Probably a really silly question, have run your skif version (downloaded) with the directx 12 fix. However, where do I place the dxgi.dll file? Do I replace the Windows original file or put it somewhere else?
Game folder. SKIF not needed
Edit: NEVER overwrite Windows actual DLL files.
Shading on characters in areas without any direct lighting seems to be broken when using Ray Traced GI.
Right one has GI enabled. Whole character becomes uniformly lit.
It already looks bad with rasterized lighting, but it looks more or less like common issue in open world games lit by probes.
It should not become worse when RT GI is enabled.
Would be interesting to see how the settings behind these options look and what sort of optimizations and other parameters are involved, there’s a ton of settings behind the reflection options in Watch_Dogs Legion and how it works across the different presets but that type of in-depth detail is not too common although if modders can get into the settings and scripts it might be possible to see how it’s also set up in Cyberpunk here and if there’s ways to improve it even if it might come at a further performance cost.
Could also just be the game needing some work maybe tweaking the ray tracing implementation a bit further and how long it’s been in the works if it wasn’t added more recently and just needs some tuning in general.
Think it might also involve materials or actors and how this reacts to these or skips it which might be part of why the environments improve but the characters look off as a result since not both are covered properly.
Wouldn’t really know how the game is doing it, judging by Low Spec Gamer diggings into the config file there’s a few things as was the case of Witcher 3 on the RED Engine 3.0 as well with a whole bunch of hidden settings.
Seems anti-aliasing is a setting that was almost implemented but then hidden although games nowadays also rely on TAA to “look correct” or how to put it simply so that might be part of why it’s unavailable too for one thing from that.
EDIT: Interaction and detailing overall with shading and light and shadows and all these baked details or getting good at faking material and a level of quality that is a bit above what it’d be expected to look like various tricks and all that stuff and then using the more correct ray tracing method this is omitted but doesn’t quite look as intended because it got built with this sort of design in mind.
Going to improve I would think but yeah not too sure how to best explain it, guess we’re going to see a number of different attempts mixing ray tracing and rasterization rendering and some quirks or optimization tweaks to how it’s implemented, where and draw distances and the usual here until faster hardware allows for a even greater level of detail and improving the implementation even further.
EDIT: Ray traced sub surface scattering, heh well I suppose eventually ray traced global illumination can cover for a wide range of little light and shadow tweaking that would otherwise be utilized.
Less usage of light probes and baked elements too and a further move to a more dynamic light engine and a more accurate and simulated one or yeah I’m not that good at explaining.
“Better”
Yeah that’ll do it.
(Could still be stylized and in a variety of techniques and art styles but overall more accurate or yeah, better. )
Come to think of it Metro Exodus also omitted smaller dynamic light sources from global illumination RTX until the DLC so it might be similar here for I would presume performance reasons but that could just have been something for that game specifically and a earlier GI attempt.
(EDIT: DLC and the updates accompanying these also didn’t backport this graphical improvement to the main game from what I remember.)
It’s just broken.
PBR materials do not become worse with RT GI, the exact opposite.
Metro Exodus had a near identical implementation for RTGI, and there it solved all issues with characters and other objects looking incorrectly lit or glowy, in shaded and indirectly lit areas.
I will send them a bug report after I gather more examples.
Probably the best explanation for it, there’s still a lot of little glitches and bugs to be deal with over the next major update and beyond both gamepaly and the engine itself and the render or what not.
Going to be interesting to see the changelog for this 1.1 update when it’s out and how much they’ve fixed just by that point.
My HDR SK screenshots in 2077 started coming out as blank black images. What could be the issue?
Lowering the midpoint that much messes up the HDR, you’re essentially turning it into SDR. I tried a value of 1 and it almost completely neutered peak brightness.
That will happen if you have SK’s HDR enabled. It can currently only capture things when grabbing unmodified HDR.
Oof, last time i saw a game pulled from a store was Arkham Knight on PC, but for slightly different reasons.
Seeing as the neon lights in the game (the only aspects that stay true to the peak brightness you’ve set) are white instead of a colour you can just raise the max brightness higher to a point where you like it
I’ve settled on 1350nits HGIG, 1 tonemap and reshade curved levels and the game looks absolutely fantastic
HGIG isn’t supported by the game. If you want it to work you have to go through SK HDR.
@aemony has anyone been able to confirm this fix works? Outside of seemingly gullible reddit users. I’ve noticed it’s listed in the PCGW which is why i’m asking you
I just tested for myself, did absolutely nothing for my performance or load times. I then tested with the values set to 1mb, made absolutely no difference. My result suggested the game doesn’t even care about the file. I then tested with the file removed just to be sure. The game didn’t care, and didn’t even bother to recreate the file
I’d make a post but i’m banned from doing so on the subreddit.
The only conclusion that i can draw is that users really wanted to believe there was something as simple as editing a few parameters to magically improve performance.
Made a post on the Nvidia sub, but don’t expect it to pick up over there. If anyone has a reddit account and is okay with doing so, please crosspost this to r/pcgaming
Edit: Nvm Nvidia mods removed my post for some reason. But claiming improved performance with that fix is okay on that subreddit
Could be read-only same as a few cvars for Unreal Engine so the default value is set and you can’t easily override it.
Someone would have to find the value in memory see what it’s set at to confirm that or use the console commands if the scripts are enough to set parameters in this way once unlocked.
EDIT: The default is also pretty big anyway though if lower values (128MB for example.) don’t change things up too much then yeah it might be read-only set.
I tend to use a pool / cache size of 2048 (“2 GB”) with SpecialK and it’s texture option for example.
512 MB as some games have (Divinity Original Sin and sequel.) might be a tad low but 1024 to 2048 should cover for a lot of data and above that it’s just extra that won’t be too beneficial unless some large texture pack is available ala Monster Hunter World but even then it’s coverable and the VRAM’s going to be handling other stuff too.
From how I would read these values at least and how it might work.
EDIT: Or leakage if any, could be handy for keeping data cached using larger values although also risk running low on overall memory availability after some time.
Based on the comments i did get, the users claim no improved performance in their case either, but say that doesn’t mean others aren’t experiencing such a thing.
I have to wonder if there’s just a clear divide between those who can tell there’s no difference to their performance, and those who want to believe in improved performance because placebo. The former just not questioning the latter because there’s so many of them. I’ve not seen any data to prove there’s any difference made to the game with this supposed fix. I’d love for Gamersnexus or someone notable to actually test on multiple systems.
Yep, testing conditions would also need to be over a period of time in a more repeatable stable condition so you don’t get differences due to game changes like additional NPC or what not.
I would imagine some of the reports could be due to that as well.
EDIT: Basically more than just the maximum FPS number and over a period of time seeing if it really does anything or not or just the game being a bit variable itself.
EDIT: And let’s see what else is going on, oh that’s what happened with DOOM Eternal lately, they’re going all out with the outfits.
Well Ancient Gods part 2 should be happening too at some point.
Yeah that too. I’ve been running around a ton, with different settings set and getting a good feel for my average performance over the course of hours. I think a lot of these users just drop back into their game, see like a 2 frame jump for a moment and believe it’s the “fix” doing the job, get prematurely excited and rush over to reddit to further these claims.
I’ve relegated it to placebo territory entirely since claims are all over the place.
Even on that Nvidia subreddit post a random 3090 user claims it made their GPU usage go from 50 to 100%. I’m sorry, it did what now? That claim, at its core suggests that 3090s showcased in every single benchmarking test would be underutilized by 50%. I’m sorry, I call bullshit.
Edit: And if it’s a pure “GPU usage” increase without an actual performance impact, then great, the guy now did the game less optimized and it’s wasting resources on nothing of importance nor with any actual benefit. In that case the guy would literally be upholding an unoptimization tweak as a winning solution on a undefined issue.