For myself I commented the hook on "requestPause", and shoved the check into on_frame, doesn't seem to reduce performance on my end. below code has been tested for a short time. local gui = sdk.get_managed_singleton("app.GuiManager"); local reduceRT = false; re.on_frame( function() if not reducedRT and gui:isPausedGUI() then reducedRT = true; local camera = sdk.get_managed_singleton("app.CameraManager"):get_field("_CameraObjects")[0] local rt = get_component(camera, "via.render.ExperimentalRayTrace") sdk.call_object_func(rt, "set_RayTracingResRatio", 0.01) log.debug("disable RT") elseif reducedRT and not gui:isPausedGUI() then reducedRT = false; update_refs() log.debug("enable RT") end end );
Hey there. Where would you add this and what does exactly fix? Since I updates it keeps resetting. Something I was not aware before when it was done with a file instead then on the REF UI. Tyvm.
Hey there. Did not update since 1.0 and this really made the difference to enjoy the game. Although now I'm a bit lost.
If I go from min slider to 0.9 there is almost no performance cost. When I go from 1 to 2 it comes with visual improvements but at a performance cost. Is it posible the game only recognizes full values? Also about the denoiser. What is the option to set it up properly as it was in 1.0=false?
off topic but can something similar be implemented with RE4R or other RE engine titles with RT support? RE4R would be amazing with it. Also can we do 0.5 rather than 1 scaling from the default 0.25?
is it possible to (optionally of course) allow this mod to crank the res even higher?
It's certainly a huge improvement over the vanilla rtx, but I'm still noticing some blobby smearing, particularly when objects move between the camera and either water, or some particularly pesky patches of long grass.
I was messing around near the docks at Harve when I was trying to tinker with the mod to fix it, but to no avail
edit: oh wait, nevermind, this is there without raytracing too, There's something else doing that
Visual artifacts in water reflections are from having Screen Space Reflections enabled, they're extremely messy in certain cases like the ones you mentioned (character or grass between the water and the camera)
Another update 1.3.2, this time with yowave1's suggestion. It should work more reliably now, it uses a the on_frame hook, which is not ideal, but it will do for now.
New version with workaround is great! I can now run full res ray tracing on 12 gigs of vram with max shadows on 1440p and not crash or experience that vram limit heavy slowdown on repeated vendors in the capital of Venworth. Played for hours tonight with zero crashes without having to sacrifice visual quality.
Thank you sjbox and yowave1 for the colab. The microseconds of shadow blob on menu toggle is a small price to pay for the improved visual fidelity and stability for users without more vram or 4k users.
Nice, but I rather play native 1080p without dlss than have some "blobs". Or I rather not buy a bigger monitor than 27" with higher than 1080p native, to experience crashes or visual artifacts with 12GB of vram. But each to their own.
At least capcom optimized it well enough, so that normal users only experience that sort of performance slow down on hardware that is below recommended requirements. RTX 2060 users or around there should get this mod instead just to lower the raytracing resolution. Especially with this new update as it reduces it to 1%, though yeah they prolly aren't using raytracing to begin with and still get the same slowdown.
The blobs have nothing to do with DLSS, nor the initial mod. It's an optional checkbox for a workaround to not breach vram with full res ray tracing in vendor menus where the background game combined with the menus causes too much vram use. It's a few frames on opening and closing menus where the ray trace is heavily lowered just for the menus. I think it's a better compromise to have crisp ray trace shadows than vanilla 40% res imo, and the devs could have even covered these few frames up with a blur filter between transitions if they wanted.
Hey there, thanks for adding that new options in 1.3. Very nice. Although there's an issue where after a fast travel or something like that it keeps the lowest setting for the RT resolution and I have to manually readjust the slider to go back to normal.
Hmm...It's still happening :(. Here are the instances where I've seen it happen. Upon loading in a save straight away, I have to readjust the slider. Upon using something like a ferrystone/eternal wakestone and the screen does a small loading screen. Upon sleeping at an inn/campsite and waking up after the loading screen. Upon entering/exiting a Riftstone to summon Pawns. All these instances seem to drop the resolution down to its lowest setting until I manually readjust the slider. I'm not sure if anyone else is experiencing this or just me.
Actually, I just realized, it's enough to just open pause menu/exit to reset the resolution without having to mess with the slider.
Can confirm there's a bug with initializing the ray trace at the beginning of game load. It appears to be completely off at 0 with smear shadows all over and I have to refresh it by moving the slider. Otherwise I love the work around option for crashing menus!
Edit: As Zowbald mentioned, a menu toggle fixes the initial 0 resolution problem. Hope this info helps fix this minor bug.
I don't know if this fixes all the menu fps issues for the workaround, but maybe if you hook to the trader UI and/or stash interface only (if possible), the 0 res problem wont occur on fresh loads.
It's still a good fix as all you have to do is open/close pause menu to automatically readjust the resolution. So I'd say this is better than the older versions, if you can't find a better solution anyway.
I've added a workaround for the shopkeeper/inventory fps bug in v1.3, you can enable it in the REF menu. It lowers the Raytracing resolution when a fullscreen menu opens. Its not a great solution, you can see the raytracing resetting for a frame or two, but it's all I could come up with in the meantime. Hopefully capcom gets their act together and fixes this bug, and the atrocious cpu bottlenecks.
Is it at all possible for the author or another modder to make it so RT is disabled every time shopkeeper inventories are accessed (maybe tied to a UI element being enabled in shop) or even better disabled every time any full screen menu is entered, and re-enabled on menu close? This would fix everything unstable people are experiencing. Just a well timed auto-toggle of ray tracing entirely.
Just wanted to say after extensive testing (and anecdotal "asking around"), I can state definitively this mod has nothing to do with the vendor/storage performance drop. That bug manifested for me after I started modding, but has persisted after deleting all mods (manually, even), and fully uninstalling/reinstalling the game. Turns out, game that is stressing RE Engine to its breaking point by inefficiently tracking NPC stats is also stressing RE Engine to its breaking point by inefficiently tracking item stats. The issue improved slightly for me after Patch 2, though it did spread to the Pawn Hiring Interface in the Rift. Solved by: quitting/restarting .exe after the issue manifests, totally smooth after.
I noticed that the VRAM usage spikes massively when using vendors, that's probably what's causing crashes for people. Using a shop in Vensworth made my VRAM usage jump to 22 GB, that's almost enough to overwork a 4090. I think that's a game issue and not necessarily a mod issue, but using such high RT values probably makes the issue way worse.
Lowering RT quality to 0.8 fixed the issue somewhat. It seems VRAM usage is directly related to RT quality, which makes sense. So you should find a sweet for RT spot which doesn't kill the performance in certain menus.
153 comments
below code has been tested for a short time.
local gui = sdk.get_managed_singleton("app.GuiManager");
local reduceRT = false;
re.on_frame(
function()
if not reducedRT and gui:isPausedGUI() then
reducedRT = true;
local camera = sdk.get_managed_singleton("app.CameraManager"):get_field("_CameraObjects")[0]
local rt = get_component(camera, "via.render.ExperimentalRayTrace")
sdk.call_object_func(rt, "set_RayTracingResRatio", 0.01)
log.debug("disable RT")
elseif reducedRT and not gui:isPausedGUI() then
reducedRT = false;
update_refs()
log.debug("enable RT")
end
end
);
If I go from min slider to 0.9 there is almost no performance cost. When I go from 1 to 2 it comes with visual improvements but at a performance cost. Is it posible the game only recognizes full values? Also about the denoiser. What is the option to set it up properly as it was in 1.0=false?
Thank you a lot.
is it possible to (optionally of course) allow this mod to crank the res even higher?
edit: oh wait, nevermind, this is there without raytracing too, There's something else doing thatIt's certainly a huge improvement over the vanilla rtx, but I'm still noticing some blobby smearing, particularly when objects move between the camera and either water, or some particularly pesky patches of long grass.
I was messing around near the docks at Harve when I was trying to tinker with the mod to fix it, but to no avail
It should work more reliably now, it uses a the on_frame hook, which is not ideal, but it will do for now.
Thank you sjbox and yowave1 for the colab. The microseconds of shadow blob on menu toggle is a small price to pay for the improved visual fidelity and stability for users without more vram or 4k users.
Or I rather not buy a bigger monitor than 27" with higher than 1080p native, to experience crashes or visual artifacts with 12GB of vram.
But each to their own.
At least capcom optimized it well enough, so that normal users only experience that sort of performance slow down on hardware that is below recommended requirements. RTX 2060 users or around there should get this mod instead just to lower the raytracing resolution. Especially with this new update as it reduces it to 1%, though yeah they prolly aren't using raytracing to begin with and still get the same slowdown.
Actually, I just realized, it's enough to just open pause menu/exit to reset the resolution without having to mess with the slider.
Edit: As Zowbald mentioned, a menu toggle fixes the initial 0 resolution problem. Hope this info helps fix this minor bug.
It lowers the Raytracing resolution when a fullscreen menu opens.
Its not a great solution, you can see the raytracing resetting for a frame or two, but it's all I could come up with in the meantime.
Hopefully capcom gets their act together and fixes this bug, and the atrocious cpu bottlenecks.