#โซ๏ธCyberpunk 2077
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i would assume it's a particle emitter ๐ค
I just have no idea what the particles would be. ๐
that's an env or weather? ... i'm not sure where particles are used in there ๐ค
no me either!
paper or debris...? wind effects...?
sosuine might know
do you know him or want me to ask?
It's not that urgent. I just removed it for now and made no visual difference. ๐
Should you happen to bring it up in conversation at some point, it would be nice to know, but don't go out of your way to look into it.
they may not actually be used
i do remember sosuine had some kind of god rays in hiw Alternative Weather mod, but they looked 100% like voxels to me, not particles
... my money is on debris ... i think debris (paper etc) is triggered by the weather
you could look inside his new debris mod for confirmation
(the floating paper / bags is definitely particles)
I guess I wouldn't have noticed then. I'm using my Trash Begone mod haha.
Was there already a mod that removed those? ๐ฌ I don't look into things when I have random ideas. I just make something.
no!! i'm so sorry i was confusing your mod!
Ohhh ๐
you're so pure ๐
I only use the particle remover because it looks weird with DLSS/RR.
it really does
i'm experimenting with the variable rate shader settings, because that's exactly the kind of thing VRS is supposed to fix
my understanding is VRS looks at motion vectors and if they are high, it uses more/faster rays for that part of the frustum
Oh, interesting! Would it still leave some artifacts before it's initially able to calculate the motion?
(but i'm not convinced it's properly integrated with path tracing)
maybe a single frame... ?
and also keep in mind motion vectors can be calculated slightly off scene ... in most (good) game engines, all meshes have an imaginary box around them that's slightly bigger than the mesh, so as it comes into view, the occlusion system knows to start rendering it
when you play unreal games and there is white flashing of meshes at the edge of the screen as they come into view, it's because the devs don't know how to use unreal
(***cough Jedi cough hogwarts)
๐ I guess I haven't really looked that closely at those specific things but, especially when you're trying to tweak them, they do leave an impression on the overall visuals.
(so basically motion vectors should start as soon as the larger mesh box touches the view frustum)
oh absolutely
there is a LOT CP does correctly
they are very knowledgeable. as much shit as people give them, CDPR really know what they're doing
their problems are process & testing problems
Plus they have the full backing of Nvidia, I'd assume. It's basically an Nvidia showcase.
in unreal you need to set r.ExpandAllOcclusionTestedBBoxesAmount ; Amount to expand all occlusion test bounds by
tbh though, these are things Epic should set for people. unreal has a lot of very dumb (***cough WRONG cough) default settings
yes exactly!
but to my eyes, they have also very much trusted what nvidia have said "here, use this!" without playing with it too much
@whole girder I'm getting fog pop in, about 100m out. Any suggestions on how to fix?
on the new ultra fog?
Yep
take a phone shot?
Wondering if its just a mix of weather and time of day thats giving issues
Game just crashed of course, will see if I can get you an example
oh crap ๐
okay, what am i doing wrong ... i created this neutral (Davinci auto) LUT, which works perfectly for me.
- fiddled in reshade
- captured the reshade as a PNG LUT from Lightroom
- converted to cube
- added the LUT to the neutral LUT in Fusion
- *exported as PNG and converted to DDS in the usual way
- *exported to Ultra Noir archive
- everything is almost flat blue
it looks fine in fusion and in PNG ?
Notice the line, pushes forward while walking down the street
This occurred after setting weather to foggy then switching to deep blue. 6AM
do you have a weather mod as well?
Will have to see if it pops up with other weathers
No weather mod
Just weathermancer
in that scene there is no volumetric fog but there is a lot of distant fog
Sorry to cut in here but would anyone happen to know which weather envparam is linked to this:
I've tried heavy clouds, heavy clouds new, etc. Nothing is working when I change those.
could you try
GameOptions.SetBool("Developer/FeatureToggles","DistantVolFog",false)
So more of a vanilla issue then?
Well, distant fog is just a large translucent plane at X distance from player.
It's going to move with you.
I can live with it, just wasn't sure if it was a bug with ultra +
yes ... but i thought i'd moved it to between 500 to 1000 metres away. that looks like about 100 metres
That's what I was wondering
it could be. ultra+ should turn off distant volumetric fog entirely, but the command above will check
(really, ultra fog is designed to be used with ultra+)
With the 2.1 version you posted here earlier it seems volfog was set to true. That was probably it.
actually, volfog was set to true but distantvolfog was false. So idk lol
It's whatever, rarely see full on fog anyway lol
it's possibly a typo/ommission ultra fog, i'll check soon ๐
@true saffron do you know what i'm doing wrong with my lut?
Did you make sure you have it flipped? or not flipped? I had the same issue when I was experimenting with luts a few weeks ago
Not unless I have access to your display feed. ๐
what do you need to see?
Oh, were you referring to past screenshots?
no to this
I thought you were going to post something.
Ah, yes. Conversion aren't reliable. I would do your best to recreate the changes from Reshade into new nodes in Resolve. The colorspace game is a tough one and it gets messy when you use external sources.
Probably that the cube you imported wasn't converted to 3D.
Change the header parameters.
it looks 3d to me ๐ค
Make sure that is 3D.
Best way to import is to make sure the DDS is the exact name as the file you want to replace, then click load settings in the import window before importing it (as long as the source file is in the same place in the folder structure).
okay. yes it's identical file name and is set to 3d
but every time i import in wolvenkit something different happens
i'll try the load settings
NPC enjoying the new cig smoke
it's looking a bit lumpy
?
that was a question ... phrased as a statement (wrapped in an enigma) ๐
yes like ... the smoke doesn't look nice and smooth, it looks like little particles ๐ค
@true saffron ๐ญ
Looks great to me
Oh, that looks like a vflip issue.
yes
oh really?
okay
i totally don't remember doing that for the neutral lut
WK used to have a vflip option in it but has since been removed.
Oh, that's odd.
does this look right ?
Yeah that is backwards.
this is unflipped ... what i was originally using (that didn't work)
Is this the LUT from Reshade or the combined one from Resolve?
the combined one
Ah ok, something went wrong in fusion then.
It's backwards, not flipped.
Can I see the Reshade LUT?
Send me the file, I mean.
(left) is combined lut ... (right) is neutral lut
sure!
just the reshade component
(combined)
Actually, I guess you don't need to.
I usually do my LUTs vertically so I'm still trying to figure out what's going on here. ๐
(1) neutral .... (2) reshade only) ... (3) combined
up/down or left/right ?
ehrmagherd ๐คฆโโ๏ธ
That's my NVTT preset, too.
does this look right?
Yes
should i have that vflip in there?
hmm now idk if my original cube generated from reshade is inverted too
what do you use to convert to cube?
I don't convert to cube, usually.
Maybe import it into WK and export as cube from there? ๐
i think this looks correct now ... neutral vs mine
rrghh i hate everything ๐
Is yours more saturated?
Looks like it's working then. ๐
Yeah, I tried with all of those settings and didn't notice a difference so I didn't bother.
You're talking about compression, right?
yes
i mean tbh, there is very little difference in texture compressions for dds 7
(and oodle compression is crazy, as an aside)
well i've never seen that before
well the game is no longer broken but there's also no lut
That's the nightly update that added cube support. ๐
ahhh
it will also directly load dds in there
it's working (left) ... but i now know my original neutral LUT wasn't working at all (right + reshade)
These are all my versions of Nova. ๐
Definitely not the horror vibes I get from the one above.
Didn't lift. It's just AgX.
Did you convert to ACES?
yes
I guess it's just supposed to be dark. ๐
Unless you have any other ENV changes happening to exposure?
Oh it's your fog.
Removing vol fog makes it a lot darker.
ยฏ_(ใ)_/ยฏ
i know! ๐
There are so many varibales at play, it's hard to pinpoint the one cause.
yes exactly
I'm trying to figure out why changing the sky dome color slightly will cause my game to look like a nuke went off.
the davinci neutral lut (ACES) has a var wider histogram
some of those values are suuuper sensitive
@true saffron do you have a neutral AgX i can mod?
(idk wtf i did with the original lut - it looks great, but i can't recreate it ๐)
Haha yeah that would be Nova Pure 2.2. ๐
Actually, AgX has some color shifting which is why I made supernova to color match.
I can get you a straight AgX LUT though. Will have to be in a bit, I'm just about to head out.
supernova โค๏ธ
that's so cool haha
no you're fine, no rush at all! i can also make it i just thought you might have one laying around
@whole girder Hera yah go.
This is just a DCTL node with default AgX.
Well, it's LogC3 encoding with linear output.
oh wow thank you!
If you want the unadulterated version of AgX with an sRGB input instead of log, let me know.
It's really dark though.
Again, the magenta and greens are quite off with AgX so be forewarned. ๐
This is happening in vanilla, sammi's Ultrafog Full 1.0 fixes this
yay i didn't break something for once ๐
um. what did i fix? ๐
also, why is fog so brightly backlit in RT/PT
it's not physically based, it's just "there is fog, therefore there's light!!"
Think its more of an HDR issue + env exposure changes
no it's not... the fog isn't done in ray tracing or path tracing, it's done in raster and there's a "backlight" I'm pretty certain, that determines how bright it is
I think I really need to find a specific weather env and change the weather to it so I can work this out in detail
Gotcha. I just noticed fog isn't lit the same way in SDR. More natural looking
yes I think this is why... they're not adjusting the backlight depending on hdr or sdr. it's the same for particle FX (smoke, gas, liquid nitrogen, steam, etc)
With PT enabled fog gets really ugly because there is a clear line visable on buildings and such wher the fog starts
your mod seems to fix that
oh great. CyanideX told me how!
i quite like the fog with his ENV pure HDR, and the lastst nova lut for hdr
is this a cruel joke, or is the website not working correct for me?
Hey @whole girder, do you happen to know which distant fog (near or far) the density and densitySecond are linked to? Or what they do?
nope, that's the guide I've been following ๐
I believe density second is the farthest one
I tried setting one of them to 100 and the other to 0 and then swapped... same look. ๐
I don't know what I'm missing.
yes I haven't done explicit testing
it looks like exponential height fog is implemented too
that could look amazing, I'm surprised no one has tried it
(if it works)
What would it do?
it gets denser towards the ground, like...
Oh really?!
ya
That's what I want!
I was testing some things the other day. Looks kinda pretty but not useful for me.
so the secondary height fog value is critical
Can you be the one to mess with this first and then come to me when all the hard work is done? ๐
from the settings I've seen in the env, I would expect you'd want to change height fog from 0.5 to maybe 1 or 2, and secondary from 0.5 to maybe 3 or 4
I'm totally guessing (but edumacated guesses)
hahah
I think we should just join forces at this point, it seems like we have similar goals
Sounds like a plan! ๐
I'm doing overall weather states though, not just fog. I'm not a fan of the current pollution state so I'm tweaking the fog.
all good, I'm just doing fog and particle fx, not weather
Finally figured out that sun color alpha determines light/shadow intensity. ๐
I've been modifying distant albedo and simpleColor to make the distant fog have more blue (like with real photon re-emission)
I'm aiming for this. ๐
Hmm, I don't think so.
oh that should be possible
That would be LUT.
some engines have the ability to change shadow colour
Although, I think ambient color would determine the shadow and the sun light determines... the sun light color. ๐
this won't be easy though, but is possible... silverLining would be low, maybe 0.1 ... the backlighting value (I'll have to look up what it is) should also be fairly low. yellow/grey albedo? low blur. I read this as pollution, not water-vapour fog
possibly. probably in PT yes
idk I learnt in art school "shadows are purple/blue". of course the reality is not that simple, but pure black shadows in game engines bug me ๐
oh! I have one question about overrides... so if I modify one value in an blah.env, and another mod modifies a different value in blah.env... does the engine combine the changes? or does the whole env get overwritten?
I want lamb Rogan Josh ๐ค
actually blur is about 0.03
Depends on the environment and time of day, though.
really? f..
I tried various blur settings when I was making my scanner mod and it was a whole viewport effect. ๐
Of course!
Just had a look at the HDR Nova version wow it looks outstanding dude
Couldn't have done it without all of you. ๐
It's not bright on my end.
Depends on the display, I guess.
It was designed around the black floor being black (as it can be) at midpoint 3 but I can certainly adjust the overall curve.
Blackfloor never reaches 0 regardless of value
I know, I'm just saying people can't complain about "black crush" when it's designed around it.
Were there any other things that stand out to you? Something I can improve on for other users?
Well black still LOOKS crushed compared to the SDR presentation even at 3.0
bu I havent really spent much time, just those screenshots
tonemapped to SDR, but in person it's basically entirely black as lights behind make it hard for your eye to adapt
need better eyeballs
very likely they didn't know what they were doing with HDR. SDR has lower black floor than HDR
i bet if you just replace the HDR lut with the SDR one it'll look better in practice
Yeah, the blacks look crushed on yours. ๐ For me, there is still visible detail in that scene. Odd.
HDR captures are darker when converted
Would LUT affect the UI too? I'm taking like menus, not HUD
I'm asking since all the menus look lifted compared to SDR
@true saffron did you do the ini change for the latest nova?
Nope.
But HDR mode does do something weird to the menu.
They should be separate.
does it make a difference for HDR?
i'm going to have to buy an hdr monitor aren't i
What INI changes are you referring to?
Size = 128 ; (48)
MinRange = 0.000000000001 ; (0.01) expand bottom of histogram <-----------
MaxRange = 100.0 ; (100.0) actual max is probably 1.0
Oh, right. I forgot about that!
***cough tell them to use ultra+
It will be a recommendation!
do you normally play in SDR? The menu might emit more light when running in HDR compared to SDR
No it's washed out vs actual SDR output (not windows SDR in HDR) , with the darker parts being visibly more gray
I will post some comparisons later
no need
i know it looks like that
been this way since day one ๐
vincent teo made few vids about it too
We compare the HDR vs SDR presentation of Cyberpunk 2077 on the Playstation platform, using two Sony XH90 (also marketed as the BRAVIA X900H in the USA) 4K LED LCD TVs, two Sony PS5 consoles, as well as two copies of Cyberpunk 2077 PS4 version.
Our HDR vs SDR comparison was done after installing hotfix/ patch 1.05 on two PS5s.
================...
the game was in a much worse state then though
I noticed the same
it can probably be edited in base / gameplay / gui / fullscreen
well i looked at it for the last hour or so
still on 0 adjustments
lol
im a bit under the weather so my brain is working far from optimal
Monitors lean on being overpriced compared to full 3840x2160 and 42". You'll pay the same amount for 1440p gaming at 27" just because it slaps the word "gaming" on it.
I know that I love to blame sRGB for everything, but really I'm sure that sRGB is at least, like, part of the problem here
SDR/HDR/HDR 2.2 emulation
I noticed something similar when using SpecialK to upgrade the SDR to scRGB. Seemed to work right at 2.2 not sRGB
#cyberpunk2077-dev message
#cyberpunk2077-dev message
Check out the images and the top right (2.2/2.4)
Yeah, I remember them
technically, 2.2 should be correct for most displays
microsoft handles it very well for you automatically, but you need to mark your textures properly. microsoft will convert your SRGB textures to 2.2 for you if the DirectX textures are marked properly. but CDPR is doing their own thing for texture decompression and surface updating, which is why this is all wonky.
DirectX default surface is 2.2, so it could be a last step failure, from CDPR custom to DirectX
I think that's true for SDR only? At least that's how I remember Joshie explained it
lemmie find his post on SK discord
i researched it, but i forgot. maybe @mystic shadow remembers. the idea is all your assets are in SRGB because you used Photoshop or grabbed them from common assets (eg: web). So your textures are in sRGB. then Microsoft outputs a default 2.2 surface, and something something DWM does translations before going to your monitor. (no game ever does real exclusive fullscreen anymore)
I'm really only familiar with the SDR inside HDR issue. That one is pretty straight forward. Windows just simulates the srgb piecewise gamma EOTF when showing SDR inside HDR. I believe this is what the SDR Black Floor Emulation shader is for. It's simply for emulating srgb shown on 2.2. I don't think that the SDR emulation is the correct tool for fixing native HDR issues. I think the manual HDR black floor fix tool (same shader, below the sdr emulation option) is better for that.
I'm not familiar with textures and srgb sorry ๐ฆ
Can't find the post now, but IIRC in SDR windows converts sRGB to gamma 2.2, but in HDR it converts it straight to PQ
Can someone tldr; bring me up to speed on what you guys are trying to figure out?
#1186114072027074651 message
on SDR, black floor is right if you consider it a 2.2 signal
on HDR it's off
I don't think Windows converts shit. I think it's just that in SDR, your panel is calibrated to 2.2, and the devs used 2.2 panels probably, so everything is fine
in HDR, it goes straight to PQ like you said, and windows assumes (incorrectly) srgb eotf
i think in HDR, DWM is in scRGB? i think?
I thought we determined that the raised black floor is simply CDPR being dumb?
i don't think it's any sort of srgb/2.2 mismatch
it's just that the tonemapping is fucked up in HDR
plain and simple
ha
I believe dogelition said it does convert srgb to 2.2 (or backwards depending on your display) as long as the content is flagged correctly?
So I think the black floor adjustment is what's needed, just as JDSP's settings instruct
For ICC profile color space stuff maybe
probably
idk about games tho
#1186114072027074651 message
Yes I saw this
Makes sense. Linear gamma is just basically like srgb passthrough right?
DWM is always srgb yea
if you're using an scRGB DirectX surface (HDR), it should be transitionless for DWM, which is the point.
no conversion needed. if the surface is a "SDR" surface (SDR-in-HDR), then it gets parsed as sRGB
Yea, it does. So are you saying that all we need just simply the SDR emulation checked? I thought we looked into this multiple times ha.
are you guys trying to figure out why that might have happened?
like what CDPR messed up?
overwrite the HDR lut with the SDR one (which has lower black floor) and do some gamma fixes and see if they output the same
but that won't work because wtf is "tonemapper midpoint"
or maybe using that, you can find out what value "tonemapper midpoint" means "do nothing"
(1.0 ?)
Gotchya, sorry, took me a min. I came in late
Seems to be the closest to the SDR default
you would have to replace the HDR lut to know for sure
i can do that pretty quickly with wolvenkit
Wasn't JDSP going to look into modifying his shader settings to use the SDR Emulation?
or was going to investigate that?
Could have sworn we tested this a million times and determined that the sdr emulation wasn't what was needed, but maybe i'm going crazy
I believe he said he prefers his settings more
Mainly because even with SDR emulation, game doesn't always reach 0 nits
Which turned out to be due to wonky LUTs
makes sense
it's not the LUTs alone unfortunately
I'm trying to get a 4080 super so I can run this game with PT and shit......so if/when I can get a new GPU, I'd be happy to help you guys investigate/test shit
i made an all black LUT and it still didn't hit 0
So I think it's double whammy of back raise caused by the LUTs and sRGB/2.2 mismatch
and gamma is irrelevant because pow(0, 2.2) is still 0
Just make sure you're not crushing anything with the 2.2 emulation
Remind me, that was with film grain on or off?
off
hmm
yeah
Turn dlss off too
i disabled as much as i could. HDR is a flat gray output (not true black)
gotchya
So yea I guess could be some sort of mismatch like earlier in the pipeline
to do with textures
SDR always had some noise, where HDR didn't with the same exact settings
idk enough about it to say either way ๐ฆ
HDR could also just crush black values and then raise
so the noise could be removed in HDR (black clip), and then raised
If you just make a LUT to simply do the same thing as the srgb 2.2 conversion box, it's still raised slightly?
but an HDR lut that is the SDR LUT can clue us onto what it's doing different.
doesn't make sense. if the LUT is all 0 values, then 0 ** 2.2 or srgb(0) is still 0
Yeah, vanilla kinda does that, even with the shadow lift there is very little detail in the dark regions
Sammi mod seems to fix that
Oh right, true. 0 is still 0, you're absolutely right
so I don't think this is a simple srgb to 2.2 mistmatch then
if 0 is raised
with postprocess (shader), you can't restore what was deleted though. just lift what's there
unless the devs conciously decided that the HDR black floor should NOT be 0
which is what it looks like ha
unless there's an egregious mistake (very likely also)
So is this test accurate then? Because 0 shouldn't be raised if there is an object that's 0. So idk if the emulation is the correct tool for this job?
i'm confused haha
Why is the black floor so high
Correct, but clipped yet milky shadows are also an issue in SDR
HDR just makes it worse
^
hence the confusion
not a simple srgb/2.2 mismatch, otherwise 0 black wouldn't be non-zero
so somethihng else going on (could also be a mismatch tho but wouldn't cause the black floor itself to be raised)
could be srgb/2.2 mismatch plus another issue raising the black floor in general
dunno, maybe?
SF confirmed that menus aren't affected by LUT, and with SDR emulation it looks more or less the same as SDR
Yet bottom is still raised a bit, why?
exactly
very odd
I think CDPR just went full "i dont care" when doing this
likely just some stupid fuck-up early in the pipeline
or "artistic intent" problem?
SDR lut as HDR lut
I haven't touched the menus actually. maybe i misspoke.
i don't know if there is a lut for the menu, i doubt there is
So the menus are okay in HDR, not raised?
even weirder
is this a case of "artistic intent"?
replace the menu image with a full white one and see what nits come out.
Dev team on this game was a rotating door of people that were asked to crunch until they couldn't anymore and were replaced until that happened again
It's less "I dont care" and more "I have no idea what the least person did"
ahh ok
Yea that could very well be the case and was my original guess
HDR in this game is just wack
yeah, but you only need one person to know what they're doing and watch over the minions. that's how management is supposed to work. i can't be assed to do menial tasks for big projects, so sometimes i hand it off to underlings. but i check their work
No, they are, unless you use SDR emulation on the game, then it more or less match
i'm being condescending, but the language is for emphasis
Yeah, but what if management IS the problem
fail upwards
Isn't it how it works most of the time?
In theory, srgb gamma and 2.2 should have the same 0 black, correct? In other words, black floor should be identical right?
If so, then yea i'm confused on this game ha
no clue what's going on
way too common "i've been coding games for 20 years, i won't be educated by these new fangled kids". 20 years ago there was no HDR
I mean if the SDR emulation checkbox is enough to fix the issue, then we should just use that and be done with it, ha
or some similar fix
Just because the game doesn't always reach 0 with the sdr emulation, it could still be ok. It's hard to get that right with all LUTs. If you're making sure it's ALWAYS 0, then you're likely crushing detail in some areas, no?
Like in Luma, there are some LUTs where mincll isn't 0
and that's fine
or so i thought
i dropped the SDR in HDR lut here, if somebody wants to test... #1186114072027074651 message
I'm pretty sure all the old CP LUTs that said HDR compatible were basically SDR in HDR.
But absolutely will test ๐
they're different.
HDR luts have more raised black value
oh, you mean mods
yeah, maybe
Yeah, mods like vanillaplus and some of the older community released luts
They all never looked truely HDR, and most didn't have anything but Rec.709 colors
but the idea for this is to see what makes HDR look exactly like SDR (peak nits and tonemapper midpoint and gamma fixes)
I see. Will take a look
Game crashes on load with that lut
neat
i'm using the latest nightly wolvenkit which i haven't tested. maybe it's that.
doesn't crash for me.... over Remote Desktop
Hmm... Guess I'm confused whether its an HDR lut or SDR
Or maybe its just another mod conflict issue, installed a few earlier
Think its a mod issue. Crashing with other luts as well
Always photomode animations XD
Works on my machine
screenshot shortly
Vanilla/SF LUT
peak 790, midpoint 1, film grain disabled
on it
also, if you use photomode and hide the UI, you'd get true minCLL
(that minCLL is the UI)
It doesn't load different LUT?
the sdr and hdr lut are the same file, (using SDR file)
Yeah, the UI wrecks havoc on max nits.
midpoint 1.5 is as close as I can get histograms to overlap
300 in game
how are you getting SDR screenshots with lilium's shader?
SK SDR -> HDR, profile 3 at 100 nits and gamma 2.2
can you snap the SK settings?
i think setting SK to 300 nits is better, and see if you can get it to line up perfectly
it kinda messes up the science because how SK will stretch to 300, there's a lot of variables
yeah, that looks right
but that will stretch entire range, not just peak
I mean, I can try if you want to
Yea that's what I'd use too
yeah, that's kinda what we want, because the HDR picture on the right has a curve past mid gray (hard to describe)
well, we want SK to stretch 0-100 to 0-300, not raise. but more info the better
i wish lilium's shader could parse SDR just for the histogram data, even if the peak nits mapping is "fake". @devout mirage is there an easy way for this? we just want to make histogram comparisons
HDR at 300/SDR at 300
these are my results
what tonemapping midpoint value?
for me i set them at 1
@gilded summit what's the comparison? (left/right)
yeah, that confirms the HDR lut is brighter than the SDR lut, which parsing the LUT told me.
but this also says that the HDR lut is in the same format as the SDR lut if there no real color differences
the textures are all in bt709/srgb, so that's expected
@gilded summit and this dropped your peak nits to half? 400?
so SDR lut is peak 3.x and HDR is 19. something something math
but it's best to disregard all of what HDR looked like before and try to get HDR to look the same as SDR first, because that's really what they originally graded for.
you can make HDR your "hero grade" and then make an SDR version of that, but they didn't. they made the SDR the hero grade, and did something to "satisfy" hdr users
once HDR can look like SDR 1:1, then we can work on making upping the HDR, which should just be uncapping the SDR nit limit (100/203)
This is tonemapping midpoint at 1.5?
yes
does any changing of the values make it as bright in average to SDR? sorry to be a pain
the windows on the right are consistent enought to guage since the signage is variable
so midpoint 3 is possibly "neutral". interesting...
the other test is setting to 1000 in both in-game HDR and special K sdr
and see how 3 holds up
thats one of my major gripes with cp's hdr implementation
it shouldn't have any affect since i didn't change anything there. it's just the dds. but maybe the HDR lut is malconfigured for some reason
but what we're doing is essentially throwing out their HDR lut
midpoint changes blows away all highlight detail
yeah, but it does that in SDR as well, no?
Game outputs 10bit SDR?
SDR/HDR
8, so we're hijacking with SK to get it to 10bit just to see the graph
what tone mapping works "best" with 1000?
and by best, i mean matches SDR
or not high enough?
so 3 is okayish at 300 nits, and you'd need more to match SDR for 1000. dare i guess 10
1.5 was okay for 100 nits, so .5 for every 100 nits?
so, let's pretend, it's pow(x, toneMappingMidpoint)
SDR analysis in the future
๐ You spoil us.
It's just a few things I need to change and was requested before
๐
that's enough research to know we have to disect the engine/shader. next step is to dump shaders in SDR. dump shaders in HDR. and then see what shaders are only running when in HDR (if any) and decompile them
that can be done with Reshade 6.0.0 with Addons: https://reshade.me/downloads/ReShade_Setup_6.0.0_Addon.exe
(no SK required)
Excited to see what comes of this
To finally solve the question of "what the actual fuck is going on in HDR"
๐
@teal imp one test, if you set lut/maxrange in the ini to 0.5, does it change sdr and hdr? we said 1.0+ is ignored? that's tedious but i think there's a console option for live editing?
which .ini?
To change the value of these settings, create/open the "engine\config\platform\pc\user.ini" file & add the section name + setting name/value inside it.
the pastebin has all the defaults for v2.1
text says 1.04, pastebin title says 2.1 ๐คท
somebody said 100 and 1 are the same, so i'm wondering if 0.5 halves brightness
so max range at 50?
well, try 1.000 first and see if it changes anything, then less than 1 like (0.5000)
It's not doing anything
not on my end at least
worked fine to me, but for some reason reshade + SK didn't
had to downgrade to 5.9.2 or whatever
it worked before, but i installed 6.0.0 just now to get add-on support and it crashes.
i'm on remote desktop, so might need to try on the physical pc (though rdp worked before)
Did you guys try 6.0.0 as a SK addon?
i did not
That should help compatability (I think)
I can send instructions on how to do that if you need
Reshade DLL files go here
but i didn't want (or need) SK
shaders to here, just make sure you grab the 2 reshade files that are circled
the less layers the better
it's huge! ๐
I'm only little ๐
but yes that makes sense
more bigger=more betterer
lol, i do all my work on a ProArt 17" and ProArt 14" ๐
I deskmounted my 55". The 1440p 34" it replaced fits inside of it. But I might move my 55" to the bedroom and get a 42" for the PC
wow
Any non-jxr files? ๐
No, but I will just upload the video to Youtube
It's all good, I downloaded them. Maybe some day we can have native HDR format support.
What am I looking at in these comparisons?
Nova top, stock bottom
Gotcha
Lilium Reshade Shaders in use:
Nova:
Tonemapper
BT.2446a (800 output, 3000 input)
Blackfloor Fix
0.006 Old point / 0.25 midpoint
Stock:
Tonemapper
BT.2446a (800 output, 4500 input)
Blackfloor Fix
0.08 Old point / 40.0 midpoint
HDR processing probably nxt week or something
NovaLUT is so beautiful! No going back to PreemLUT now lol
I say that but in reality, I'll probably be swapping back and forth
Gotta keep things fresh
Is this a WIP video? It doesn't show up on your main page.
42" is really nice for productivity ๐
Really like my 42C2
It needs something special.
iirc it's just renaming the ReShade dll to d3d12
I'll give that a try
Also if you have the GOG version try disabling the overlay and maybe skipping the launcher
IIRC I did because Special K would crash with it enabled.
Might be some bullshit with FG too
just a guess
That can cause crashes with anything it seems ha
I'm a poor 3080 user
same!
i think when my work reaches the next milestone i'll buy myself an actual gaming computer and probably an HDR screen ๐ค
Can you message me when HDR is done processing? ๐ Would love to share this video.
it's done!
Looks awesome! Thanks for the comparison @bleak karma. Mind if I post this to my page?
does anyone remember where i'm supposed to meet Hanako again?
Yes but bare in mind this is not fully representative of how the mod and stock footage looks as I've used Liliums shaders to bring the overall brightness and clipping point down
I've also adjusted the black floor slightly
@true saffron ^
Is there any reason why you don't mention the gamut compression value in this video? It's in your pinned settings
Because I forgot
๐
Also, why do you like rgb in pq the best? Lilium has ICTCP labeled as (best quality)
Just like the look, for that video I used ICTCP though
Gotchya thx
Hoping to snag a 4080 super when it releases so I can play this game with path tracing etc
Reshade was crashing because it was dumping shaders, which it did. and they extracted well, it seems
same
the 3070 on my laptop only just manages it
- Fixed an stall where vanilla game runs out of RT acceleration structures
- Fixed crazy skin on some NPCs
- Disabled negative mip bias because I believe CDPR are doing this in-engine already in CP 2.1
- Re-enabled underwater screenspace rendering
- Fixed a stall streaming in new sectors when driving at high speed
- Slightly tweaked brightness of vehicles, skin, foliage, weapons
- Enabled path tracing for hair so hair no longer has to rely on environment probes for its lighting
- Adjusted streaming threads
- Adjusted RTXDI / ReSTIRGI samples to better balance performance and quality for Fast / Full / High
- Slightly reduced PT edge (disocclusion) noise in most scenarios by adjusting sampling radii and variable rate shading
- Reduced SHARC frame blend bias for Fast to account for lower FPS and to reduce smearing
- Fixed some non-breaking typos
- Disabled character rim enhancement. Everything looks better without it
- Reduced bloom clamping to fit better with Ultra Fog
this version has been really good in testing (ty especially to @ocean wren). fixes so many random problems with PT, including that CDPR is mostly using NVidia's settings which are designed for higher real frame rates, so I've adjusted SHARC / ReSTIR settings to match CP's actual performance to help reduce smearing and disocclusion (edge) noise.
"Fast" very much prioritises PT speed above all else. "High" prioritises quality and reducing PT noise.
What would the hierarchy in terms of Image Quality be?
Fast
Vanilla
High
Full?
And in terms of performance (best to worst)
Fast
Vanilla / high
Full?
that's a good question! Fast will be higher image quality than vanilla. it should be about the same speed as vanilla (if you want faster than vanilla, use the PT20 Fast version of ultra plus on nexus, it's significantly faster)
Full is slightly slower than vanilla, but less noise and smearing again
High is no compromises quality (but without going bananas) and will be several fps slower than Fast.
and they all have the same bug fixes with PT โ reflections, translucency, skin, relative brightness, hair, etc.
Yeah I was a little confused with the names at first. ๐ I'm used to Full, Default (or Standard/ Main), and Lite.
I can replace shaders. Need testers #cyberpunk2077-dev
My lighting mod showcase of the Nova LUT Pure 2.2 and Supernova 1.2 by theCyanidex. Cyberpunk 2077.
Nova LUT Lighting Mod Page:
https://www.nexusmods.com/cyberpunk2077/mods/11622
Graphics Settings:
- Resolution: 2880 x 1620
- SDR with Gamma at 1.0
- All Raster Settings Maxed
- Psycho SSR
System Specs:
Powercolor 7900 XTX Red Devil
AMD Ryzen 7...
Krush is a legend
Truly is.
โ๏ธ We are aiming to have a new patch for #Cyberpunk2077 out sometime next week. It will tackle the most common issues reported by players, including finisher animations.
Stay tuned for more info coming after the weekend.
Shortfuse, any insights you found from investigating the code?
on the black level raise
Not yet. Still haven't found the tone mapper. just a matter of time. i'm trying to simplify the search
good luck!
I had a feeling it wouldn't be all that long
wow, seems like the game is still very broken by the comments
have you checked with PIX or RenderDoc?
nope
that would probably help u find the shader. I'm tempted to start playing the game now.
no idea how to inject pix
oh i've tried starfield and it never works, but seems to work here
there's RenderDoc (my fav), PIX and Nvidia Nsight. Maybe some others as well.
Each works with only some games unfortunately.
RenderDoc is a lot more intuitive IMO, and also offers the same, if not more functionality.
The entire engine seems to be a series of jenga towers that fall apart like domino as soon as devs miss the smallest mistake
I can't really blame them for switching to UE
Not that UE guarantees bug free game
well, i found the ACES code. it's been a while but it's pretty familiar. though i'm not sure if it's in use anymore since I though the LUT had ACES baked in
Love how the neon signs donโt just clip to white now
That's an option I had disabled completely from Starfield. I would still need to tune to match Vanilla
i wonder where the Trouble in Haywood VR game LUT is in the game, i would happily play the whole of CP with this ๐
it's not labelled obviously ๐ค
god that's shaping up so well
Been following along in the dev channel, yall are wizards I swear ๐
I am compelled to fix bad HDR.
The worser the HDR, the more I must fix.
Quick, get this man the shittiest most busted HDR you can find.
Looking forward to any work you do on cyberpunk :-). I can help you test if you need test subjects
fallout 3?
this may actually fix CP 2.1's issues.
i've been wondering why by default the game engine is configured to unstream everything up to 16km away.
what this means is, when you turn around, the engine unstreams it. when you turn back again, it has to stream it in.
when you open the map, it unstreams everything. close the map, it streams it all back in. why ???
i thought maybe there was something i was missing. i don't think there is. i disabled this behaviour and the game's been perfect since
small update. this makes particles (steam, smoke, fire, etc.) part of path tracing
when running pathracing (maybe ray tracing too) the unstreaming doesn't seem to happen. At least not for lower level lods (aka not highest level). I do notice the occasional ray of sunshine going though an unstreamed building. I do run countless of LOD mods though mostly from sosuine. So I don't know if this is purely vanilla + PT behaviour, or that it works because of these LOD mods + PT
you won't usually see it because it only happens for around 30 degrees behind you, but it's happening constantly
but that would completely destroy pathtraced reflections
you cannot do severe culling like that if the world behind you gets reflected
path traced reflections are considered part of the view frustum... they're specified by RayTracing/Collector/VisibilityCullingRadius
but if they're not in that radius, they're unloaded immediately
i c, still most of the time i don't really have the sun shining though (where should be) solid buildings
if you want to check this for yourself, set RayTracing/Collector/VisibilityCullingRadius = 200 (for example) ... you will see them unload and reload as you move around
no, you won't. that's not the problem this fixes
ah ok, i misinterpeted what your fix does then
๐
mb
the problem it fixes is the massive and constant resource load the engine is under due to streaming and unstreaming things over and over
if you have 16GB of vram, you probably won't notice it
if you have 8 - 12GB, it will kill the performance
yeh i got 24gb and run in 4k dlss quality (1440p) i think the horsepower of my GPU is still the biggest bottlenek with the settings i run with, not the vram
... try ultra+ if you haven't. it fixes almost everything
i have no issues with vanilla ๐
rtx 4090
its nearly impossible to tell what vram is actually in use (allocation is ez) but actual use you need very specialised software for that
you will likely get higher fps with it and less path tracing noise, but it doesn't sound like you care ๐
i tried your mod quite a few times, i still prefer the vanilla pt
yes i know
looks more pleasing to my eyes
to this
What are the game parameters for controlling bounces and ray sample counts in a world with Ray reconstruction, ReSTIR et al in PT 2.1? I tried fiddling with the ones I've found in the PT native UI settings mod, directly through CET, but only some of them seem to have an effect... Using Ultra+ PT21 High btw
there are no bounces / rays with ReSTIR. not configurable anyway
try the new 1.9.9 above. it stabilises the image more than i've been able to before
ReSTIR and RTXDI use samples of the scene. from memory they distribute rays across the whole scene using a probabilistic density function (PDF), and then that's sampled into RTXDI and ReSTIR
i think cyberpunk is using RTXDI's new diffuse method (with SHARC to help denoise it), and ReSTIR's global illumination
so ... High takes a lot more samples than Fast
Special K will tell u
I am looking forward to trying out 1.9.9 later today, the disocclusion noise in certain situations (photo mode mostly, lol) has been bugging me
yes same
with this version i've been having to check PT is actually enabled
it's there a little at night, i might be able to do something with that... but i'm hopeful it's improved
i never really know until everyone else tries it ๐
and tells me what i broke lmao
Hah, well I think 1.9.1 was definitely an improvement. Bearing in mind I only started with 1.8, and didn't really have points of comparison between 1.8 and 1.9 so can't say if it got better or worse... But 1.9.1 did clean up characters noticeably to my eye
Is there a way to dynamically switch presets in-game, or do some of the options only take effect on a game restart?
With 1.9.9 and 24GB of VRAM, the max I can see is 13GB usage via SK
to switch between ultra+ versions in-game?
no unfortunately ... some of them require a hard engine restart
that's sounding much better
Ah that's a pain
And withouit the 24GB ini its 12-13GB
BUT
yes ... it may actually not need the GPU ini any more, i'm not sure
I typically sit around 11-12GB on 1.9.1 on a 4090
yup
Then again I've not engaged in much actual gameplay with it ๐
you can probably force the higher mip bias now too with your card
if you want to see the difference between v1.9.1 and v1.9.9 noise ... i'll grab the command for you
@whole girder Dumb question, but should one use RR with your mod? Or do you recommend regular DLSS instead?
to go back to the old version (basically same as vanilla
GameOptions.SetInt("Editor/RTXDI","BiasCorrectionMode",2)GameOptions.SetInt("Editor/ReSTIRGI","BiasCorrectionMode",2)
to go to v1.9.9
GameOptions.SetInt("Editor/RTXDI","BiasCorrectionMode",1)GameOptions.SetInt("Editor/ReSTIRGI","BiasCorrectionMode",1)
definitely RR if you can. AMD users of course can't
i don't think it's a dumb question. there's a bug in CP 2.1 that makes the skin look worse with ray reconstruction
unfortunately (imo) everything else looks worse without RR ...
I think it's an RR issue since it happens in AW2 as well
Seems like RR breaks SSS somewhat
Does the game options toggle for RR still work when using Ultra+?
Thanks, will try it out later!
59 seconds ยท Clipped by koklusz89 ยท Original video "Alan Wake 2 PC Path Tracing: The Next Level In Visual Fidelity?" by Digital Foundry
This might seem like semantics. But it seems like Allocation/Usage/IN use might be what I actually ment. You need in engine tools for the IN use metric.
using the dx api, can only show allocation/usage imho
certain blocks might still be allocated while being market for replacement/overwrites
mm, so i'm pretty sure AW is using ray tracing + path tracing for diffuse... the same as ultra+ RT+PT
i could be wrong, but i think that's why it has so much less disocclusion and smearing noise
hmmmm i don't see much SSS there either ๐
oh you're talking about Nsight and Frameview etc.?
i think special K uses this
yes... but it's still pretty obvious when your GPU is swapping back and forward between CPU memory
yes "D
yes i would trust special K's methods
that will grind your pc to a halt
SK complains starts complaining before anything goes wrong with vanilla ๐
it seems to be the most accurate way of measuring it, without having full acces to what the engine is doing indeed
yes!
That is why we use SK and no DX apis to see what is actually being used, not allocated
o i thought special K uses this dx api
yes and this is what's been happening on <=12GB cards ... it's not only streaming assets repeatedly, the vram is also eventually going OOM and then swapping to system memory while still trying to re-stream assets
misinformation on yt maybe ๐
which causes an eventual freeze or CTD
In this video, I'm going to test the RTX 3070 in a range of games and see how much vram they use. I'll be using both MSI Afterburner and Special K which both have the ability to monitor vram usage.
Chapters
0:00 Intro
0:52 MSI Afterburner VRAM monitoring
4:00 Special K VRAM monitoring
5:33 Resident Evil Village
7:04 Metro Exodus Enhanced Editi...
stamped
"poorly"
man maybe i need to stop talking when still having a fever
Speaking of which, is there any way to get AO or shadows on props with RT?
https://www.resetera.com/threads/cyberpunk-2077-ot-welcome-to-night-city-read-the-op-before-you-post.340270/page-712?post=112962374#post-112962374
Forgive the potato quality jpeg. But the lighting gets its point across.
Notice that the lighting with RT closely matches the Path tracing in a lot of respects. But ambient occlusion is nearly completely gone, making the image look far flatter than the RT Lighting Off version. In a lot of...
hmm
you could try enabling RayTracing/EnableShadowCascades = true which is off by default ... all cascade shadows are done via raster even if they're set to RT in the UI
but i don't think CP considers "NPCs" to be cascade shadows ... i've heard people refer to them as contact shadows
(in UE, they're called capsule shadows)
for debris / clutter, you can use this https://www.nexusmods.com/cyberpunk2077/mods/10903
which basically makes me think those NPC meshes aren't tagged as RT ?
oh! also, you can try RayTracing/CullingDistanceCharacter = 40 (for example)
the default culling for NPCs is 15 metres in RT ... but i don't know if any of the distance stuff is working at all in CP 2.1
I did, but that only works on the clutter, doesn't change the fact that the game seems to be straight up missing AO pass with RTGI
It only has like a large scale AO
yes, they're not in some RT views
I will try the settings you suggested later though
i think the most promising is RayTracing/CullingDistanceCharacter = 40 ... or 30 metres should be reasonable
and yeah, i think a lot of things were using env / lighting probes and weren't actually part of ray tracing, and now they're going and fixing all that (or they've just forgotten)
Raster/RT/RT+PT/PT
Sadly, that ain't it
bababooye is doing a few of these to in his upcomming gits, removing some fake raster lighting
one example
the guy is an absolute unit for the amount of work he does and things he fixes
he's also working on objects that don't emit light etc he posted some WIP on his GITS page https://www.nexusmods.com/cyberpunk2077/mods/9274?tab=posts
i rarely donate, but for people that invest so much time + effort i think its a no brainer
even more talk in cyberpunk 2077 modding community discord - showcases gits 3.0
boooo
this is so much work. saying this after just spending 100 hours on the engine lol
this is the most disocclusion noise i can get with u+ 1.9.9 ... it's basically a worst-case scene ... it's dark, with foliage, and a lot of movement. this is the worst of several screenshots (the blur at the bottom of the screen is AMD FG)
noise at 100kmph is almost none
i have actually checked whether PT was enabled because it was so little noise
i wonder if i can do this for the CP 2.0 path tracing method (ReLAX + RTXDI)
Another hack/trick that might reduce noise is nvidia DSR (digital super resolution) Aka render the 3d image in above native resolution. Then use DLSS which can use the 3d generated image to downsample to a quality level lower. I have tried it from 8k back to 1440p. But ran into trouble (while recoding with OBS). But in theory it allows DLSS to base the upsampled picture from more information.
https://youtu.be/dKXPeCS4jxA really interesting, wonder if the new driver improvements have originated from the work on the upcoming game patch?
Testing Windows Insider Build 26040 and NVIDIA beta driver 550.09 in Cyberpunk 2077.
Settings: 4K, max settings, path tracing, DLSS performance mode.
**Ray reconstruction is not supported on the beta 550.09 driver, so ray reconstruction is disabled
00:00 - Intro
00:32 - FG OFF Benchmark
01:51 - FG ON Benchmark
03:10 - Benchmark Results Summa...
Massive pinch of salt of course, but a 17% uplift in the benchmark on a 4090 with FG off and just the driver update is unusually large
contrast and highlights are still starfield-like, but we at least it respects peak nits now
Later part of the vid is puzling. His 4090 uses less power, gets less usage but has higher fps. Maybe its the optimisations in WDDM 3.2 and the driver utalising it
I've heard of that before to be honest
its using consistently 30 to 40 watts less
like its undervolted but not underclocked
The gap narrows down to 15W at points
It's a very non-rigorous test scenario though, and there aren't any frametime or frequency graphs to show the general performance profile
But yeah it all depends how the driver is boosting performance I guess. If it's making more effective use of the full width of the 4090 (dual issue etc) then it's conceivable you'd get a power and perf improvement simultaneously
I havent looked into wddm 3.2, if there is even any info out yet
apperently h23 already has this, likely need the driver to benefit from it
im not going to try that dl link though ๐
that driver was released in September '23
wait, the older driver is getting faster FPS than the current on ???
what's going on there
ray reconstruction isn't working on the 550.09. the author says this, however because of this i don't think the comparison is meaningful. some parts of the driver aren't working, that's why it's faster
Until I see frametime graphs color me skeptical. The last 8 driver releases have been horrid in that realm.
yes ... there is no magic, the beta driver is missing things
windows insider i believe, simply because some games run 10%+ faster on linux
Just saw your comment above
windows insider, my expectation is they've made some intelligent changes to windows security for game mode
since control flow guard and core/thread integrity can significantly slow down some gaems
GAEMS
Still a little leary disabling control flow guard, especially with how many mods I've installed
a lot of these security features give a false sense of security
meaning people are more inclined to do stupid things, thinking they're protected
... btw don't disable CFG ... just exclude CP from it
Ohh absolutely. It's all about understanding what they do first
I have in the past for pubg, but never really noticed a huge difference in performance
That video was sooo cringe
it really is lol
i'm sorry ๐
my background is security btw
i cut my teeth hacking into *cough* large networks
Sammie "Ms. Robot" Lucia
haha
when i went to uni i took over their network
it took me a few days... i hadn't been assigned an account yet
a lot of people lost their work ๐ค
Good ol ethical hacking. Hopefully they compensated you ๐
they finally found me after a few weeks and i had my account suspended ... a week before it was given to me
i probably still hold the record for the fastest account suspension ever there ๐
lol, um, no
but not 'cause of that ... they didn't have any evidence on me lol
i wasn't really a uni kind of girl back then lol
i did do one assignment though. that year
@whole girder incredibly tiny filmgrain, barely noticable but 0 banding
this is an sdr pic of a hdr image, which normally makes it worse
i think filmgrain size is the determaning factor here, but idk for sure
these are the settings i changed
full disclaimer, results are in 4k dlls quality. no idea how this works out in lower res
that's how it's done!
no that seems about right, I was experimenting with 0.5 size (which was still a bit big?) I'll try yours on sdr ๐
the film.grain is applied after dlss upscale so should be the same for any screen size
yes thats how i set it up too, i do run into banding on bloom though. Not sure if its the bloom settings that should be changed to reduce this or the filmgrain. I tried upping it and it does reduce banding a little. My knowledge/experience is limited, and the info on these things are non existant. But from my observations blooming lights in dark area's especially have banding even at 0.3 strenght. I might mess around with grain a bit more, but i personally prefer 0.1 since it works for the skybox without being visible (the grain that is)
@vale orchid I got a 4080 super today so I can start testing stuff for ya soon in cp77 ๐
for whenever you're ready to release a beta (if you are trying to do that)
Stuff to mess around with at #cyberpunk2077-dev
that moment you start trouble shooting your whole modlist, while not realizing you cycled though quality settings on accident, and you have to go to the main menu to select highest texture resolution again..
is anyone using that cyberpunk hd reworked mod or nah
i haven't actually tried it yet
it seems that without the hd reworked pack, maxed out at 1440p, cyberpunk uses no more than like 9gb of actual usage as per SK
Yeah using CPHD with a 4080. No issues.
Haven't updated to 2.11 yet though so who knows
I thought there was like a vram/texture issue or something
using more than 16gb etc
Is anyone forcing 16x AF via drivers instead of using cyberpunk's in game AF? Apparently it's better with driver forced?I
spec version of ACES HDR spec to try:
#cyberpunk2077-dev message
nice!
i'm cautious of such small particles due to performance, i've been experimenting with larger
there's two ways to create a "film grain" effect that i'm aware of (there's probably many more), one is to have a 2D or 3D noise texture and move it around pseudorandomly. the other is to generate the noise on the CPU. i would guess bc we can specify grain size it's probably the latter
this is the following settings ๐ค
You can also do it as a shader like we did in Luma. no texture needed. seems to work out pretty well. the hard part isn't getting the pattern. it's applying it based on pixel luminance
what we did for Luma ended up being faster than using a texture and people liked it more
is this a reshade preset?
yes there's also a few approaches ... additive and subtractive ... additive only ... chroma only ... chroma and luma ... luma only
my knowledge is from digital pre-press printing gradients, which you generally use colour additive noise
that's how starfield did it. and it raised black level because it's... additive
i didn't port to reshade, despite people asking me to, but the code is here: https://github.com/EndlesslyFlowering/Starfield-Luma/blob/bf167404f3aeb24efba5987d2cdebbf2da17f2c6/shaders/FilmGrain/FilmGrain_ps.hlsl#L147
... so is the plan to integrate your work into CP directly? (sorry i haven't kept up, work is nuts)
i have a feeling in CP it's a shader already for the main screen vignette
i don't have a place to inject it other after tone mapping or final output (over UI). i think film grain doesn't run if it's disabled, so i could do it as final output pretty easily. i think Starfield painted film grain over UI
the only problem with the film grain i wrote is it's per-pixel, so it's not very blocky. and it kinda goes for fine film grain, but as it would appear on real film. the research is taken from https://www.imaging.org/common/uploaded files/pdfs/Papers/2003/PICS-0-287/8583.pdf
how is this game running faster at 2560x1600 than 2560x1440 (0.67 DLSS)
maths? integer division? maybe it doesn't like the resolution
right
lmao starfield ๐คฆโโ๏ธ
mm, there are parts of the engine i think mostly raytracing that don't seem to scale with resolution well
so frametime for 0.33 scaling is similar to 0.67
but i haven't done a full frametime analysis
there's definitely things in there that can be optimised
if it does it in blocks, (eg: 40x40) maybe there's a partial block, and making it split it up is extra work. and per frame it adds up
mm idk. it still seems to happen in path tracing, which in theory should reduce total RIS samples as sceensize scales
so maybe it's in RT / PT prep
FOV is more square, less things in view?
that's a good point
idk if it just clips the top and bottom or changes the FOV. somethings weird leading up to RT or PT is my guess. now i'm super curious
path tracing should scale and i believe it does Editor/Denoising/NRD/EnableScalingCompensation = true ; default even though this is for NRD which is no longer used, i think they're still using this setting for RIS
idk changing resolutions and DLSS scaling doesn't quite give expected results for me
maybe you're right Pumbo i'm so sick of trying to work out this engine lol
@whole girder do you have film grain texture size and/or what it looks like?
yes hold on i'll grab some screenshots
also i'm an idiot ... regarding fps i was running the PT diffuse layer at half res ๐คฆโโ๏ธ
@vale orchid this is a quick preview
#1186114072027074651 message
don't mind my lut lol
the lut from the Big Trouble in Heywood AR game
in photomode you can adjust the size, there is a slider there for grain going from 0 to 100, seems to adjust the size only
testing with a less crazy lut
i can't see any grain or banding. it's a little hard for me to see though because i have visual snow
ummm
that looks like normal cali stuff to me idk
i do see the grain though
55 inch screen does that i guess
it might also be compression blocks
the bright grain particles being turned into bigger blocks
just compression artifacts
Its going to look different on different screen techniques too i guess
