Nukem9 / dlssg-to-fsr3

Adds AMD FSR 3 Frame Generation to games by replacing Nvidia DLSS-G Frame Generation (nvngx_dlssg).
GNU General Public License v3.0
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Rectangle artifact in RoboCop #246

Open achtchaern opened 11 months ago

achtchaern commented 11 months ago

In RoboCop - Rogue City (and probably lots of other games), there is an artifact in the shape of one (or two) 3D projected rectangles. Some observations:

RoboCop-Win64-Shipping 2023-12-24 23-39-45 Unbenannt RoboCop-Win64-Shipping 2023-12-23 11-20-24

doktorsleepelss commented 11 months ago

These rectangles are also visible on official FSR3 implementations. Only really noticeable if you hyper focus on it while moving fast or with large/fast camera swings. avatar Immortals of Aveum

So chances are only AMD themselves can fix it in future versions.

achtchaern commented 11 months ago

Sure, on your shots, it's hardly noticeable because there is no brightness mismatch. But in the described case of RoboCop, one can't oversee it. I wouldn't have reported it if it was this mild as in Avatar or Immortals.

doktorsleepelss commented 11 months ago

Okay, I think you're right it is an actual vignette post effect. In cyberpunk, using this mod gets rid of it, and the border is no longer as visible anymore. https://www.nexusmods.com/cyberpunk2077/mods/11196?tab=description

EDIT: video https://www.youtube.com/watch?v=MasJAt3BzN0

I think the parameter to get rid of it in in UE5 r.Tonemapper.Quality 0 or r.Tonemapper.Quality 1. I'll check if it works in a minute.

doktorsleepelss commented 11 months ago

Okay, I can confirm r.Tonemapper.Quality 1 does fix it. But it does kind make the entire picture look a bit brighter.

achtchaern commented 11 months ago

2 days ago, I tried exactly this command via Engine.ini and it didn't help. But I found out the reason thanks to you; the game overrides this cvar during runtime (r.tonemapper.quality = 5). So you have to enter it via the ingame console, which obviously is a bit annoying.

Is there a way to make this setting persistent?

Nooblet16 commented 11 months ago

That's simply either the UI layer being pulled to the side or the vignetting layer, you usually see it in games where there is UI garbling after frame gen. But since Robocop doesn't have UI garbling, I'd imagine it's the vignetting layer that's being garbled with frame gen and pulled.

Unfortunately in UE5 you can't disable vignetting without also disabling tone mapping, so your colours and exposures would end up looking all wrong if you change the tone mapper.

Oddly enough, I didn't notice it when I tried it in Robocop, but then again I was frequently crashing in that game so I got rid of frame gen after a while.

achtchaern commented 11 months ago

The lack of the original tonemapping can be easily compensated for with a bit of ReShade. But whenever I want to play RoboCop, I 'have to' add the US keybaord layout (because with my country's keyboard layout, the console key is a dead key and therefore not working), open the ingame console (enabled via mod from Gamers Nexus), and enter the command 'r.tonemapper.quality = 1'