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Forspoken incorrect resolution/scaling no matter what #88
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Ah looks like this game uses the dynamic res support in DLSS, didn't add anything to override that yet since I wasn't too sure how it worked (and didn't know any games using it), but looking into it now it seems simple enough, game tells DLSS which quality level is selected, then DLSS returns what resolution to use for that level as usual, but also returns a minimum/maximum resolution to use for any kind of dynamic res the game engine might support So it's still up to the game to handle the dynamic res and increase/decrease it, DLSS just says what range is valid for the chosen quality level - some reason it looks like Forspoken tends to lower the dynamic res it chooses even when you're at max framerate though, pretty strange. (wonder if this dynamic res stuff might also get used when DLSS is disabled too...) For now a simple fix is to just make our override also change the min/max values to the same as the custom one, pretty much disabling the games dynamic res and lets it always use your custom ratio instead. Here's a build which has that added if you want to give it a try, for me this seems to let it render at full 3840x2160 using 1.0x ratio on 3.1.30: Will need to try looking into how DLSS actually picks the minimum/maximum res and see if that can be copied for the custom ratio instead, for now maybe will add an INI setting for this (default true) in case it might break some other title (build above doesn't have any INI setting for it yet btw) |
Wow, I didn't even really expect a solution or a response. This is all very fascinating. Actually, I only made this thread because I noticed the DLAA was not functioning as I imagined. I thought the resolution mismatch was causing the problem. I tried the attached build and can verify that the resolution functions normally now. However, I noticed immediately that the hair was wrong when using this. I went back to the new game, and the Christmas tree lights look like they're flickering and have some type of noise on them. Actually, now that I look closely, it looks like each individual light is twice as bright, as if there are 2 different layers displayed on top of each other and they don't exactly match up because of noise. I've heard that DLAA is supposed to improve the image, so this doesn't seem normal. DLSS as it comes with the game does not induce these distortions in hair and lighting, despite being lower resolution. Conveniently, the lights at the end of the street seem to indicate it's a problem with the tree branches and it magnifies with distance. I'm not sure if this is even in the scope of the DLSS DLL settings at this point, but still cool to figure out a bug. |
That could be the preset it's using, different ones seem to have big effects on things like transparent branches, and probably hair too. You can try changing the preset in the INI, or if you setup the dev DLSS from https://github.com/NVIDIA/DLSS/raw/main/lib/Windows_x86_64/dev/nvngx_dlss.dll that should let you change presets in-game with the DLSS overlay. IIRC for DLAA the recommended one is preset F, seems they default to preset C on this for some reason though. |
@emoose : I just tried your 200.7 beta and, as mentioned on issue #86, the preset problem seems to be fixed. I tried The Last of US & Death Stranding at 0.85 scale and this is perfect. Thanks a lot ! |
@GitDoric huh that's strange, only things this has changed is this dynamic res override, and support for 3.1.30 preset overrides. Guess one of those must be interfering, maybe game just doesn't like dynamic res to be tweaked, added a |
I finally narrowed down the issue to Forspoken disliking when you go above. If you add even 1% to quality and do 67%, it ruins the image. So .67-1.0 is useless. Any other game with this behavior, or do you know the cause of this? |
Yikes, still not working. Not working with 200.1 beta 1 & 2 dll, works as soon as i put the 200.6 dll instead. This may be related to the preset overrides ? Seems DLSS is becoming more and more difficult to adapt with every new version lol. |
Oof that is weird, does any dlsstweaks.log file show up at all? Maybe worth trying with @ImMaleven did you try changing the preset letters? Different scale ranges can use different presets, game might be switching to some bad preset once you go above a certain scale. |
I just saw that despite putting = false, OverrideDynamicResolution stills shows as "true" in the log. Dunno if it's related to the problem or not :) ! |
@GitDoric ah whoops that could be it, looks like I had it reading as int instead of bool, maybe |
@emoose : Yes, that fixed it :D ! |
@GitDoric hmm that setting shouldn't really have affected the preset stuff, which titles did you notice Was thinking of making |
0.200.7-beta3: That should let Fix works by applying small offset to the dynamic res minimum that we return to game, in Assetto's case it seems to have some check to make sure minimum != maximum, so we get around that by just setting minimum to (max - 1). Since not every games needs that offset it can be customized in the INI too, so eg for Forspoken you can set it to 0 fine. Haven't changed anything about the preset code yet, let me know if you still notice any issue with it, appreciate the coffee too 😊 |
Works indeed with the override set to true on AC now. However forcing scales above 0.7 is still problematic lol. the D preset i set stops applying when it reaches the 0.7 line. This is no big deal if it only occurs on one title but i suppose if it happens with this game, this potentially happens in other games as well ? I don't have forspoken installed but it seems someone already mentioned the impossibility to force 0.7+ on it even with the .7 beta. Here is the Assetto Corsa log in case it's useful :
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I tried the beta in Spiderman Remastered and for some reason the override fails to engage regardless of settings. When setting the min/max values for DLSS, the dynamic resolution scaler seems to default to the balanced preset and does not change. I get the ghosting bug when running up buildings so that confirms this. Changing the DynamicResOffset from -1 to 0 has the same effect. |
Tried several different versions of DLSS (the native 2.xx that came with the game, and the latest version). Nothing actually changes the resolutions in the game, nor is there any DLAA. Starting with the native Forspoken appid gives an error in the log that the plugin can't fully hook and change the resolutions, and to try generic appid. Generic appid gets rid of this error, but still there's nothing I can do to actually make any changes to the resolution in the game. I'm at 4k, the best I can do with DLSS is the native quality at .75x. There is no point where it says 3840x2160 -> 3840x2160
Using the Nvidia Profile Inspector to force DLAA, this finally causes a change in DLSS settings in the game. It is set to 3802 x 2138 -> 3840 x 2160. It's so incredibly close, yet the incorrect resolution ruins the image quality, causes the christmas trees to flicker. Almost as if it's an act of mockery from the people who made this game.
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