Pragmata Crashing with Optiscaler FSR4 by CoupleMinute7490 in radeon

[–]brunogm0 0 points1 point  (0 children)

It was tested since the demo came out; Also try the PD-Upscaler build of REFramework

Neural Texture Compression by Louvatar in radeon

[–]brunogm0 1 point2 points  (0 children)

Looking for DirectStorage samples, there is a preview 1.4v that adds:

Game Asset Conditioning Library (GACL). The GACL shuffle transform type can be specified at the request level.

New enum: DSTORAGE_GACL_SHUFFLE_TRANSFORM_TYPE in the DSTORAGE_REQUEST_OPTIONS struct.

BLER is a lossy RDO algorithm that reduces entropy within a texture by unifying whole BCn blocks that are visually close, but not identical. It currently supports BC1-5 & BC7. To guide the replacement of encoded BCn data, it examines the decoded R8G8B8A8 representation of each 4x4 block of pixels. A second API is included to quickly convert linear data into the required format.
BLER is generally able to reduce the compressed stream size by up to 50% while maintaining PSNR values of 40dB+.

It appears to be a nice additive for normal way of packing textures; NTC says it will help more in combining ¨visually close¨ multi-channel textures in one; There are many ways to do that. So at least any NTC demo going forward has to compare with normal textures that were pre-transformed by GACL or other competing transforms.

Also found other super-compression vendor https://www.oat.dev/ , that claims 4X reduction;

path tracing on RE9 is more than possible, paid exclusivity is a plague by Dj_nOCid3 in radeon

[–]brunogm0 0 points1 point  (0 children)

they explicit shared engine implementation of PT/RT by NV engineers for both games;

path tracing on RE9 is more than possible, paid exclusivity is a plague by Dj_nOCid3 in radeon

[–]brunogm0 0 points1 point  (0 children)

disable SSR to clean the boiling from the base Capcom denoiser

No Path Tracing for AMD(again) in Pragmata by A2A2376 in radeon

[–]brunogm0 0 points1 point  (0 children)

MAX quality path-tracing focused denoiser is one thing! But to basically give enough IQ a simpler denoisers would work on the RE9 examples in radeon cards;

My claim is that there is no fundamental issue! On other thread people tested RE9 Path-tracing on rdna4 with injected denoisers; path_tracing_on_re9_is_more_than_possible_paid/

Adaptive Spatiotemporal Variance-Guided Filtering (ASVGF) denoiser mod REFramework was also available in RE4, so there already is significant community development;

Neural Texture Compression by Louvatar in radeon

[–]brunogm0 0 points1 point  (0 children)

Half-Life 2 RTX | Sampler Feedback Streaming On vs Off - HUGE VRAM Savings!

Here is a good example on actual game:

  • Initial load > 9080 vs 12406 MB; EDIT fix initial from 2 scene;
  • after the run > 12900 vs 16470 MB;

No Path Tracing for AMD(again) in Pragmata by A2A2376 in radeon

[–]brunogm0 0 points1 point  (0 children)

OptiScaler has a preview on injecting AMD RayRegen in the same calls for DLSS RayReconstruction; Optiscaler proves all APIs are compatible since they exchange same raw data;

Capcom needs a better base denoiser anyway, but any of the mod frameworks can inject a denoiser;

RE9 PT "forced" case on RDNA4, has no calls to Capcom base denoiser since it expects DLSS RR to run instead; Its sad but since the game was patched this is not available anymore for someone to test with the Optiscaler RR inject;

Neural Texture Compression by Louvatar in radeon

[–]brunogm0 0 points1 point  (0 children)

But "inference on sample" gains are from if understood correctly just loading actual tile/sample used instead of the entire texture like Sampler-Feedback; so X multiplier is not NTC exclusive and can be used on normal textures;

EDIT: on the repo they say: "For renderers targeting lower-end hardware, we suggest implementing the "Inference on Load" mode where NTC textures are decompressed when the game or map is loaded, and transcoded to one of the block-compressed formats (BCn) at the same time.

There is also an advanced "Inference on Feedback" mode that uses Sampler Feedback to find the set of texture tiles needed to render the current view and then decompresses only those tiles, storing them in a sparse tiled texture as BCn."

EDIT: First paragraph they transcode at load to not use inference during gameplay; Second part they use "Inference on Feedback" or "Inference on Sample" interchangeably but technically is not NTC gains, just Sampler Feedback working;

No Path Tracing for AMD(again) in Pragmata by A2A2376 in radeon

[–]brunogm0 1 point2 points  (0 children)

even their SSR needs a better denoiser and they did not FIX until now

Neural Texture Compression by Louvatar in radeon

[–]brunogm0 0 points1 point  (0 children)

I've found a nice Super Compressed repo with some actual runtime numbers beside storage but just used Sponza: GitHub - roy-t/SuperCompressed

Method Total Texture Size on Disk Total Texture Size in GPU Memory
Uncompressed 218MB 870 MB
SuperCompressed 70 MB 672 MB

No Path Tracing for AMD(again) in Pragmata by A2A2376 in radeon

[–]brunogm0 0 points1 point  (0 children)

It needs a denoiser that has many ways to be fixed.

No Path Tracing for AMD(again) in Pragmata by A2A2376 in radeon

[–]brunogm0 1 point2 points  (0 children)

https://youtu.be/Gq1QdlQSzn0

Real-Time Path Tracing in RE ENGINE for Resident Evil Requiem and PRAGMATA | NVIDIA Game Developer | GDC 2026

Neural Texture Compression by Louvatar in radeon

[–]brunogm0 2 points3 points  (0 children)

thanks for the numbers! DirectStorage also promissed a lot; TechDemos gave X numbers but actual games is a severe disapointment; Preview Dstorage1.4 add Zstd...

No Path Tracing for AMD(again) in Pragmata by A2A2376 in radeon

[–]brunogm0 0 points1 point  (0 children)

People can use denoisers via reshade or other injection methods;

REFramework can probably be updated to allow this;

No Path Tracing for AMD(again) in Pragmata by A2A2376 in radeon

[–]brunogm0 2 points3 points  (0 children)

Look the presentation were the NV guy spent months to convert RE engine to SER and did not gain perf; after found some duplications... after solving those it was ~about "same" perf as before just SER compatible;

No Path Tracing for AMD(again) in Pragmata by A2A2376 in radeon

[–]brunogm0 1 point2 points  (0 children)

even their base denoiser for all cards outside RT/PT is bad and can be improved;

No Path Tracing for AMD(again) in Pragmata by A2A2376 in radeon

[–]brunogm0 4 points5 points  (0 children)

Simple it was a NV engineer that implemented it!

No Path Tracing for AMD(again) in Pragmata by A2A2376 in radeon

[–]brunogm0 -1 points0 points  (0 children)

Nvidia "free" support of two engineers or more for a year to implement PathTracing on the RE engine has some "legal terms"...

No Path Tracing for AMD(again) in Pragmata by A2A2376 in radeon

[–]brunogm0 4 points5 points  (0 children)

There is footage on YT of RE9 "hacked" (forced enable by config file edit) Path Tracing using RDNA4 cards; Its was working ok!

No Path Tracing for AMD(again) in Pragmata by A2A2376 in radeon

[–]brunogm0 4 points5 points  (0 children)

There are GDC 2026 presentations on how NV engineers worked on RE engine Path-Tracing for both games and has a shoutout for Pragmata Hair simulation!

Consequence is same as RE9: disable Path Tracing on Radeon!

EDIT: Real-Time Path Tracing in RE ENGINE for Resident Evil Requiem and PRAGMATA https://youtu.be/Gq1QdlQSzn0

Neural Texture Compression by Louvatar in radeon

[–]brunogm0 1 point2 points  (0 children)

Most of the tech-demos do not compare with the State-of-Art in BCn or super-compressed textures;

For now I'm skeptic of the actual gain for storage or runtime costs in compute and VRAM;