#▫️Final Fantasy XVI

1 messages · Page 3 of 1

ocean ether
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5 is what it looks like with 2.2 gamma

unique swift
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not the point

unique swift
ocean ether
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ya

unique swift
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at 2 it looks like 2.2 at 100

ocean ether
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it looks 250 at some other gamma value

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cause its messing with hues and saturation to the point it doesn't resemble the original image at all

unique swift
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I literally just did the compassion vs linear scaling, it looks the same

ocean ether
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it looks similar in a dark shot but in a shot with shadows, midtones, and highlights it looks entirely different

unique swift
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HDR in game brightness 2 / pumbo paper white 32

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Looks the same except now everything beside the ball itself is in SDR

dapper cape
unique swift
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If you have any other test spot from the demo to check out I gladly will

dapper cape
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I mean when brightness is set 2

unique swift
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Might not work in the demo? I see no diffrence

dapper cape
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hmm not sure I noticed the issue at the hideout

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which is not in the demo

ocean ether
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if the difference was like this then I guess it wouldn't matter but the image i sent earlier shows the difference better

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#1212434739500154921 message

dapper cape
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the hideout is a good place to test btw, a lot of areas where you can test auto exposure, like the area where the smith is

unique swift
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okay, it's always on in photo mode

dapper cape
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no option to turn it off ?

unique swift
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HDR in game brightness 2 / pumbo paper white 32 vignette off

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same results

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I'm not seeing whatever y'all seeing

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the in game slider just looks better

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I'm really not trying to be an asshole

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but linear scaling just makes 99% of the image look like SDR

dapper cape
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it looks good at 2 with vignette off

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in actual gameplay

unique swift
dapper cape
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I used 3 because I found 2 to be too dark even if it matches sdr

ocean ether
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i would say hdr is about having less limitations

dapper cape
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and ofc I don't think that 2 or even 3 works if you are not in a pitch black room haha

ocean ether
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if whatever you want to do isn't very different from sdr to hdr then it is what it is

unique swift
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but if you don't wanna something different for SDR the you should also keep the highlights dim
Very low diffuse white with very bright highlights does not look natural
The light from the source should look bright if the source itself is bright

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This is what I mean
It's supposed to be a sunny noon here

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FH5 uses linear PW scaling, so if you want to match SDR reference almost nothing in the game looks bright, except from the sun and lamps and stuff

ocean ether
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the issue i have is that doing doing pow on the image and then a linear scalar is like an inverse tonemap

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and also sdr and hdr look the same at 250 nits anyway

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so I'd rather preserve the hues, saturation, and contrast from that

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since it looks the same in hdr and sdr we can at least say what the "intended look" is

unique swift
ocean ether
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thats their default setting

unique swift
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Their defaults are wrong

ocean ether
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but how can we say its wrong when its the same between sdr and hdr

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like we can obviously say hdr is wrong in sparking zero cause its a fucked up monstrosity

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and we can in silent hill 2 cause it was literally just the unreal engine defaults and then they ended up changing it to roughly match sdr in the update

unique swift
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#1212434739500154921 message
Paper white is not and SDR brightness equivalent, no color grading software scales the image like that
Video games are doing it wrong

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I've even posted the comparison between resolve and the linear PW scaling from the same scene in Aliens, but I can't find it now

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There it is
#1212434739500154921 message

ocean ether
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what does dolby vision do when you change its brightness

unique swift
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You don't change the brightness with dolby vision
DV is just HDR10 with dynamic metadata for tonemapping and maybe sometimes 12 bit information or something else

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If you mean the DV IQ or whatever it's called, that just intentionally breaks PQ tracking

ocean ether
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isnt that what the presets are in dolby vision

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not iq but dark, bright, etc

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whatever they're called

spring pelican
ocean ether
unique swift
ocean ether
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well sdr brightness can also be scaled by gamma

spring pelican
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How did you scale it for the examples?. You mean like you did sdr brightness 5 vs hdr brightness 3 4 5 etc?

unique swift
ocean ether
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which is i guess how it was done before tvs could get bright

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ya but in what way do they break it is what I'm wondering

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do they scale up the image linearly and then tonemap

unique swift
ocean ether
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oh also i forgot the most important thing

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the brightness slider in ffxvi is doing pow in rgb

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not on luminance

spring pelican
ocean ether
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thats why its not just making it more contrasty

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its also deep frying

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so its not hue/saturation preserving

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dylan said

unique swift
ocean ether
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that one formula he sent

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for how to adjust gamma to preserve sdr 2.2 100 nit shadows

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has to be done on luminance

spring pelican
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I don't think I saved it

unique swift
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Yeah like I've said, they are doing it wrong
It's just one method is less wrong than another

ocean ether
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i think deep frying is the ultimate sin

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also I find just lowering paper white to look very pleasing while maintaining good visibility

unique swift
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It's not deep fired for the love of god
GoW is deep fried
FFXVI looks fine
Good even

spring pelican
unique swift
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FFXVI is less deep fried than Ragnarok

spring pelican
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i wonder why you guys have differing opinions on this ha

ocean ether
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#🌈tonemapping-and-colorspaces message

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koklusz watches movies

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i dont have the attention span to watch movies

unique swift
spring pelican
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what does attention span for movies have to do with this? You mean cause 100 nits is standard for SDR?

ocean ether
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while games usually just do a flat multiplication

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ffxvi does a flat multiplication by 260 and then the brightness slider does gamma before the multiplication

spring pelican
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Hmm

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It's impressive that you guys can tell what they're doing. I have no idea how to tell ha

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I'm only half following all this stuff

ocean ether
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if you line up the sdr image at 2.2 260 nits its the exact same as hdr at brightness 5

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both in game and on ui elements

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so to do the scaling based on that formula you would have to do a gamma multiplier of 1.2143 on luminance

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while ui elements are unclamped in hdr so I mean sdr ui elements like the starting logos

spring pelican
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What's the formula again? Is it the same one you used for SH2 to get the 37 pumbo paperwhite

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Or the in game peak

ocean ether
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thats a different one

spring pelican
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Oh darn

ocean ether
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its literally just multiplying peak by the opposite of what you scaled the entire image down by

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like if you have an image with 250 paper white and 500 peak

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scaling down paper white linearly to 200 nits will be 250 * (4/5)

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that scales the peak down to 500 * (4/5) since its a linear scalar

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so you just needs to multiply peak by 5/4

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so the end result is 500 * (4/5) * (5/4) so its back at 500

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bt2446 is the gamma stuff

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#🌈tonemapping-and-colorspaces message

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another thing is i dont like inverse tonemapping

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which is what movies do

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like I shared some pics form dark knight

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and i thought it looked awful

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I can't stand this stuff

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like there is more detail but then there's also an inverse tonemap on top of that

spring pelican
ocean ether
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cause ffxvi doesnt have a linear scalar

spring pelican
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So you have go adjust peak as well when you're trying to scale down paperwhite?

ocean ether
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ya like in renodrt its calculated like peak = peak / paperwhite

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cause you multiply the paper white in at the end

spring pelican
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In games, is adjusting the peak supposed to change shadows or midtones? Like normally?

ocean ether
spring pelican
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Just in SH2?

ocean ether
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ya sh2 is fucked

spring pelican
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But not in FF16?

ocean ether
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ff16 changing peak works fine

spring pelican
ocean ether
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when doing comparisons my peak can be whatever if it works properly

spring pelican
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Or are you checking for major brightness difference which means the game isn't doing brightness as a paperwhite slider

ocean ether
spring pelican
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I guess I'm getting stuck at the last part when you're saying you're putting the brightness back to 500

ocean ether
spring pelican
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Oh my bad

ocean ether
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thats just part of adjusting the peak back up to match your display when a game doesn't offer a linear paper white slider

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cause then you have to do it in reshade

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after the actual game code

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so the in game tonemapper thinks you still have paper white set to whatever the game hardcoded

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and that paper white value is used in calculating the peak

spring pelican
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I think i understand a bit better thx

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So is hdr brightness in FF16 affecting peak? It's making it lower?

ocean ether
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they seem to clamp its range to not affect values over 1

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normally increasing gamma would lower values below 1 and increase values above 1

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cause youre raising to a power

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2^2 = 4 - increase
but 0.5^2 = 0.25 - decrease

spring pelican
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Ok so then you have to use pumbos to lower paperwhite. Then that lowers peak in game

ocean ether
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ya

spring pelican
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Isn't that similar to the formula for SH2 though? You scaled down paperwhite and then raised peak

ocean ether
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ya

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both silent hill 2 and ffxvi dont have paper white

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ffxvi just has gamma

spring pelican
ocean ether
spring pelican
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Yea. Are we talking about 2 different things lol

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Sorry my brain is fried from work

ocean ether
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well I went from talking to one to talking about the other

spring pelican
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I did like 9 hours of excel today

ocean ether
spring pelican
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What was the gamma thing. I think I'm half awake

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I'll leave you alone if I still don't get it ha

ocean ether
spring pelican
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That conceptually makes sense

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Thx

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So tldr; FF16 @ 5 brightness - fuck it?

ocean ether
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its very bright

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i dont play the game but if i was to play it

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since the game doesn't have a peak slider and reads from windows

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I would launch the game through a cmd or bat

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that would first run doge's setmaxtml

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with a higher peak than my display actually does using that formula

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and then run the game

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and in game i would scale brightness down with reshade

spring pelican
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Like pumbo paperwhite scaler?

ocean ether
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ya

spring pelican
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Aight

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So before i was asking why Ko didn't think it was deep fried. I know he likes darker shadows. By deep fries i picture like paperwhite too high and saturation high

ocean ether
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he essentially wants something like that bt2446 formula but the game adjusts gamma by channel and not by luminance

spring pelican
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I never tend to use bt2446a

ocean ether
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idk if the bt2446 is the same one as the one in liliums shader

spring pelican
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How did you realize the game adjusts it by channel, and not luminance (i assume bt2446a is by luminance)

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oh i thought they were the same

ocean ether
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cause bt2446 is the name of the technical paper

spring pelican
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although his has the "a"

ocean ether
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so it has multiple things in it

spring pelican
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yea

ocean ether
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ya the a is prob the section of the paper or something idk

ocean ether
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the cie diagram

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and just by looking

spring pelican
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oh ok so that results in saturation

ocean ether
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in FFXVI since my peak is 1080, I would:

  • run doge's setmaxtml with 1080 * (260/203) = 1383.25123153
  • use pumbo autohdr to scale down paperwhite. 80 is neutral in his so I would have to do 80 * 203/250 = 62.4615384615
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if you wanted to do that bt2446 luminance gamma stuff you would need to

  • scale down paper white to 80 nits
  • adjust gamma by luminance based on the factor in the formula
  • scale paper white back up
spring pelican
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could you do the gamma adjustmentment in pumbo's too

ocean ether
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pumbo doesnt have a gamma slider

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just the one thing for the srgb -> 2.2 conversion

spring pelican
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oh i thought it had a gamma adjustment

ocean ether
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i think the map sdr into hdr shader has the gamma adjust in it

spring pelican
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yea that one does

ocean ether
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but that gamma adjust is by channel

spring pelican
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oh ok

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then how do ya do it

ocean ether
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you'd have to find a shader or make one that has a by luminance gamma adjustment

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so a hypothetical shader for that would have

  • input paper white
  • gamma adjust
  • output paper white
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but it would also apply to ui

spring pelican
ocean ether
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ya

spring pelican
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pumbo's at 44.16

ocean ether
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ya

spring pelican
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so in theory that would look similar to 140 nits SDR?

ocean ether
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ya

spring pelican
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So he's saying that if you lower paperwhite too much then it looks weird cause everything is dim but highlights are bright

ocean ether
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koklusz wants brighter highlights and darker shadows at the same time while I want same contrast, saturation, hues, etc as sdr just with extra room for highlights

spring pelican
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so yea, you'd need some sorta other adjustment then to keep shadows similar and not have everything else dragged down with it

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right?

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like you'd want a lower paperwhite but not have everything so dim that bright highlights look weird compared to the overall brightness

ocean ether
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ultimately weird is subjective in this case

spring pelican
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his forza example kinda makes sense

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I guess that's a risk if you lower paperwhite too much

ocean ether
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i'm saying I like this one

spring pelican
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yea

ocean ether
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but in that cause I was slightly off with the math cause I did 250 instead of 260

spring pelican
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but if I scale down to 140 then it might look like the forza example above

ocean ether
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koklusz is saying this way is better to scale brightness

ocean ether
spring pelican
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Here you're just testing different HDR brightness in game?

ocean ether
spring pelican
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So he's saying he likes this method for hdr brightness

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rather than paperwhite

ocean ether
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well paper white is just what developers call the brightness of rgb(1,1,1)

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any adjustment to brightness/contrast is scaling paper white in a sense

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i just prefer a linear scalar

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that keeps the image "intact" I guess

spring pelican
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gotchya

ocean ether
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hue/saturation/contrast wise

spring pelican
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Hm, I guess I don't mind a bit more saturation with HDR

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but not to the point where it's unnatural

ocean ether
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ya but my mentality is that even if you like doing that in one scene, you never know when it could end up looking worse

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unless you constantly flip back and forth

spring pelican
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true

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okay last question for now - FF16 increases saturation as you lower the HDr brightness, right?

ocean ether
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ya

spring pelican
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aight

ocean ether
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and also I don't like the shadows in when you use the in game slider

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they become dark in a way that makes separation of detail harder to see

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vs linear scalar

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cause dark becomes exponentially darker when you adjust gamma

spring pelican
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right

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yea i guess i'll just have to see what I like better. I might buy it after i finish SH2

spring pelican
unique swift
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Yes

spring pelican
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Yea 100 nits paperwhite would definitely be too dim

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that's how i felt when i tried to use dxvk for far cry 1

unique swift
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But this is the problem specific to FH5 and other games that scale brightness linearly, for example GoW:R still looks nice and bright (maybe even too much), even if you match it with SDR in midtones

spring pelican
unique swift
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Yes

spring pelican
# unique swift Yes

So would games that have a functioning paperwhite slider (i.e. AW2) be linear scaling games?

unique swift
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Yes, but some games boost contrast in HDR to the smaller or the larger degree, so you can match SDR in midtones but the the light bounce will still look nice and bright

spring pelican
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gotchya

unique swift
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Thinking about it, AW2 might be targeting g2.4 in HDR

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Maybe will check it out morrow

ocean ether
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alan wake 2 has separate options for sgrb, 2.2, and 2.4 though

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targeting 2.4 would be in comparison to sdr if we aren't explicitly given the transfer function used

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alan wake 2 has no gamma in hdr

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its linear up until the lut which is then sampled in pq with a linear output

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and then at the very end the entire image is left in linear for scrgb

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encoded in pq for hdr10

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or put into gamma space based on the corresponding gamma function selected in the menu

unique swift
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I'm saying this because pw at 140 nits matches SDR in shadows
Just like tlou and horizon
Soooo

ocean ether
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probably like hitman with a lower minimum nits parameter

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remoedy is doing hdr better than others

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well assuming they're using a tonemapper with a minimum nits parameter

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hitman presumably uses aces which has min nits cause I'm pretty sure I saw dorito orange highlights

spring pelican
unique swift
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2.2

spring pelican
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then why are you thinking the hdr is 2.4. probably missed something

unique swift
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gamma 2.4 is darker than 2.2 right

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so at the higher brightness you can hit the same shadow brightness with 2.4 than 2.2

ocean ether
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2.4 would be darker than 2.2 if you used the same input

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as in if you mismatched 2.2 onto 2.4

unique swift
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so 140 nits 2.4 has the same shadow brightness as 100 nits 2.2

ocean ether
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in the case of alan wake 2 they tell you the actual transfer function that they use and what you should use on your tv

unique swift
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or if you're converting it to the PQ

ocean ether
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my sources which I cannot name tell me that the pq and gamma conversions are done at the end solely for display transfer

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so they aren't incorrectly sampling effects in different color spaces depending on your output

unique swift
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we are talking AW2 or general?

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cos I'm talking general

ocean ether
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in aw2 specifically thats how they do it

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but in general devs fuck everything up

spring pelican
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@ocean etherwere these settings with the default in game brightness at 5?

ocean ether
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ya

spring pelican
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but i think it was supposed to be 260 paperwhite, right?

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it's so close though probably doesn't matter

ocean ether
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ya youre right it was 260

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ill edit that

spring pelican
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thx!

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easy enough to adjust the formula

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So you chose 203 paperwhite for FF16, not 140 like you did for SH2?

ocean ether
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i only play sh2 at night in the dark

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also ff16 preserves a lot of highlight detail in a way that makes it so that an equal paper white to other games isn't necessarily as bright on average

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uncharted is sort of the same

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playing uncharted 4 at 300 paper white doesn't actually look that bright

spring pelican
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Is HFW like that too?

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default paperwhite was like 236

ocean ether
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nah that game is bright as shit

spring pelican
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haha

ocean ether
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no idea why its 236

spring pelican
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who knows

spring pelican
ocean ether
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ya

spring pelican
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how many games do the thing where it increases saturation as you increase peak

ocean ether
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what is this in reference to

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i think in general if you tonemap by channel you'll lose a little bit of saturation as you lower peak

spring pelican
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in general

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i guess it just depends on the game tonemapper

ocean ether
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completely preserving saturation with a lower peak might look unnatural

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but if its tonemapping by channel without respect to luminance itll desaturate more, but doing by channel tonemapping without respect to luminance is more of an sdr thing

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dragon age veilguard preserves saturation and hues a lot more than other games and I really dislike the way it looks

spring pelican
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gotchya thx

ocean ether
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veilguard preserves hues and saturation a lot more than other games and I think it looks kinda bad

spring pelican
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Sorry for mixing channels, but does this have anything to do with why SH2 gets more saturated in HDR vs. SDR

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like with the orange lights

ocean ether
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ya

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but also i think unreal's sdr is fake aces so that might also contribute to the difference in look

spring pelican
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yea could be

rotund obsidian
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@dark tendon just wanted to say thank you for optiscaler contributions! I noticed your name on Github and thought I seen you in here lol.

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Its the only thing that fixed this busted DLSS implementation without having to toggle FSR and DLSS settings to activate.

spring pelican
rotund obsidian
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Let me copy and paste some notes I've gathered from my tests.

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Optiscaler works as intended, no need to do anything janky like DLSSTweak where I have to toggle FSR and DLSS to enable the scaling I want. @spring pelican

spring pelican
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do you guys force 16x AF in this game

ocean ether
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i try to avoid forcing anything through control panel

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if pcgw says you need to force it I do

unique swift
dapper cape
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me too

spring pelican
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Was AF broken in this game

unique swift
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it's just capped at 4x IIRC with no in game option to change it

spring pelican
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Looks like 8 as per sk. That's what it said is the default of the game

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But with sk you can either force anything already using anisotropic to a higher value, or force everything to use anisotropic when if it wasn't before

unique swift
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I just used the driver override tbh
worked fine

spring pelican
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The driver override forces it ya. Sk just has that extra option

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Of only forcing things that already use it to be a higher multiplier

spring pelican
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even with ffxvi fix and SK, the cutscnes just seem like they're running under 60fps

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well not all the time

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just some scenes

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also it seems to overshoot the max luminance from system

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by around like 70 nits at times

frail abyss
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u should limit it to a cinimatic 24fps anyway

dapper cape
spring pelican
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240hz won't work?

dapper cape
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it should

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I think

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but

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does that activate DSC?

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I mean 1440p 240hz

spring pelican
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No

dapper cape
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yea only 4K 240hz requires DSC

spring pelican
mint hawk
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it does not actually

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you can still get 8 bit 444

spring pelican
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But no DLDSR (even though I rarely use that)

mint hawk
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it should let you use dldsr

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weird

spring pelican
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DSC disables DLDSR

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or at least that's what literally every single person who uses it has told me lol

mint hawk
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what am I doing

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I thought I was looking at 120hz

spring pelican
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hmm?

mint hawk
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I thought you were replying to 4k 120hz

spring pelican
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well yea, it should apply for that too

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since it needs DSC with displayport right?

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I've heard people say that engaging DSC disabled DSR/DLDSR for them?

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at least with 10 bit

mint hawk
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4k 120hz 8 bit 444 is just about dp 1.4's limit

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and dsc disables dsr yes

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for every display even

spring pelican
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ok yea

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that's what I thought

mint hawk
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so if you run dual monitors you cannot use dsr on the 2nd monitor

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mpos still work on the non-dsc display at least

spring pelican
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nice

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yea idk i've never used DSC

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i'm just on regular ole' HDMI 2.1

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1440p240hz

mint hawk
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I have no choice

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you know how it is

dapper cape
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there is always a choice

mint hawk
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only one 2.1 port

mint hawk
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its not a huge deal though

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disabling dsc runs the monitor at 144hz max by default

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drop it down to 120 and its still pretty good

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not like you're going to target 240 anyway when using dsr

spring pelican
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yea

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that's what I'd do

mint hawk
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you see brap I just deal with the gamma raise

spring pelican
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did we have the same gamma raise?

mint hawk
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at 60 it was similar to the tv at 60

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probably

spring pelican
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did your monitor have the same problem?

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you can easily test it

mint hawk
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of course

spring pelican
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so you see a static brightness lift in shadows when you engage VRR?

mint hawk
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ye

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I checked in one game

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60fps on the monitor vs 60fps on the tv

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to my eyes the gamma raise looked the same

spring pelican
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example i took a while ago

mint hawk
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which was weird to me

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I thought it'd be worse given its higher refresh rate

spring pelican
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nope

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refresh rate doesn't matter

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it's just static

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looks like the above

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shadows are lifted as fuck

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completely off

mint hawk
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the refresh rate vrr-ed down to 60 on both

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that's what I mean

spring pelican
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oh ok

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which TV?

mint hawk
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lg c1

spring pelican
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i asked other people with a C1 and they all said they didn't have that issue

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lol

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but i have it on my ultragear

mint hawk
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its an issue for sure

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it looked pretty much identical

spring pelican
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yea I turned VRR off. It just raises shadows by an absurdly high amount

mint hawk
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which again like I said is weird to me

spring pelican
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yea, it is weird

mint hawk
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because the "curve" on the tv should be different

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it should be notably more raised on the monitor

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but it looked the same

spring pelican
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🤷

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but yea that's why I don't use VRR

mint hawk
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yeah I basically just deal with it

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unless if its some cinematic dark horror game

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then I'll use the fine tune dark areas thing

spring pelican
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other people with a C1 said they didn't have that problem though.....but that could be because they calibrated it out?

mint hawk
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how

spring pelican
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i'm not sure

#

i wouldn't think VRR would be active during a calibration...

#

idk how that works

mint hawk
#

it does engage on the madtpg window actually

#

but I always just disabled g sync just in case

spring pelican
#

is it worth doing the side quests in this game

#

or are they boring

unique swift
#

They are boring, but some quest chains have some interesting story attached

#

It really depends whenever or not you want the best gear

#

You should definitely do the ones with the plus icon (they give perma upgrades) , or the treasure box icon

#

Hunts are also worth doing

mellow void
#

Yeah it comes down to how much you want world building stuff cause all the quests are very much just that.

#

For me I liked the side quests a ton but it's also odd to have that much for an action game lol.

#

But the story works much better with the side quests than without imo.

dapper cape
spring pelican
#

i'm in the beginnign area and i already have 2. One is from a bartender and one is from some other random person

#

and they seem dull as shit

#

I guess what Ko said above? Plus signs and treasure icons?

mellow void
spring pelican
#

ok good

#

cause I hate boring sidequests

mellow void
#

Those two are the most basic cause they're basically tutorials, some of the craziest earlier ones take place near Sanbreque.

spring pelican
#

also parrying is hard as shit in this game

#

you have to time it so the end of your sword hits the enemy

mellow void
#

yup

spring pelican
#

not even worth it

#

easier to dodge

mellow void
#

it is but some attacks are easier to time the parry

#

I use the charge attack to do it

#

As an FYI tho if you do wanna skip quests, the important quests with special rewards are marked with an icon

spring pelican
#

gotchya thx

#

I just know it's like a 60 hour game and I don't have 200 extra hours for sidequests lol

#

Also I'm glad like 90% of cutscenes are real-time, because the pre-rendered ones stutter like shit

mellow void
#

yeah fair

#

I play games very slowly and for me the base game plus DLC was 120hours I think base game was maybe 80-90 for me.

#

That was doing every side quest and every hunt.\

#

None of the challenge stuff

spring pelican
#

Yea that's long as shit. Last game that took me that long was witcher 3 with all dlc and most side quest

mellow void
#

Yeah but like i said i'm slow, every game is like 20 hours longer for me lmao

frail abyss
#

Ill be honest I just play the game on story mode

#

it takes too long to kill some enemies I feel like

#

dont enjoy the combat that much

#

I liked the old schoold final fantasy turn based combat stuff personally at least some tactics had to be used there, this one is a total button mashing fest, the devs even gave u some items that make the combat less tedius if equipped by combining combos automatically and giving automatic commands to the dog lol

dapper cape
dapper cape
mellow void
dapper cape
#

but i was playing on normal difficulty

#

which was super easy lol

mellow void
#

yeah, optimizing damage was the main enjoyment for me. But it feels designed like an MMO.

#

Getting a rotation right and timing it by creating vulnerabilities.

#

In the end you do the most damage by popping off your rotation all at the same time. Having ||Odin + Bahamut|| it was pretty fun but yeah still too easy.

spring pelican
#

story focused and action focused

mellow void
#

yeah only normal is available at default

spring pelican
#

oh ok

mellow void
#

the game would be harder if it was a little less generous with checkpoints. I died at least once to plenty of the Eikon/Primed battles.

dapper cape
mellow void
#

But the check points made it not that bad.

unique swift
#

I did just about everything I could in the game

#

So I guess it did something right, lol

mellow void
#

lol

unique swift
#

@spring pelican there are mods to reduce enemies HP, that should make going through the game much quicker

mellow void
#

IMO it's better to focus on optimizing 😛

spring pelican
unique swift
#

BTW, which HDR settings you ended up using?

spring pelican
#

just brightness 3

spring pelican
#

The max luminance in this game is weird though. It bounces around way over the system level calibration peak set. Might be film grain or motion blur causing it though. It happens more in motion. My peak is 603 but I see it hitting 800 and even 1k sometimes. But most of the time it's under 600

frail abyss
#

I noticed it loses the correct calibration sometimes when u start the game. A second restart of the game should set things right

#

I noticed this coz I check every game start with Lilium's hdr analysis

spring pelican
#

oh really?

spring pelican
frail abyss
#

u can see it in the menu already

spring pelican
#

main menu hits peak?

frail abyss
#

my peak is 800 and it goes well beyond that

#

yea

spring pelican
#

does it get thrown off on alt tabs?

#

I'm curious specifically what breaks it

frail abyss
#

no I think its when u start, idk what causes it

spring pelican
#

gotchya

#

thx for the heads up

frail abyss
#

If I remember correctly the restart fixes it. So I think that would explain why you experience that weirdness with the peak sometimes

#

In gameplay it doesnt get thrown off

#

(not certain but think so)

spring pelican
#

wait, what?

#

you're only talking about cutscenes?

frail abyss
#

no I mean

#

inside the game

#

so when its good in the menu it will be fine all through that game session

#

if your menu peak is off it will be off the whole time

spring pelican
#

ok

#

i was gonna say...

#

haha

#

cause i've seen it go higher in gameplay

frail abyss
#

maybe menu doesnt hit peak peak

#

but it hits higher than 1000 nits

#

and that is enough to tell me that the calibraiton is off since my peak is 800 in windows

#

see if its like this its alright

#

u can see its just about under my peak, it perfect

#

but If I see it go over to 1000 nits a restart should fix it, at least in my case. Also there were a few patches so they might have fixed this by now.

#

since I havent played in weeks im not sure if what you are experiencing is the same issue or smth else

ocean ether
#

it tonemaps the game properly but doesnt tonemap the menu

#

same as god of war

#

well from the tiny bit i played, the scene itself didnt seem to go over user set peak

frail abyss
#

no not everytime

#

as I said sometimes when u start it the peak doesnt settle to your windows calibrated settings

#

and then it will be shit for the whole game session- a simple game restart puts things back into order

ocean ether
#

ah ok

#

that sounds like the windows bs

#

like sometimes skiv or hdr+wcg viewer

#

will report the wrong peak

#

cause its not reading the windows calibration

#

so I ended up just changing my peak in the EDID

#

so when it fail to read icc then its still right anyway

spring pelican
spring pelican
#

@frail abyssnah so it seems to be a different issue

#

i tried restarting

#

still goes above peak

#

it seems to have crazy variations

#

like from 500 to 900 at times

#

i think it might be film grian or some blur effect i'm not sure

#

it's like I can tell it's respecting my peak for the most part, but some pixels are overshooting and idk why

#

might be particle highlights

spring pelican
#

I can't take the in between parts of main missions

#

they're so boring

#

it's like "okay talk to person x. Talk to person y. Talk to person Z. Now go grab item A from person A. etc etc for fucking 2 hours. Okay NOW we can get back to the main story

#

ugh

gloomy sky
#

It's every time too

#

Very poorly paced game

spring pelican
#

yea

#

it's really fucking boring

#

and makes it feel like a cheap game

wispy patrol
#

it's exactly like ff14

spring pelican
#

but the main missions are fun

#

i didn't play FF14. This is the first FF game i've played since FFX ha

next forge
#

@white girder drop your reshade here

spring pelican
#

I wanna try out this new version tn to see what you added

#

@white girderdo you mind explaining what each one is?

spring pelican
#

Thanks!

#

what exactly is the MPCD though?

#

not sure I know but just curious

#

and are the (old) matrices the ones we tried last night that was like a blue explosion? prior to you fixing it?

next forge
spring pelican
#

thx

wispy patrol
#

wait did you guys figure out that ffxvi isnt supposed to be played in western color space?

#

i'm kinda out of the loop

#

what is this about?

next forge
#

brap doesn't understand how before/after works though, but the yellower one is d65

wispy patrol
#

hmm

#

the desert i'd expect to be yellow because, well, desert, but yeah the others

next forge
#

there's no definitive answer, though

ocean ether
#

i think i remember resident evil 2 having slightly different color temp in sdr vs hdr

wispy patrol
#

voosh's shader transforms the white temperature i assume?

next forge
#

part of renodx lib now

#

lilium math

spring pelican
ocean ether
#

paste them one by one

spring pelican
#

alright

#

i'll just do one by one next time

mystic atlas
next forge
#

there wasn't much difference in that one , IIRC

mystic atlas
#

I made the other matrices too

next forge
#

old

color = mul(float3x3(0.941922724f, -0.0795196890f, -0.0160709824f,
                         0.00374091602f, 1.01361334f, -0.00624059885f,
                         0.00760519271f, 0.0278747007f, 1.30704438f),

new

// chromatic adaptation method: vK20
// chromatic adaptation transform: CAT02
static const float3x3 BT709_D93_TO_BT709_D65_MAT = float3x3(
    0.968665063f, -0.0445920750f, -0.00335013796f,
    0.00231231073f, 1.00339293f, 0.0000867190974f,
    0.00326244067f, 0.0161521788f, 1.11353743f);
dark tendon
mystic atlas
#

highly likely

wispy patrol
next forge
#

you've been playing on "urine lcd"

#

(that's what the japanese call d65)

mystic atlas
#

if the content is made for a different illuminant it makes sense that it looks wrong

ocean ether
wispy patrol
next forge
wispy patrol
#

well then a reshade shader that converts to d93 seems like a necessity for any jp game

next forge
#

but if you don't have HDR it'll clip bounds i think

mystic atlas
mystic atlas
#

a lot

mint hawk
next forge
#

i remember d60 in cp2077 having some clipping as well

wispy patrol
next forge
#

seems like tvs and pc monitors in japan are by default in D93 for SDR

mint hawk
#

so filmmaker mode in japan targets d93?

next forge
#

no cinema mode is d65

mystic atlas
#

in SDR maybe

next forge
#

hdr is known to be d65 and japanese people find it weird

mint hawk
#

damn

mystic atlas
wispy patrol
#

god why does everything have to be a clusterfuck

next forge
#

now ask me about the gamma on pc monitors in japan

mint hawk
#

what setting is d93 on lg anyway? neutral?

ocean ether
#

what about gamma on pc monitors in japan

mystic atlas
#

look at that anime HDR short film Netflix produced
it's rather blue

next forge
#

default srgb or P3. not common to have 2.2 options

mystic atlas
#

2.2 probably

#

LG OLED is also native 2.2

next forge
#

seems like microsoft finally got their way in japan

mystic atlas
#

everything is native 2.2

mint hawk
#

what is P3 gamma?

next forge
#

color space, dci p3

#

so it can saturate it

mint hawk
#

oh

mystic atlas
#

for DCI-P3 specifically it's 2.6

#

now find content for that
(it does not exist)

next forge
#

all you get is srgb or vivid mode

mint hawk
#

so the default is srgb + srgb piecewise or dci-p3 + 2.6?

wispy patrol
#

don't forget monitors sometimes mislabel 2.2 as srgb

next forge
#

TVs in japan are 2.2 or 2.4, seems like

mystic atlas
next forge
#

pc seems to operate differently than TVs, not like here

mystic atlas
#

iirc

mint hawk
#

thanks

next forge
#

i think some monitors put "gamma" next to brightness and contrast

#

yeah, might just be the monitor. article made it sound like srgb instead of 2.2, but the display has... both options

#

so i'd assume D93 2.2 in japan

dark tendon
#

wait i screwed up the screenshots

next forge
#

uh, yeah you did 😅

dark tendon
#

the clouds are white instead of yellow-ish

mystic atlas
#

ding ding

next forge
#

i came to conclusion that if by setting d93 white looks neutral, then it's probably d93

wispy patrol
mystic atlas
#

TIME TO REPLAY EVERYTHING

dark tendon
#

i can not believe

mint hawk
#

I assume the shader assumes that the display is set to D65?

mystic atlas
#

yes

dark tendon
#

i played this game wrong

#

for so long LMAO

mystic atlas
spring pelican
#

i'm liking 16 better in d93 i think

next forge
mint hawk
#

damn it

mystic atlas
#

(for SDR)

mint hawk
#

ah ok

mystic atlas
#

a pure blue is barely outside of DCI-P3

mint hawk
#

yea

mellow void
mystic atlas
#

uhh I don't think you know what I meant 😄
when mapping D93 to D65 the gamut is shifted to the upper left when looking at CIE 1931

wispy patrol
#

and they must've viewed sdr on d93 surely

next forge
#

i'm sure they did dailies in d93

wispy patrol
#

plus, well, who says they didnt change the temperature in hdr to d93 too?

spring pelican
#

for that game

wispy patrol
spring pelican
#

to me it does

mellow void
#

I think the game looks as intended, remember the hideaway takes place in blight it's supposed to look dreary

wispy patrol
#

#1275338781658185728 message

next forge
#

either everyone who worked on the game converted their displays to d65 and told all their japanese friends to change their TVs to d65, or they did it on d93, or it's a complete mess of d93/d65

mellow void
#

Eh, clouds take from the sun temperature color, I don't think clouds would be white all the time.

#

Sun Light is rarely white

next forge
#

idk. i see yellow snow #1275338781658185728 message

mellow void
#

And that's besides color grading stuff

mystic atlas
mint hawk
#

I just realized

#

if you adjust the color temp tv side

#

it will push more luminance

next forge
#

urine lcd

mint hawk
#

so it'll stretch to 1000-ish nits I guess?

wispy patrol
#

i refuse to toggle shit back and forth in the settings depending on what i play so thats a no go

mellow void
#

Most stuff is likely semi exaggerated interpretations of this

wispy patrol
#

but a reshade postprocess, sure

mystic atlas
wispy patrol
#

but you guys are saying doing it on the screen's side would be better?

mellow void
#

I'm just saying what it's based on, I wouldn't assume white is the expectation.

mystic atlas
#

other screens idk

mystic atlas
mint hawk
wispy patrol
next forge
#

but i don't know if you can do HDR on SDR for well "spaced" D93 on D65

mystic atlas
next forge
#

without changing the swapchain

mellow void
mystic atlas
next forge
#

if i try to do post process on 8bit SDR to simulate D93, it would clip, no?

mystic atlas
#

gamut mapping 🙂

next forge
#

well, it'll be compressed or clip

mystic atlas
next forge
#

the retro scene reduce brightness to like 70%? but i don't understand that math

#

wouldn't D93 still be a bit out of gamut for D65?

mystic atlas
#

XYZ scaling doesn't clip

#

but it's incorrect

next forge
#

so what be the difference between doing all that in an 8bit reshade vs doing it on your monitor/display?

mystic atlas
mystic atlas
mint hawk
#

I might measure it later

mystic atlas
mint hawk
#

aw man

#

I'm not doing that lol

spring pelican
#

or like some sorta geological active mineral

mystic atlas
#

@mint hawk no clue what setting corresponds to what tempreture

mint hawk
#

nice

mellow void
mystic atlas
#

@still wharf make some measurements pls 🙂

#

@mint hawk medium might be ~9300K

mint hawk
#

there is no medium setting though?

mystic atlas
#

(currently googling)

#

0 then?

mint hawk
#

don't you have a colorimeter lol

#

I'd do it myself, but I'm lazy

mystic atlas
#

yeah but it's not good for wp measurements

mint hawk
#

dang

mystic atlas
#

I only want to inform you that Japan is the only country in the filmmaking industry where the standard is actually D93 and not D65 for every broadcasted material there is. This color temperature corresponds to "medium" or "0" which should be used for Anime to reproduce the creative intent. In USA and Europe and everywhere else in the world the standard is D65 or Warm2/Warm50 and this should be adjusted accordingly for every material outside Japan.

mint hawk
#

which one do you have?

mystic atlas
#

a bad one

#

uhh

#

Datacolor Spyder 5 iirc

mint hawk
#

oh

next forge
mint hawk
#

colorimeter correction profiles wouldn't help much I assume?

next forge
mystic atlas
next forge
#

yeah, that's factory default iirc

#

which i found to be a weird default

mystic atlas
#

@next forge dogelition obtained a spec sheet of an LG OLED TV
native colour temp is 9300k

next forge
#

and reported nits are always in native i think

mystic atlas
#

these days they do in native and vivid mode

mellow void
spring pelican
#

yea i see shortfuse's point

#

certain things look too cool but others look just right i guess

#

i'm not sure

mystic atlas
#

game devs are clueless

next forge
#

Color management — a process that helps to achieve predictable and consistent color at each stage of production and post — is also rare in anime workflows. With a few exceptions, everything is created in an sRGB color space — the most common color gamut used in computer graphics applications. For feature films, animators usually create in sRGB and then the post house applies a 3D LUT to transform to P3, thereby preserving the sRGB look in a P3 colorspace.

In addition, you might be surprised to read that Japanese broadcasters set the color temperature at 9300K, much bluer than the 6500K that dominates as a standard elsewhere in the world. In fact, many of the licensed anime shows on Netflix were converted to D65 BT.1886 at the very end of post production to meet our spec and look accurate on our streaming service — as the creatives intended!

how professional anime is done in japan (and transposed for d65 netflix)

#

so even if they do their work in D65, it's still viewed on D93

mellow void
#

Oops wrong reply

#

Again that's an SDR issue. And that's like saying cause most people don't bother to calibrate their displays you should assume they use cool 2 cause it looks better (which a lot of people do)

next forge
#

the reality is either westerners are viewing the game wrong or the japanese. they both can't be seeing it right

mellow void
#

In the case of the ps5 it's probably the Japanese seeing it wrong.

mystic atlas
#

yeah no

mellow void
#

Like it's Sony, they know color, and they know the dominant market. Which is western.

It's not like the movies they produce in the west are made wrong for every device they sell lmao

next forge
#

cinema mode is d65

mellow void
#

Cause surely this would impact more than ps5, like bluray players and such

mystic atlas
#

uh yes

mystic atlas
mellow void
#

So is a western bluray player different than Japanese one, and which one is Sony releasing blurays for?

mystic atlas
#

no signals stay untouched

next forge
#

people in japan watch stuff in d93, unless it's western media, then they use d65

mellow void
#

The answer would be found checking all of them against each other.

mellow void
mystic atlas
#

Japanese people are used to watching western content (D65) on their D93 screens

mystic atlas
#

same way as we are used to watching Anime (D93) on D65 screens

mellow void
#

But still I would test the bluray question.

mystic atlas
#

no the players are the same

mellow void
#

Then are the blurays different?

mystic atlas
#

highly likely not

next forge
#

I do calibrate, but I don't always watch with the same settings, and I adjust it a little to my preferences after calibrating.
Depending on the brightness of the room and the content, for overseas content I set it to D65 or D75, and switch the gamma to 2.2 or bt1886. As for the
color gamut, I'm fed up with the narrow color gamut of rec709, so I set it to a wide gamut without it looking unnatural.
The majority of Japanese content is D93, with D65 occasionally used to a certain extent, so I basically use D93, and only watch content that doesn't look yellow with D65 with D65. Maybe
because Japanese films have a higher average brightness than foreign films, I feel like even with a gamma of bt1886 the dark areas don't get crushed and they often look natural. Maybe
it's because the default gamma setting on Sony's master monitor is 2.4.

a japanese calibrator

mystic atlas
#

a Japanese only released bluray might be different than a western only released blu ray

mellow void
#

Hm, i think it would depend on how important the release is to Japan.

next forge
#

again, you should read the article i linked to...

mystic atlas
mellow void
#

I get it but I'm talking about how this works from a creation to delivery to consumer standpoint.

One form is dominant especially if international is considered from the beginning.

The above only tells me that Japanese TVs default to cool, which is like saying all TVs default to dynamic. Which isn't that different.

So did film maker mode change between the two?

That alone isn't a big deal to me.

mystic atlas
#

One form is dominant especially if international is considered from the beginning.
they are not doing that

mellow void
#

I doubt it.

I'd believe it if film maker mode is different on TVs in Japan than in the west.

mystic atlas
#

but there aren't

mellow void
#

Cause we know what film maker mode does in the west, if it's different in Japan then that shows there's an entirely different market standard.

spring pelican
#

https://youtu.be/uGFt746TJu0?si=HTtYZo4ZARU9HfUP&t=446 - this video (timestamped) by vincent shows a snow scene from lord of the rings where he's demonstrating color temp. When you switch between them or have them side by side, the cooler temp looks whiter. I think it's hard to like toggle them. Like my brain tells me on my calibrated C1 that the d65 is too yellow. But if i take the time to look at both of them for a minute each, it's obvious that warm is better

We demonstrate five TV settings that you should adjust on your television to obtain the most accurate picture quality to faithfully reproduce the creative intent.

Timestamps

0:00 Before & after comparison
0:20 TV Setting #1
2:25 TV Setting #2
3:43 TV Setting #3
4:46 TV Setting #4
6:53 TV Setting #5
8:56 One picture mode to do it all...

▶ Play video
mystic atlas
#

SE working on FF16 and the Sony screen experts do not sit in the same room when working

mellow void
#

Bbl driving

mystic atlas
#

Bbl?

#

One form is dominant especially if international is considered from the beginning.
story, themes and whatever might be adjusted but no one is colour checking.

dark tendon
#

i don't think they are checking that either
Sony's QA is basically like "does the game crash if you turn off HDR while the game is running" "is the game using the correct symbols for controllers"

mystic atlas
#

CP2077 got Gold from Sony

#

the broken release version

dark tendon
#

well, yes lol, the certification process is purely about branding and the bare minimum of "does it crash when you change a setting on the OS"

mystic atlas
#

release ready means you can "reasonably" finish the game
bugs, glitches, etc. don't matter

mystic atlas
#

Sony had no hand

mellow void
mellow void
next forge
#

d93/d65 depending on context

spring pelican
mystic atlas
spring pelican
#

Ah yes true

mellow void
#

apparently it's a hold over from CRTs

ocean ether
#

did i view squid game wrong

mellow void
#

squid game is korean

ocean ether
#

japan/korea

#

lilium mentioned netflix adjusts the white point for anime

mellow void
#

The thing is there's no special HDR standard for japan, so when a japanese movie releases with HDR the standard has to be different. But also i can't find evidence stuff like Dolby Vision is on japanase only blu-rays

#

no wait i'm wrong

#

surely there's no specific standard for dolby vision in japan

#
#

hm but also this is technically an international release

spring pelican
mellow void
spring pelican
#

I made a typo but I'm not fixing it. Too lazy

mellow void
#

i can find HDR 10+

#
#
#

oh sorry i'm getting distracted

mystic atlas
mellow void
#

It's not in english tho?

next forge
#

the fact my LG is in D93 made me think they just do what japan does

#

also NTSC-C (china) is supposed also d93

#

in the video they work with ipads, and i'm pretty sure it's in d65, and then... netflix still transfers it all via d93

mystic atlas
next forge
#

this is where i got:

In addition, you might be surprised to read that Japanese broadcasters set the color temperature at 9300K, much bluer than the 6500K that dominates as a standard elsewhere in the world. In fact, many of the licensed anime shows on Netflix were converted to D65 BT.1886 at the very end of post production to meet our spec and look accurate on our streaming service — as the creatives intended!

mystic atlas
#

I have know about D93 / 9300K for years 😄

#

just took a long while to get there

spring pelican
# spring pelican
poll_question_text

FF16 - D65 ir D93

victor_answer_votes

3

total_votes

8

unique swift
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Okay, time to put this nonsense to bed

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You can see the entire image skewing blue on the color diagram too

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Skin tones become pale and sickly

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The moon literally turns blue

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I can maybe buy that UI was done on D93 monitor as it does turn a more neutral white, but they also might heave given it an old-timey yellow paper hue since it's a medieval fantasy game

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Wouldn't be the first game to do so

dapper cape
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yup D65 looks more correct to my eyes

ocean ether
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@white girder did you update the reshade shader

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for d93

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i think you said it was too blue before

ocean ether
unique swift
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I believe this is an updated version

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Is there a github repo for this shader somewhere?

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This is the version I've used
#1317707168107200512 message

spring pelican
mystic atlas
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that means sticking with the content for 2-5 minutes and then perceptually evaluate

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because that is how it works

ocean ether
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could just be very blue in those scenes

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night are extremely blue in red dead 2

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in sdr

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in hdr its all gray and looks like shit

mystic atlas
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this is the same thing as getting used to D65

unique swift
mystic atlas
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yeah which is incorrect

unique swift
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Yeah that was my point

mystic atlas
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that was just an indicator

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but D93 is still highly likely correct for FFXVI

unique swift
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XIV you mean?

mystic atlas
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this is the XVI thread

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ok 😄

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same thing for XIV

unique swift
mystic atlas
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getting used to D93 is also a training thing (we also tell everyone to stick to D65 for longer so they get used to it)

mystic atlas
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also what I just posted

unique swift
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Why? It's wrong?

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Clearly

mystic atlas
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adaptation takes time

unique swift
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For this game

mystic atlas
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direct comparisons are bad

ocean ether
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so if i want to play ffxvi I have to stare at an image for 2-5 minutes straight before actually playing to adjust my eyes, along with having to set a higher peak and use doge maxtml and use reshade if I want to lower brightness

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its official

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worse hdr than sparking zero

unique swift
mystic atlas
ocean ether
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yes but what if I experience a crucial moment with my eyes not yet adjusted

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game ruined

mystic atlas
ocean ether
# unique swift

i viewed this image in the morning in bright daylight and it looked good in d93 but now in the dark after i've been using my display for some time it doesn't look good in d93

unique swift
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But there's no need to adapt
D65 is correct, D93 is wrong

mystic atlas
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you don't understand

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if a white point / illuminant is on the daylight locus (and that one stretches from 4000K colour temperature to 25000K) your eyes will adapt over time and that bluer or reder white will appear white to your eyes/brain

ocean ether
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ye my eyes adjust to night shift on my phone

mystic atlas
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your eyes are currently adapted to D65, so when you look at D93 it looks more blue

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GIVE
IT
TIME

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play the game for ~30 minutes and then perceptually evaluate (no analysis tools can help you here)

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perceptually evaluate means:
look at all your test scenes without looking at any D65 content and feel

mystic atlas
unique swift
ocean ether
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but we don't have a way of knowing that for a fact

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we just know that displays in japan are typically d93 in SDR

mystic atlas
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so everybody is wrong or everybody is right

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also the Japanese love their pale faces

ocean ether
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time to play mgs3 in d93

unique swift
wispy patrol
ocean ether
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lerp(d65, d93, 0.5);

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solved

mystic atlas
ocean ether
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or use d93 bias lighting behind your tv

mystic atlas
unique swift
mystic atlas
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what you focus on matters the most

ocean ether
wispy patrol
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^

mystic atlas
mystic atlas
spring pelican
mystic atlas
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btw after getting used to D93, watching Sol Levante again and the faces looking so pale + the heavy blues used actually brings it more into context

ocean ether
unique swift
wispy patrol
unique swift