#▫️Senua's Saga: Hellblade II

1185 messages · Page 2 of 2 (latest)

polar glen
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Oh, Dgrdsv is on the every tech/gaming forum out there
Always ready to "well achtuhally" someone else

void tree
polar glen
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The problem is, on the internet the best way to get any feedback is to say something that pisses people off

merry magnet
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yeah, that's why I stopped replying.

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deniers

void tree
polar glen
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And the most confident takes are often the most wrong, lol

merry magnet
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there's a billion reddit posts about raised blacks on black bars

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if that's not enough...

void tree
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Yes, this is always a weird and difficult situation... glad I don't have to deal with that shit anymore, even if I wanted to haha

merry magnet
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the xbox store might be buggy, but it's impressive to see the same download progress across 3 different applications

merry magnet
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There seems to be some crazy gamut expansion in Senua's HDR.

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I find it a bit overly saturated.

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In some scenes, the sky in SDR looks realistic, but in HDR it's super red.

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brightness and gamma mismatch between SDR and HDR but, u can see what I mean?

shrewd monolith
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#000000 is 8bit SRGB, not enough definition as 10 bit HDR, so it's a useless metric

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Though #010101 is 0.00392, linearized at 2.2 is 0.00000507705190066 and scaled up to 100 nits is 0.000507705190066 nits

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If I did my math right

dim kestrel
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I checked it on my calibrated C1 too and the black bars are obviously raised

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Into videos too

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min reported by Lilium's is 0.000431

umbral raven
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Damn that sucks

dim kestrel
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it's an easy fix with the black floor fix shader though

umbral raven
dim kestrel
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I don't think so

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the "normal" black floor fix does crush blacks

umbral raven
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How'd you come up with the roll off stopping point?

dim kestrel
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I always use 20

umbral raven
umbral raven
dim kestrel
dim kestrel
umbral raven
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Did lilium said 20 was best?

dim kestrel
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I don't thing that there is a best value

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@umbral raven #💬chat message

umbral raven
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thx

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so 20 is like where banding went away?

dim kestrel
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nah there is no banding even at 10 in this game, but I think it helped in cyberpunk when I was using the shader

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doesn't really matter I think

umbral raven
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alrighty thank you sir

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so you can tell that the black bars are raised?

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by looking at it?

dim kestrel
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yes it's very obvious

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if you lower the in-game HDR gamma to 0 it's even easier to see how rised the black bars are

merry magnet
merry magnet
merry magnet
dim kestrel
dim kestrel
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the game has this semi-nolan rised blacks effect at the default settings

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probably intentional, but not sure

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this is 0 in-game gamma

shrewd monolith
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like, how do you add nits to letterboxing?

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i need to know

clever bloom
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lilium's shader often read minnits as 0 for me

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black bars always seemed pretty black to me

clever bloom
shrewd monolith
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oh sorry, the inverse

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@loud tartan if it's exactly 0, perhaps it can be treated differently?

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like == 0.f instead of0.0000000001

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so we know that actually 0, and not a number above 0

loud tartan
loud tartan
clever bloom
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these screenshots are from the game's release day

shrewd monolith
loud tartan
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ALL THESE SPECIAL CASES OMG

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🤣

shrewd monolith
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oh, that can also be done as a reshade anyway. that's how i tested in starfield to know if i was crushing. by replacing float3(0,0,0) with yellow.

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kinda like how you have a clip color

loud tartan
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I display 6 digits after the dot:

  • smallest non 0 nits in HDR10: 0.00004... nits ✅
  • smallest non 0 nits in scRGB: 0.000004... nits ✅
shrewd monolith
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👍 so that answers that

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thanks for checking 🙏

loud tartan
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I designed it like that 🙂

shrewd monolith
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good designing 👍

loud tartan
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oh wait it can be lower than that

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uhhh

shrewd monolith
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0 + 2.4414e-4 is min i think

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whatever elipson is

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though i have no idea if directx will ever round down

loud tartan
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should be round to nearest even

clever bloom
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new screenshot, pretty sure i have the up to date shader

shrewd monolith
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a reshade before with a slider would answer that

loud tartan
loud tartan
loud tartan
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I tested these

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@clever bloom there are filters to filter by nits in the HDR analysis shader to see where those pixels actually are
there is highlighting of nit range and displaying pixels above or below a certain threshold as black

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0.00043 RGB channel values is 4/1023 in HDR10
on OLEDs the pixel is very much visibly on in this case

loud tartan
shrewd monolith
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11945 shaders; 5382 unique

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oh nice, they left all the debug info

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not using unreal's ACES LUT

shrewd monolith
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idk, this looks like upgraded sdr based on the code #1248107862929047552 . after tonemapping, there's a stretch to EditorNITLevel.

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idk until i start messing with it

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but SDR could just be clamped

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interesting, the rendering is actually 2560x1072 for 2560x1440 so the letterboxing is from UI blending, not the game rendering

dim kestrel
merry magnet
shrewd monolith
merry magnet
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yes, I had mentioned that the game doesn't draw black bars

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it just renders at a different aspect ratio and then draws on top of "black"

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but black isn't black 😛

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UI blending shouldn't cause raised blacks though?

shrewd monolith
polar glen
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The "voices" are subtitled on the black bars during the gameplay, maybe that's why

shrewd monolith
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i can output 0 and see really quick

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yeah, i output 0 and the game just adds 0.0004

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the game can render down to 0, but when it comes to blend with ui, gets raised

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SV_Target.rgb = 0;

merry magnet
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I can tell the contact I have

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so they fix it

shrewd monolith
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paid renodx mod only!

merry magnet
shrewd monolith
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let me check the final shader

merry magnet
shrewd monolith
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nah, i'd guess funky math

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their final shader has two textures:

Texture2D<float4> UITexture : register(t0, space0);
Texture2D<float4> SceneTexture : register(t1, space0);
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also they left all the debug/trace names and structures

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it's straight up their final shader.

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where it raises

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they do a safe division with max(EPILSON, 0)

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so when they blend the UI, it adds to 0

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float4 _39 = UITexture.Sample(UISampler, float2(TEXCOORD.x, TEXCOORD.y));
float _44 = _39.w;
// float _46 = max(6.1035199905745685100555419921875e-05f, _39.x);
// float _48 = max(6.1035199905745685100555419921875e-05f, _39.y);
// float _49 = max(6.1035199905745685100555419921875e-05f, _39.z);
float _46 = _39.x;
float _48 = _39.y;
float _49 = _39.z;

and fixed

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there's no need for it. there's no division here anyway

merry magnet
merry magnet
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this is the proof the human eye can see 0.0000000001 nits 😄

shrewd monolith
next oracle
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This is the first game where very often it legitimately starts to feel like you're controlling a feature live action film

next oracle
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I assume it uses software Lumen, any way to mod HW Lumen?

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"Another menu nitpick isn't limited to Hellblade 2. In short, there's no way to turn on hardware Lumen, which Unreal Engine natively supports. Instead, software Lumen is used universally on all platforms no matter the settings and, as my friend and colleague John showed in his Hellblade 2 tech review, this means quality can be lacking as screen-space tracing is used extensively. The majority of UE5 games released to date do not offer the ability to toggle hardware Lumen either, just like Hellblade 2."

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ugh

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this is so stupid when even Epic's own public UE5 demo Matrix Awakens, released only on consoles, used Hardware Lumen

dreamy cave
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i'm sure hw lumen will be in more games in future but yeah it's dumb to only implement software

polar glen
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Sw lumen isn't forward compatible with hw lumen, you can force it with right cvars but it breaks the lighting on some objects

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Though they could provide option for hw reflections at least, like Robocop

next oracle
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because the shaders won't be there

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at least Hellblade 2 has environments suitable for SW Lumen

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natural landscapes, mostly diffuse materials

scenic dew
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My guess is that on consoles, most games are optimized to max out the GPU and not so much on the CPU...so shifting lumen to unused CPU cycles makes more sense?

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Pretty amazing they could make a real-time GI system even remotely performant in software

next oracle
next oracle
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Anyway, we keep seeing UE5 games ship on PC with Hardware Lumen locked out because the developers are simply neglecting the PC version

void tree
void tree
next oracle
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HW Lumen would not require much testing, and especially not in such a linear short game which also takes place entirely in naturalistic landscapes

next oracle
void tree
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Still not 100% sure if those calculations are 100% done on the GPU

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But get the feeling that software lumen simply is doing the calculations on the GPU raw without involving any of the RT-accelerated hardware

next oracle
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Your answer was on that page

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"Lumen uses Software Ray Tracing against Signed Distance Fields by default. This tracing representation is supported on any hardware supporting Shader Model 5 (SM5), and only requires that Generate Mesh Distance FIelds be enabled in the Project Settings."

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it's done via shaders

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HW RT has a higher CPU cost than SW Lumen

tardy seal
next oracle
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Finished the game

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Damn what an experience

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I'd give it 8.5/10

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If the gameplay was more in depth with a bit less linearity could have been a near 10

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But the overall experience is just so strong that it's like an 8 at a minimum

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And this is the first game that truly had moments of utter photo-realism that were tricking my brain

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also really smooth experience, no performance issues, no hitching

merry magnet
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the story was so random to me

next oracle
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Software Lumen was very unfortunately noticeable

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almost always in reflections

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and very often in the cave section

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should have at least had HW option for that

polar glen
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Some neat tech info here