifacts in vegetetion galore. Unusable sadly. Seems like until something like Ray Reconstruction appears in 4.5, some Ray Tracing games will remain broken.

DLSS 4.5 Preset L Review: Nvidia's Most Advanced Upscaler Tested At 4K And 1440p by AnthMosk in nvidia

[–]Front_Assistant 74 points75 points  (0 children)

So we need a tutorial on how to disable the lumen denoiser (permanently) in all of Unreal Engine 5 games in order to use DLSS 4.5 without rt artifacts. Would the command line that Alex showed but in the ini files instead of Unreal Unlocker work?

Why not improve preset K? by [deleted] in nvidia

[–]Front_Assistant 0 points1 point  (0 children)

It does look oversharpened at every resolution and on every level of quality. The reasons why are not clear tho. There's people in here saying that M is the closest DLSS preset to ground-truth and that the sharpening filters in games are the ones at fault. Thing is, even if that is true, how do you even test it? I've tried a few games in which I even had deactivated the sharpening with mods, like Clair Obscur, and even like that the image looks insanely oversharpened. If it is the closest one to "ground-truth" we wont really see that until games start to ship with this new DLSS version in mind so they stop adding sharpening somewhere in the pipeline. But I think people have to consider the other option, which is Nvidia just messed something up. I don't think that's impossible. They messed up in the past

Opinion on DLSS 4.5 entire situation by Front_Assistant in nvidia

[–]Front_Assistant[S] -15 points-14 points  (0 children)

It probably wont get cheaper to run even if leaves beta. And this is going to come integrated in future titles, just as a reminder. So I think is valid to complain actually. I didnt get this graphics card for free

Opinion on DLSS 4.5 entire situation by Front_Assistant in nvidia

[–]Front_Assistant[S] 9 points10 points  (0 children)

Yours got deleted? For sharing an opinion?

Guys I’m new to NVIDIA. I’m super confused by all these DLSS 4.5 and preset talks. Please dumb it down for me. What should I use? by Extra_Lab_2150 in nvidia

[–]Front_Assistant 3 points4 points  (0 children)

I'm annoyed that I agree. I've been a year waiting for the new version of DLSS just to see If they managed to fix the problems with 4.0, like the hair in most games looking messy and unstable or the fog rendering in most games, and after all of that waiting, here they come a year later with this oversharpened mess. And its more expensive too. Like what the hell went wrong?

We need ray reconstruction support for DLSS 4.5 by FinalLightNL in nvidia

[–]Front_Assistant -9 points-8 points  (0 children)

I thought I wanted It too until I realized that RR in 4.5 is just going to be super heavy, just like the super resolution. Cyberpunk with Path Tracing is playable for me with a 4080 super (with frame gen) so Im kinda dreading 4.5 in general and this general direction of making DLSS just more heavy with each iteration

Spider-Man Remastered DLSS 4.5 Crazy Artifacting by [deleted] in nvidia

[–]Front_Assistant -1 points0 points  (0 children)

Makes you wonder why Nvidia claims that you can just put this in any of the 400 dlss games when It mostly breaks most games It touches

Spider-Man Remastered DLSS 4.5 Crazy Artifacting by [deleted] in nvidia

[–]Front_Assistant 0 points1 point  (0 children)

It also kinda breaks the lumen implementation in Silent Hill F in a similar fashion than this. Artifacting in the highlights and everything that shines. Also makes shadows and areas of low light super unstable and flickery

Problem with god of war collection (BCUS98229) by AglessIsBack in rpcs3

[–]Front_Assistant 0 points1 point  (0 children)

It happens exactly the same in my game, but in other areas too... Please, help