#▫️Senua's Saga: Hellblade II
1185 messages · Page 2 of 2 (latest)
I was that kind of person too... was maybe right 70% of the time, but often was far too driven/fanatical in defending my position, which makes things annoying for others
Ngl I'm like that sometimes too, but I like to think that I know when I'm defeated
Plus, I generally don't take much pleasure from arguing with others
The problem is, on the internet the best way to get any feedback is to say something that pisses people off
That's also how the laudest voices often got the most to say there honestly...
And the most confident takes are often the most wrong, lol
i can't stop it
there's a billion reddit posts about raised blacks on black bars
if that's not enough...
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
the xbox store might be buggy, but it's impressive to see the same download progress across 3 different applications
There seems to be some crazy gamut expansion in Senua's HDR.
I find it a bit overly saturated.
In some scenes, the sky in SDR looks realistic, but in HDR it's super red.
brightness and gamma mismatch between SDR and HDR but, u can see what I mean?
#000000 is 8bit SRGB, not enough definition as 10 bit HDR, so it's a useless metric
Though #010101 is 0.00392, linearized at 2.2 is 0.00000507705190066 and scaled up to 100 nits is 0.000507705190066 nits
If I did my math right
I checked it on my calibrated C1 too and the black bars are obviously raised
Into videos too
min reported by Lilium's is 0.000431
Damn that sucks
And that doesn't crush anything in the actual game?
How'd you come up with the roll off stopping point?
I always use 20
Sdr emulation?
Why? I forgot what this does
yes
it helps with the near black gradient banding or something
Did lilium said 20 was best?
nah there is no banding even at 10 in this game, but I think it helped in cyberpunk when I was using the shader
doesn't really matter I think
alrighty thank you sir
so you can tell that the black bars are raised?
by looking at it?
yes it's very obvious
if you lower the in-game HDR gamma to 0 it's even easier to see how rised the black bars are
intro video has sRGB / 2.2 mismatch
thanks. I'm not the only one.
then u crush detail.
ahh that explains it lol
those settings fix the rised black bars on my display
the game has this semi-nolan rised blacks effect at the default settings
probably intentional, but not sure
this is 0 in-game gamma
downloading out of curiosity
like, how do you add nits to letterboxing?
i need to know
lilium's shader often read minnits as 0 for me
black bars always seemed pretty black to me
i can't see a god damn thing lmao
i'm not sure that's mathematically possible
oh sorry, the inverse
@loud tartan if it's exactly 0, perhaps it can be treated differently?
like == 0.f instead of0.0000000001
so we know that actually 0, and not a number above 0
you would be able to tell if it's not 0 because of HDR10 and scRGB limitations
update the shaders
thanks
these screenshots are from the game's release day
i mean in the numeral value that's presented, instead of 0.000000 we don't if internally that's 0 or 2.4414e-4 (0 + ELIPSON)
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.
kinda like how you have a clip color
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 ✅
I designed it like that 🙂
good designing 👍
0 + 2.4414e-4 is min i think
whatever elipson is
though i have no idea if directx will ever round down
should be round to nearest even
new screenshot, pretty sure i have the up to date shader
a reshade before with a slider would answer that
0.0000003 nits is theoretically the lowest in scRGB, so ‼️
there might have been a black pixel somewhere in your other screenshots
extreme edge cases in scRGB are:
- RGB(0, 0, 0.00000006)
- RGB(-0.00000006, 0, 0.00000018)
there are probably some other ones
I guess I can add another digit 😬
I tested these
@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
0.00043 RGB channel values is 4/1023 in HDR10
on OLEDs the pixel is very much visibly on in this case
right I remember deciding against this because it's such a extreme edge case
11945 shaders; 5382 unique
oh nice, they left all the debug info
not using unreal's ACES LUT
idk, this looks like upgraded sdr based on the code #1248107862929047552 . after tonemapping, there's a stretch to EditorNITLevel.
idk until i start messing with it
but SDR could just be clamped
interesting, the rendering is actually 2560x1072 for 2560x1440 so the letterboxing is from UI blending, not the game rendering
Yea, but you van see that the black bars are not 0% black 😄
maybe they fixed it already
#1242512664090120283 message it's the UI that has raised black. game doesn't render into that space (already decompile it)
yes, I had mentioned that the game doesn't draw black bars
it just renders at a different aspect ratio and then draws on top of "black"
but black isn't black 😛
UI blending shouldn't cause raised blacks though?
the render doesn't have that area. it's the ui output that is making black 0.00004
The "voices" are subtitled on the black bars during the gameplay, maybe that's why
i can output 0 and see really quick
yeah, i output 0 and the game just adds 0.0004
the game can render down to 0, but when it comes to blend with ui, gets raised
SV_Target.rgb = 0;
ok, if you can tell me the exact shader name
I can tell the contact I have
so they fix it
paid renodx mod only!
does it raise pixels of the game render too or just the black bars pixels?
that's what i mean. i modify the game render to output 0, and it comes out on the screen as 0.00004, meaning it's adding, not multiplying
let me check the final shader
it could be that they also tonemap the UI?
nah, i'd guess funky math
their final shader has two textures:
Texture2D<float4> UITexture : register(t0, space0);
Texture2D<float4> SceneTexture : register(t1, space0);
also they left all the debug/trace names and structures
it's straight up their final shader.
where it raises
they do a safe division with max(EPILSON, 0)
so when they blend the UI, it adds to 0
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
there's no need for it. there's no division here anyway
that's why I'm always mega careful with max and EPSILON
it's better to branch around zero instead of do max(0.000001, color) on division
this is the proof the human eye can see 0.0000000001 nits 😄
on OLED, shouldn't, but even miniled/lcd have dimming zones. no reason for them to be lit.
This is the first game where very often it legitimately starts to feel like you're controlling a feature live action film
I assume it uses software Lumen, any way to mod HW Lumen?
"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."
ugh
this is so stupid when even Epic's own public UE5 demo Matrix Awakens, released only on consoles, used Hardware Lumen
i'm sure hw lumen will be in more games in future but yeah it's dumb to only implement software
Sw lumen isn't forward compatible with hw lumen, you can force it with right cvars but it breaks the lighting on some objects
Though they could provide option for hw reflections at least, like Robocop
you cannot force it if they compiled the game with the feature disabled in the UE project
because the shaders won't be there
at least Hellblade 2 has environments suitable for SW Lumen
natural landscapes, mostly diffuse materials
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?
Pretty amazing they could make a real-time GI system even remotely performant in software
I have no idea what you're trying to say. You think Lumen is done on the CPU?
UE5 Lumen didn't invent rasterized real-time GI
Anyway, we keep seeing UE5 games ship on PC with Hardware Lumen locked out because the developers are simply neglecting the PC version
Software lumen mostly is right? Only hardware lumen gets heavily accelerated by the GPU right?
I think it is mostly because they can mostly only use Software Lumen on consoles and generally don't bother implementing (and adjusting lighting) proper Hardware Lumen only for PC as that would require implementation-time and QA-testing...
HW Lumen would not require much testing, and especially not in such a linear short game which also takes place entirely in naturalistic landscapes
Lighting hasn't been done on the CPU in several decades
Accoding to https://dev.epicgames.com/documentation/en-us/unreal-engine/lumen-technical-details-in-unreal-engine UE5's Software Lumen uses Signed Distance Fields.
Dive into the technical details of using Lumen's global illumination and reflections features with software or hardware ray tracing in Unreal Engine.
Still not 100% sure if those calculations are 100% done on the GPU
But get the feeling that software lumen simply is doing the calculations on the GPU raw without involving any of the RT-accelerated hardware
Your answer was on that page
"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."
it's done via shaders
HW RT has a higher CPU cost than SW Lumen
I think it uses screen space for small stuff, signed distance for medium sized stuff and voxels for big stuff
True, that's the answer
Finished the game
Damn what an experience
I'd give it 8.5/10
If the gameplay was more in depth with a bit less linearity could have been a near 10
But the overall experience is just so strong that it's like an 8 at a minimum
And this is the first game that truly had moments of utter photo-realism that were tricking my brain
also really smooth experience, no performance issues, no hitching
I thought it was a let down
the story was so random to me
Software Lumen was very unfortunately noticeable
almost always in reflections
and very often in the cave section
should have at least had HW option for that