What's new
Embers Adrift

Register a free account today to Ignite your Adventure! Once signed in, you'll be able to participate with the Embers Adrift community. Your active account will also be the same account used to purchase, download, and login to the game.

Bug Night time. Distortion of character movement display. DLSS.

is this a bug?

CptButtHurt

Member
It's fine during the daytime. As soon as night falls, when jumping, during combat, literally every movement of the character causes a plume effect. The character is like some kind of superhero moving at high speed and every movement leaves a series of plumes! This happens with DLSS enabled in any mode, and as I said only at night.
RTX 2070 8Gb video card. Win 11 x64, all the latest drivers. And apparently it doesn't matter, because some time ago, when there was a free weekend and Trials didn't even exist yet, I tried to play. This problem occurred even then. I have a monitor Samsung 144Hz, but without additional tricks like Gsync and other things that could cause this effect in the wrong settings.
 
It's fine during the daytime. As soon as night falls, when jumping, during combat, literally every movement of the character causes a plume effect. The character is like some kind of superhero moving at high speed and every movement leaves a series of plumes! This happens with DLSS enabled in any mode, and as I said only at night.
RTX 2070 8Gb video card. Win 11 x64, all the latest drivers. And apparently it doesn't matter, because some time ago, when there was a free weekend and Trials didn't even exist yet, I tried to play. This problem occurred even then. I have a monitor Samsung 144Hz, but without additional tricks like Gsync and other things that could cause this effect in the wrong settings.
What you are describing is "ghosting" produced by time-dependent post processing effects such as DLSS. The effect is more prominent in low-light and/or low-fps situations and is a byproduct of the technique used for DLSS. Basically it uses past frames to interpolate current frames, and in low light situations it can cause ghosting as you are seeing.

At the end of the day we only have so much control over Unity's implementation of DLSS and have provided all of those knobs for you (the DLSS dropdown). The only other thing you can try is either a) disable DLSS, or b) disable other features to provide more performance overhead so DLSS doesn't have to rely as much on previous frames.
 
What you are describing is "ghosting" produced by time-dependent post processing effects such as DLSS. The effect is more prominent in low-light and/or low-fps situations and is a byproduct of the technique used for DLSS. Basically it uses past frames to interpolate current frames, and in low light situations it can cause ghosting as you are seeing.

At the end of the day we only have so much control over Unity's implementation of DLSS and have provided all of those knobs for you (the DLSS dropdown). The only other thing you can try is either a) disable DLSS, or b) disable other features to provide more performance overhead so DLSS doesn't have to rely as much on previous frames.
I know exactly what DLSS is. But, uh. In ONE game other than yours, even in the ones I have that work far from ideal, made also on Unity, I have never observed such an effect when DLSS is enabled, even at the maximum graphics settings, when some games “barely move”. No “gosting”, from the word - at all. Don't you think it's strange?
I am in no way swearing or writing aggressively. I like the game very much, I bought it. I'm just stating a fact.
 
Last edited:
I know exactly what DLSS is. But, uh. In ONE game other than yours, even in the ones I have that work far from ideal, made also on Unity, I have never observed such an effect when DLSS is enabled, even at the maximum graphics settings, when some games “barely move”. No “gosting”, from the word - at all. Don't you think it's strange?
I am in no way swearing or writing aggressively. I like the game very much, I bought it. I'm just stating a fact.
I triple checked and our character models are indeed writing the motion vectors required to minimize ghosting.

In the past, continued ghosting has typically indicated that performance is not keeping up. We are using Unity's high definition rendering pipeline which makes heavy use of screen-space effects for things like volumetric lighting. The unfortunate part of screen-space effects is that their performance cost is proportional to pixel count. In other words: rendering at higher resolutions can be much costlier (i.e. 4k resolution is 4x the performance cost of 1080p). To add insult to injury we don't have a dedicated graphics engineer optimizing every little thing; we do the best we can in the optimization department and are constantly iterating, but it will unlikely ever be perfect.

If you wanted to share a screenshot of your graphics settings I can get a better idea of what you are working with.
 
I triple checked and our character models are indeed writing the motion vectors required to minimize ghosting.

In the past, continued ghosting has typically indicated that performance is not keeping up. We are using Unity's high definition rendering pipeline which makes heavy use of screen-space effects for things like volumetric lighting. The unfortunate part of screen-space effects is that their performance cost is proportional to pixel count. In other words: rendering at higher resolutions can be much costlier (i.e. 4k resolution is 4x the performance cost of 1080p). To add insult to injury we don't have a dedicated graphics engineer optimizing every little thing; we do the best we can in the optimization department and are constantly iterating, but it will unlikely ever be perfect.

If you wanted to share a screenshot of your graphics settings I can get a better idea of what you are working with.
I'll try experimenting with the graphics settings, I have one suspicion. I'll write later with the results.
 
Screenshot 2024-08-21 201410.png


In general, I tried different settings, starting from turning everything to the lowest quality and disabling additional graphic tricks. And finishing on the contrary by turning on everything (including changing the screen mode). When DLSS is on, no matter if it is set to Performance or Quality, at night I get such nonsense as on the screenshot. And what is surprising: The game goes normally, I run, for example fighting in the night everything is fine. Then without noticeable performance sags, I for example after the battle just simply remove the weapon, turning off the combat stance and... begins this “carnival” with ghosting at this point (Once again, no sags I do not feel, everything works smoothly and smoothly). When I put my weapon away, for example, I jump, and the gesturing continues. Passes a few seconds and everything goes away. Then everything can repeat absolutely at a random moment. For example, while running. Ran, ran normally and ...ghosting. Then everything is fine again. And again I do not feel any drops in fps neither before nor after nor during....
 
In general, I tried different settings, starting from turning everything to the lowest quality and disabling additional graphic tricks. And finishing on the contrary by turning on everything (including changing the screen mode). When DLSS is on, no matter if it is set to Performance or Quality, at night I get such nonsense as on the screenshot. And what is surprising: The game goes normally, I run, for example fighting in the night everything is fine. Then without noticeable performance sags, I for example after the battle just simply remove the weapon, turning off the combat stance and... begins this “carnival” with ghosting at this point (Once again, no sags I do not feel, everything works smoothly and smoothly). When I put my weapon away, for example, I jump, and the gesturing continues. Passes a few seconds and everything goes away. Then everything can repeat absolutely at a random moment. For example, while running. Ran, ran normally and ...ghosting. Then everything is fine again. And again I do not feel any drops in fps neither before nor after nor during....
Thanks for tinkering. The only other thing you could try if you really want to use DLSS would be manually replacing the dlss DLL in our client directory with the game closed. Inside of "<Embers Adrift Launcher Directory>\client\live" you should find "nvngx_dlss.dll" which I've heard can be replaced with a newer version from somewhere like here. Be aware that if you do this any future updates will likely replace that file so you'll want to keep a copy on hand. To revert you can either make a backup, or run a "force check" from the launcher (upper left corner).

Unfortunately, I have no further knobs to turn or expose for DLSS.
 
Thanks for tinkering. The only other thing you could try if you really want to use DLSS would be manually replacing the dlss DLL in our client directory with the game closed. Inside of "<Embers Adrift Launcher Directory>\client\live" you should find "nvngx_dlss.dll" which I've heard can be replaced with a newer version from somewhere like here. Be aware that if you do this any future updates will likely replace that file so you'll want to keep a copy on hand. To revert you can either make a backup, or run a "force check" from the launcher (upper left corner).

Unfortunately, I have no further knobs to turn or expose for DLSS.
Hmm, I'll try that. Interesting. To be honest though, this problem only occurs at night and not all the time, so I don't really care. But thanks anyway!
 
Hmm, I'll try that. Interesting. To be honest though, this problem only occurs at night and not all the time, so I don't really care. But thanks anyway!
Yea it's just an artifact of the higher contrast (between you and the background) giving the algorithm a difficult time interpolating past frames :(
 
Back