|OT| Elden Ring - Foul Tarnished, in search of the Elden Ring

Gamall Wednesday Ida

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Dec 4, 2020
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Ok. I know it under the name "chromatic aberration".

I don't like it either, and I tend to disable it where possible, along with depth of field, film grain, and other such effects that imitate the limitations of recording instruments.

For some reason, however, its implementation never bothered me in Elden Ring; not beyond the first few minutes anyways.

It's strange that there is no native option to disable it on PC, though; Bloodborne was very heavy-handed with it, and it's hard to find a discussion of Bloodborne that does not bring this up as a negative. It's puzzling that, after all that, From did not get the message that many people intensely dislike that effect.
 

fearthedawn

Junior Member
Apr 19, 2019
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Chroma shift, chromatic aberration, sometimes color fringe, the beast has many names.

...

In my case it can be headache inducing, so I just used mods to disable it and the vignette, the downside being that I had to disable the anticheat and be offline all the time.
You're not alone, I had to do the same, it's like my eyes are constantly trying to comfortably focus on the image but can't. It's straining and prolonged exposure triggers migraines. When I disable chromatic abomination in games it's like putting on glasses and I can finally see properly.
 

Gamall Wednesday Ida

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Ray tracing is here, plus buffs all around except the hitbox reduction in bold.

ELDEN RING update 1.09 is now available.


New feature

Ray Tracing support has been added.

Ray Tracing can be activated in the settings menu:
  • PS5 / XSX: Game Options → Ray Tracing
  • PC: Graphics → Ray Tracing Quality

Please note that performance - such as frame rate and resolution - may be impacted while playing with Ray Tracing on.

The minimum and recommended technical specification to use Ray Tracing can be found at the end of the patch notes.

PvP-exclusive balance adjustments

The adjustments in this section do not affect single-player or cooperative play.

  • The Inescapable Frenzy incantation power and grab angle have been increased.
  • The Lifesteal Fist skill power, range and grab angle have been increased.
  • Decreased the power of dual wield jumping attacks.
  • Decreased the damage motion of heavy and heavy running attacks of Fist and Claw weapon types.
  • Decreased the power of the Founding Rain of Stars spell.
  • Decreased the spell enhancement effect of the Terra Magica spell.
  • Decreased the damage and poise damage of the Wave of Gold skill when hitting an opponent over a certain distance.
  • Decreased the effectiveness of the Determination and Royal Knight's Resolve skills.
  • Decreased the effects of Contagious Fury skill of the Jellyfish Shield.
  • Decreased the effectiveness of the Claw Talisman.
  • Decreased the effectiveness of the Lord of Blood’s Exultation Talisman.
  • Decreased the attack power buff granted by the White Mask head armor.
  • Decreased the jumping attack damage buff granted by the Raptor's Black Feathers armor.
  • Decreased the damage buff granted by Magic-Shrouding Cracked Tear, Flame-Shrouding Cracked Tear, Lightning-Shrouding Cracked Tear, and Holy-Shrouding Cracked Tear when activated with the Flask of Wondrous Physick.


General balance adjustments

  • Added an invincibility window when respawning in the colosseum .
  • Increased the scaling of the following attributes when infusing weapons with certain Ashes of War: Magic / Fire / Flame Art / Lightning / Sacred
  • Increased the attribute scaling of the following weapon types: Colossal Sword / Great Axe / Hammer / Flail / Great Hammer / Colossal Weapon
  • Increased the speed, range and recovery time of some attacks for the following weapon types: Great Hammer / Great Axe / Great Sword / Curved Greatsword
  • Flail weapons changes:
    • Increased the speed of some attacks.
    • Reduced attack recovery time.
    • Increased poise when using two-handed attacks.
  • Increased running attacks speed and reduced attack recovery time for the following weapon types: Straight Sword / Curved Sword / Katana / Twinblade Sword / Axe / Hammer / Halberd
  • Increased the first attack speed for the following weapon types: Straight Sword / Curved Sword / Whip
  • Increased the speed of guard counters for the following weapon types: Straight Sword / Great Sword / Colossal Sword / Great Curved Sword / Katana / Twinblade Sword / Axe / Great Axe / Flail / Great Hammer / Spear / Great Spear / Halberd
  • Reduced the attack recovery time for Whip weapons.
  • Increased the damage of Claw weapons.
  • Added Holy damage and Faith scaling to the Great Club.
  • Increased damage negation when blocking Holy damage and decreased damage negation when blocking damage from other affinities.
  • Increased the effectiveness of the Twinblade Talisman.
  • Slightly reduced rolling travel distance for light equipment weights.
  • Decreased the hitbox size for some attacks of the following weapon types: Thrusting Sword / Heavy thrusting Sword / Spear / Great Spear / Halberd


Ashes of War adjustments

  • Lifesteal Fist
    - Increased target grab range.
  • Surge of Faith
    - Increased projectile generation speed.
  • Flame Spit
    • Increased the guard speed and blocking amount of the skill.
    • Adjusted the angle of the fireball.
  • Tongues of Fire
    - Increased the guard speed and blocking amount of the skill.
  • Great Oracular Bubble
    - Increased projectile generation speed and reduced the recovery time.
  • Viper Bite
    - Reduced the time before rolling is possible after using the skill.
  • Shriek of Milos
    - Increased close range poise damage.
  • Spearcall Ritual
    - Increased projectile generation speed.
  • Cursed-Blood Slash
    - Increased projectile generation speed and reduced the recovery time.
  • Gold Breaker
    - Reduced the recovery time.
  • I Command Thee, Kneel!
    - Increased attack generation speed.
  • Starcaller Cry
    - Increased the speed of follow-up attacks.
  • Spinning Wheel
    • Increased attack generation speed.
    • Added a roll & heavy attack cancel timing while using the skill.


Bug Fixes

  • Fixed a bug where the Scarlet rot status buildup was not properly reflected when giving the Antspur Rapier a Cold affinity.
  • Fixed a bug where the Scarlet rot status buildup was not properly reflected when giving the Rotten Greataxe a Blood affinity.
  • Fixed a bug where some attacks of the Partisan , Death Ritual Spear, and Lucerne had unexpected Physical attack scaling.
  • Fixed a bug where the Nightrider Glaive did not increase the damage of horseback attacks.
  • Fixed a bug where the Duelist Greataxe and Rotten Greataxe did not increase the damage of charged attacks.
  • Fixed a bug where the Roar Medallion Talisman effect didn’t increase the power of some incantations.
  • Fixed a bug that reduced the power of some skills while under the Golden Vow effect.
  • Fixed a bug that caused the effects the Determination and Royal Knight's Resolve skills when casted from a left-handed weapon to be added to other skills casted with a right-handed weapon.
  • Fixed a bug that reduced the critical hit power of right-handed weapons while having Determination or Royal Knight's Resolve active on a left-handed weapon.
  • Fixed a bug where status build-ups were unintentionally added to some Weapon Skills.
  • Fixed a bug where the power and special effects of a left-handed weapon could be added to a skill cast with a right-handed weapon.
  • Fixed a bug that caused an equipped Sacrificial Twig to be consumed when a player died in the Colosseum.
  • Fixed the camera positioning when respawning in the Colosseum.
  • Fixed a bug where a player could receive credit for a kill in the Colosseum when dying due to the Death status effect, instead of the player who inflicted that status effect.
  • Improved stability in Colosseum matchmaking.
  • Fixed a bug related to level correction when an invader used the Phantom Bloody Finger.
  • Fixed a bug that could cause disconnections with other players in certain locations during multiplayer.
  • Improved online multiplayer stability.
  • Fixed a bug related to some enemies not rendering or behaving as expected.
  • Several performance improvements and other bug fixes.


Ray Tracing Technical Specifications

MINIMUM:
  • OPERATING SYSTEM:
    WINDOWS 10
  • PROCESSOR:
    Intel Core i5-10600K or AMD Ryzen 5 3600XT
  • MEMORY:
    16 GB RAM
  • GRAPHIC CARD:
    NVIDIA GeForce RTX 3060 Ti, 8 GB or AMD Radeon RX 6700 XT, 12 GB
  • RECOMMENDED GRAPHICS SETTING:
    1080p - Low quality – Low Ray Tracing


RECOMMENDED:
  • OPERATING SYSTEM:
    WINDOWS 11
  • PROCESSOR:
    Intel Core i7-10700K or AMD Ryzen 7 3800XT
  • MEMORY:
    16 GB RAM
  • GRAPHIC CARD:
    NVIDIA GeForce RTX 3070 Ti, 8 GB or AMD Radeon RX 6900 XT, 16 GB
  • RECOMMENDED GRAPHICS SETTING:
    1080p - High quality – High Ray Tracing
Tested quickly on Linux with "PROTON_HIDE_NVIDIA_GPU=0 PROTON_ENABLE_NVAPI=1 VKD3D_CONFIG=dxr mangohud gamemoderun %command%"

Apart from the large dip in perf (3070) from turning in on, I'm barely capable of seeing anything different, let alone better. :LOL:
 
Last edited:

Parsnip

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Yeah from what I've seen mentioned online, seems it's some RT shadow stuff, maybe RT ambient occlusion? I haven't looked at it myself since I uninstalled it after I did my dark deeds to my save file.

Would have been nice to have some proper RTGI but expectations were low so can't say I'm terribly surprised in the end.
 

Gamall Wednesday Ida

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I played a little yesterday, and I didn't feel the nerf to my trusty halberd's hitbox, but I do feel a considerable increase speed for guard counters, which is very much appreciated.

LOL at the Twinblade Talisman buff. +20% -> +45% on last hit. From completely, utterly, unadulteratedly useless to just... plain old useless.

  • Slightly reduced rolling travel distance for light equipment weights.
Ooops, I didn't see that. Might remove most of the point of light load given there's no extra iframes.
 
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Parsnip

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From the effects alone I would guess it's somehow running at a lower color bit depth, like 8 bit or something.
 

Gamall Wednesday Ida

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From the effects alone I would guess it's somehow running at a lower color bit depth, like 8 bit or something.
I guessed 16bit in the video's description, but yes, something like that ;)

I'm not sure that fully explains the square pixellation around lights in particular...

I can report that I haven't seen that again since switching to Proton Experimental from 7.0-6, even after sleep & wake-up. The last time I solved it also involved that move, so it seems that's the solution. Probably.

_

In RL1 solo run news, I just killed Godfrey. I'll probably redo it because I'm a bit embarrassed at how it was done, and then, before Malenia and Radabeast, I'm thinking of doing an unupgraded run; that is to say, the rules would be:

  • I can't use any armament or spirit ash that's +1 or above, whether I upgraded it myself or because I found it that way. (RIP my Cherished Knight Halberd+8 that was the VIP of my RL1 solo run :-( )
  • No using the Meteorite Staff for bosses --- it's decent unupgraded, so that would turn the run into a standard slightly-weak-for-endgame-mage spells-only run. I'd authorise its use to clear regular mobs when needed, otherwise that might become tedious.
  • That's it; I'm not combining that with RL1 (i.e. RL1+0) because that's for professional streamers, masochists, and especially the intersection of those two groups. I'm authorising spirit ashes only because at +0 they're more of less irrelevant, I think, beyond perhaps applying a status effect.

This should be sort of the anti-RL1 run --- RL1 you're surprisingly powerful but made of tissue paper, so everybody, player and bosses, dies quickly; in the case of Mohg, quickly = 26 seconds ! So you have to learn the fights to an extent, but often it's just a question of doing so much damage the bosses don't have time to do anything really dangerous repeatedly. Or at all. And since you die instantly it would be a pain to learn every move.

Unupgraded, I expect to be quite tanky, and have a very wide weapon selection, but do so very little damage that every fight takes forever; so I'll both need to master the moves for real, and have lower-pressure conditions in which to do so, surviving and learning from many mistakes each fight. Status effects will probably be key to killing anything, though.

It might be harder than RL1 at the very end of the game, though, given how hard the bosses hit. But hopefully I'll come out of this with more endurance and knowledge, and therefore suffer less for the final bosses of the RL1 run. At least that's the idea.

All in all I'm still having a lot of fun in this game :) Anyway, time to go to work.
 

LEANIJA

MetaMember
May 5, 2019
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I guessed 16bit in the video's description, but yes, something like that ;)

I'm not sure that fully explains the square pixellation around lights in particular...

I can report that I haven't seen that again since switching to Proton Experimental from 7.0-6, even after sleep & wake-up. The last time I solved it also involved that move, so it seems that's the solution. Probably.

_

In RL1 solo run news, I just killed Godfrey. I'll probably redo it because I'm a bit embarrassed at how it was done, and then, before Malenia and Radabeast, I'm thinking of doing an unupgraded run; that is to say, the rules would be:

  • I can't use any armament or spirit ash that's +1 or above, whether I upgraded it myself or because I found it that way. (RIP my Cherished Knight Halberd+8 that was the VIP of my RL1 solo run :-( )
  • No using the Meteorite Staff for bosses --- it's decent unupgraded, so that would turn the run into a standard slightly-weak-for-endgame-mage spells-only run. I'd authorise its use to clear regular mobs when needed, otherwise that might become tedious.
  • That's it; I'm not combining that with RL1 (i.e. RL1+0) because that's for professional streamers, masochists, and especially the intersection of those two groups. I'm authorising spirit ashes only because at +0 they're more of less irrelevant, I think, beyond perhaps applying a status effect.

This should be sort of the anti-RL1 run --- RL1 you're surprisingly powerful but made of tissue paper, so everybody, player and bosses, dies quickly; in the case of Mohg, quickly = 26 seconds ! So you have to learn the fights to an extent, but often it's just a question of doing so much damage the bosses don't have time to do anything really dangerous repeatedly. Or at all. And since you die instantly it would be a pain to learn every move.

Unupgraded, I expect to be quite tanky, and have a very wide weapon selection, but do so very little damage that every fight takes forever; so I'll both need to master the moves for real, and have lower-pressure conditions in which to do so, surviving and learning from many mistakes each fight. Status effects will probably be key to killing anything, though.

It might be harder than RL1 at the very end of the game, though, given how hard the bosses hit. But hopefully I'll come out of this with more endurance and knowledge, and therefore suffer less for the final bosses of the RL1 run. At least that's the idea.

All in all I'm still having a lot of fun in this game :) Anyway, time to go to work.
I quite like your videos when I see then and watch them! I think youre doing amazing and whilst I noticed you got hit a few times in the Godfrey fight (funny video description btw), it was still very well done! :)
 

Gamall Wednesday Ida

Just a loon, apparently.
Dec 4, 2020
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I quite like your videos when I see then and watch them! I think youre doing amazing and whilst I noticed you got hit a few times in the Godfrey fight (funny video description btw), it was still very well done! :)
Hey, thanks :) I took to doing videos for my mom (she plays DS3 & ER -- with some difficulty -- and is my biggest fan!), and find that it's more fun and helpful as documentation for a run than a Google Doc. Glad somebody else is enjoying it.

I redid Godfrey, with a clean first phase.
 
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