#▫️Cyberpunk 2077
5633 messages · Page 6 of 6 (latest)
The HDR Settings peak nits is merely a suggestion to the game, at times.
i think when you change it, it does something, but then stops
Btw, you know you can undock the reshare windows, right?
yea
it seems to be 50/50 here
sometimes it changes the brightness, sometimes it does nothing, when you mess with the game's peak brightness slider with reno. I think it's gits
Lut correction at 0?
50
I mean, if the LUT isn't HDR, then that could maybe do it
It's not the best for adapting SDR LUTs
looks like ris enabled on the left and disabled on the right, but it can also be NRD, hard to tell
Unfortunately Control Panel or whatever with Ultra+ makes it a bit weird with toggling NRD/RIS
it get stuck or switched
the game defaults to an denoiser
if you run native resolution or DLAA, it will disable Ray reconstruction automatically forcing NRD on
#1199064523554963506 message
this message leads to a CET mod that will nuke NRD, i think it also has an option to disable tonemapping
@vale orchid you didn't happen to notice how much BLAS CP allocated in your travels did you? 😊
What do you mean it nukes NRD? I thought we want NRD?
i dont run native res either
i run dlss quality
It wasnt' RIS becuase I was toggling that manually to test
it's something with the game's peak brightness slider
I think it might be a gits + ultra+ issue, both trying to mess with RIS or something? I'm totally guessing. I need to test it tonight with different mod combinations
It almost seems like with gits, the peak brightness slider controls RIS?
like the brightness of RIS
it's something weird like that
BLAS?
basic linear algebra subprograms. they're cached on the CPU ram usually with dozens (or hundreds) of memory allocations. CP allocates a 900MB pool, and pre-allocates 150MB of it, but with all this PT going on I wouldn't be surprised if it goes over
i've only messed with the GPU shader stuff. really if it never hits the GPU, i've never seen it since i'm only inspecting what's going on with DirectX
okay I'll do a dump
It is most likely GITS, I tested it last night, but i was to tired to respond. Increasing brightness (midpoint) doesn't change how it looks, and im not running ultra +. Both RIS and NRD didn't cause it. The tool is just named NRD nuker, but it does the same in Ultra+ I think, maybe not cant remember
IDK what it is, but my game has similar lighting to the one on the left pic
Might be some fake lighting probes still being active or something
or it might be screenspace reflections (raster) i'm kinda curious to figure this one out too
I think GITS may just be too buggy unfortunately
I like what it does but it just seems like too much to deal with
I will just remove it
Thanks for taking a look!
If you do happen to figure out exactly what it is, please let us know 🙂
IDK if gits is buggy, but i do know that the car internal reflections it ads can be buggy with modded in vehicles when mod authors don't implement this 3d glass + reflections right
i'll test tn and i'll determine if it's GITS specifically. I'd say I'm about 80% sure it is
because it had another issue with the peak brightness slider causing UI brightness changes
and that one was 100% gits
like when you max the slider, the UI was showing up at 3000 nits lol
yeh i noticed that too, seems renodx now affects the map too, which is a bit of a bummer, since some luts require midtone 3, which makes the map look blown out
oh really?
the ui should be able to be tweaked with paperwhite in the game menu though
what value midtone do you set in game/reno?
i use nova lut, and it needs midpoint 3
ah ok
i'm not using any LUTs
so i'm using 1.0 in game and 1.4 in reno (because ultra fog is a bit darker)
i mean you can compensate by using 1 in game and renox midpoint to like 6 or so
@vale orchid renodx might affect the map fyi. If you already knew this my apologies
yea you can use either
i just keep in game at 1
so reno is 1:1
i havent ran vanilla luts since ages
I'm okay with the vanilla LUt since I simply just toggle the d65 temp in renodx. It looks good to me. The too warm vanilla temp was my biggest issue
if you run nova lut at 0 strenght its really neutral
I'm okay with vanilla lut + renodx + ultra fog
but i'll try out nova lut later
more interested in this weird gits thing first
because i do like that mod
that's been fixed already
lol that's what i was thinking of
Found on reddit/r/trailerclub please go there to upvote the orginal post
haaahahah
Should I update the dlssG file to the latest?
already updated dlss and dlssD to 3.7
i only updated dlss and dlssG, the denoiser I left it at 3.5 because whenever i tried with others i had worse quality/artifacts, i feel this is written specifically for the game
profile E for the new 3.7 dlss/G
it is, CPs is a custom build
I've been using 3.7 but only because Sammi recommended it lol. I never did a direct comparison
Lol okay so I figured out what was happening with the peak brightness slider
When you adjust stuff in the in game HDr settings and you go back to the game, there's like a 10-15 second period where the eye adaptation gets wonky
if you wait like 10-15 seconds, it darkens back to normal
so it's a vanilla issue
It's more noticeable in bright ass areas
like if you load a save
and for a few seconds everything is blown out, then it goes back to normal
Yes, this started to happen since Overdrive was introduced, now is better after latest patches albeit not solved
Figured I'd drop this here In case anyone feels like testing a new LUT (HDR only) based on Kodak 2383 film. Feedback would be lovely 🙂
Looks amazing
what midpoint settings you recommend?
I tried to dial in a neutral around Reno's default settings. Around 1 should be fine
mmm, teal
Awesome work, 1980s golden era of Sci-Fi vibes.
Appreciate the kind words. Honestly the blue is out of control with this one and might have to be tamed a little 🤣
@whole girder sorry to bother you, I have a friend who tried ultra plus but it made his game extremely blurry.
He tired to reinstall the entire without the mod but the bluriness remained, are there other files to clean to remove ultraplus changes ?
We followed all the instructions and the game remains blurry in 4k dlss quality
Almost turquoise or aqua, overall it's great - I think you are onto a winner with this, let us know if you have time to make a v2.0 with some fine tuning. 😎
I really like where you are going with this LUT, I have a certain idea of how Cyberpunk should look like in my mind from watching Blade Runner too many times, more cinematic/stylized suits the game better than "realistic" which many others seem to target.
I think turning RIS off is making shit way too crushed
it's turned off for gits
but i dont think it's worth it
way too dark
Ohh for sure. It's still a very early beta. Haven't even gotten into tweaking colors yet, let alone looking into creating an env... Shadows/contrast/highlights have been most of the work and unbelievably hard to get right lol
Also the game is just too finicky with disabling/re-enabling RIS
damn no clue what's happening, my friend has 24 fps in native no raytracing with his 4080
even reinstalling the game several times doesn't seem to fix the issue
cleaning conf files etc
no there aren't... it's also not ultra+ causing this 😊
you're fine to ping me. unfortunately idk what's causing that though, unless you're using a very old version of ultra fog
yes that's a better assessment. it's a total vibe
make sure to follow this https://support.cdprojektred.com/en/cyberpunk/pc/sp-technical/issue/2233/how-do-i-clean-install-my-game
Welcome to CD PROJEKT RED Technical Support! Here you will find help regarding our games and services, as well as answers to frequently asked questions.
its also worthwhile completely deleting Nvidia and directx shader caches, and if they have an AMD CPU, make sure to run the AMD auto driver detect tool even if they've already run the chipset tool
this has nothing to do with U+
Yeah I figured it's not specifically the mod because we removed every trace.
Weirdly the game vanilla has very low performance, and dlss doesn't seem to improve performance.
he just ddu-ed and reinstalled nvidia drivers without success
only cyberpunk is being messy
special K shows the proper framebuffer res, dlaa on and it still looks awfully blurry smh
.<
this sounds like a driver issue. see my note about AMD CPUs above
will try
@whole girderwhat makes Ultra Fog so much darker? It's not explained by the reduced bloom. Is it just different edits to the weather and lighting? I'm not complaining, just more curious
huh so he asked someone to connect to his account, try his cyberpunk on his pc and he now faces the same issue.
so it's either baked in the saves which also impact new clean saves, or shader cache that is shared on steam for some reason ? he's gonna test with a clean save folder and no cloud from steam
that's extremely odd
it shouldn't be that much darker ... the vanilla game uses up to 8 levels of bloom / blur... this is additive, so it does have the effect of increasing the overall screen brightness (and raising the black floor)
but that should be easy to offset by just adjusting the black floor and levels
from what i saw while developing ultra fog, it added maybe 4% brightness? which i've generally "removed"... i generally object to bloom increasing brightness across so many scenes like this, because it has a net effect of just lowering the bits / information, and isn't quite how the eye works
yes
i think bloom ads luminance, if you put bloom on 0, the sun just becomes a white looking disc in the sky without much light emitting from it
I adjusted bloom in reno settings. It didn't fix the overall darker tone
Just light from highlights
it's like it's lowering paperwhite
that's the best way to describe it
there is also a fake backlight in the steam/smoke, which ultra fog reduces (usually to about 1/4 ... in this scene that's part of the effect you're seeing (u fog is right)... part of it is bloom brightening ... but i can't explain the rest of the brightness reduction
some of it is definitely the bloom
the particle fx "backlight" is not physically-based, it's a hack
but not everything
again, i'm not saying it's wrong or anything
just something i was curious about
also if you're running ultra+, it will integrate particles better into the path tracing
no i get it
it's not personal 😂 ... my question is "which is most physically-based (real)"
and then secondly ... what suits my taste for the mood of the game
yea exactly the questions to ask
Basically if I raise exposure from 1.4 to 2.0, the overall brightness looks very similar
compare the two images again knowing that the smoke is artificially brightened without ultra fog, and tell me what you think
this is a fascinating comparison. i spent much time A/Bing images exactly like this
yes ... maybe i underestimated how much influence the bloom has
yea in that case vanilla is bright for no reason
in hogwarts for example, it's a LOT
so i agree with you
also simply raising bloom to like 200 in renodx isn't enought to offset the overall brightness drop
so it's more than bloom i feel like
yeah. i don't think either of the images are perfect... CDPR's original lighting is more artistic, i think i'm going for more moody (like ... what would it be like to actually live in this world where everything is kind of broken)
it's possible it removes something in vanilla that is sorta like RIS?
yeah same
i didn't change any light sources though, so that's interesting
it's literally
- bloom reduced (to about 25%)
- increased sky inscattering (a lot)
- decreased cloud silver lining (by about 1/2)
- decreased backlight of a lot of particles (i still have sooo many to do 😭)
- left some particles alone where they were used specifically as a cinematic effect (Dex's car i reduced the smoke by only about 30%, for example, from referencing CDPR's trailer footage)
- increased some spark amounts (e.g. a vehicle sparking on the ground might have emitted 6 sparks, which was unrealistically low or not even visible)
- decreased the "wrap" (fake shadow) on some particles by abouy half
d'you know, i actually think this is the silvering effect
i think it might be. according to the game assets it's a "cloud" effect, but it seems to affect a lot more than clouds
if you lower it a lot, the game stops looking like cyberpunk and starts looking like a UE game ... but at its default setting, it's too much imo, and makes "wet" scenes not actually look wet, and "fog" not actually look wet.... i think that's what's happening here
that could be it
talking about these smoke particles, i do love your mod, there are few like this which seem to follow vanilla logic, like dust coming from landing on the floor, that is still "over exposed", and a few more i forgot, are you planning on working these over, or are you done modding the fog/dust particles?
nvr mind, i should have read a bit more "decreased backlight of a lot of particles (i still have sooo many to do 😭)"
oh, there are still soooo many particles to do
haha yes
i just need timmeeeee 😭 lol
they're also atrociously named, so difficult to find, and AMM can't tell me what assets they are always
i know its a pain, so i usually dont touch anything fearing i break more stuff than i can fix
@whole girderIf I have another mod overwriting the env 006 file, would I still get all the smoke and fog and particle effects from Ultra Fog?
yep! just not the bloom / sky blowout / anti-silvering
Cyanide and i will integrate his lighting mods with ultra fog soon
Is this part of the 006
yes 😊
Hello, thank you for your work! I'm not an expert on HDR stuff, can you share some Reno DX settings to use together with your lut? Thank you 🙂
I'm using an OLED monitor
Was created to work alongside reno with it's default settings. The only thing you may need to change is general exposure (.66-1.47).
Oh I understand now, thanks for your reply 🙂
What's vanilla exposure again? Like 0.85 with 2x paperwhite?
stock game does midpoint 2, paperwhite is just for the UI elements. AKA a brightness slider. Most people settle on about 1.25 with vanilla lut and bloom. In game midpoint setting is like a brightness slider. It is mostly personal preference though, you can use it to compress/decompress shadow detail or low light detail, and/or to give the sun bleached effect and put it on 3 or so
midpoint is exposure
I thought the vanilla game had like 400 paperwhite. I forget. I'm not talking about the in game paperwhite slider. I mean the actual paperwhite. Reno lets you choose it. Vanilla uses a static value
What's the difference between a gamma slider and brightness slider?
It looks like a perfect match to me
One sec
ok so here's the game with vanilla tonemapper in renodx, keep in mind that vanilla tonemapper with renodx is slightly different from off with renodx because of all the weird lut scaling that cdpr did
they had a bunch of nonsense code that made changes to the image based on a variety of factors, like DLSS on had slightly lower black floor than off and nonsense like that
RenoDX On Vanilla/ RenoDX Off Vanilla
this is with peak set to 550 and midpoint set to 2 in the game menu
but there's also the issue of black floor raise because of the gamma mismatch
so now here's an image of the game with gamma correction always enabled next to a match using ACES
RenoDX Vanilla Gamma 2.2 Always/RenoDX ACES
but keep in mind that whatever hdr lut mod you're using might be made knowing that the game has the gamma mismatch
so then you'd have to disable gamma correction always
you'd need to compare sdr to hdr to be sure
so basically just set in game menu midpoint to 2 and do this. gamma correction set to always may be wrong depending on how the mod creator did their HDR LUT
I'm not using any LUTs
I don't think any of them look great in HDR to be hoenst
even a lot of the ENV mods don't seem to look right in HDR
In that case you can just do what I did I guess
I think I'm good with vanilla LUT post renodx tweaks
Def use ultra plus fog
Great env
2 in game 2 in reno
why 2 and 2
Paper white is lower
and not just 1 and 1
but isn't 1 and 1 the same as 2 and 2
Renodx takes your in game setting and multiplies it by the renodx setting
Ya pretty much
the reason you are on such a higher exposure is because ultra fog makes things a lot darker
which is fine
but it does make it a lot darker
I did the comparison with ultra plug fog on for both
I didn’t notice any difference when I installed it
do comparisons of ultra fog on vs. off
Ultra fog reduces bloom by a ton
So that’s prob the difference in brightness you’re seeing
Cause the bloom adds brightness
The new tonemapper changes the look of the game too much
Once I beat phantom liberty I’ll be more open to changing the look
Since I already beat the base game a while back
sounds good
2.2 always is a little too dark for me but maybe on an oled its more visible
I ended up just settings on default settings
but d65 and lower bloom
what's the difference between a gamma slider and brightness slider? Brightness just lifts brightness uniformally?
thats the gamma variable
2.2 vs 2.4
idk if brightness has a set definition
but i think brightness usually refers to a uniform adjustment
Yea that's what i figured
So it seems that cyberpunk is reporting me going over the vram budget a little bit (using SK since it's good at showing actual vram usage) however I'm not seeing any real noticeable impacts in game
it's interesting
if it's using system RAM as overflow then I can't notice it
and i'm not seeing low res textures either
so maybe the game is desgined this way? No idea
thats pretty cool, i notice is straight away, frame times go all over the place, can't say i notice many low level assets, sometimes there are just whole chuncks of the map gone. It does dynamically adjust some things though, like decreasing traffic / pedestrian spawns and likely more
Actually i think it causes stutter. Just not all the time
Idk it's really hard to tell what's causing what sometimes with this game
Lol
Wow, what LUT you on? And with RenoDX? And dat cinematic DOF, very nice, I’d like that too 😉
Mod list please Rem. 🙏
Heavy lifting is done by nova lut, renodx, otis cinematic dof (reshade), default pathtracer with nrd (i dislike nrd but when disabled it removes lightsources). Some popular texture mods and a bunch of LOD mods but those are secondary though
o i think a bunch of GITS things i used also affect it a lot
i manually merged sammi's bloom/smoke mod, gits, nova, so its not really possible to just download and play this, but i can share the file if you wanna try it
though not every weather state i have in my recent file works great with my current setup, i took some weather from alternative weather visuals too
A small set of effects for Reshade. Contribute to FransBouma/OtisFX development by creating an account on GitHub.
Thank you, if you could share I’ll give it a go. Will play also with Otis DoF. With Nova Lut and RenoDX i assume you had to use crazy values for nits and stretch that hard?
already send 😄 look at your inbox
and nah these are not crazy values, midpoint 3 in game and you need ~135% original nits
best to check it first witouth renox, and adjust the peak nits accordingly
with the help of liliums hdr analisys
or if you have an lg ~800 peak you can use midpoint 3, peaknits 1110
tonmapping was done with shortfuse's tonemapper at 99% strenght 100% gives issues with the sun
Ah sorry dude. I was supposed to test that file
I never did. But it works correctly?
yours might work i thought it didnt swap weather states, but try it out im not 100% sure
Aight thx
just try to see if the weather changes in a 48 hour period, if it does, yours is better than mine
because i tried merging weather rebalance with all the above
Haha ok. I'm on vacation but when i get home I'll try
I don't think mine has nova lut right?
Which is good. I don't want a lut. I feel vanilla is fine with renodx
it does have nova, but you can easily replace it by giving priority to the vanilla lut i send you
or what ever other lut you like
Nice thx
im not actually sure i gave you that or posted it somewhere here
You have me something a while ago
But i don't remember exactly what
It's when we were chatting about gits
But I'm still not sure how to use gits when the game forces RIS back on all the time, ya know? How do you deal with that??
well you kinda know now how wolvenkit works, so you could overwrite the mod with the vanilla lut and repack it
Yea I am going to try to learn wokvenkit again and will see what i can do myself
But yea. RIS idk
What do you do?
its not the end of the world that ris can be enabled
it will be the same as vanilla
so nothing lost
But doesn't gits make changes assuming RIS is off?
I assume it could cause some double lighting edits in the same spots?
Or nah?
After some testing (thanks again), I find myself in the same situation as BR4P, wanting the changes but without the nova lut. i don't have the vanilla luts in archive form, if you have them can you share to give the priority over nova lut?
there should be a file in my drive with the nolut addon
Indeed it is, thank you!!
https://youtu.be/FqSoB836POE?t=3902
Alex breaks down the presentation on CP2077 Path Tracing 2.1 update
In this 160th edition, it's Tom Morgan joining Rich and Alex to discuss the latest gaming and technology news. There's good news and bad news with Fallout 4's new 'next-gen' upgrade, Rich is impressed with Avatar: Frontiers of Pandora's new 40fps mode for PS5 and Series X, while Alex talks us through the latest path-tracing innovations revealed ...
gonna post this here too, no idea if this is something happening to others too #1216700679612268564 message
pathtracing or raytracing showing different HDR renderings
update: likely the ENV file
That was a good overview of the newer SHARC and NRC, but bummer i was hoping to see NRC in a future patch for Cyberpunk….
for sure would love to see either NRC or an update to RR, maybe get rid of some of the quirks there with more training or something.
sammi included a shark debug toggle in her ultraplus mod, which makes it visible, was interesting to see
@gilded summitSorry if you already answered this, but for GITS, what happens if you are in an area where GITs makes custom changes to the lighting, but then RIS is forced on on top of it?
Does that cause an issue
no it just undoes what ever gits does, so you will get vanilla rasterised lighting ontop of path traced
yeh i try to avoid NRD so RR is the only option unless you want a very noisy image, but IDK why it is, but some of the pathtracers NEED nrd, likely the 2.0 version
or half of the lights wont transmit actual light
Yea i've been using pt20 so i have RR off and NRD on
What happens if you use both NRD and RR at the same time?
like check them both in Ultra+
i tried to do that, but it wouldnt let me
but default vanilla pathtracing has RR + NRD
but NRD is also quite destructive on textures
but can't do that in pt20? What about pt21?
i think pt next is possible but you need to do it in a particular order and disable the NRD automatic toggler
idk anymore tbh
yea
if you run in native resolution nrd is forced on
I could have sworn everyone was saying to use NRD instead of RR
but now seems like the opposite
ha
idk i tend to run them both on lately
unless you make closeup pictures of peoples faces, or textures its fine
ohh interesting
"Supports HDR (experimental)"
it's so pretty 😍
I’m unable to check it myself today, but is this a HDR LUT, or just merely stretching up?
Not sure, I won’t be able to check it today either.
Likely just a SDR LUT
Thanks, was suspecting so…
We would need a recreation of the vanilla HDR without its quirks and limitations. And if it has a tonemapper built in (speaking about the 1900 nits limitation) to have it removed. Would be interesting to experiment and see how the creative intent can look in conjunction with RenoDX tonemapping
Not sure if that can be achieved though
No idea. The vanilla HDR is a beauty, lots of fine tuning for sure.
Been using it as a gauge for contrast/shape for my other luts.
@south verge did you keep working on your Teal infused LUT? 🙏
Yes and no. As of now I've been focusing on baking transforms (ACES2 & AgX) into the vanilla HDR lut. Will definitely be revisiting a more stylized lut in the future but it probably won't be directly similar to what I had released.
The in-game tonemapper I feel is just too contrasty in general and even with reno's help, something still feels off when you subtract too much contrast. Definitely a balancing act 🤔
ShortFuse baked certain values into renodrt if you check the GitHub
If you set all the values to default it’s essentially just DICE tonemapper
All I did was up contrast to ~1.15 and it looks really good with the vanilla LUT
Yeah I'm aware of the contrast differences with ACES2. I've tried to replicate the look of aces 2 with reno but it must be the extra stuff included that makes it look superior to me. idk, hard to explain.
Its more about the way it handles shadows. You'd have to see it in person I think
Did you bake ACES2 into the vanilla LUT?
Any releases to share yet or still WiP?
Will be releasing a baked aces2 vanilla lut soon with multiple tonemaped nit levels
😎 awesome
Ohh I have a backlog of failed and silly luts.. Hard to release anything though if its not competetent enough for eyes lol
I am very much looking forward to your releases, as i also share your opinion about something being off with the contrast and shadows and even contrast in shadows. I am currently having Reno at 45 contrast as a (not ideal) compromise
ACES2 does math to compress the gamut to target (bt709). The math is based on the exact gamut defined for bt709.
That is somewhat arbitrary. Why are BT709 red, green, and blue the edges? Why are they special? Everything is biased to that.
The RenoDRT is based around OKLab which is perceptual, more than stubbornly mathematically to a predetermined set of points.
If what OkLab can fit in your output gamma (bt709), neat! But not really the point.
ACES2 is still built around film cameras (eg: ARRI) that captures wider color range than what you could fit on your display.
I really just want to play around with that OKish DRT but I can't use DCTLs with the free version of resolve. At this point I might as well just purchase the upgrade haha
Baked ACES2 for the vanilla HDR lut for those that may be interested. Note you must use untonemapped with reno as tonemapping is baked in. @vale token @native spire @olive ether
Are you uploading to nexus too
Thanks!
You'll need to adjust the saturation and contrast if you want to get closer to the vanilla LUT with in-game tonemapping
Not likely. I'm not entirely sure how competent Davinci Resolve's integrated tonemapping is just yet.
qq: are both Dogtown and NC LUTs in the archive? Will test now.
Only NC for the time being
likely a totally niche question but
do you think id get better picture quality out of 5160x2160 dldsr compared to 3440x1440 even running ultra performance
iirc 5160 ultra perf is 1080p
Does anyone here have access to clothing mods that are not available on nexus? Private clothing mods and such? And willing to share 😇
Lemme play the devils advocate: maybe he just wanted to be tipped off so he could buy them?
Or he wanted private clothing mods of a sexual nature haha
coomers gotta coom
@compact meadow Do you have any for this game? 😏
#⚙️colorimeters-spectros-tpgs message
I'm sorry, I'm hostage on the Skyrim wagon
I get beaten when i look at other games 
Not beaten, they call that "spanking"
Till you coom
Don't bully me ill coom 
Pearl necklaces for everyone!
Hey that's racist
Shit didnt mean to come off like that lmao 😭 I just want to play dress-up i swear
If only Fuzzles wouldn't aim at his own face so goddamn always
https://www.youtube.com/watch?v=OXW5RGz_ne4 so this is gonna require a paid application?
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Immerse Gamepack Cyberpunk 2077 offers a free trial before you decide to purchase. Immerse works with any headset; no game update or special hardware is required.
just use Hesuvi
but those hrtfs also spatialize discord audio etc.
really annoying to set up right and I gave up
I believe so
But also, doesn't the game support Atmos already?
yeah seems like some gimmick? How can they do better than Atmos? Did they just boost up the bass 😄 ?
head tracking?
I love that they try to not say it... "a free trial is available" (???)
I don't like fake virtual surround
that embody thing is too
they literally say it's an HRTF
could be, then I won't use it
HRTF is real 😛
hesuvi is too
it's not generating fake surround from a stereo signal
hesuvi is an external app, it only has access to 2.0?
You can feed it full surround iirc
'This tool imitates the 7.1 to binaural sound effect of many surround virtualizations by making use of Equalizer APO's convolution filter. Available are impulse response that were recorded with activated'
hesuvi takes a surround output and spatializes it to stereo
But the only ones I liked in that app were essentially stereo like
I like dont like headphone surround sound
if you input a stereo sound into it it sounds like you're sitting in a room with 2 speakers in front of you
because it's lacking all the other channels
if the game already supports Atmos and Windows Sonic (thus Windows Spatial Audio) it already has HRTF / Binaural / Spatial audio rendering in 2.0, so there's no need to downscale 7.0 for stereo headphones with an extra app.
it never ever sounds anything like that
same
I only found native implemented binaural to be good
it's a gimmick
it just makes the sound more full, which is not what the developers wanted because if they wanted that they could have equalized to that sound already...
the only difference between this embody app and hesuvi is that it is "personalized"
and tuned for specific headphones, most of which are shit
that's what Atmos is for, it makes sounds feel like they come from any directions. Windows Sonic should do the same.
watch someone implement their model into hesuvi
ye
but hesuvi has the atmos and windows sonic models and more
all in all, it's not worth it, just use native implementations
at least it'll sound correct
I dont even use native implementations, I dunno if I have some funky ears
things never sound correct
It's always, always as if I am playing and close sounds are fine, far sounds are as if I am in a hall
yeah a lot of time they add reverb, it's stupid
gotta love that reverb in an open field lol
I'm good with 2.1 headphone audio 🙂
wheres the .1
Hey, what is the tone mapping luminance target with this bake?
Currently giving HDR LUT creation another chance and using ARRI LogC4 color science and a bit of science to match the range between the LogC3 game output and LogC4 input to the LUT.
Oof, it's been awhile. Not entirely sure but if I had to guess 1000nits for general compatibility.
grabs popcorn
Keep us updated for sure
Absolutely
This is doing pre-tone mapping, can you try this LUT?
I'm not sure if the LUT should output Rec.709 linear or Rec.2100 linear, this one does Rec.2100
Or even if it's supposed to be linear?
From all I heard so far, the game expects 709/linear, atleast if you plan to use reno.
No idea if it makes a difference though
Severnance was outputing to straight sRGB/2.2 and it worked fine
K.. Firing up. Anything I should be looking at testing?
Not really?
So right out of the box, with my default calibrated settings (exp at 1, 410nits) it's defaulting to 610nits. Definitely a bit overexposed
Going back to min nits (300) almost makes it usuable with nits topping out around 430nits or so
I also have luum2 installed. Did you plan to use that with the lut?
Right now I'm staring at a sea of white around the sun around sunset.
Lowering to .5 on exposure helps a little
Are you using any tone mapping?
Yes. Default without reno at the moment.
You can definitely tell its using BT2020 primaries. I've found them very hard to balance with this game 😄
Color pallete is pleasing though. Certain colors just pop
This should be with reno, but with tone mapping disabled
Just like in the LUT you posted earlier
Gotcha. Must have missed the memo lol
Ok, tried without tonemapping... Goes straight to 10000nits. Basically a sea of white with exposure set to min and nits set to default.
Setting exposure to around .10 in reno almost makes it playable but still looks incorrect
Well I'll be around today. Hit me up if you need another set of eyes 🙂
23K nits lol
new LUT?
Eh kinda. Just the same film lut I've been going back and forth with for months. Kinda happy where its at, but trying to balance it to work well with nova city + luum2 at the same time is tough
Would it work with RenoDX?
Yep 🙂
give link
please share @south verge 🙏 more teal goodness
Hopefully soon. Though.. those screenshots only tell half the story. Still has many many issues for what will end up just being a flavor of the week lut 😆
You're such a tease @south verge this is amazing, love it! 
- ACES1 with a Kodak 2383 base
- Created for use with Nova City as an ENV.
- Luum2 is also an option but I haven't found a way to balance the overly blue sky yet. Dawn/sunsets/fog look amazing.
- 12pm and 12am still need work. Either overly exposed or dark, still finding a balance.
- Dogtown will likely need a bump to exposure as well.
- As a warning.. it's indeed very colorful. If you're looking for a realistic type LUT CyanideX's suite of LUTs may be more your style.
- I would highly recommend RenoDX. Very easy to modify the LUT to get the look you want.
- Thanks to CyanideX, Shortfuse, and Nullfractal for helping me better understand the ins and outs of CP LUT dev.
- And last but not definitely not least, many many thanks to Sammilucia for her amazing Ultra+ mod that is still under daily development and has over 5000 comments on nexus mods (mind blowing work).``` @native spire @bleak karma @vale token @sweet needle
Thanks man, I like that this lut is a lot more colorful than Nova. So this is right up my alley, as it's not so deepfried as vanilla.
Forgot that @obtuse birch sdr lut was still attached 😆
BTW no SDR support. Because.. HDR den
Hope you like it 🙂
Much love @south verge I can't wait to shake off this flu and test it out. Thanks for your work!
Sadly have no internet and the game isn't installed but I'll definitely try once I do have it installed again.
I'm gonna try this out, thanks! Do you mind posting your Reno settings? I'm curious 🤔
Idk what the best Reno settings are for using a non-vanilla LUT
I use the aces tonemapper along with a slight drop to contrast (43) and an exposure around 1-1.25. Looks a bit off with renoDRT due to the OKlab colorspace.
Got it, thanks
Will check it out, does it use the new HDR way as per null and cyanide latest LUTs?
They seem pretty tight lipped on the new technique 🤔
I see, I remember reading from null's channel that the HDR LUT has gamma (2.4) in it, not sure if that is any help though 🙂
Yeah I saw that as well. I just assumed null meant to use 2.4 gamma instead of outputting to linear, but still, doesn't sound right considering the game is expecting a linear output for in-game tonemapping.
It makes no sense
But it works. And Vanilla does it too
You can prove this by applying atop the vanilla HDR LUT a gamma 2.4 to linear transform and then ACES ODT from linear SRGB to display SRGB and see that the output looks very similar to the vanilla SDR LUT; meanwhile, if you don’t do the gamma transform, the LUT is far too low in contrast
The technique is really just gamma 2.4 and ACES2
Cyanide does something different, but at least that’s mine :p
Thanks for the clarification!
BTW... how on earth did you devise that vanilla LMT?
well, since the LUT is just a LogC3->HDR gamma 2.4 sRGB, all one needs to do is add a CSC from ACEScct input to sRGB LogC3, apply the vanilla HDR LUT, then apply the gamma 2.4 to linear transform, and then use an ACES inverse ODT and CSC to go from linear sRGB to ACEScct output
That way, you can input ACEScct and get ACEScct out, all while applying the vanilla HDR color grade
therefore, an LMT!
That's truly amazing. Been looking for a way to replicate the vanilla look for ages.
Tried to replicate this technique but now I'm lost lol. Will just stick with the lmt cube you provided for now 🙂
Hey there people. Back to fiddling with CP a bit. So back to some questions... Haha.
I wanted to test Path Tracing a bit. Even tried the Ultra Plus mod. But the point is...
There is no way to get rid of the smearing and ghosting in path tracing, right? Like it's something inherent to it I guess.
That's probably the single hardest part of pathtracing, having as clear of an image as possible while shooting as few rays as possible. Can't have both so a balance needs to be struck. This is what Ultra plus is attempting.
On the brief testing I made with Ultra Plus, I noticed you can mitigate it the higher quality level you set. So there's hope. Haha. We might just need better hardware though.
By the way. What HDR methods are you using nowadays for Cyberpunk? I missed the whole RenoDX thing so if anybody mind hinting me a bit on the way it'd be great. Haha.
#🖼️hdr-screenshots message
Nice! So as far as I know Reno tries to keep the game as close to vanilla as possible but with improvements right?
Reno’s default settings are supposed to look like the game’s HDR, but the game’s HDR is busted and doesn’t look much like its SDR, so I just went with making it look like SDR
I have to read more about what exactly RenoDX does. Is long overdue. Haha.
Yet another question about CP. Haha. Does Path Tracing load lower LODs, is maybe due to my GPU running out of VRAM or maybe an side effect of the lighting making things look less sharp or detailed?
https://www.nexusmods.com/cyberpunk2077/mods/16060
@whole girder have you seen this
Also wonder how much internal resolution would affect Path Tracing. I'm running DLSS Balanced at 4K, but wonder how much the image would degrade if I turn it to Performance. Like... Not just about resolution and image stability but about the lighting quality of path tracing. How much does PT rely on internal resolution?
uwu no
i have a cold 👉👈
😮 sosine the machine
how does he fix all these bugs? how does he find all these bugs? so impressed
by far the best LUT for the game
Team does anyone have the Benchmark pass DigitalFoundry use?
does that just disable the fake lights, same as the toggle in ultra+?
No idea, didn’t know ultra+ had that since I haven’t played in a while
i also have not played in months
Is anyone familiar with this kind of issue in which performance decays over the time? Like if you go to the menu, GPU usage goes back to full and stays at supposed performance levels for some seconds but then it starts decreasing...
Yes, but in my case it was vram usage. And restarting the game dropped it
VRAM not maxed out though. It starts happening after main missions and conversations. Like the scripted one. Maybe it's the game using too much CPU in there and then going back to normal. Open world works perfectly fine and good performance.
hm i'm not sure.
Can I be CPU bound and even if it just shows 15% usage?
Not using SK for the latency analysis though.
just drop resolution
use dlss ultraperf
if fps doesn't increase you're cpu bound 99% of the time
or at least not gpu
get more cache
i have a 5800x3d. It's got dat cache
This game just behaves so stupidly. If I go to a vender or even hitting ESC and going to the menus, GPU and CPU usage drastically drops but the CPU temperature spikes out of... You tell me...
Also if I play on 4K DLSS Bal. sometimes GPU usage drops to around 80%. If I set it to 4K DLSS Perf. it always stays fully used. Makes no sense to me.
I just found out that it was caused by RTSS frame rate limiter. What the...?
If I unlock it or I use the in game one, it CPU gets 10ºC cooler.
so what you are saying is, using in-game FPS limiter and not outside limiter?
Using the in-game limiter or no limiter at all gave 10ºC less CPU temperatures than using RTSS (external limiter). Don't know about other limiters like SK and such though.
Someone reported almost the same on reddit as well.
Had no idea frame limiter could impact so much the CPU usage. But this only happens to me in Cyberpunk that I've noticed. At last as drastically as to feel a 10ºC hit.
Bruh... i was using Rivia or whatever it's called to limit the FPS and my pc had been crying for a while. I just thought cuz it was hot and humid lately. Turns out 77 don't like the limiter... took it off and the game could finally breathe 🙌 runs smoother now, great find!
if you're using frame gen, it doesnt work very well
RiviaTuner you mean?
the FPS cap in riviaturner, yeah
although maybe that's changed, it was true in the past
No It's not, It's incredibly laggy
But using third party limiters will produce the judder
So you need to use both at the same time, as weird as it sounds
Yes RiviaTuner
Without RiviaTuner, things are much better... PC isnt gasping for life anymore. Maybe I will just leave it without a limiter for now. I am not see much flicker or judder in game anyways. On top of that, I cant get a consistent 60 FPS anyways even in Balanced (lots of heavy mods). So no point in using a limiter if its making things worse.
The last surviving AMG GTS in Night City
New here..
PT20 with fast settings..
what’s the visual difference v
S medium/high quality settings ? Vs native?? Looking for good comparisons. I also run a bunch of upscale texture mods with Dlss balance to alleviate the lack of vram (4080s 16gb).
Also when using either pt20 or PTnext should I prioritize Dlss quality levels over the quality levels of the mod?
I reinstalled the game to redo all mods & everything worked fine but Virtual car dealer doesn't show up on PC this time, i trying recopying the files into cyberpunk folder again & again & it never works
what am I missing? XD
nvm finally worked, all by itself, magic
Dlss is grayed out now for some reason tho 😂, idk what's going on lmao
Do you have a version of the Vanilla HDR LUT that matches the look of SDR?
Or something that works alongside RenoDX to do that
Is the in-game HDR any good now - i dropped cp77 and just picked it back up
Also AutoHDR works but not sure if thats any better
#1216700679612268564
RenoDX mod is essential, brings HDR up to a reference level
Got it from nexus, looks pretty good. Which HDR settings should I use though? They affect the picture overall.
Also HDR PQ or HDR10 scRBG?
▫️Cyberpunk 2077
frame gen not working with the reno mod for anyone else?
false alarm
oopsie, just had a wonky driver install
In game setting what should i use with reno dx