Topic-Free Mega Thread - v 1.11.2020

Removing Geforce experience now - I usually launch via the .exe directly.

Hi im using special k in FFXV and when the menu of specialk closes i have a overlay with stadistics for all the screen how can i disable, thanks in advice.

All I know when I had Nvidia card all its services from Geforce always triggered SK to crash game lol. It was very tricky. I kno Kaldaien is doing as much as he can to make those service as friendly as possible but its not easy for him most likely.

@Optimus_Prime
Might be a widget. Go into widget section and uncheck the widget box so it doesn’t show.

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Thanks it works. Greetings.

I know he is :slight_smile: I appreciate the help, from the both of you.

Wut :todd:

Well this was random, ig Photoshop is a D3D11 application.

Not a very high performance one if the framepacing is anything to go by (lol).

That’s just PS falling apart, because it seemingly hates injection.

I can imagine… they have to protect that sweet Software as a Service revenue. If anyone could inject code, their software would be a lot easier to steal and they’d stop bleeding their customers dry.

Also, was doing some shader debugging in N:A and i think i found something i wasn’t aware of before? Not sure if you’re aware of it either, but for example instead of writing this in D3D11_Shaders

2afc48b0=Disable,DisableIfTexture=4553e352,DisableIfTexture=1253e552,DisableIfTexture=41as3452,

You can flip it around and keep the shader enabled, but just disable a texture like so

2afc48b0=DisableIfTexture=3173js631

I haven’t tested enough to verify if this is indeed the case, but think it’s interesting if it is. Potentially useful if it’s just one texture you want to disable, and other textures aren’t always visible in the Toolkit.

I hope that was a bunch of random characters, because texture hashes are supposed to be hexadecimal :slight_smile:

And yes, that’s completely intentional.

That’s how this works…

They all share the same shaders, but I can remove clothing from just one of them… lol, I swear this has more practical applications, I just haven’t found any.

Yeah it was, lol. I tried removing the cinematic transparent bars in N:A, and found the specific texture that causes it in the shader, only the game requires the texture for the map view to function :confused: So i just deleted everything i did.

If AC Valhalla was Dx11, i’d totally be disabling that TAA to claw back some performance, and clarity :eyes: (i dropped the game within an hour anyway so i’m not fussed)

Watch Dogs Legion requires TAA enabled for some effects at certain settings (Subsurface Scattering and Reflections) - i want to see if i can get away with TAA disabled without hurting those effects, though the game’s TAA (or at least reconstruction technique) is appropriate.

I’d argue it’s worth setting up a page for mods. A place where users can share their D3D11_Shaders configurations, and their custom game skins. Imo i improved Shadow Of War be deleting those capes, and then there’s games where performance improves by disabling certain shaders. You can disable at least some shadows in N:A for potentially improved performance, it’s the sort of thing LowSpecGamer would obsess over.

And then of course you have HUDless screenshots. I’m working on that shader debugging guide still, just don’t know when i’ll finish it.

Blue Reflection is not the best example case heh.
Toggles are really handy though even if I mostly use it for various UI elements and of course ocular invasive effects (Or what to call them. ~ ) like chromatic aberration and so on. :stuck_out_tongue:

Real handy for other cinematic and film-like shaders too like vignette or why do the screen edges emit pure darkness. :smiley:

And for a quick haircut when there’s something that isn’t going to look too funny underneath the alpha transparent planes and dithered strands of hair and aliased effects and mess of physics going on. :slight_smile:

EDIT: This effect could be good but separating each individual color channel across the entire screen is probably not the way to do it.

Thankfully Lords of the Fallen and a few others eventually implemented toggles for it because that just hurts the eyes to look at long term and in motion.

EDIT: Shader tweaking for D3D12 would be real nifty.
Really cooking then, soup apparently far as Assassin’s Creed Valhalla’s concerned but it’s something.

Also there’s DF, those guys love analysing games, and what better way to do so than SK - where you can view games in wireframe mode and see what’s happening behind objects etc. There’s also Live Shader View. Please tell me you mentioned the shader debugging system to DF…

WTF is up with NVIDIA’s documentation for NV_HDR_CAPABILITIES_V2?

        NvU32 supports_backlight_control  : 2;                //!< This is set when sink is using lowlatency interface and can control its backlight.
        NvU32 backlt_min_luma             : 2;                //!< It is the level for Backlt min luminance value.
        NvU32 interface_supported_by_sink : 2;                //!< Indicates the interface (standard or low latency) supported by the sink.
        NvU32 supports_10b_12b_444        : 2;                //!< It is set when interface supported is low latency, it tells whether it supports 10 bit or 12 bit RGB 4:4:4 or YCbCr 4:4:4 or both.

I have absolutely no idea what any of that has to do with latency, and I think the person who wrote this does not even speak English. Now I have to go dig through HDMI / DisplayPort docs to figure out WTF that really means :slight_smile:


OH! “Low Latency Metadata” means DolbyVision. That would have taken forever to figure out.

@Kaldaien any room for more improvement with valhalla?

NVIDIA sucks at drawing overlays in HDR, lol.

People in the YouTube comments for SK’s DF video are all eagerly awaiting the day SDR → HDR becomes an NVIDIA driver feature, meanwhile I’m waiting for NVIDIA to simply draw an overlay that can be seen in HDR :stuck_out_tongue:

The method they use for drawing their overlay is not the same as RTSS, uPlay, Steam… so I cannot control its luminance / fix it for NVIDIA. NV has to come to their senses and figure out a solution on their own.

Eh… I have mixed feelings on SaaS as a whole. I can appreciate it on some server-side applications such as the cloud file services given all kinds of flavours and skins. For instance, a general cloud server setup I can easily recommend is Linode. In that regard, I do not hold the same level of spite and cynicism of server-side SaaS that I am seeing from certain tech professionals on YouTube.

However, I do not have nice things to say about client-side subscription-locked applications, and Adobe is a prime suspect of this. “Industry standard” or not, the longer they keep that crap up, the more they will alienate the newer devs and artists. Speaking of which, oh god is the 3D rendering landscape a nightmare; outside of Blender and a few plugins for it, everything is subscription based, and I hate that so much as an amateur 3D artist.