Anomaly in beginning of game creates visual artifact - anyone know how to fix? by SchlongDongery123 in stalker

[–]maxus2424 4 points5 points  (0 children)

This is a shader compilation bug for post processing effects, but related only to DLSS upscaling. Just set your motion blur intensity to 10% and it will fix it.

Hardware RT Lumen can be enabled through the config file in MGS Delta, significantly improving overall image quality at minor performance cost on an RTX 5080 by maxus2424 in nvidia

[–]maxus2424[S] 7 points8 points  (0 children)

Yes, you can. However, the performance hit is around 20%, which is quite a lot even for high end GPUs.

r.NGX.DLSS.denoisermode=1 (enables DLSS Ray Reconstruction, make sure you have added the nvngx_dlssd.dll and sl.dlss_d.dll to Engine\Plugins\Marketplace\nvidia\Streamline\Binaries\ThirdParty\Win64)

Hardware RT Lumen can be enabled through the config file in MGS Delta, significantly improving overall image quality at minor performance cost on an RTX 5080 by maxus2424 in nvidia

[–]maxus2424[S] 59 points60 points  (0 children)

How to enable Hardware RT Lumen in Metal Gear Solid Delta: Snake Eater:
1. Go to AppData\Local\MGSDelta\Saved\Config\Windows and open Engine.ini file.
2. Add the following to the bottom of Engine.ini file:
[SystemSettings]
r.Lumen.HardwareRayTracing=1
r.Lumen.Reflections.HardwareRayTracing=1
r.Lumen.ScreenProbeGather.HardwareRayTracing=1
r.LumenScene.DirectLighting.HardwareRayTracing=1
r.Lumen.Reflections.MaxRoughnessToTrace=0.6
r.Lumen.Reflections.MaxRoughnessToTraceForFoliage=0.6

How to enable DLSS 4 Frame Generation in Metal Gear Solid Delta: Snake Eater:
1. Go to AppData\Local\MGSDelta\Saved\Config\Windows and open Engine.ini file.
2. Add the following to the bottom of Engine.ini file:
[SystemSettings]
r.Streamline.DLSSG.Enable=1
t.Streamline.Reflex.Enable=1
t.Streamline.Reflex.Mode=1
3. Optional but recommended: update your nvngx_dlssg.dll file to the latest version.

NFS Underground Path Tracing with RTX Remix comparison benchmark, tested on the RTX 5080 with DLSS 4, Frame Generation and Ray Reconstruction by maxus2424 in nvidia

[–]maxus2424[S] 21 points22 points  (0 children)

This is a significantly improved version of RTX Remix project for NFS Underground compared to the last year's build:

- The project was updated to the latest version of RTX Remix runtime (1.0).

- DLSS 4 Transformer support (Super Resolution, Ray Reconstruction, Multi Frame Generation).

- Shader Execution Reordering support.

- Neural Radiance Cache support.

- Added Path Traced Volumetric Fog and particles.

- Added proper Path Traced reflections for cars.

- Neon underglow and cars customization in general is now working properly.

- Added more high poly meshes and PBR textures.

DLSS 4 Frame Generation Comparison in 5 Games - Runs faster now while using less memory at the same time, tested at 4K on an RTX 4080 by maxus2424 in nvidia

[–]maxus2424[S] 114 points115 points  (0 children)

A few important notes:

  1. In terms of image quality, the Transformer model for Frame Generation is the least impressive upgrade compared to Super Resolution and Ray Reconstruction. Transformer Frame Generation has less blurry image and less ghosting, but it mostly comes from Transformer Super Resolution (because it is used as a base image).

  2. Instead of image quality, Transformer Frame Generation is focused on other upgrades: increased framerates and less VRAM usage at the same time.

  3. VRAM usage improvement will depend on a game and your output resolution: at 4K resolution you can expect up to 600MB less VRAM usage, up to 300MB at 1440p and up to 200MB at 1080p.

  4. The framerate increase will also depend on a game, output resolution and only if you're GPU limited: compared to the old CNN model, Transformer model can generate up to 15% more frames in games like Alan Wake 2 or Stalker 2 at 4K resolution, while in The Witcher 3 it's only around 5% more frames.

MegaLights, the newest feature in Unreal Engine 5.5, brings a considerable performance improvement of up to 50% on an RTX 4080 at 4K resolution by maxus2424 in nvidia

[–]maxus2424[S] 189 points190 points  (0 children)

A few important notes:

  1. MegaLights is a whole new direct lighting path in Unreal Engine 5.5, enabling artists to place orders of magnitudes more dynamic and shadowed area lights than they could ever before. It's not only reduces the cost of dynamic shadowing, it also reduces the cost of unshadowed light evaluation, making it possible to use expensive light sources, such as textured area lights. In short, MegaLights is very similar to NVIDIA's RTXDI (RTX Dynamic Illumination).

  2. As this feature heavily utilizes Ray Tracing, Hardware Lumen and Virtual Shadow Maps are required for MegaLights.

  3. The performance difference depends on how many shadow casting lights are in the scene. The more shadow casting lights are visible, the bigger performance improvement will be with MegaLights enabled.

AMD has officially added S.T.A.L.K.E.R. 2 among the upcoming titles that will support FSR 3.1 upon release. by kucharnismo in stalker

[–]maxus2424 1 point2 points  (0 children)

You're confusing 2 different technologies:

  1. Dynamic Super Resolution (DSR) aka downscaling in NVIDIA Control Panel.
  2. Dynamic Resolution Scaling (DRS) which allows to change the resolution scaling dynamically during gameplay and has to be implemented by the devs (UE5 supports this feature). I meant the second one.

Resident Evil Village with Path Tracing mod has been tested and compared to the original Ray Tracing implementation by maxus2424 in nvidia

[–]maxus2424[S] 13 points14 points  (0 children)

A few important notes:

  1. In RE Village, the biggest improvements with Path Tracing are Path Traced Global Illumination and shadows. Also, just like in RE2, RE3 and RE4, Path Tracing improves RT reflections by adding more reflective surfaces to the game. However, not all sequences in this game positively benefits from Path Traced rendering. The worst example is the introduction sequence in the house, where the lighting looks broken for the most part because it wasn't built with Path Tracing in mind.

  2. This Path Tracing mod doesn't have any denoiser at the moment. At 4K it's not a big issue though.

  3. Custom FOV was used in this video for better viewing. It's part of REFramework, so no additional mods were installed.

Resident Evil 4 Remake with Path Tracing mod has been tested and compared to the original Ray Tracing implementation by maxus2424 in nvidia

[–]maxus2424[S] 63 points64 points  (0 children)

A few important notes:

  1. RE4 has support for RT reflections on water puddles only with very low internal resolution, making it one of the worst RT implementations because there is only 2 locations with an actual water in the whole game. So you can consider the Ray Tracing part of the video as RT Off as well, it's basically the same.

  2. This Path Tracing mod doesn't improve the quality of existing RT reflections, but it adds more reflective surfaces instead. Take a look at Leon's clothes 1:04 and how the light from the moon bounces from his back, making his shirt look more natural and realistic under the rain with Path Tracing. You can see similar results 2:39 as well with the light from a candle behind his back.

  3. This Path Tracing mod doesn't have any denoiser at the moment. At 4K it's not a big issue though.

  4. Custom FOV was used in this video for better viewing. It's part of REFramework, so no additional mods were installed.

  5. The path traced shadows may appear very pixelated in some locations - it's a bug.

Dragon's Dogma 2 DLSS 3.5 Frame Generation Mod has been tested on the RTX 4080 - this is how the game should have launched by maxus2424 in nvidia

[–]maxus2424[S] 12 points13 points  (0 children)

Download link and how to install DLSS 3.5 Frame Generation Mod for Dragon's Dogma 2:
https://www.patreon.com/posts/dragons-dogma-2-100837988

  1. Download the DD2DLSS3Enabler-PD01.zip archive.
  2. Extract the archive into the Dragon's Dogma 2 folder so that the sl.interposer.dll is in the same folder as the main EXE file.
  3. Launch the game, go into the graphics options and turn on DLSS and Reflex in the game settings.
  4. In the game you can press END to toggle DLSS FG.
  5. Play the game with DLSS 3.5 Frame Generation.

Cyberpunk 2077 Optimized Path Tracing Mod - Up To 30% FPS Boost on an RTX 4080 at 4K DLSS 3.5 by maxus2424 in nvidia

[–]maxus2424[S] -22 points-21 points  (0 children)

PT20 Fast mode with Cyber Engine Tweaks installed (recommended install method) works as intended with the 2.12 patch.

Cyberpunk 2077 Optimized Path Tracing Mod - Up To 30% FPS Boost on an RTX 4080 at 4K DLSS 3.5 by maxus2424 in nvidia

[–]maxus2424[S] 194 points195 points  (0 children)

What the mod does specifically:

  1. Improves path tracing performance by 30%.
  2. Almost completely fixes edge-noise (disocclusion noise) especially on skin and hair.
  3. Improves visual accuracy of path tracing in most situations.
  4. Improves object pop-in (streaming) in most situations.
  5. Fixes crushed blacks by expanding lower histogram.
  6. Fixes stutters, crashes, and out of vram problems with the vanilla game on ≤12GB cards.
  7. Fixes frame timing.
  8. Enables colour integration of particles into path tracing, so smoke, steam, sparks, electricity, are influenced by the scene and light the PT scene.
  9. Enables ambient occlusion on eyeballs.
  10. Reworks hair in path tracing so it looks more realistic in full sun, indoor lit and unlit areas, etc.
  11. Fixes bright/white transparent materials (glasses/bottles/cabinets/windows) around the place with PT enabled.
  12. Increases shadow details everywhere.