Hi, FYI the latest version 0.3.1 breaks eyebrow and beard rendering for all characters, didn't try 0.3.0 so can't comment on that, but rolling back to 0.2.0 fixes it, thanks for the mod btw!
Hi again, latest version causes constant fatal errors, at least when combined with PD FG, didn't try it alone but disabling the .ini tweaks fixed them, other people have reported the same problem in PureDark's discord server.
FYI - this mod does not enable hardware RT, it simply tweaks the software RT variables. Ray Tracing needs to first be enabled more broadly by the dev within the engine and the end-user has no control over this. You can attempt this by adding "r.RayTracing=1" to the engine.ini, but it will crash the game at launch.
Yeah, I had the same wish for STALKER 2. No hardware RT in this day and age and instead stubbornly sticking with Lumen is just an inefficient performance hog.
If it doesn't enable hardware RT, is the Raytracing Reconstruction and all the Hardware RT values even doing anything then? Some people are showing massive drops and I'm guessing it's solely due to pushing the software solution to some bleeding edge limit?
I wish the devs would add hardware RT, that would be a huge gain in performance on RTX cards since it would use RT cores.
That isn't how it works, my guy. Software Lumen is still a lot less demanding overall than hardware Lumen, because the results it's producing are a lot less accurate. Go try a game that has both options like the Oblivion remake and see how "accelerated" your performance is when toggling on hardware Lumen. Turning that off is the biggest thing you can do to improve your framerate in that game, at the cost of the software Lumen rendering looking a lot worse (especially when it comes to dealing with foliage).
That isn't how it works, my guy. Software Lumen is still a lot less demanding overall than hardware Lumen, because the results it's producing are a lot less accurate. Go try a game that has both options like the Oblivion remake and see how "accelerated" your performance is when toggling on hardware Lumen. Turning that off is the biggest thing you can do to improve your framerate in that game, at the cost of the software Lumen rendering looking a lot worse (especially when it comes to dealing with foliage).
Maybe yes, but flexibility is nice and I'd like chose which RT I want than no choice at all. I'd rather lose some performance and have a much better result than the same impact in performance with this mod but barely any improvement except in reflections. I'd chose RT hardware and put DLSS in balanced to lessen the performance impact.
This doesn't enable hardware raytracing at all, this does enable DLSS RR which is what most improvement come from, but everything else doesnt do anything, I can see that because typing r.lumen.visualize 1 reveals that we are still running in SWRT that doesn't even trace individual meshes which you can do by just typing r.lumen.tracemeshsdfs 1
Alright so I added the indicator. it doesn't indicate that I am using Ray Reconstruction (I think..?).
It shows I am on DLSS DLSSG 3.10.2, everything after isn't related.
oddly though if I turn off frame gen via puredark, the indicator goes away, even though I am on DLSS -> DLAA via game settings.
Edit: When I actually enter the game rather than only being in menu, on the bottom left corner it shows DLSS Preset K. still nothing about DLSSD though
Hi ! What a great idea ! I just have one problem. When combining the adition off RR and the engine.ini, DLSS defaults to the render preset D from the CNN model. I tried forcing it with Nvidia app and Nvidia profile inspector, but nothing changes that. Weirdly enough though, when supressing the engine.ini, then RR render preset defaults to K, and picture quality is noticeably better for it, although without the benefits off harware raytracing. I'm open to suggestion regarding that issue !
Odd. I just read the document history about RR, and the wording certainly seems to imply that, which is confusing when we know it's absolutely not true with SR, and that both RR and SR share the same letter presets in the drivers. However, after reading someone else's post here, I forced RR latest preset through Nvidia Profile Inspector Revamped, and then the debug view started showing RR as using the K preset, And Image quality was tremendously better than with the previously indicated preset D. No contest. So I would definitely recommend doing just that to people dissatisfied with RR's picture quality.
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DLLs:
(Game Folder)\Content\Sandfall\Plugins\NVIDIA\DLSS\Binaries\ThirdParty\Win64
Engine.ini:
AppData\Local\Sandfall\Saved\Config\WinGDK
Works great.
I noticed that two lines are duplicated in the Ultra engine.ini file. Is that intended ?
r.LumenScene.DirectLighting.HardwareRayTracing.ShadowRayBias=1.0
[...]
r.LumenScene.DirectLighting.HardwareRayTracing.ShadowRayBias=2.0
r.LumenScene.Radiosity.MaxRayIntensity=1.0
[...]
r.LumenScene.Radiosity.MaxRayIntensity=0.5
r.SSS.Scale=6 (tweak to preference; 10 is max)
r.SSS.SampleSet=2
r.SSS.Quality=1
r.SSS.HalfRes=0
The Engine.ini file would go into
%localappdata%\Sandfall\Saved\Config\WinGDK
For steam, it's <game dir>\Sandfall\Binaries\Win64\mods\UpscalerBasePlugin\Streamline
To test, try setting the DLSS indicator (https://www.nexusmods.com/site/mods/1202).
It shows I am on DLSS DLSSG 3.10.2, everything after isn't related.
oddly though if I turn off frame gen via puredark, the indicator goes away, even though I am on DLSS -> DLAA via game settings.
Edit: When I actually enter the game rather than only being in menu, on the bottom left corner it shows DLSS Preset K. still nothing about DLSSD though
Try doublechecking the files and installation steps. I have both directories modded locally, so I can test it with and without the FG mod.
https://github.com/NVIDIA-RTX/Streamline/blob/main/docs/DLSS-RR%20Integration%20Guide.pdf
Your "force latest dll" and "latest preset" solutions from NVIDIA inspector don't work.