Barattini
Barattini
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Black Myth Wukong full ray tracing custom snipe V4
I’ve developed a custom snipe code for the engine.ini mod that enhances ray tracing effects:
Frame cap at 30 fps, FG OFF, just textures at cinematic, rest settings are set at "low", DLSS ultraperformance.
drive.google.com/file/d/16ryqq0SJUYe0oioBDaZT_s2m_PIyM_1e/view?usp=sharing
To compare with 1440p cinematic settings +: full ray tracing very high, DLSS ultraperformance, frame cap at 60 fps: th-cam.com/video/nZvywF1LIYg/w-d-xo.htmlsi=jVVo1TXt3-DT0pVA
I forgot to uninstal this mod, so it is in play:
github.com/Lyall/WukongTweak/releases
มุมมอง: 16

วีดีโอ

Black Myth Wukong full ray tracing custom snipe V3 (reflection max roughness 0.5 and more)
มุมมอง 237 ชั่วโมงที่ผ่านมา
This version has no glitches or issues I've noticed, I am still working on a way to make reflections in all materials on, with no silver reflection on lakes. drive.google.com/file/d/1e2qTXjen2Ak7iQ1TszROdRTXjpqZZsDV/view?usp=drive_link
Black Myth Wukong: full ray tracing snipe code - v2 (multi-bunced ray tracing abd more)
มุมมอง 199 ชั่วโมงที่ผ่านมา
Almost finished. Custom snipe: drive.google.com/file/d/1Ppzz-1sYIG7hGbPtvRfb7So3WwgaQ8bj/view?usp=sharing Disable this to fiz white mesh above water layer: r.RayTracing.WaterCaustics.EnableTemporalAA=0
Maxed-Out Ray Tracing Experiment in Black Myth: Wukong | Custom Snipe Code Performance Test
มุมมอง 3819 ชั่วโมงที่ผ่านมา
In this video, I test the limits of Black Myth: Wukong's ray tracing capabilities with a custom Unreal Engine 5 snipe code. The goal? To achieve the highest visual fidelity using advanced ray tracing settings like reflections, shadows, translucency, and DLSS Ray Reconstruction. But with extreme settings come extreme challenges-watch as I push my GPU to the brink, and see the surprising results!...
FFXVI demo 4K max settings + DLSS ultra performance
มุมมอง 11วันที่ผ่านมา
Without NVidia ShadowPlay interference FG on
Black Myth: Wukong - Ray-Traced Ambient Occlusion snipe mod - Enhanced Visuals 4K RTX 4060
มุมมอง 71วันที่ผ่านมา
It looks like this snippet successfully forced ray-traced ambient occlusion to Black Myth: Wukong without any noticeable ghosting or artifacts. However, it's definitely demanding on the GPU. This game uses screen-space ambient occlusion (SSAO). Here I actvated RTAO, which is far more realistic. "Value driven by postprocess volume (default)" " In this game, RTAO is tied to the post-processing vo...
Black Myth Wukong: Ray Traced Ambient Oclusion (less ghosting)
มุมมอง 3214 วันที่ผ่านมา
Denoiser solves flickering, but causes pichy areas on rocks. I am still working to enable both. Snipe code: [SystemSettings] r.RayTracing.GlobalIllumination.Intensity=0.1 r.RayTracing.GlobalIllumination.SamplesPerPixel=2 r.RayTracing.GlobalIllumination.EnableTwoSidedGeometry=1 (it is not enabled in the game normaly, it is disabled by default) r.RayTracing.ForceAllRayTracingEffects=0 r.RayTracin...
Black Myth Wukong 1280x720 DLAA cinematic (to compare)
มุมมอง 1414 วันที่ผ่านมา
A video to compare with this one: th-cam.com/video/uN1RiPSo4Dc/w-d-xo.html (ray traced ambient oclusion and minimal non-ray traced interference).
Black Myth Wukong: ray traced ambient oclusion
มุมมอง 3314 วันที่ผ่านมา
Full ray tracing at very high enables: Global Illumination reSTIR GI (Full-res), ray traced Shadows, ray traced Reflections (Full-res Particles) and Caustics. This snipe code have forced ray-traced ambient occlusion RTAO, with a significant drop in performance (normaly it is bounded to post process volume and is not present all time): Here we have no denoiser to fix flickering, we have two side...
Black Myth Wukong: 4K low settings DLSS + full ray tracing very high
มุมมอง 2014 วันที่ผ่านมา
Black Myth Wukong: 4K low settings DLSS full ray tracing very high
FFXVI demo Steam 4K Ultra DLSS on FG off
มุมมอง 714 วันที่ผ่านมา
Gameplay with no NVidia Shadowplay interference.
FFXVI demo Steam 4K Ultra DLSS on FG off
มุมมอง 1414 วันที่ผ่านมา
Gameplay with no NVidia Shadowplay interference.
FFXVI demo Steam 4K Ultra DLSS on FG off
มุมมอง 1214 วันที่ผ่านมา
Gameplay with no NVidia Shadowplay interference.
Black Myth Wukong: Full Ray Tracing - Hidden ray tracing quality mode 4
มุมมอง 2914 วันที่ผ่านมา
[/Script/GSGameSettings.GSGameUserSettings] StartLevelName= GMCommandList=() bNeverShowStartupUI=False MainMonitorID="MONITOR\\GSM0001\\{4d36e96e-e325-11ce-bfc1-08002be10318}\\0001" UISettingData=(("MainDisplay", "0"),("Min", "0"),("PlayerGuide", "1"),("EnemyTopBar", "1"),("BossBar", "1"),("LockBar", "1"),("InteractionTips", "1"),("LowHpTips", "2"),("AdvanceDropManualClose", "0"),("PrivacyAgree...
Black Myth Wukong: Ray Tracing Showdown - Low vs. Cinematic Quality Test
มุมมอง 2214 วันที่ผ่านมา
00:14 Global Illumination low vs cinematic - maybe unecessary due to Full Resolution Multi-Bounce Ray-Traced Indirect Lighting (low looks more realistic) - I doubt we are tweaking bounces here, I know it is 2 bouncer at max ("natural colored lighting bounces up to two times"), because 0 bounces completely dark some areas, and it is not what i see here 01:05 Ray-Traced Shadows 01:31 Torsch Shado...
Black Myth Wukong : comparing shadow settings when full ray tracing is enabled
มุมมอง 1014 วันที่ผ่านมา
Black Myth Wukong : comparing shadow settings when full ray tracing is enabled
Foliage Movement Distance Variation in Black Myth Wukong: Impact Across Shadow Quality Presets
มุมมอง 2214 วันที่ผ่านมา
Foliage Movement Distance Variation in Black Myth Wukong: Impact Across Shadow Quality Presets
Black Myth Wukong: High Shadows, Reflections and Global Illumination and Full Ray Tracing
มุมมอง 2521 วันที่ผ่านมา
Black Myth Wukong: High Shadows, Reflections and Global Illumination and Full Ray Tracing
Black Myth: Wukong-Optimal Ray Tracing with Minimal Rasterization Interference 1
มุมมอง 3821 วันที่ผ่านมา
Black Myth: Wukong-Optimal Ray Tracing with Minimal Rasterization Interference 1
Black Myth: Wukong-Optimal Ray Tracing with Minimal Rasterization Interference 2
มุมมอง 1021 วันที่ผ่านมา
Black Myth: Wukong-Optimal Ray Tracing with Minimal Rasterization Interference 2
Black Myth Wukong: High Shadows, Reflections and Global Illumination and Full Ray Tracing
มุมมอง 1521 วันที่ผ่านมา
Black Myth Wukong: High Shadows, Reflections and Global Illumination and Full Ray Tracing
Black Myth Wukong: RTX 4060 | core I3 13100F | 1080p cinematic full ray tracing max
มุมมอง 2021 วันที่ผ่านมา
Black Myth Wukong: RTX 4060 | core I3 13100F | 1080p cinematic full ray tracing max
Black Myth Wukong: Max ray tracing, low Shadows, & Reflections, medium GI. Less raster interfluence
มุมมอง 11421 วันที่ผ่านมา
Black Myth Wukong: Max ray tracing, low Shadows, & Reflections, medium GI. Less raster interfluence
Black Myth Wukong: Max ray tracing, low Shadows, Reflections and GI. Less raster interfluence
มุมมอง 3121 วันที่ผ่านมา
Black Myth Wukong: Max ray tracing, low Shadows, Reflections and GI. Less raster interfluence
Black Myth Wukong: Max ray tracing, low Shadows, Reflections and GI. Brightness 35
มุมมอง 1221 วันที่ผ่านมา
Black Myth Wukong: Max ray tracing, low Shadows, Reflections and GI. Brightness 35
Black Myth Wukong: Max ray tracing, low Shadows, Reflections and GI. Brightness 50
มุมมอง 2621 วันที่ผ่านมา
Black Myth Wukong: Max ray tracing, low Shadows, Reflections and GI. Brightness 50
Black Myth Wukong: Max ray tracing, low Shadows, Reflections and GI. Brightness 50
มุมมอง 821 วันที่ผ่านมา
Black Myth Wukong: Max ray tracing, low Shadows, Reflections and GI. Brightness 50
Final Fantasy XVI: RTX 4060 4K max settings DLSS patch v 1.02 (FPS unlocked MOD) demo
มุมมอง 21521 วันที่ผ่านมา
Final Fantasy XVI: RTX 4060 4K max settings DLSS patch v 1.02 (FPS unlocked MOD) demo
Final Fantasy XVI: RTX 4060 4K max settings DLSS patch v 1.02 (FPS unlocked MOD) demo
มุมมอง 5421 วันที่ผ่านมา
Final Fantasy XVI: RTX 4060 4K max settings DLSS patch v 1.02 (FPS unlocked MOD) demo
Final Fantasy XVI: RTX 4060 4K max settings DLSS patch v 1.02 (FPS unlocked MOD) demo
มุมมอง 3421 วันที่ผ่านมา
Final Fantasy XVI: RTX 4060 4K max settings DLSS patch v 1.02 (FPS unlocked MOD) demo

ความคิดเห็น

  • @Rafael-dm9mm
    @Rafael-dm9mm วันที่ผ่านมา

    Seems incomplete.

  • @Rafael-dm9mm
    @Rafael-dm9mm วันที่ผ่านมา

    This game default is two side geometry disabled.

  • @Rafael-dm9mm
    @Rafael-dm9mm วันที่ผ่านมา

    Interesting that here, even with 2 side geometry enabled, you do not get pitchy areas issue on rocks.

  • @Rafael-dm9mm
    @Rafael-dm9mm วันที่ผ่านมา

    Needs Denoiser to fix bright leaves and flashes.

  • @Rafael-dm9mm
    @Rafael-dm9mm วันที่ผ่านมา

    The true issue seems to be relatedvto bias.

  • @Rafael-dm9mm
    @Rafael-dm9mm วันที่ผ่านมา

    I’ve reduced the bounces in the reflection, and the silver reflection issue is now hidden. I’m currently fine-tuning to resolve this issue permanently.

  • @Rafael-dm9mm
    @Rafael-dm9mm วันที่ผ่านมา

    I would apreciate if soneone tell me how fix this silver reflection.

  • @Rafael-dm9mm
    @Rafael-dm9mm 2 วันที่ผ่านมา

    After driver update and shader compilation, issue fixed. Later I post my final version. I managed to disable lumen and use RTGI/RT reflection. GPU load increased a lot, though. It greatly changes game visuals .

  • @Rafael-dm9mm
    @Rafael-dm9mm 2 วันที่ผ่านมา

    This game seems to use Lumen with ray tracing as default and not fine-tuned full ray tracing nor the most realistic pure path tracing. So, you have raster solutions with ray tracing on top, which is less realistic.”

  • @Rafael-dm9mm
    @Rafael-dm9mm 2 วันที่ผ่านมา

    Even though not noticeable , there is a conflit between translucency and reflections, that start to appear when you set reflection max roughness above 0.5. I am still working on it. Some effects need to be actvated through simple raster before since it is the base for ray traced version. That is probably why point shadows desapear at low shadow quality even at max ray tracing.

  • @Rafael-dm9mm
    @Rafael-dm9mm 3 วันที่ผ่านมา

    I found the other issue, just lower reflection max roughness.

  • @Rafael-dm9mm
    @Rafael-dm9mm 3 วันที่ผ่านมา

    I managed to solve the water caustics above the ground issue and found the group of r.raytracing.reflection settings that are causing silver reflections. Later I will post a video. You can improve game quality adding effects that are disabled as default, serting higher quality settings for each of the enabled settings and forcing then to be active and even disabling rasterization. GI is not full ray traced as I suspected, dissbling adds some glitches, like sunlight inside caves. This game have not enabled cranked up all settings maybe due to wude range of graphics cards. RTX 4000 series handle so well ray tracing, its a shame. I can't immagine how fat my next RTX 5060 will go in rauly tracing and DLSS, it's just so exciting! Pure ray tracing makes scene so realvand immersive that makes gamming like a travel. I enjoy every detail, sunlight crossing leaves, rocks reflecting light... ❤

  • @Rafael-dm9mm
    @Rafael-dm9mm 5 วันที่ผ่านมา

    FG add few frames and is used only when it helps.

  • @Rafael-dm9mm
    @Rafael-dm9mm 6 วันที่ผ่านมา

    The command r.RayTracing.Reflections.MaxRoughness=1 is used to control the maximum roughness of surfaces that can have ray-traced reflections. In simpler terms, this setting determines how rough a surface can be while still being able to reflect light using ray tracing. A value of 1 means that even the roughest surfaces will have ray-traced reflections. Lowering this value can improve performance because fewer surfaces will use the more computationally intensive ray-traced reflections.

  • @Rafael-dm9mm
    @Rafael-dm9mm 6 วันที่ผ่านมา

    There’s a specific line in the reflections code that causes tree reflections in lakes to appear silver. I can’t recall which one it is, but fixing this issue only requires changing that single line. SHARK lines are also among the most demanding. To fix the fog, you need to reduce its density to around 0.001 and decrease the fade distance. There are other demanding lines as well, like reflection roughness. Denoisers seem to be useful and necessary, even with Ray Reconstruction in play. Ray Reconstruction works better with lower samples per pixel and reduced screen space options (around 50%).

  • @Rafael-dm9mm
    @Rafael-dm9mm 7 วันที่ผ่านมา

    I’ve encountered an issue in my snipe code for Black Myth: Wukong that causes reflections to appear metallic. I’m currently working on a fix for this. Additionally, the fog you see in the game is volumetric ray traced fog, and I’ve managed to reduce its intensity. My snipe is meant to inspire those who love ray tracing and realism, and I invite you all to experiment and share your thoughts.

  • @Rafael-dm9mm
    @Rafael-dm9mm 10 วันที่ผ่านมา

    I dug up some additional information: those treetop shadows? Not actually ray-traced! NVIDIA uses those images to say, ‘Look, see how great ray tracing is! Check out these shadows.’ But guess what? Those treetop shadows are actually cascade shadows relying on good ol’ rasterization. Oh my!

  • @Rafael-dm9mm
    @Rafael-dm9mm 11 วันที่ผ่านมา

    This produces interesting results too: r.PathTracing.Enable=1 r.PathTracing.UseTemporalAA r.PathTracing.UsePathtracedGlobalIllumination=1 r.PathTracing.UsePathtracedCaustics=1 r.PathTracing.MaxBounces=4 r.PathTracing.UsePathtracedShadows=1 r.PathTracing.UsePathtracedReflections=1 r.PathTracing.UseAmbientOcclusion=1 r.Streaming.PoolSize=1500 r.PathTracing.Denoiser=1 r.TextureStreaming=1

  • @Rafael-dm9mm
    @Rafael-dm9mm 13 วันที่ผ่านมา

    My next video a pure ray traced snipe 😊

  • @Rafael-dm9mm
    @Rafael-dm9mm 13 วันที่ผ่านมา

    Problem solved. I will post later a video. Super gpu demanding.

  • @Rafael-dm9mm
    @Rafael-dm9mm 14 วันที่ผ่านมา

    Code above do not helped. Maybe this one: [SystemSettings] r.TemporalAA.Algorithm=0 r.TemporalAASamples=0 r.TemporalAA.Upsampling=0 r.NGX.DLSS.Quality=0 r.NGX.DLSS.HistoryWeight=0.2 r.RayTracing.AmbientOcclusion=1 r.RayTracing.AmbientOcclusion.SamplesPerPixel=1 r.RayTracing.AmbientOcclusion.RadiusScale=0.2 r.RayTracing.Reflections.TemporalAccumulation=0 r.RayTracing.Reflections.MaxRoughness=0.5 r.Tonemapper.Sharpen=0 r.TemporalAACurrentFrameWeight=0 r.ScreenPercentage=100 r.MotionBlurQuality=0 r.AntiAliasingMethod=0 r.FXAA.Quality=0 r.PostProcessAAQuality=0 r.RayTracing.AmbientOcclusion.Denoiser=1

  • @Rafael-dm9mm
    @Rafael-dm9mm 15 วันที่ผ่านมา

    I will try it to solve this ghosting: [SystemSettings] r.TemporalAASamples=8 r.TemporalAACurrentFrameWeight=0.2 r.TemporalAA.Upsampling=0 r.TemporalAA.Algorithm=1 r.TemporalAACatmullRom=0 r.RayTracing.AmbientOcclusion=1 r.AmbientOcclusion.RadiusScale=0.3 r.RayTracing.AmbientOcclusion.SamplesPerPixel=2 r.RayTracing.AmbientOcclusion.EnableMaterials=0 r.NGX.DLSS.Enable=1 r.NGX.DLSS.Quality=0 r.NGX.DLSS.HistoryWeight=0.2 ; Ajustes em reflexos para minimizar artefatos r.RayTracing.Reflections.MaxRoughness=0.6 r.RayTracing.Reflections.TemporalAccumulation=0 ; Outros ajustes gerais r.MotionBlurQuality=0 r.Tonemapper.Sharpen=0.5 r.TemporalAASharpness=0.8

  • @Rafael-dm9mm
    @Rafael-dm9mm 16 วันที่ผ่านมา

    Looks better, but too much ghosting.

  • @Rafael-dm9mm
    @Rafael-dm9mm 16 วันที่ผ่านมา

    th-cam.com/video/XVYS1O-G1TE/w-d-xo.htmlsi=FXXzxgiJPFizd312 here ray traced ambient oclusion

  • @Rafael-dm9mm
    @Rafael-dm9mm 16 วันที่ผ่านมา

    Ambient Oclusion is not ray traced either, should be put at low IMO.

  • @Rafael-dm9mm
    @Rafael-dm9mm 16 วันที่ผ่านมา

    Am I just me or the game looks more close to reality low settings + full ray tracing at very high than cinematic + full ray tracing at very high? I suspect there is a bad intteraction between ray tracing and non ray tracing solutions in this game.

  • @Rafael-dm9mm
    @Rafael-dm9mm 16 วันที่ผ่านมา

    Trying to solve it. 4K native reduces it a lot.

  • @Rafael-dm9mm
    @Rafael-dm9mm 17 วันที่ผ่านมา

    Is this game actually fully ray-traced? If so, what settings are we adjusting when ray tracing is set to very high, such as shadow quality, global illumination, reflection quality, and ambient occlusion? Are we adding non-ray-traced effects like SSR, shadows, and global illumination, or are we fine-tuning ray tracing settings like the number of bounces, samples per pixel, and so on?

  • @paolomontresor8874
    @paolomontresor8874 18 วันที่ผ่านมา

    Hey there. I am also still testing. I find that disabling global illumination at all through UE console is a bit too off, too many completely pitch black areas. I'd suggest to only add these lines to the original engine.ini [SystemSettings] r.RayTracing.ForceAllRayTracingEffects=1 r.RayTracing.Reflections.MaxBounces=4 Though the second one I am not 100% sure about its effect. My feeling is that in this way we actually have the right path tracing illumination, shadows and reflections, and now the shadows, reflections and global illumination settings in game do not do anything as far as I can tell.

  • @Rafael-dm9mm
    @Rafael-dm9mm 18 วันที่ผ่านมา

    This game has a HUGE difference between having ray tracing on and off.

  • @paolomontresor8874
    @paolomontresor8874 22 วันที่ผ่านมา

    Great job. I am doing the same thing, and came to the same conclusion. For sure Global illumination is the major offender to path tracing. But also shadows, if you set them to low (off), then something funky seems to happen. Also, try to play the intro with global illumination set to low. It seems that the intro was recorded only with Lumen global illumination. It is ugly with full RT and GI set to low (also sky-rocketing fps)

    • @Rafael-dm9mm
      @Rafael-dm9mm 21 วันที่ผ่านมา

      @@paolomontresor8874 so, it explain why I get higher FPS in the intro, even at Cinematic sertings with such weak card: th-cam.com/video/i0k0ubQjMKc/w-d-xo.htmlsi=p2LQNp8yZ7fPCrTL

    • @Rafael-dm9mm
      @Rafael-dm9mm 21 วันที่ผ่านมา

      @@paolomontresor8874 Have you tried adjusting the brightness? They recommend setting it until the symbol is just barely visible. When I checked, the symbol was completely invisible by default. I adjusted it to 35, which seems to fix the problem of excessive darkness. You might want to try setting it to 50, for instance.

    • @Rafael-dm9mm
      @Rafael-dm9mm 21 วันที่ผ่านมา

      @@paolomontresor8874 Have you tried adjusting the brightness? They recommend setting it until the symbol is just barely visible. When I checked, the symbol was completely invisible by default. I adjusted it to 35, which seems to fix the problem of excessive darkness. You might want to try setting it to 50, for instance.

    • @paolomontresor8874
      @paolomontresor8874 21 วันที่ผ่านมา

      I need to do some more tests, but so far I saw that shadows to low disables trees movements, which is not ideal. Reflections seem to do nothing with full rt. Regarding global illumination I like better low than cinematic, but maybe medium could be interesting.

    • @Rafael-dm9mm
      @Rafael-dm9mm 21 วันที่ผ่านมา

      @@paolomontresor8874 Thank you for your observations! I’m curious about the necessity and placement of these shadows-especially considering they’re supposed to be raster shadows. Are they on the right place? In my opinion, a more realistic visual experience occurs when everything is set to low, while ray tracing is cranked up to the max. But I’d love to hear your findings from your tests. It would be great to know so I can fine-tune my settings here. Please feel free to share. Also, DLSS and anti-aliasing don’t play well together. It’s odd that this game don’t automatically disable anti-aliasing when DLSS is turned on.

  • @Rafael-dm9mm
    @Rafael-dm9mm 22 วันที่ผ่านมา

    Today, NVIDIA released a new driver that seems to boost performance and adds shader compilation before the game loads.

    • @patamax3769
      @patamax3769 20 วันที่ผ่านมา

      Sorry for asking, but would you mind asking how much FPS you are getting without the recording with this setting ? Im debating between 4060 and 3070 (with Lossless scaling)

    • @Rafael-dm9mm
      @Rafael-dm9mm 20 วันที่ผ่านมา

      @@patamax3769 Sometimes it hits 70 FPS with FG, and without it, around 60 FPS. Occasionally, it goes higher, but on average, it’s about 45-50 FPS without DLSS 3 FG. Check out my other videos for different locations where I get more FPS. I can also record my FPS without recording software later using my phone. DLSS 3 doesn’t work while recording, but it works well when not. For example: here with Frame Feneration DLSS 3 while using NVidia ShadowPlay: th-cam.com/video/0YzoCGdRXcA/w-d-xo.htmlsi=OXUBB3G6xj1IvW-c Here recording with NVidia Shadowplay ( 10% more GPU usage according to MSI) without DLSS 3 FG: th-cam.com/video/HpZD8XbgsGI/w-d-xo.htmlsi=oiWlP6Om1LE02ysY Here DLSS "auto" while recording NVidia Shadowplay: th-cam.com/video/MoKC8evO-O4/w-d-xo.htmlsi=6z_aNkqBgdPHWhwK

    • @patamax3769
      @patamax3769 18 วันที่ผ่านมา

      @@Rafael-dm9mm Thank you so much for the detailed reply. Also I’m very sorry for my poor grammar in the previous comment. Was a bit too excited by the video haha. One last question, what is this FPS unlocker you mention in the title ? Is it the same as loss less frame gen?

    • @Rafael-dm9mm
      @Rafael-dm9mm 18 วันที่ผ่านมา

      @@patamax3769 Here you are: th-cam.com/video/APiQjVtRSnk/w-d-xo.htmlsi=zj18b5WPvB7P71El th-cam.com/video/SSOYzuwwxHA/w-d-xo.htmlsi=7dfJqOxOMNvSkg5d th-cam.com/video/gOKOFOeK-po/w-d-xo.htmlsi=Utb9WJg20OEF4npp Sory for the bad quality.

    • @Rafael-dm9mm
      @Rafael-dm9mm 18 วันที่ผ่านมา

      @@patamax3769 github.com/Lyall/FFXVIFix

  • @Rafael-dm9mm
    @Rafael-dm9mm 23 วันที่ผ่านมา

    Hi there! Could you please provide more details about that? I’d appreciate it!

  • @guitarrasangreyacha
    @guitarrasangreyacha 24 วันที่ผ่านมา

    Vele las gráficas a eso jajajajjajjajjjaa

    • @Rafael-dm9mm
      @Rafael-dm9mm 24 วันที่ผ่านมา

      @@guitarrasangreyacha Thanks for watching! I truly believe Final Fantasy XV is a masterpiece, and this scene with the volcano in the background is one of my favorites. The graphics really bring it to life!

  • @Rafael-dm9mm
    @Rafael-dm9mm 25 วันที่ผ่านมา

    Unless you’re tweaking path-traced shadows, global illumination, and reflections, but having two tweaks in the same menu would be strange. It doesn’t make sense.

  • @Rafael-dm9mm
    @Rafael-dm9mm 25 วันที่ผ่านมา

    I say that because I did tests with the Dragon’s Dogma 2 path tracing mod. Pure path tracing is more demanding and looks darker than hybrid path tracing, which combines rasterization and path tracing. This results in less GPU load and a brighter image, but it loses realism. It seems the same thing is happening in this game. Maybe they should just grey out these settings when path tracing at very high is enabled. The same goes for anti-aliasing, as it negatively affects DLSS

  • @Rafael-dm9mm
    @Rafael-dm9mm 25 วันที่ผ่านมา

    Is it just me, or do game look better when the settings are set to low and path tracing do the job? I feel like all those simulated details look ‘fake’ compared to ray-traced ones. The extra shadows in cinematic settings aren’t ray-traced, and the global illumination isn’t either. In my opinion, with low settings, there’s less interference from those fake lights, reflections, and shadows.

  • @HHZ9987
    @HHZ9987 26 วันที่ผ่านมา

    i can't find REFramework Works with DLSS/DLAA They all say Expired :(

    • @Rafael-dm9mm
      @Rafael-dm9mm 26 วันที่ผ่านมา

      @@HHZ9987 I checked, and it has indeed expired. However, I still have the file.

    • @HHZ9987
      @HHZ9987 26 วันที่ผ่านมา

      @@Rafael-dm9mm Please Can you upload it to Google Drive, Mega or any page RE3 If you have one

    • @Rafael-dm9mm
      @Rafael-dm9mm 26 วันที่ผ่านมา

      @@HHZ9987 yes

    • @Rafael-dm9mm
      @Rafael-dm9mm 26 วันที่ผ่านมา

      @@HHZ9987 I am pretty sure this one should work: drive.google.com/file/d/1EXUiDRyfIi9QKsWtTyaT0KKo2g8On7QE/view?usp=drivesdk Give this one a shot. If it doesn’t work, it’s probably because it’s the wrong version. After that, I’ll upload the correct one from my Steam Folder.

    • @Rafael-dm9mm
      @Rafael-dm9mm 26 วันที่ผ่านมา

      ollow the instructions provided in the video description: th-cam.com/video/_XtaWiAxjDU/w-d-xo.html I will share the file link from my Google Drive in the video description.

  • @Ishfar0
    @Ishfar0 27 วันที่ผ่านมา

    ur highly cpu bound brother. and most probably vram bound to be able to take advantage of frame generation

    • @Rafael-dm9mm
      @Rafael-dm9mm 27 วันที่ผ่านมา

      @@Ishfar0 My cpu is too weak 😓

  • @Rafael-dm9mm
    @Rafael-dm9mm 27 วันที่ผ่านมา

    Just to compare: RTX 3080: th-cam.com/video/AmZeZI5BBmY/w-d-xo.htmlsi=V7mL675XjecGF7Fi RTX 3070 th-cam.com/video/whz-qCin0qw/w-d-xo.html RTX 3060 ti th-cam.com/video/DcDyeFmbdQw/w-d-xo.htmlsi=Ab7t5v5_BDOcsktB RX 6700 xt th-cam.com/video/1L_HMkSafD8/w-d-xo.htmlsi=scRAGZqjWaXt_Gl2

  • @findo69
    @findo69 27 วันที่ผ่านมา

    SSR is one type of ray tracing

    • @Rafael-dm9mm
      @Rafael-dm9mm 27 วันที่ผ่านมา

      So FFVI have Ray Tracing? I’ve been searching everywhere online, but I keep seeing mixed answers. Some say it doesn’t have it. Can anyone confirm?

  • @Rafael-dm9mm
    @Rafael-dm9mm 27 วันที่ผ่านมา

    Recording at 4K resolution requires significant GPU resources to encode the video in real-time. This process uses the NVENC (Nvidia Encoder) chip, which, while efficient, still adds a noticeable load to the GPU.

  • @Rafael-dm9mm
    @Rafael-dm9mm 27 วันที่ผ่านมา

    The FPS here is noticeably higher when I’m not recording

  • @Rafael-dm9mm
    @Rafael-dm9mm 27 วันที่ผ่านมา

    I’m playing with Digital Foundry-optimized settings for PC, which are the same as the PS5 settings: 30 FPS frame cap, full ray tracing at 4K, DLSS on, and Frame Generation enabled. The GPU usage is around 80%, and it looks fantastic! I’ll record a video later to show how it looks.

  • @Rafael-dm9mm
    @Rafael-dm9mm 29 วันที่ผ่านมา

    You might wonder why frame generation isn’t effective in this scenario. Well, at such high resolutions-especially while recording gameplay-the frame generation process doesn’t function properly due to inadequate VRAM, especially if it’s not well-implemented (as is the case with this game).

  • @Rafael-dm9mm
    @Rafael-dm9mm 29 วันที่ผ่านมา

    An RTX 4060 Ti should be sufficient to run this game at those settings without any frame drops. Later, I’ll try disabling the extra load from NVIDIA ShadowPlay to see if it becomes more stable. Overall, not bad at all for a card that’s considered relatively weak. 😄🎮🔥

  • @Rafael-dm9mm
    @Rafael-dm9mm หลายเดือนก่อน

    NVidia ShadowPlay impacts performance.

  • @Rafael-dm9mm
    @Rafael-dm9mm หลายเดือนก่อน

    NVidia ShadowPlay impacts performance.

  • @lukasgroot
    @lukasgroot หลายเดือนก่อน

    Wow 4060 much better at RTX than my good old 3060, I get same fps at 1440p 😅

    • @Rafael-dm9mm
      @Rafael-dm9mm หลายเดือนก่อน

      @@lukasgroot ♥️

  • @Rafael-dm9mm
    @Rafael-dm9mm หลายเดือนก่อน

    I advise you to be cautious if you want to apply DLSS to this game. I recommend just copying and pasting the mod file into the game folder without making any adjustments. It seems to modify the DLSS driver definition in all other games, and I had to do a clean install of my GPU driver to fix the problem.