Nikita Semenov
Nikita Semenov
I believe, both of these games use DirectX 11 (as per System Requirements section in the according Steam pages), while this project atm works with DirectX 12
I kinda managed to activate the DLSS option in Deep Rock Galactic, but for me it gives a lot of visual glitches. But anyway, I had to place JMP (0xEB)...
For Ghostwire this works as well even though it was a bit harder to find, cause there were no such string. The address is 0x12C3FDB where 6 bytes need to...
> Could you show me a screen of the Ghostwire address? I'm trying to look for it in Ready or Not, but it also doesn't have this string. Neither does...
In case of Ready or Not - the address is 0xABDBBF where you need to replace 1 byte with 0xEB (which is JMP). I'll attach a screenshot of the debugger...
> @lnfecteDru here's an interesting find. It seems CyberFSR2 does work with some UE4 games. > > Hellblade Enhanced and Chivalry 2 (bypassed EAC launch and tried on offline mode)...
Looks like disabling dilated motion vectors (r.NGX.DLSS.DilateMotionVectors 0) fixes the strange ghosting-like artifacts. Blinks, however, are still there. EDIT: Also, there is no blinking in Vulkan build (dilated motion vectors...
Also, CVars may be applied by putting it in `Engine.ini` (idk tho if section name or ini-file matter): ``` [SystemSettings] r.NGX.DLSS.DilateMotionVectors=0 ``` So there's no really need to patch it....
`r.SceneColorFormat=5` fixed the artifacts for me. Can anybody check it as well?
> @lnfecteDru Potato on Discord: > > "sry I am super busy rn. the ue4 fix you guys found seems to be caused by a bug in fsr 2: [GPUOpen-Effects/FidelityFX-FSR2#39](https://github.com/GPUOpen-Effects/FidelityFX-FSR2/issues/39)...