It's not really hard to see the differences you just have to know what to look for. For example on these glass cubes windows. Without RR they are really shimmery. With RR there is no shimmering at all. Basically the whole image is shimmering without RR, with RR it's looks super stable. There is a mod called Ultra Plus quality with RR or something like that, that let's you turn RR on/off with a button. Also the setting stays saved as you left it the last time. Here you have to toggle it after every load or game restart. Really worth looking into. By toggling you will see it immediately. RR has only 2 downsides what I could see (apart from the performance loss). One is that for example leafs flying in air has this ghosting with DLSS upscaling turned on. And second is that the detail in thin tree branches in distance or anything with thin lines in the distance gets destroyed. But I'm using DLSS ultra performance (4k) so with higher quality upscaling this shouldn't be an issue. But anyway this is not seen when RR is turned off.
This mod broke my reflections, your optional files for pixelated reflections and unstable reflections are the EXACT SAME, the difference between those and your main file is negligible as well because I tried every possible combination of lines from all your engine files including the intended ways they were meant to be downloaded and regardless my reflections on my gun when i stand over water at night time is cooked! absolutely fucked, the whole texture seems to flicker, i can see lumens shitty blue glassy gloss flickering all over my gun too, theres pixelated dog s#*! "reflections" smeared all over my gun, and there are literal grains of noise all over it too.. now if i disable ray reconstruction, it fixes it..kinda..my gun still has minor flickering, minor noise, and minor smudging as well..
I was using this mod fine earlier and things were looking great, but my buddy asked me to check my engine.ini file for him because he was trying to use this mod too, when i opened mine i noticed i didnt have NGX.DLSS.denoisermode so I copy pasted it EXACTLY as it is from your file..and since then my s#*! has been utterly f*#@ing cooked..
To be honest 90% of the engine.ini tweaks here are bs by people who don't know wtf they are doing and all copying each other, it's a meme at this point.
yeah im pissed but its my fault for wanting the game to look how it was marketed I guess. I don't know what to do now, deleting my engine.ini and turning ray reconstruction to false in appliedsettings.cfg changes nothing..at this point i dont know if its the game or the mod anymore..I swear my s#*! didnt look this cooked before..but I dunno anymore
UPDATE: this mod https://www.nexusmods.com/stalker2heartofchornobyl/mods/240?tab=posts fixed my issues!!! I downloaded the High preset and everything works like a charm, I dont know if its using RR or Lumen but i dont give a f*#@ anymore man, the game looks great and im grateful its working "properly" again. Hopefully someone finds this thread useful
Dude, thank you so much for this link. I had the same problems. Even reinstalling the game with deleting everything from AppData did not helped. The reflections and shadows looked like s#*!, even worst than vanilla. The mod you suggested does wonders. I've got Ultra preset and everything now looks gorgeous
-DO NOT INSTALL, THIS MOD DOES NOT WORK-
I just uploaded a comparaison between "Vanilla" and "Lumen + Ray Reconstruction" and "Ray Recontruction + Ray Tracing edits" from JustAddPete. Just waiting for the mod author to autorize. It's just one location and would be better if we had more scenarios to compare but spoiler alert... Vanilla vs Ray Recontruction looks Identical (at least in a static scene) they both exibit some "boiling" from low samples at the same places around thin geomety, i dont think RR is making any difference actually aside from breaking the water and weapon reflections, the gains in image stability are from the updated dlss version.
Hardware Ray tracing shows a difference though... some areas are improved notably the previosly boiling areas but it actually looks flatter overall, many objects aren't contributing to AO or GI.. it's broken (not surprising since the game isn't set up to use hardware raytracing for now).
You can tweak visuals with the [SystemSettings] lines, but you can't add proper RR this way. The game is using Unreal 5.1 wich does not support RR natively, its gonna take a lot more than what this mod currently does.
I'm just gonna update the dlss version and leave the rest Vanilla.
Never trust visual mods without comparaison images or videos.
i visited the users profile but they have no mods, im curious as to what mod you're talking about as i'd really like one that improves the basic software ray tracing in this game
I've been trying for hours trying to get this damned mod to ''work'' when really it's been working all along and I've just been losing at a game of spot the difference the whole time. I expected reflections to go from lumen mushy blobs to pristine high resolution RR since when I modded RR into Silent Hill 2 that's exactly what happened. No wonder the uploader didn't show any side by sides and has all but disappeared from the post.
Will follow you and just run vanilla and the latest DLSS 3.8
Same here buddy, I wish it worked.. but it doesnt look like it does and no one saying it does work is showing any proof. Wouldn't be surprised the mod autor does not approve my images because it just proves this is useless...
Ray Reconstruction plainly does NOT work though, to anyone that think it does, show visual proof please.
It does work. You have to toggle it off and on in settings to make it work. For some reason it is alwasy disabled until you do so, even if settings says that it's on. And you have to do this every time you load a save.
Off https://i.imgur.com/dTUWwHm.jpeg On https://i.imgur.com/TmB8Rz1.jpeg
I changed sg.ReflectionQuality to 4 in GameUserSettings.ini, and I think the reflections are much better. This also applies to sg.GlobalIlluminationQuality and sg.ShadowQuality, but only outdoors. In interiors everything breaks down.
First of all thanks for the images, although the foliage looking sharper is probably due to the updated dlss, that is not RR it's not even what RR is supposed to do anyway. Ray reconstruction is a machine learning algorithm that is suposed to improve the sampling for specular, global illumination, and shadow rays. It avoids the boiling effects and refines fine shadows, reflections and temporal ghosting on lighting effects.
What you are showing in these images is sharper antialiasing.
although the foliage looking sharper is probably due to the updated dlss, that is not RR it's not even what RR is supposed to do anyway
The only thing that is different between those screenshots is Ray Reconstruction on/off in graphics settings. I'm not sure why it looks sharper, but it does. It looks great in motion too, and shimmering from global illumination is all gone. The only issues with RR are bad reflections and performance (noticed -30 fps on 4090 in some places).
You are right on the hardware ray tracing, it doesn't work well, many things refuse to cast shadow from ambient light, and there are no AO. But ray reconstruction does work. You just have to disable it, apply, then enable it. You will see pixelated refection on your guns, that means it's working. The pixelated reflection can be somewhat alleviate by changing sg.ReflectionQuality=3 to 4 in GameUserSettings.ini Don't touch sg.GlobalIlluminationQuality=3, as it will tank your fps to 5 Ray reconstruction only seems to work well outdoor and sunny tho, it falls apart indoor and overcast weather (still better than vanilla)
Special K's diagnostics report Ray Reconstruction disables itself on many instances like loading saves and opening up the menu, the game is just not set up to bring it back on afterwards.
Zweite93 Sorry mate, this is not what RR is supposed to do. You are pointing out details that have to do more with post process than actual ray sampling (there is a sharpness setting so maybe it affects that under the hood somehow). If we could see more stable bounce lighting, less ghosting and better reflections on the water and guns for example then good but in fact reflections just get worse, foliage does get a bit more stable but its because it looks like its loosing ambient occlusion wich makes it look flat. It's just not working and tanks fps.
I've been reading up a bit and seems like Ray recontruction ONLY works with hardware ray tracing not software, so yeah... I't aint gonna do it.
Kr4toseum It does have more stable picture and less ghosting and shimmering, I just can't show it in static pictures since you can only see it in motion. Also, I think it's only looks good only when upscaler is set to DLAA, with DLSS quality it looks kinda bad.
caseyjones32 Dude, there are other flowers besides the poppy in that screenshot.
Lol these narcissistic normies "thats not what RR is suppose to do"
Go educate yourself, its a modern denoiser, detail is lost in the denoising process, a better denoiser retains the detail, meaning SHARPER IMAGE, BETTER DETAIL.
No doubt it improves foliage and sharpness, its what a better denoiser does.
"thats not what its suppose to do"
Its a entertaining watch while your eating at least, educate yourself, helps when optimizing games in time likes this as well.
MojoRising420 I'm actually a game dev and i've worked with quite a few engines including unreal 5 now ^^ anyway I'll stay polite contrary to you and invite you to go ad read up on unreal 5.1 software based lumen vs hardware, and what ray reconstruction does, you know... "educate yourself".
and if you wanna have your "SHARPER IMAGE, BETTER DETAIL." just crank up that sharpness filter, save yourself the hasle and quite a few fps.
turning on ray reconstruction just lets the engine use the RR denoiser instead of the lumen denoiser, which is better, I don't believe you've worked on shit.
@Madmiral RR is better than lumens denoiser, if it works correctly. Clearly in this case it is not working correctly, you can't just slap on any denoiser to any ray tracing implementation without configuration and expect it to work, and im pretty sure unreal 5.1 doesn't officially support RR. and who are you to say he hasn't worked on s#*!?
@MojoRising A denoiser does not make the image sharper like in ZWeites screenshots. A better denoiser may make the GI and AO sharper, but the edges of objects should be just as soft
Baronysmith12 exactly! Dlss targets the final image pulling additional information from buffers that most engines have readely availble.(motion vectors, normal passes and lately from the depth buffer too) basically any engine that has TAA implemented can have Dlss injected real quick.
Ray reconstruction does something similar in principle but much earlier on the rendering process, it targets the individal lightning passes, runs them through the RR models to stabilise and infer fine lighting details using a variety adititional scene information, that isn't standard and needs to be propely formatted. Then those passes are given back to the engine to continue rendering. This requires a much tighter integration with the engine. All of wich which simply isn't properly set up in 5.1.
the devs said they were planning for hardware ray tracing post launch, lets just hope it happens and even then RR being implemented isn't a sure thing.
Okay, so I think I figured it out. The Ray reconstruction doesn't really do anything, but changing the reflection quality from 3 to 4 does throw screenspace reflections over the horrible lumen ones. It looks better for the most part in that regard as long as you're not looking down at the reflection, but the lighting mostly looks the same.
EDIT: Nevermind, the RR is added, but it looks awful on weapons/items in your hands. Turning it back off.
I wasn't even going to reply, but if you are a game dev, you are a junior straight out of school, or a really shitty one. RR does indeed improve detail and perceived sharpness
You can take a look at this in-depth analysis by digital foundry https://www.youtube.com/watch?v=hhAtN_rRuQo
Or you know, you could read the actual f*#@ing Nvidia blog talking about what Ray Reconstruction is.. https://www.nvidia.com/en-eu/geforce/news/nvidia-dlss-3-5-ray-reconstruction/
In a quote straight from Nvidia post, by an actual game dev: "Thanks to DLSS 3.5’s smart technology, fuelled by AI rendering power, you can experience Cyberpunk 2077: Phantom Liberty’s newest location Dogtown at its very best — with sharper images, more accurate lighting, and the highest frame rates possible." - Jakub Knapik, VP of Art, Global Art Director, CD PROJEKT RED
"To fill-in the missing pixels that weren’t ray-traced, hand-tuned denoisers use two different methods, temporally accumulating pixels across multiple frames, and spatially interpolating them to blend neighboring pixels together. Through this process, the noisy raw output is converted into a ray-traced image." Keywords being: "spatially interpolating them to blend neighboring pixels together" when you do this, obviously you are losing detail
"It also interpolates neighboring pixels, and blends this information together, but at the risk of blending away too much detailed information, or not blending enough and creating non-uniform lighting effects." Again, "risk of blending away too much detailed information" ex. normal map information, roughness maps etc
Another one so that you understand how ignorant you are. (if you even know what high frequency details actually are)! "But with denoising removing or decreasing the quality of effects, the limitations of hand-tuned denoisers are amplified, removing fine detail (referred to as high-frequency information) that upscalers use to output a crisp, clean image."
"The solution: NVIDIA DLSS 3.5. Our newest innovation, Ray Reconstruction, is part of an enhanced AI-powered neural renderer that improves ray-traced image quality for all GeForce RTX GPUs by replacing hand-tuned denoisers with an NVIDIA supercomputer-trained AI network that generates higher-quality pixels in between sampled rays."
"Trained with 5X more data than DLSS 3, DLSS 3.5 recognizes different ray-traced effects to make smarter decisions about using temporal and spatial data, and to retain high frequency information for superior-quality upscaling."
And in the images on other guy provided to you, the effect is indeed being used. TL.DR: You are not a game dev, much less know s#*! about Render engines, and ray reconstruction... If you are in fact a game dev, please quit your job, the industry will be better off because of it!
MDPROBIFE , the dunning-kruger effect is strong with you. I'm impressed how much effort you've put into this while still managing to miss the point and it's kinda shocking to see how much disrespect is on display here. I'm both kinda shocked and amused tbh. Easy to speak like that behind your keybard.
None of this quotes contradicts what i've been saying it's actually quite complimentary so thanks!. You have a surface level understanding of this, good for you. But instead of reading PR material go and read actual SDK documentation to get to know the actual relevant technical details because you just regurgitated essentially marketing lines to me. You can't just flip a switch with command lines on something that hasn't been implemented, have you not wondered why so few games support RR vs dlss as of now? I mean you can see the broken reflection in the images some people say look better and still you people argue... smh
"High frequency details" "sharper image" in term of RR means things like catching shadows underneath a mug or a wire, getting a coherent sharp reflections that doesn't swirl and pop... it's all about context. The images showcased earlier just resembled some sort of post process edge/contrast sharpening, look It's obviously having and effect but not the right one.
ffs to be sure i wasn't talking bs I texted a graphics engineer colleague that spends his workdays under the hood of unreal and he confirmed, "-it's gonna require a lot more than a command line for it to work properly on 5.1, as it is you are mostly going to break things". Believe me or don't but i'm sure gonna trust this guy over your google copy paste skills.
There are tweaks that could be done to reduce shimmering (we often call them fireflies when talking about ray tracing), raising the sampling rate or even clamping the values of the reflection for example, but it's a trade-of since you'll get a substancial impact on performance with the former and often darker reflections for the latter. I believe there are even some BVH settings you can tweak there (increasing the fidelity of the world represented within the reflections for example, big hit on CPU and memory here) not 100% sure those are exposed to the ini file though. So yeah play with the [SystemSettings] by all means, i'm sure there are gains to be made there and i'm sure there will be good mods tweaking all that. RR is not one of them, well at least not like this.
Alright, i feel like i'm just gonna attract more angry, copping, armchair devs here so no point in trying to explain this any further. I lost 20-40 fps on a 4090 and about a hour total of playtime testing and arguing over this. Go play with worse performance and broken visuals, I just tried to warn you.
Kr4toseum Duning Kruger effect was faked, elaborate yourself first instead of coming up with any mainstream cliche. Second - donoisers are not selective, they denoise the whole image. It was invented to retain more details from the reflections, beacuse it was the hurting point, but it denoises the full scene anyway. Thanks to this the whole image looks so much cleaner and crisper compared to this s#*! called lumen itself. The distant landscape, foliage and any structure that has some contrast will be more sharp thanks to the RR tech. Yes, it costs performance as of now, beacuse devs haven't manually implemented it, but if we get right implementation, the performance cost will be negligable or zero net.
Thanks for this compare i can see that turning this on makes reflections horribly pixelated instead of nicer & smooth before :) If u want brighter game or another filter use reshade or smthing
MaartenVaanThomm Incorrect, denoisers can be selective, they often are and especially in the case of ray reconstruction because the whole point of RR is to improve the lighting passes specifically earlier during rendering and not after the image has been fully composited. Again, it isn't a post effect on the whole image, it's much more engrained into the rendering pipeline and needs real work to be close to functional wich is why its so rare still. RR is still very early days and implementations so far have been partly handled by actual nvidia staff, if you wanna get a good sense of what it does, look up "nvidia NRD" which is an earlier non machine learning denoising method that is open source and therefore has more actual technical documentation freely available.
You seem to think RR is gonna replace lumen.... Lumen isn't a denoiser.. It's the whole lighting pipeline, so even a top notch RR intergation ain't gonna replace Lumen.
You're also wrong about RR's supposed small to no performance impact... in the games where it has actually been implemented you can often see an uplift in performance because RR typically runs faster than the current popular denoising methods.
Every comparaison has showcased broken reflections,no improvements to GI or ghosting... you know the actual things that RR is made for. All the other weird changes are things that RR should have nothing to do with, they're probably things just breaking actually.
Aigmir One thing i can recommend you for better reflections with minimum performance impact: create an Engine.ini file in ...\AppData\Local\Stalker2\Saved\Config\Windows and type in: r.Lumen.Reflections.DownsampleFactor=1 save by default this is set at "2" which traces 1 pixel every 4 on screen pixels, "1" traces 1 every 2 pixels, "0" traces every pixel from your resolution. I use "1" as the performance Impact is very small and the lumen representation of the reflected world isn't accurate enough to grant a full resolution resolve.
So this is kinda attempt to update ingame version dlss from 3 to 3.5 ? And the flickering wont be there in the first place without dlss on ? Not sure but feels like in video reflections quality became worse than before. No left to right comparsion but still...
sincerely if you dont have a 4080, 4080s, or 4090 dont use this. Pushing RT any further on lower cards causes RT to break and you super weird pixelation effect. This CAN happen on the cards I listed but is remedied by restarting the game. Pushing lower that 4080 cards on anything RT causes the RT acceleration to crash.
Different cards don't produce different graphics lol, a better GPU yields better performance (frames), i.e a 2060 will look exactly the same at ultra settings 4K as a 4090, but the 2060 will have like 20fps vs a 4090 that would yield 150+ fps
DerNetteTryhard bro after couple tweaks with my 2080 I'm getting 120fps with frametime <10ms on 1080p high/epic with dlss-q and fsr 3.1.2 fg in 1080p 2080 should perform bout 20% better compared to 2060 especially that i was rarely hitting 6gb vram usage with textures on high EDIT: at 4k with medium textures and balanced dlss = capped 60fps with occasional drops to 45-50 in populated areas
50K in gaming rigs and still somehow know absolutely jack s#*! LMAO. You keep calling fire engines green champ I ain't gonna waste time arguing with ya.
197 comments
[SystemSettings]
r.SceneColorFringeQuality=0
r.PostProcessAAQuality=0
r.SceneColorFringe.Max=0
r.Tonemapper.GrainQuantization=0
r.DepthOfFieldQuality=0
r.ToneMapper.Quality=0
r.EyeAdaptation.ExponentialTransitionDistance=3
r.EyeAdaptation.LensAttenuation=1.9
r.lumen.Reflections.Temporal=0
r.Lumen.Reflections.DownsampleFactor=0
r.Lumen.Reflections.SmoothBias=1
r.Lumen.TranslucencyReflections.FrontLayer.Allow=1
r.Lumen.Reflections.MaxRoughnessToTrace=0.27
r.AmbientOcclusionRadiusScale=3
r.Lumen.ScreenProbeGather.Temporal.DistanceThreshold=0.015
I was using this mod fine earlier and things were looking great, but my buddy asked me to check my engine.ini file for him because he was trying to use this mod too, when i opened mine i noticed i didnt have NGX.DLSS.denoisermode so I copy pasted it EXACTLY as it is from your file..and since then my s#*! has been utterly f*#@ing cooked..
I just uploaded a comparaison between "Vanilla" and "Lumen + Ray Reconstruction" and "Ray Recontruction + Ray Tracing edits" from JustAddPete.
Just waiting for the mod author to autorize. It's just one location and would be better if we had more scenarios to compare but spoiler alert...
Vanilla vs Ray Recontruction looks Identical (at least in a static scene) they both exibit some "boiling" from low samples at the same places around thin geomety, i dont think RR is making any difference actually aside from breaking the water and weapon reflections, the gains in image stability are from the updated dlss version.
Hardware Ray tracing shows a difference though... some areas are improved notably the previosly boiling areas but it actually looks flatter overall, many objects aren't contributing to AO or GI.. it's broken (not surprising since the game isn't set up to use hardware raytracing for now).
You can tweak visuals with the [SystemSettings] lines, but you can't add proper RR this way. The game is using Unreal 5.1 wich does not support RR natively, its gonna take a lot more than what this mod currently does.
I'm just gonna update the dlss version and leave the rest Vanilla.
Never trust visual mods without comparaison images or videos.
"[SystemSettings]
r.NGX.DLSS.denoisermode=1
r.Lumen.Reflections.BilateralFilter=0
r.Lumen.Reflections.ScreenSpaceReconstruction=0
r.lumen.Reflections.Temporal=0
r.Shadow.Denoiser=0
r.SceneColorFringeQuality=0
r.Tonemapper.GrainQuantization=0
r.Tonemapper.Quality=0
r.RayTracing=True
r.RayTracing.Shadows=True
r.RayTracing.Reflections=True
r.RayTracing.AmbientOcclusion=True
r.RayTracing.GlobalIllumination=True
r.RayTracing.Lighting=True
r.RayTracing.Translucency=True
r.RayTracing.SkyLight=True
r.RayTracing.ForceAllRayTracingEffects=1
r.ContactShadows=1
r.RayTracing.AmbientOcclusion=1
r.RayTracing.Reflections=1
r.AmbientOcclusion.Method=1
r.DynamicGlobalIlluminationMethod=3"
Nice idea and it doe turn on hardware ray tracing but it's broken and looks worse.
Ray Reconstruction plainly does NOT work though, to anyone that think it does, show visual proof please.
Will follow you and just run vanilla and the latest DLSS 3.8
It does work. You have to toggle it off and on in settings to make it work. For some reason it is alwasy disabled until you do so, even if settings says that it's on. And you have to do this every time you load a save.
Off https://i.imgur.com/dTUWwHm.jpeg
On https://i.imgur.com/TmB8Rz1.jpeg
Check out how foliage is much sharper with RR on.
Reloading a save disables it, if you enable it, it will pixelate reflections and break other stuff.
Enable the DLSS overlay and you will see that it's inactive unless you go into the menu and toggle it again, and you will see the glitches.
Ray reconstruction is a machine learning algorithm that is suposed to improve the sampling for specular, global illumination, and shadow rays. It avoids the boiling effects and refines fine shadows, reflections and temporal ghosting on lighting effects.
What you are showing in these images is sharper antialiasing.
Yes, that's basically what I've wrote.
The only thing that is different between those screenshots is Ray Reconstruction on/off in graphics settings. I'm not sure why it looks sharper, but it does. It looks great in motion too, and shimmering from global illumination is all gone. The only issues with RR are bad reflections and performance (noticed -30 fps on 4090 in some places).
Check out how yellow flowers are much brighter with RR on. This is what it's supposed to do.
Off https://i.imgur.com/btYKkoY.jpeg
On https://i.imgur.com/1H6tm7C.jpeg
But ray reconstruction does work. You just have to disable it, apply, then enable it. You will see pixelated refection on your guns, that means it's working.
The pixelated reflection can be somewhat alleviate by changing sg.ReflectionQuality=3 to 4 in GameUserSettings.ini
Don't touch sg.GlobalIlluminationQuality=3, as it will tank your fps to 5
Ray reconstruction only seems to work well outdoor and sunny tho, it falls apart indoor and overcast weather (still better than vanilla)
Sorry mate, this is not what RR is supposed to do. You are pointing out details that have to do more with post process than actual ray sampling (there is a sharpness setting so maybe it affects that under the hood somehow). If we could see more stable bounce lighting, less ghosting and better reflections on the water and guns for example then good but in fact reflections just get worse, foliage does get a bit more stable but its because it looks like its loosing ambient occlusion wich makes it look flat.
It's just not working and tanks fps.
I've been reading up a bit and seems like Ray recontruction ONLY works with hardware ray tracing not software, so yeah... I't aint gonna do it.
It does have more stable picture and less ghosting and shimmering, I just can't show it in static pictures since you can only see it in motion. Also, I think it's only looks good only when upscaler is set to DLAA, with DLSS quality it looks kinda bad.
caseyjones32
Dude, there are other flowers besides the poppy in that screenshot.
Go educate yourself, its a modern denoiser, detail is lost in the denoising process, a better denoiser retains the detail, meaning SHARPER IMAGE, BETTER DETAIL.
No doubt it improves foliage and sharpness, its what a better denoiser does.
"thats not what its suppose to do"
Its a entertaining watch while your eating at least, educate yourself, helps when optimizing games in time likes this as well.
and if you wanna have your "SHARPER IMAGE, BETTER DETAIL." just crank up that sharpness filter, save yourself the hasle and quite a few fps.
Dlss targets the final image pulling additional information from buffers that most engines have readely availble.(motion vectors, normal passes and lately from the depth buffer too) basically any engine that has TAA implemented can have Dlss injected real quick.
Ray reconstruction does something similar in principle but much earlier on the rendering process, it targets the individal lightning passes, runs them through the RR models to stabilise and infer fine lighting details using a variety adititional scene information, that isn't standard and needs to be propely formatted. Then those passes are given back to the engine to continue rendering. This requires a much tighter integration with the engine. All of wich which simply isn't properly set up in 5.1.
the devs said they were planning for hardware ray tracing post launch, lets just hope it happens and even then RR being implemented isn't a sure thing.
EDIT: Nevermind, the RR is added, but it looks awful on weapons/items in your hands. Turning it back off.
You can take a look at this in-depth analysis by digital foundry
https://www.youtube.com/watch?v=hhAtN_rRuQo
Or you know, you could read the actual f*#@ing Nvidia blog talking about what Ray Reconstruction is..
https://www.nvidia.com/en-eu/geforce/news/nvidia-dlss-3-5-ray-reconstruction/
In a quote straight from Nvidia post, by an actual game dev:
"Thanks to DLSS 3.5’s smart technology, fuelled by AI rendering power, you can experience Cyberpunk 2077: Phantom Liberty’s newest location Dogtown at its very best — with sharper images, more accurate lighting, and the highest frame rates possible." - Jakub Knapik, VP of Art, Global Art Director, CD PROJEKT RED
"To fill-in the missing pixels that weren’t ray-traced, hand-tuned denoisers use two different methods, temporally accumulating pixels across multiple frames, and spatially interpolating them to blend neighboring pixels together. Through this process, the noisy raw output is converted into a ray-traced image."
Keywords being: "spatially interpolating them to blend neighboring pixels together" when you do this, obviously you are losing detail
"It also interpolates neighboring pixels, and blends this information together, but at the risk of blending away too much detailed information, or not blending enough and creating non-uniform lighting effects."
Again, "risk of blending away too much detailed information" ex. normal map information, roughness maps etc
Another one so that you understand how ignorant you are. (if you even know what high frequency details actually are)!
"But with denoising removing or decreasing the quality of effects, the limitations of hand-tuned denoisers are amplified, removing fine detail (referred to as high-frequency information) that upscalers use to output a crisp, clean image."
"The solution: NVIDIA DLSS 3.5. Our newest innovation, Ray Reconstruction, is part of an enhanced AI-powered neural renderer that improves ray-traced image quality for all GeForce RTX GPUs by replacing hand-tuned denoisers with an NVIDIA supercomputer-trained AI network that generates higher-quality pixels in between sampled rays."
"Trained with 5X more data than DLSS 3, DLSS 3.5 recognizes different ray-traced effects to make smarter decisions about using temporal and spatial data, and to retain high frequency information for superior-quality upscaling."
And in the images on other guy provided to you, the effect is indeed being used.
TL.DR: You are not a game dev, much less know s#*! about Render engines, and ray reconstruction...
If you are in fact a game dev, please quit your job, the industry will be better off because of it!
I'm impressed how much effort you've put into this while still managing to miss the point and it's kinda shocking to see how much disrespect is on display here. I'm both kinda shocked and amused tbh. Easy to speak like that behind your keybard.
None of this quotes contradicts what i've been saying it's actually quite complimentary so thanks!. You have a surface level understanding of this, good for you. But instead of reading PR material go and read actual SDK documentation to get to know the actual relevant technical details because you just regurgitated essentially marketing lines to me. You can't just flip a switch with command lines on something that hasn't been implemented, have you not wondered why so few games support RR vs dlss as of now? I mean you can see the broken reflection in the images some people say look better and still you people argue... smh
"High frequency details" "sharper image" in term of RR means things like catching shadows underneath a mug or a wire, getting a coherent sharp reflections that doesn't swirl and pop... it's all about context. The images showcased earlier just resembled some sort of post process edge/contrast sharpening, look It's obviously having and effect but not the right one.
ffs to be sure i wasn't talking bs I texted a graphics engineer colleague that spends his workdays under the hood of unreal and he confirmed, "-it's gonna require a lot more than a command line for it to work properly on 5.1, as it is you are mostly going to break things". Believe me or don't but i'm sure gonna trust this guy over your google copy paste skills.
There are tweaks that could be done to reduce shimmering (we often call them fireflies when talking about ray tracing), raising the sampling rate or even clamping the values of the reflection for example, but it's a trade-of since you'll get a substancial impact on performance with the former and often darker reflections for the latter. I believe there are even some BVH settings you can tweak there (increasing the fidelity of the world represented within the reflections for example, big hit on CPU and memory here) not 100% sure those are exposed to the ini file though. So yeah play with the [SystemSettings] by all means, i'm sure there are gains to be made there and i'm sure there will be good mods tweaking all that. RR is not one of them, well at least not like this.
Alright, i feel like i'm just gonna attract more angry, copping, armchair devs here so no point in trying to explain this any further. I lost 20-40 fps on a 4090 and about a hour total of playtime testing and arguing over this. Go play with worse performance and broken visuals, I just tried to warn you.
Second - donoisers are not selective, they denoise the whole image. It was invented to retain more details from the reflections, beacuse it was the hurting point, but it denoises the full scene anyway. Thanks to this the whole image looks so much cleaner and crisper compared to this s#*! called lumen itself. The distant landscape, foliage and any structure that has some contrast will be more sharp thanks to the RR tech. Yes, it costs performance as of now, beacuse devs haven't manually implemented it, but if we get right implementation, the performance cost will be negligable or zero net.
If u want brighter game or another filter use reshade or smthing
Incorrect, denoisers can be selective, they often are and especially in the case of ray reconstruction because the whole point of RR is to improve the lighting passes specifically earlier during rendering and not after the image has been fully composited. Again, it isn't a post effect on the whole image, it's much more engrained into the rendering pipeline and needs real work to be close to functional wich is why its so rare still. RR is still very early days and implementations so far have been partly handled by actual nvidia staff, if you wanna get a good sense of what it does, look up "nvidia NRD" which is an earlier non machine learning denoising method that is open source and therefore has more actual technical documentation freely available.
You seem to think RR is gonna replace lumen.... Lumen isn't a denoiser.. It's the whole lighting pipeline, so even a top notch RR intergation ain't gonna replace Lumen.
You're also wrong about RR's supposed small to no performance impact... in the games where it has actually been implemented you can often see an uplift in performance because RR typically runs faster than the current popular denoising methods.
Every comparaison has showcased broken reflections,no improvements to GI or ghosting... you know the actual things that RR is made for.
All the other weird changes are things that RR should have nothing to do with, they're probably things just breaking actually.
Aigmir
One thing i can recommend you for better reflections with minimum performance impact:
create an Engine.ini file in ...\AppData\Local\Stalker2\Saved\Config\Windows
and type in:
r.Lumen.Reflections.DownsampleFactor=1
save
by default this is set at "2" which traces 1 pixel every 4 on screen pixels, "1" traces 1 every 2 pixels, "0" traces every pixel from your resolution.
I use "1" as the performance Impact is very small and the lumen representation of the reflected world isn't accurate enough to grant a full resolution resolve.
edit: don't get me wrong though, RR is a nice piece of tech. which works wonders in other games. but in this game, its yet to make a difference.
And the flickering wont be there in the first place without dlss on ? Not sure but feels like in video reflections quality became worse than before.
No left to right comparsion but still...
in 1080p 2080 should perform bout 20% better compared to 2060
especially that i was rarely hitting 6gb vram usage with textures on high
EDIT: at 4k with medium textures and balanced dlss = capped 60fps with occasional drops to 45-50 in populated areas
You are pointlessly rude to others. How about being the better person by teaching properly instead of bragging and being a dick.