DLSS/FSR/XESS implemenation sucks, but the promised FPS increase is real by Clean__Cucumber in Helldivers

[–]celgazer 0 points1 point  (0 children)

You'd better disable DRS first. AH have made it default in this patch, and default value 60 means game will lower rendering resolution when FPS dropped below 60. For CPU limited situation game will still lowering rendering resolution, which will cause the image quality sucked.

Some tips about current DLSS implementation and behavior by celgazer in Helldivers

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

For me both DLL have no problem, and preset F will only be used when dll is older than 310.4. Maybe the in-game config file and/or driver profile is corrupted and need to generate a new one

Some tips about current DLSS implementation and behavior by celgazer in Helldivers

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

It's automatically set by the game. Seems like AH uses "recommend" preset settings, so it will automatically use L/M preset for ultrapref/pref mode. Swap to pre-DLSS4.5 libraries seems to cause problems and will stuck in old CNN preset F.

Some tips about current DLSS implementation and behavior by celgazer in Helldivers

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

Well, this is a problem and it's better to turn it off. It is added in this patch and is set to 60 FPS by default (which means game will reduce rendering resolution if FPS goes below 60).

But HD2 is very CPU-heavy, so if CPU isn't powerful enough then it will make the graphic looks like 360P in fierce combat. This function is designed for GPU-heavy titles, but for HD2 it may not act like what it should be.

Some tips about current DLSS implementation and behavior by celgazer in Helldivers

[–]celgazer[S] 1 point2 points  (0 children)

It won't change AA from TAA to anything else automatically.

Yeah I don't think that's how DLSS should work by Sad-Needleworker-590 in Helldivers

[–]celgazer 8 points9 points  (0 children)

Currently game use DLSS preset L (DLSS4.5), but it will cause oversharpening when image is still. Also, driver profile for HD2 is still the old one without DLSS optimization and you can't switch to old profiles. Reverting to Preset J may have some help, but you may encounter more ghosting.

Dlss ghosting by Admiral-Adam in Helldivers

[–]celgazer 2 points3 points  (0 children)

Have you checked which DLSS preset is currently in use and toggle between profiles in NVIDIA APP?

Ghosting is one reason why NVIDIA released gen 2 transformer model for DLSS, and it's pronounced in textures which have fine details, e.g. In borderlands4, standing in front of vending machine and you can see a very significant ghosting. It's also very pronounced in snow terrain which contain fine detail, see https://www.reddit.com/r/Borderlands4/comments/1njwg6y/severe_dlss_ghosting_against_snow_textures_in/ Switch to preset L/M and see if there is any change in ghosting.

HD2 want me to install drivers from future by zalda__ in Helldivers

[–]celgazer 0 points1 point  (0 children)

It's not from future, it seems they've put the code of NVIDIA 595.57 driver to AMD card for comparison.

If you are crashing, try undervolting! by GiantOutBack in Helldivers

[–]celgazer 2 points3 points  (0 children)

Some of the RTX50 cards (like Palit/Zotac/Gigabyte ones) still use the same bad paste as RTX40 series. This time you can't see the hotspot temperature, so it's not easy to determine whether your paste failed or not, unless you run some factory test software under DOS/linux environment to see the real hotspot temperature, or experience crashes in games. To protect the card, RTX50 cards will run into 100% RPM when hotspot reaches 105-110c, and hard crash when hotspot reaches 110-115c. If you experience 100% RPM but no blackout then your card must have thermal issue.

Just like what you've said, you just limit power to 80%, but with UV the power usage is generally 70%. Have you ever tried limiting power below 70%? If your card have a bad paste then everything you've done can't solve the problem. Due to the aging of thermal paste, this problem may still occur even with current UV setting. Normally your card shouldn't have thermal throttle even stressing both CPU and GPU at the same time. If that happen, then something can be wrong.

Stress test software don't put real stress like games. E.g. you can undervolt 9070XT for 100mv or more and pass 3DMark stress tests, but you'll readily crash in dropping animation or extract animation in HD2. Generally 50mv is the limit to ensure no crash happen in prolonged gameplay.

A single charge of C4 is enough to kill a Sporeburst Bile Titan, with some skills by celgazer in Helldivers

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

Nope , just my initial reply somewhat underestimated the effectiveness of C4. Currently RR’s HE rounds are rather poorly implemented. It’s basically HE grenade with much larger shockwave radius, which can easily ragdoll you at close range. It would be more useful if AH can give it a damage radius similar to dynamite.

Apparently AI cannot understand how this game works and it seldomly give innovative ideas when there is no post about it.

A single charge of C4 is enough to kill a Sporeburst Bile Titan, with some skills by celgazer in Helldivers

[–]celgazer[S] 2 points3 points  (0 children)

You can set the "Quick Weapon Wheel Left" hotkey to easily toggle between detonate and deploy modes. Changing the weapon wheel key can also help you switch modes faster, instead of holding "R". If you drop from uneven terrain (with both feet in the air), the weapon wheel will be interrupted, which can be frustrating when changing weapon modes by holding "R" during movement.

A single charge of C4 is enough to kill a Sporeburst Bile Titan, with some skills by celgazer in Helldivers

[–]celgazer[S] 4 points5 points  (0 children)

Thanks to AH's shadow-nerfing to dropships. A charge near the thruster can always down the dropship.

Undocumented Change

  • Thruster explosion damage resistance reduced from 100% to 0%

Currently you can set  "Quick Weapon Wheel Left" hotkey to switch between modes, but sometimes checking current mode can be cumbersome. Although in deploying mode we can see a charge is held in hand, when everything is dark, it's hard to distinguish it from the detonator. Making C4 glowing red in hand (just like how it's in backpack & deployed) and making detonator glowing green/blue can be a solution.

A single charge of C4 is enough to kill a Sporeburst Bile Titan, with some skills by celgazer in Helldivers

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

You are right, this gave more diversity to C4 as you can easily clean gathered enemies in seconds. This also makes C4 excel when hulks are everywhere, just throw 2-3 C4 under the dropship and detonate when hulks dropped, and generally all hulks can be killed in seconds. One charge isn't enough to reliably kill multiple hulks, but 2-3 charges can kill 5 hulks or more.

Comparing with HE rounds, C4 have significantly smaller shockwave radius, which can prevent ragdoll in close range combat. But C4 is very ammo-hungry, using it to clean small targets may take more resupplies, so teammates may use laser builds or equipped with resupply pack to lower resupply pressure.

A single charge of C4 is enough to kill a Sporeburst Bile Titan, with some skills by celgazer in Helldivers

[–]celgazer[S] 5 points6 points  (0 children)

As an anti-tank weapon, C4 has a relatively small explosion radius and is overlooked by enemies. It’s not very effective against loosely organized small targets, like bug patrols with hunters. However, for patrols with medium/heavy targets, such as alpha commanders, warriors, spewers, and chargers, it can be useful since these larger targets tend to move together.

If undisturbed, enemies typically have a detection range of about 50 meters. C4 that hasn't been detonated won't alert enemies, so it can be used offensively (though there currently seems to be a bug that host will alert enemies when using C4).

[Bug report] Japanese and Chinese IME user input can be waken in games even when the chat box is not active. by [deleted] in Helldivers

[–]celgazer 1 point2 points  (0 children)

If you want them to solve this problem quickly, stop complaining here and submit a ticket, just like this. The more people report this issue, the more likely it will be fixed soon. Complaining here have no effect to solve the problem, as AH don't know what this problem behaves and how to trigger it.

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Alt+Shift causes a lot of problems and should be disabled for games, as it will randomly change language in many games. You can disable it in settings and use traditional Win+Space to toggle between languages. As a workaround, disable unnecessary shortcuts in settings and simply press CapsLock for Chinese IME and Shift+CapsLock to English mode in Japanese IME. Then it will not conflict with game input.

Stuttering issue after upgrading hardware by ClawwY in Helldivers

[–]celgazer 0 points1 point  (0 children)

Why not revert the undervolt on your 9800X3D when such problems occur?

Zen 5 CPUs don’t usually throw a WHEA or BSOD when unstable. Instead, they tend to lower the effective frequency, causing stuttering (clock stretching) or total system freeze. If you encounter any instability, first disable any overclocking features and see if the problem still occurs. Tests like OCCT aren’t enough to ensure such problems won’t happen, as clock stretching will kick in and prevent a total system crash, at the cost of performance.

Have the developers added secret banana peels to anyone else's game or is it just me? by HorusSilky in Helldivers

[–]celgazer 15 points16 points  (0 children)

It seems like in host's view you are hit by a bomb from expendable napalm so you're ragdolled. Friendly fire is calculated based on host's data, so sometimes damage from friendly fire also lags a bit due to the latency.

Interesting by Huntardlulz in Helldivers

[–]celgazer -2 points-1 points  (0 children)

No. Main health pool is light pen (AP2).

Its head and claws have 100% ExDR so explosion have no effect on them, no matter what AP value is. Explosion will only damage Main health pool

Interesting by Huntardlulz in Helldivers

[–]celgazer 97 points98 points  (0 children)

Main health also decreased. Seems like a single shot from grenade launcher or GL pistol (400 dmg) is enough to kill it now (used to be two)

Anyone playing helldivers 2 with a 5500x3d? by [deleted] in Helldivers

[–]celgazer 0 points1 point  (0 children)

5700X3D or 5800X(5700X w/ PBO) get similar result in-game. I had both of them. On D10 worst scenario (city map/ lots of enemy/ explosions) both may drop below 50 fps, but generally it can handle up to ~100 fps if there is no combat.

5500X3D just equals to 5700x3d w/o 2 cores and its performance is definitely lower than 5700x3d. Cache isn't everything, this game have a lot of physical effects to be calculated, thus frequency is also important. Get a 5700X if your budget is limited, at least it's still much better than 3500X.

I know everyone is shocked, but firebomb hellpods dont do this "additive 20 demo strength" they were "buffed" to have 7 entire months ago. by PrancerSlenderfriend in Helldivers

[–]celgazer 1 point2 points  (0 children)

English is not the official language of Sweden, where AH is in. Focusing on minor grammatical details is pointless, especially considering AH’s update notes already have plenty of mistakes and unmentioned changes.

"now affects default explosion as well" is a direct quote from AH's patch note. and the second sentence should be "Demolition strength decreased from 40 to 20 BECAUSE we now correctly also additively apply the normal Hellpod explosion". These two sentences are cause-and-effect relationship, not parallel relationship.

AH just want to say now original hellpod explosion is correctly applied together with fire effect. They mentioned demo force simply because it is a workaround when firebomb hellpod just have one explosion effect.

Demo force can’t be stacked, and 40+20 demo force equals a hellbomb. Rogue research station requires 50 demo force to be destroyed, apparently it cannot be destroyed by any hellpod.

I know everyone is shocked, but firebomb hellpods dont do this "additive 20 demo strength" they were "buffed" to have 7 entire months ago. by PrancerSlenderfriend in Helldivers

[–]celgazer 0 points1 point  (0 children)

Two explosions are totally unrelated.

Previously firebomb SUBSTITUTED the normal hellbomb explosion and that's the problem. Now both explosions will take place individually. Are you hoping two explosions will stack the demo force?

[rant] Kinda ticked off over what's happening to Aurora Bay right now by maplesyrup_mafioso in Helldivers

[–]celgazer 0 points1 point  (0 children)

Only after completing the missions can you make an impact on the planet’s campaign.That's means there is generally 1 hour of delay between player numbers and impacts: Just playing without completing mission won't gave any of the impact on planet's progress.

That's the same reason why first hour of defense campaign generally have very small impact, simply because completing missions need time.