I was having graphical problems, including lit black screens during what I presume are jumpscares.
I look stuff up, I come across this..It all seems fine, but when I open the archive there is a d3d11.dll.
I use SpecialK, will it screw something up if I keep its dll?
Or can I use SpecialK to get the same results without anything from this mod? I turned to Low and it seems to have become tiny bit brighter but not what I see on YouTube and graphical glitches are still there. Unless I just have to restart the game to make it work on Low. I did change preset from Ultra to Low..I suppose I could reply to this myself if it turns out SpecialK works fine on Low after a game restart. Currently not interested in starting it to see, going to do something else.
I realise I could test SK .dll and .ini with the rest of files from the mod myself and if it takes long enough for a reply I will..I do think whatever answer there is should be added to the description to make it clear and quick for anyone using SpecialK.
SpecialK is a different beast. You have to dig deeper and find a way to load both. I think once upon a time I was able to do it in Nier Automata loading both SpecialK and 3dmigoto (what this mod uses). A good starting point would be this mod: https://www.nexusmods.com/nierautomata/mods/671 refer to the guide in section B.
There is no instruction for it, but am I supposed to touch the user.cfg for the mod to work, like taa_enabled=0? With taa_enabled=1 and SK moved out to make room for this mod, TAA is enabled. With it off, it is off and the lighting breaks as if the mod does not exist. Maybe it just doesn't work for some users, given the "experimental" naming. I am using the low settings version, v0.3. Preset set to low in-game.
I would like to play through the entire Metro series, unfortunately the fixes for the two previous games do not work here thanks to their even more retarded game design. Maybe it's like Deus Ex 1 or whatever it was, where there was a mod only some months ago that fixed things, when I had initially planned to play through DX1-4 some years ago but then the mod wouldn't have existed. Maybe I have to put a pause on Exodus until something proper comes out if the game breaks further in. Because this mod+SK does nothing, I am not sure what combination of settings will make it work. Renaming SK to dinput8.dll still makes SK work, but TAA on in user.cfg turns on TAA and proper lighting, TAA off in user.cfg turns it off and darkens underground scenes heavily with fullscreen glitches here and there I guess, not played enough to know how bad it can get. Maybe it's as simple as naming SK something differently. But I am lazy enough that I give up making further attempts to disable TAA without messing up lighting, unless I have a sudden interest at some point.
So for now I will play through a much darker game underground and what I hope are only occasional fullscreen glitches. All it does is the same thing checking ammo does, it blocks out most of the scene. Hasn't prevented progressing so far, granted I've only played maybe 10 minutes in and any other time spent has been checking different combinations of settings and the two mods.
I want SK to make it borderless fullscreen proper, I did not find Borderless Gaming to work completely unlike SK.
Why not test this mod without SK? Only thing you need is to enable DX11 and use the metro exodus version before the RayTracing update that is all. But if you want to use this mod with SK you must chainload it. SK allows the loading of other dll files somehow and somewhere. I forgot how and it has been a while. That is why you have to dig deeper.
I enabled DX11 after finding out the game was not defaulted to that..I never had to scroll the graphics options and I presumed it was already DX11. There was no explicit mention of needing DX11, so I never had the idea to see if I can change it.
r_api=2 in user.cfg is DX11, 3 is DX12.
I am not necessarily certain TAA is off..I will have to play more. I am not seeing the rebar I used to test things ghost a bunch. But maybe being sure of it came from all the testing I did and now it's the next day and I don't have recent fresh memory. Didn't record with OBSS with TAA on and off so can't quickly compare to in-game now if TAA is off. Also seems less jaggy than it should be no TAA, but maybe there is a secondary AA at play..
Borderless fullscreen works, so naming SK dxgi.dll and then using the original names from the archive for this mod...Might be working together now. It's possible it would work as dinput8.dll too and I just had to enable DX11.
I also thought this mod broke fps meter from RTSS/Afterburner. Maybe that was because the game was DX12 or that I am now using dxgi. Maybe dinput8 with this mod as d3d11 broke it.
Thank you so much for making this possible! I probably wouldn't have played the game at all without your mod.
The crystal clear graphics without the TAA smear over them look beautiful. Everything worked perfectly without issues until I reached the Caspian level. From there on this weird graphical glitch appeared. Every NPC's eyes have some weird static noise covering them. It looks creepy af lol.
Could the No TAA mod be the cause? The glitch disappears when I switch the graphics from Extreme to High, which also enables TAA, so could it be that eyes are somehow reliant on TAA? Weirdly, this only happens outside. When going in underground bunkers and such, the glitch disappears.
Can this mod be modified to work for every setting? I find that the EXTREME setting is too demanding compared to ULTRA or HIGH. Not a developer, otherwise I would try to modify it myself. Thanks in advance.
I've been playing through Metro Exodus with version 0.3 of the mod and graphics settings on "Low", and it's been working fairly well. I did have one instance of graphics issues (I think everything went black for a second or two) and I think it happened somewhere in the desert area, however it only happened once so far and everything else has been smooth. I think the issue happened in or around the first outpost you enter upon reaching the desert.
Thanks for the mod. I've been pretty happy with it.
BTW: The game on High settings would probably be more playable if you could also disable the game engine's implementation of FXAA, as this adds additional blur even with the TAA off. Someone wrote a shader for ReShade called Fast-Adaptive-AA which was a modification to FXAA to remove the blending/blurring effect from FXAA while improving upon its anti-aliasing effect, and I don't know if it's possible to adapt the shader into one that the game can execute but if it is then replacing the game's FXAA with that would be awesome.
I used whatever settings were recommended in the instructions, and the TAA was off, but there was obviously still some form of AA enabled and the visuals were still blurry, and that didn't go away until I switched to "Low" graphics quality. I'm just assuming this was FXAA, as I know the engine supports it (they have their own FXAA-based anti-aliasing that they called "Analytical Anti-Aliasing" or "AAA" which they made for Metro Last Light and which was also in the Redux versions of Metro 2033 and Last Light).
Try the optional files maybe fxaa is gone? I used the low TAA mode on the extreme settings so it should be gone but couldnt test futher. If you have motion blur you should disable it in the user.cfg file.
There's still some sort of AA enabled when on "Extreme". It may not be as blurry as it was before, but I can't be 100% certain right now (not enough time to test multiple versions of the mod to compare).
The problem most likely is, if I were to disable TAA, raytracing won´t work anymore correctly because it is built upon TAA. So....a fix would most likely destroy RT. If that is the case you might just play the dx11 version of the game instead.
Any chance of this being able to work on low settings? Trying to run this game at high fps without blur is a nightmare, I'm currently coping with low settings and 4x shading rate to make TAA bearable
hELLO!! HOW TO ENABLE THIS? HOW TO RUN GAME IN DIRECT 11?FOR ME THIS MOD ISNT WORKING(GOG WERSION) IN SAFE MODE NOT WORKING,AND WHAT IS 4 LEVEL GRAPHICS SETTINGS?
52 comments
I look stuff up, I come across this..It all seems fine, but when I open the archive there is a d3d11.dll.
I use SpecialK, will it screw something up if I keep its dll?
Or can I use SpecialK to get the same results without anything from this mod? I turned to Low and it seems to have become tiny bit brighter but not what I see on YouTube and graphical glitches are still there. Unless I just have to restart the game to make it work on Low. I did change preset from Ultra to Low..I suppose I could reply to this myself if it turns out SpecialK works fine on Low after a game restart. Currently not interested in starting it to see, going to do something else.
I realise I could test SK .dll and .ini with the rest of files from the mod myself and if it takes long enough for a reply I will..I do think whatever answer there is should be added to the description to make it clear and quick for anyone using SpecialK.
With taa_enabled=1 and SK moved out to make room for this mod, TAA is enabled. With it off, it is off and the lighting breaks as if the mod does not exist.
Maybe it just doesn't work for some users, given the "experimental" naming.
I am using the low settings version, v0.3. Preset set to low in-game.
I would like to play through the entire Metro series, unfortunately the fixes for the two previous games do not work here thanks to their even more retarded game design.
Maybe it's like Deus Ex 1 or whatever it was, where there was a mod only some months ago that fixed things, when I had initially planned to play through DX1-4 some years ago but then the mod wouldn't have existed. Maybe I have to put a pause on Exodus until something proper comes out if the game breaks further in. Because this mod+SK does nothing, I am not sure what combination of settings will make it work. Renaming SK to dinput8.dll still makes SK work, but TAA on in user.cfg turns on TAA and proper lighting, TAA off in user.cfg turns it off and darkens underground scenes heavily with fullscreen glitches here and there I guess, not played enough to know how bad it can get.
Maybe it's as simple as naming SK something differently. But I am lazy enough that I give up making further attempts to disable TAA without messing up lighting, unless I have a sudden interest at some point.
So for now I will play through a much darker game underground and what I hope are only occasional fullscreen glitches. All it does is the same thing checking ammo does, it blocks out most of the scene. Hasn't prevented progressing so far, granted I've only played maybe 10 minutes in and any other time spent has been checking different combinations of settings and the two mods.
I want SK to make it borderless fullscreen proper, I did not find Borderless Gaming to work completely unlike SK.
r_api=2 in user.cfg is DX11, 3 is DX12.
I am not necessarily certain TAA is off..I will have to play more. I am not seeing the rebar I used to test things ghost a bunch. But maybe being sure of it came from all the testing I did and now it's the next day and I don't have recent fresh memory.
Didn't record with OBSS with TAA on and off so can't quickly compare to in-game now if TAA is off. Also seems less jaggy than it should be no TAA, but maybe there is a secondary AA at play..
Borderless fullscreen works, so naming SK dxgi.dll and then using the original names from the archive for this mod...Might be working together now. It's possible it would work as dinput8.dll too and I just had to enable DX11.
I also thought this mod broke fps meter from RTSS/Afterburner. Maybe that was because the game was DX12 or that I am now using dxgi. Maybe dinput8 with this mod as d3d11 broke it.
The crystal clear graphics without the TAA smear over them look beautiful. Everything worked perfectly without issues until I reached the Caspian level. From there on this weird graphical glitch appeared. Every NPC's eyes have some weird static noise covering them. It looks creepy af lol.
Could the No TAA mod be the cause? The glitch disappears when I switch the graphics from Extreme to High, which also enables TAA, so could it be that eyes are somehow reliant on TAA? Weirdly, this only happens outside. When going in underground bunkers and such, the glitch disappears.
Any idea how to fix this?
Thanks in advance.
Thanks for the mod. I've been pretty happy with it.
BTW: The game on High settings would probably be more playable if you could also disable the game engine's implementation of FXAA, as this adds additional blur even with the TAA off. Someone wrote a shader for ReShade called Fast-Adaptive-AA which was a modification to FXAA to remove the blending/blurring effect from FXAA while improving upon its anti-aliasing effect, and I don't know if it's possible to adapt the shader into one that the game can execute but if it is then replacing the game's FXAA with that would be awesome.
On low is fxaa active too?
FXAA isn't active on Low, which (I'm assuming) is why the visuals are clearer on Low with the No TAA mod.