/ / / / / / / / / / / / / / / / / P A T C H 6 . 0 . 0 / / / / / / / R E L E A S E D O N J U N E 1 , 2 0 2 2
Just noticed Ludite V never really had a proper changelog (I think it had it back on the days of Ludite 4, but I guess that's already lost for good, hehe). So let's start a new one with Cycles. The mod got rebranded with this last update so I guess this is a good time to start doing things "the right way".
Hopefully this one will remain briefer than Volition's and Eden XIV's, hehe. Here's the full changelog for patch 6.0.0:
Updated the mod to work with the latest version of both ReShade and Dark Souls III.
Implemented forward compatibility (the mod should work fine in future patches).
Updated the mod framework to SAI (same framework as Volition's).
Dispatched McFly's ray tracing shader.
Ray traced global illumination is now achieved through Glamarye's approach, which is better, free and doesn't get updated every 3 seconds.
Implemented ray traced reflections.
The LUT system was discontinued.
The original color filters were discontinued.
Introduced "lighting tweaks" with two options, "Faded" and "Clear" (Clear is a modified LUT5, Faded is the new LUT6, LUT4 is dead).
"Default" color filter is now "Azure", the "Azure" from Ludite 5 has been discontinued.
Azure has been updated to work on both new lighting tweaks.
Vivid has been updated to work on both new lighting tweaks.
Introduced a new color filter, "Real", which is a subtle tweak of the original Default shader, which respects more the vanilla color palette.
Texture sharpening can now be turned off on the installation process.
Introduced a new non-intrusive automatic depth of field effect which will make your screenshots look fantastic!
Now it's only possible to install one preset at a time to keep things simple for the average user.
Updated the mod gallery with 18 new screenshots to showcase the new aesthetics of the mod.
Uploaded a new video showcase to YouTube to showcase the new changes.
Mod documentation was remade from scratch.
The mod was rebranded (from "Ludite V", to "eden CYCLES").
Hi, thanks for this mod, is it compatible with Proper PC Experience Mod (which is the best way to accomplish ultrawide and unlocked FPS support)? https://www.nexusmods.com/darksouls3/mods/1545. Is RTGI accomplished with Eden Cycles or must one still deal with Marty McFly's paywall? Thanks!
how can i revert the changes this mod made? tried to delete reshade and everything relatable but game look way too bright even with 0 brightness and colors look washed out .
edit: nvm somehow nvdia hdr color levels activated on its own.
Every time i hit finish on the installer the application just freezes and closes, Would you happen to know the cause? Ive previously had it downloaded but i just had to re-download ds3 and cant get it back working.
It's not a feature but a side-effect resulting from tweaks made to the 3D API's depth buffer. Cycles effects are injected into the 3D API responsible for rendering the 3D engine, not directly into the game itself. This means Cycles interacts solely with the rendering API and has no knowledge of the game's code. As a result, it doesn't really recognize when an UI element (such as the pause menu or health bar) is displayed on top of the 3D environment, so the effects get applied over them.
This issue can be addressed (in fact, I've already addressed it in my Elden Ring mod for the map and some other UI elements). However, fixing it requires manually adjusting every interface for every resolution supported by the mod, making it a time-consuming process and, realisticly speaking, it won't ever be 100% fixed as the number of resolutions I can fix (due to time restrinctions) is limited.
There's a possibility it could be fixed for some common resolutions in the future if I find the time to revisit Cycles for another iteration, but I can't make any promises!
I apologize for not being able to provide a more satisfactory solution at the moment, but I hope this explanation helps in understanding the situation and the nature of the bug.
Hello, a big fan of yours, I used and loved volition for Elden ring for 200 hours!
I wanted to ask: but does the mod introduce hdr? Do we have to activate/deactivate the Windows auto HDR? What various settings/tweaks should be used? Do we have to disable anti-alising and SSAO from the in-game options?
If anyone is having a bunch of compile errors causing this mod to look terrible and denied access errors when updating ReShade like I was:
1. Run ReShade for Dark Souls 3 again 2. When asked, pick "Uninstall" 3. Ignore any error messages 4. Go to your game folder and delete all reshade-related folders. 5. Reinstall ReSHade from scratch, following the mod description and making sure the 'presets' text box is empty 6. Install CYCLES normally
Absolutely love it. Actually saved me because the vanilla game is so low contrast (on top of the low FOV) that playing it really made me dizzy. Colors are great and I also love that there are many options within the installer of how to configure the reshade. Thank you!
170 comments
/ / / / / / / / / / / / / / / / / P A T C H 6 . 0 . 0
/ / / / / / / R E L E A S E D O N J U N E 1 , 2 0 2 2
Just noticed Ludite V never really had a proper changelog (I think it had it back on the days of Ludite 4, but I guess that's already lost for good, hehe). So let's start a new one with Cycles. The mod got rebranded with this last update so I guess this is a good time to start doing things "the right way".
Hopefully this one will remain briefer than Volition's and Eden XIV's, hehe. Here's the full changelog for patch 6.0.0:
look at compatibility section of proper pc mod description page, it s written compatible to reshade just rename dll as explained
edit: nvm somehow nvdia hdr color levels activated on its own.
It's not a feature but a side-effect resulting from tweaks made to the 3D API's depth buffer. Cycles effects are injected into the 3D API responsible for rendering the 3D engine, not directly into the game itself. This means Cycles interacts solely with the rendering API and has no knowledge of the game's code. As a result, it doesn't really recognize when an UI element (such as the pause menu or health bar) is displayed on top of the 3D environment, so the effects get applied over them.
This issue can be addressed (in fact, I've already addressed it in my Elden Ring mod for the map and some other UI elements). However, fixing it requires manually adjusting every interface for every resolution supported by the mod, making it a time-consuming process and, realisticly speaking, it won't ever be 100% fixed as the number of resolutions I can fix (due to time restrinctions) is limited.
There's a possibility it could be fixed for some common resolutions in the future if I find the time to revisit Cycles for another iteration, but I can't make any promises!
I apologize for not being able to provide a more satisfactory solution at the moment, but I hope this explanation helps in understanding the situation and the nature of the bug.
Best regards!
I don't see it anywhere
I wanted to ask: but does the mod introduce hdr? Do we have to activate/deactivate the Windows auto HDR?
What various settings/tweaks should be used? Do we have to disable anti-alising and SSAO from the in-game options?
Any advice is welcome!
Thanks
1. Run ReShade for Dark Souls 3 again
2. When asked, pick "Uninstall"
3. Ignore any error messages
4. Go to your game folder and delete all reshade-related folders.
5. Reinstall ReSHade from scratch, following the mod description and making sure the 'presets' text box is empty
6. Install CYCLES normally
Should be working propperly after that.
Absolutely love the mod, btw!