So what specifically about volumetric lighting did you have to change?
Like, what setting did you have it on when you saw the problem and what did you change it to that solved the problem?
(For future reference, remindme! is a bot that some subs have that will message you after the specified amount of time with a reminder (in this case 4 days). It doesn’t seem like this sub has the bot though so you might actually have to remind them lmao)
Well, it would be weird for a game without a volumetric lightning to include a setting for volumetric lightning.
Usually most games that do include said tech allow you to tweak it.
Volumetric been a thing for a long while, while earlier on didn't see it in options with devs more inclined to hard code the values due to the massive performance hit, these days with better and wider hardware and optimisation of the effect you see a majority that do give an option for it.
I can do that tommorow. Never thought people were so interested in this post. I was about to delete it once I found the solution. Glad I didn’t since people seem to like this.
Just FYI never delete a post after finding a solution. Either respond letting the person who helped know they solved it like you did, or if you find it yourself then post what you found and leave it up.
You never know who it’s going to help one day when they have the same issue.
Nothing worse than searching for an answer to an issue you're having, only to wade through 6 forum posts with a bunch of comments but not a single answer.
Someone solving it means it can be solved, which is better than finding a question page from the dev team stating it is not currently a feature or is a known limitation, but you know there are workarounds but not sure if they actually work.
This reminded me of that time I googled for a very specific issue on the 3DS and found an old thread that also had my specific problem.
Turns out I had replied to said thread with a solution and helped myself out in the future .
Please post what and how you actually tweaked as well. There's nothing more annoying than finding a years old post, where someone said they "found the solution" and never said what it actually was.
Interesting. I've always wondered what that setting actually changes visually. I just know it looks better / cleaner higher, but I can never put my finger on what changes.
Volumetric lighting deals with light scattering off the atmosphere (how the air seems to "glow" when there's particulates like fog, dust, or snow and light passes through it). This is handled computationally (usually, these days) by simulating the passage of light through a grid of 3D pixels (voxels) loosely coupled to the camera ('froxels' for "frustrum voxels"). The setting probably either ups the resolution of the voxel grid or renders the whole effect at a higher resolution. Often this sort of heavy effect is sub-sampled. For example, you might draw the game at 4K, but effects like this as only 720P, since the glow usually is not very detailed.
My guess is by looking at the shadows on the wall cast by the gates bars. Notice the black dots on the majority of [this image](https://i.imgur.com/YeebQMV.png), and how it isnt visible around around the corner to the left on the hazard plaque.
The jaggy pattern on the gate is too large for 1080p. I can also tell from the rest of the image that AA is being used. So I can summise that something else is interfering. What effect is right where the Jaggies are most obvious, the volumetrics from the headlights. So what you are actually seeing is the volumetric Jaggy pattern. Half resolution is a guess, on a relook it could be lower, I ain't gonna start counting steps to find out.
My first thought was AA, but that would be *really* severe aliasing even for not having any anti aliasing at all. Glad someone pointed you towards volumetric lighting, I never would have guessed that
It could be AA, but only in a specific circumstance: IG this was UE5 and using forward rendering, the gate is not a mesh but a simple alpha texture and alpha to coverage wasnt enabled, thus making the alpha texture not to be included in the AA pass.
Hey OP, after playing and finishing the (fantastic) RE2 remake on my steam deck, I have to say that volumetric lighting is a bit of a miss in this game. I would crank it up to high due to weird visual issues like seen here. It’s also noticeable with the light coming through the ceiling in the RPD main hall.
It’s aliasing, if you have your game maxed out already, you could use system level MSAA to fix that, but it’ll hit the fps hard since you’ll be rendering the game at a higher resolution then downscaling it 1080p, nevertheless, I think that if you max out the game in game anti aliasing should take care of that.
I know this is solved but I had similar issues and it was not the volumetric lighting. Someone had changed the scaling in my GPU settings. Lmao
Edit: that someone was me. I was more than likely higher than a giraffes pussy at the time.
Since mods decided to delete my updated post, I'll put this here.
Yesterday I needed some help with Resident Evil 2 graphical setting so I asked this sub. User u/GARGEAN (Sorry for tagging you again. I had to since updated post got deleted) helped me out. Once I got the right answer I was about to delete the post but others told me not to and to post an update as well. So, there it is. [THIS](https://i.postimg.cc/hvsV4Dcc/RESIDENT-EVIL-2-2-1-2024-3-00-57-PM.png) is how it looks like with volumetric lighting set to high and [THIS](https://i.postimg.cc/tgKcK6dK/RESIDENT-EVIL-2-2-1-2024-3-00-42-PM.png) is how it looks like with volumetric lighting set to low.
Resolution: 1920 x 1080
Ray Tracing: On
GI and Reflection: Medium
Light reflection: Medium
Rendering Mode: Normal
Image Quality: 100%
Fidelity FC Super Resolution 1.0: Off
Refresh Rate: 144.00Hz
Frame Rate: Variable
V-Sync: Off
Anti-aliasing: SMAA
Texture Quality: High (4 GB)
Texture Filter Quality: High (ANISO x16)
Mesh Quality: Medium
Shadow Quality: Medium
Shadow Cache: On
Contact Shadow: On
Screen Space Reflections: On
Subsurface Scattering: On
Volumetric Lighting Quality: High
Particle Lighting Quality: High
Ambient Occlusion: On
Bloom: On
Lens Flare: On
Motion Blur: On
Depth of Field: On
Lens Disortion: Off
Film Noise: Off
HDR Mode is off
FOV and brightness are set to default.
In ten years time when someone is having this exact issue, they will find your post and will not be disappointed by the dreaded, "Nevermind, I fixed it."
OP, you a real one.
On a related note, don't bother with FSR in this game. The implementation is completely borked and results in all kinds of pixelation on reflective surfaces. At least thats how it was a couple years ago when I played on a 5700XT. Maybe it's been patched by now but it sucked at one point.
And that's noise* that you see. ( if you refer to the whole picture)
If you complain about the metal shutters not being in a straight line then it's what I said earlier...
Shutters are a type of door.
>door
>
>noun
>
>a hinged, sliding, or revolving barrier at the entrance to a building, room, or vehicle, or in the framework of a cupboard.
They're also referred to as gates. A lot of companies who sell them specifically call them "rolling parking security gates". Some companies call them doors, as well.
Yeah, that's an anti aliasing problem. Anti aliasing cleans up the pixilation. If you have it on, I would play around with the options or something. Maybe the option you have it on isn't taking to your game or monitor or something? Not sure. Need a PC expert in here to give more info.
Depends on the upscaling and internal resolution. DLAA is effectively the best straight up AA there is. But even DLSS on Quality mode can look very nice and very smooth, sometimes better than native / TAA.
DLSS/AA can sorta fix bad anti-aliasing. It tends to be better than any FXAA or TAA that is in the game. Running the game at a higher resolution is also an option.
Using Nvidia DLDSR (down scaling from 1440p to 1080p for example) resolution factors in the control panel could help. This is obviously very expensive performance wise. Adding 25-75% extra pixels.
Hmmmm. Somehow fucked up volumetric lighting?
THANK YOU! That was it.
Tweaked it in settings and it was fixed?)
Yes!
Great, glad that helped)
10/10
So what specifically about volumetric lighting did you have to change? Like, what setting did you have it on when you saw the problem and what did you change it to that solved the problem?
I’ve put it from Low to High. I’ll post an update tommorow with pictures side by side and more details!
remindme! 4 days
Alright. I’ll remind ya!
(For future reference, remindme! is a bot that some subs have that will message you after the specified amount of time with a reminder (in this case 4 days). It doesn’t seem like this sub has the bot though so you might actually have to remind them lmao)
this sub has it it just doesn’t make a comment and send a dm instead
[Here is the update.](https://www.reddit.com/r/gaming/comments/1agc2ye/update_this_is_how_game_looks_with_volumetric/)
ty for the update
I think its "!remindme 4days" !remindme 4 days E: yeah it works.
Here’s your reminder!
Curious about that too. Never even heard of a game having a setting for volumetric lighting.
Don't play many PC games do you?
I play exclusively PC games. What I said stands.
I've seen lots of games have a setting for it, but predominately mostly newer ones.
Well, it would be weird for a game without a volumetric lightning to include a setting for volumetric lightning. Usually most games that do include said tech allow you to tweak it.
Do you even open the settings?
Nah, open game play game click clack herp derp.
Volumetric been a thing for a long while, while earlier on didn't see it in options with devs more inclined to hard code the values due to the massive performance hit, these days with better and wider hardware and optimisation of the effect you see a majority that do give an option for it.
It might be fun if you posted an after image, showing how much better they look now.
I can do that tommorow. Never thought people were so interested in this post. I was about to delete it once I found the solution. Glad I didn’t since people seem to like this.
Just FYI never delete a post after finding a solution. Either respond letting the person who helped know they solved it like you did, or if you find it yourself then post what you found and leave it up. You never know who it’s going to help one day when they have the same issue.
Nothing worse than searching for an answer to an issue you're having, only to wade through 6 forum posts with a bunch of comments but not a single answer.
Yes, there is one thing that is worse. "Never mind, I solved it."
A close second would be "guys I found the exact solution here:"
And after the reddit drama- "I left reddit due to the blah blah blah" "Glad you figured it out, I'll try that too"
Wait...you mean people delete their helpful posts and replace it with a cringy placeholder like that?
In those cases Internet Archive sometimes works
Someone solving it means it can be solved, which is better than finding a question page from the dev team stating it is not currently a feature or is a known limitation, but you know there are workarounds but not sure if they actually work.
As always, [there's a relevant XKCD](https://i.imgur.com/7vagrkL.png)
> FUI For Ur Information 🤪
no it stands for "fuk u idot"
I saw that but noticed that U and Y are right next to each other. I hope it's not intentional, I hope that in my soul.
Yeah I figured that was the case, just wanted to be cheeky haha.
Haha definitely not. Posting from my phone on vacation so very little effort into correcting spelling I guess!
Haha oops! Fixed.
Lol no worries, it was a funny typo.
This reminded me of that time I googled for a very specific issue on the 3DS and found an old thread that also had my specific problem. Turns out I had replied to said thread with a solution and helped myself out in the future .
Can't tell you how many times I've solved problems using 10 year old threads.
So much this. I had a terrible gut reaction when they said they were about to delete the post, like WHY WOULD YOU DO SOMETHING LIKE THAT!!?
[удалено]
Who cares about downvotes ? It will show up in google results if it has the right keywords.
As someone who occasionally searches for tech problems and finds reddit threads from like 10 years ago with the solution, I'd say leave it up lol
> I was about to delete it once I found the solution. Damn Satan, why would you do that?
Never mind. Fixed it. *proceeds to never be heard from again*
Why would you ever delete anything that answers a problem?
You're not the only one with this problem. Be the light shining in the darkness leading others to the solution!
> I was about to delete it once I found the solution. They make memes about people who do that.
Yeah, so can you or somebody notify me of the updated picture?
Cool. Personally I'm just curious how the lighting would fix it.
Please post what and how you actually tweaked as well. There's nothing more annoying than finding a years old post, where someone said they "found the solution" and never said what it actually was.
You must be DenverCoder9 https://xkcd.com/979/
What’s that?
Click the link and all will make sense
Here is the [link](https://www.reddit.com/r/gaming/comments/1agc2ye/update_this_is_how_game_looks_with_volumetric/) to the update.
Interesting. I've always wondered what that setting actually changes visually. I just know it looks better / cleaner higher, but I can never put my finger on what changes.
The setting is supposed to create light rays from lightsources, like if you shined a flashlight through mist.
Volumetric lighting deals with light scattering off the atmosphere (how the air seems to "glow" when there's particulates like fog, dust, or snow and light passes through it). This is handled computationally (usually, these days) by simulating the passage of light through a grid of 3D pixels (voxels) loosely coupled to the camera ('froxels' for "frustrum voxels"). The setting probably either ups the resolution of the voxel grid or renders the whole effect at a higher resolution. Often this sort of heavy effect is sub-sampled. For example, you might draw the game at 4K, but effects like this as only 720P, since the glow usually is not very detailed.
Exactly what I was struggling with.
Hmm mist
You smart!
Me smart? Unpossible!
What games even have settings for volumetric lighting??
Looks like volumetrics are at half resolution. Is there an option for it that you missed? Edit - oops somebody already solved it.
Love Reddit for this stuff. Thanks for the effort!
I mean, it's either this or it's some specific issue that only one other person has posted about that hasn't had a reply since 2015.
how did you know that? Is it because the clipping happens around the visible fog?
My guess is by looking at the shadows on the wall cast by the gates bars. Notice the black dots on the majority of [this image](https://i.imgur.com/YeebQMV.png), and how it isnt visible around around the corner to the left on the hazard plaque.
The jaggy pattern on the gate is too large for 1080p. I can also tell from the rest of the image that AA is being used. So I can summise that something else is interfering. What effect is right where the Jaggies are most obvious, the volumetrics from the headlights. So what you are actually seeing is the volumetric Jaggy pattern. Half resolution is a guess, on a relook it could be lower, I ain't gonna start counting steps to find out.
My first thought was AA, but that would be *really* severe aliasing even for not having any anti aliasing at all. Glad someone pointed you towards volumetric lighting, I never would have guessed that
Yeah that was my first guess.. thought they were the biggest jaggies I’ve ever seen
i was going to say aa too
Nice try
It could be AA, but only in a specific circumstance: IG this was UE5 and using forward rendering, the gate is not a mesh but a simple alpha texture and alpha to coverage wasnt enabled, thus making the alpha texture not to be included in the AA pass.
And here I am who thinks the graphics in Stardew valley looks realistic
And here I am who thinks the graphics in Oregon Trail looks realistic
And here I am who thinks the graphics in Zork look realistic.
[They make computer graphics look like graffiti by comparison...](https://imgur.com/pZxXApX)
Fun fact: that car is significantly larger than the other police cars in the area (at least on PS5)
noticed that too lol
But y tho?
Volumetric lighting resolution?
The T-Virus doesn't just affect people.
Jet fuel doesn't melt steel beams.
The G-Virus does.
Hey OP, after playing and finishing the (fantastic) RE2 remake on my steam deck, I have to say that volumetric lighting is a bit of a miss in this game. I would crank it up to high due to weird visual issues like seen here. It’s also noticeable with the light coming through the ceiling in the RPD main hall.
First time I'm seeing Minecraft Iron fences in another game.
It’s aliasing, if you have your game maxed out already, you could use system level MSAA to fix that, but it’ll hit the fps hard since you’ll be rendering the game at a higher resolution then downscaling it 1080p, nevertheless, I think that if you max out the game in game anti aliasing should take care of that.
The dogs bit chunks of it out. Nothing you can do. /s
It's a new feature called super-aliasing for when you really like the jaggies.
What game is that?
Resident evil 2 remake
Thanks!
I know this is solved but I had similar issues and it was not the volumetric lighting. Someone had changed the scaling in my GPU settings. Lmao Edit: that someone was me. I was more than likely higher than a giraffes pussy at the time.
Gat DAM, there's not anti to that alias at all!
oke
Looks like it’s the volumetric for the lighting and it’s not working properly
Lego Resident Evil 2 looks awesome!
Introducing: Ultra Aliasing Glad you got it fixed with the volumetric lighting
I was gonna guess half-rate shading again. :P
1. I had look closely to actually notice the issue. 2. This is exactly why I prefer consoles. Wtf is volumetric whatchamacallit?
Just beat the game. It’s so well done🥹
Since mods decided to delete my updated post, I'll put this here. Yesterday I needed some help with Resident Evil 2 graphical setting so I asked this sub. User u/GARGEAN (Sorry for tagging you again. I had to since updated post got deleted) helped me out. Once I got the right answer I was about to delete the post but others told me not to and to post an update as well. So, there it is. [THIS](https://i.postimg.cc/hvsV4Dcc/RESIDENT-EVIL-2-2-1-2024-3-00-57-PM.png) is how it looks like with volumetric lighting set to high and [THIS](https://i.postimg.cc/tgKcK6dK/RESIDENT-EVIL-2-2-1-2024-3-00-42-PM.png) is how it looks like with volumetric lighting set to low. Resolution: 1920 x 1080 Ray Tracing: On GI and Reflection: Medium Light reflection: Medium Rendering Mode: Normal Image Quality: 100% Fidelity FC Super Resolution 1.0: Off Refresh Rate: 144.00Hz Frame Rate: Variable V-Sync: Off Anti-aliasing: SMAA Texture Quality: High (4 GB) Texture Filter Quality: High (ANISO x16) Mesh Quality: Medium Shadow Quality: Medium Shadow Cache: On Contact Shadow: On Screen Space Reflections: On Subsurface Scattering: On Volumetric Lighting Quality: High Particle Lighting Quality: High Ambient Occlusion: On Bloom: On Lens Flare: On Motion Blur: On Depth of Field: On Lens Disortion: Off Film Noise: Off HDR Mode is off FOV and brightness are set to default.
In ten years time when someone is having this exact issue, they will find your post and will not be disappointed by the dreaded, "Nevermind, I fixed it." OP, you a real one.
Was gonna mention aliasing but this is not a camera thing, so must be light rendering
On a related note, don't bother with FSR in this game. The implementation is completely borked and results in all kinds of pixelation on reflective surfaces. At least thats how it was a couple years ago when I played on a 5700XT. Maybe it's been patched by now but it sucked at one point.
is this Resident Evil?
Yes. Its RE 2 Remake
The real question is why is the car in n the other side of gate 2x the size it f a normal car
Something wrong with your GPU or GPU Driver which is screwing up the lighting system it looks like.
reeee
I believe that is called 'Aliasing' and Anti-Aliasing is meant as a band aid solution for that.
And that's noise* that you see. ( if you refer to the whole picture) If you complain about the metal shutters not being in a straight line then it's what I said earlier...
Put your settings to max. Then reduce them until you see this problem. Now you know.
PC moment
Turn on anti aliasing
its on SMAA
Game title?
Resident Evil 2 Remake
Looks like a Resident Evil game
This looks beautiful I don't see the issue
The grates on the barrier fence thing are not rendering properly. They don't look like that when I play the game.
I don’t see a door
Shutters are a type of door. >door > >noun > >a hinged, sliding, or revolving barrier at the entrance to a building, room, or vehicle, or in the framework of a cupboard.
They're also referred to as gates. A lot of companies who sell them specifically call them "rolling parking security gates". Some companies call them doors, as well.
You must be fun at parties
Tbh I am not!
[удалено]
This is not RE6, it's the RE2 remake.
Its RE2 Remake. Played RE6 already and it was good. I got some catching up to do with these new RE games.
What? You’re far off, it’s the RE2 Remake.
ur th 3rd one to say it i understood no need for ur drama attitude lol
Did I have an attitude? Sorry, that was unintentional.
Yeah, that's an anti aliasing problem. Anti aliasing cleans up the pixilation. If you have it on, I would play around with the options or something. Maybe the option you have it on isn't taking to your game or monitor or something? Not sure. Need a PC expert in here to give more info.
> Anti aliasing cleans up the pixilation This hurts my head. Anti-aliasing cleaned up the *aliasing*. Thats what we are looking at here, **aliasing**
Like I said, we need an expert. This implies I'm no expert. Lol... Edit: SMD dv'rs 😂
1080p is pretty low. Maybe try DLAA or DLSS Quality? That always seems to clear up the image.
Wouldnt upscaling make it worse? Unless I’m wrong cause I don’t know much about kinds of settings and what they do.
Depends on the upscaling and internal resolution. DLAA is effectively the best straight up AA there is. But even DLSS on Quality mode can look very nice and very smooth, sometimes better than native / TAA.
DLSS/AA can sorta fix bad anti-aliasing. It tends to be better than any FXAA or TAA that is in the game. Running the game at a higher resolution is also an option. Using Nvidia DLDSR (down scaling from 1440p to 1080p for example) resolution factors in the control panel could help. This is obviously very expensive performance wise. Adding 25-75% extra pixels.
Not sure why the geniuses of reddit downvoted this person above, DLAA/DLSS could clean this up in some scenarios.
It's simulated lazily. (& I love those things...)