#▫️Final Fantasy XVI
1 messages · Page 3 of 1
not the point
250 nits
ya
at 2 it looks like 2.2 at 100
it looks 250 at some other gamma value
cause its messing with hues and saturation to the point it doesn't resemble the original image at all
I literally just did the compassion vs linear scaling, it looks the same
it looks similar in a dark shot but in a shot with shadows, midtones, and highlights it looks entirely different
HDR in game brightness 2 / pumbo paper white 32
Looks the same except now everything beside the ball itself is in SDR
vignette is messing with the image a lot especially with auto exposure, dark scenes get crushed with vignette on
If you have any other test spot from the demo to check out I gladly will
I mean when brightness is set 2
ok let's try it
Might not work in the demo? I see no diffrence
but now contrast, hues, and saturation are different. This scene is much more similar than the other scene but the general idea still stands i think. the brown wood shifts to orange
if the difference was like this then I guess it wouldn't matter but the image i sent earlier shows the difference better
#1212434739500154921 message
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
okay, it's always on in photo mode
HDR in game brightness 2 / pumbo paper white 32 vignette off
same results
I'm not seeing whatever y'all seeing
the in game slider just looks better
I'm really not trying to be an asshole
but linear scaling just makes 99% of the image look like SDR
I mean yeah, if you increase the contrast you increase the saturation
But HDR is about contrast
I used 3 because I found 2 to be too dark even if it matches sdr
thats cause im being the asshole
i would say hdr is about having less limitations
and ofc I don't think that 2 or even 3 works if you are not in a pitch black room haha
if whatever you want to do isn't very different from sdr to hdr then it is what it is
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
This is what I mean
It's supposed to be a sunny noon here
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
the issue i have is that doing doing pow on the image and then a linear scalar is like an inverse tonemap
and also sdr and hdr look the same at 250 nits anyway
so I'd rather preserve the hues, saturation, and contrast from that
since it looks the same in hdr and sdr we can at least say what the "intended look" is
But it shouldn't
You're baseline is flawed
thats their default setting
Their defaults are wrong
but how can we say its wrong when its the same between sdr and hdr
like we can obviously say hdr is wrong in sparking zero cause its a fucked up monstrosity
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
#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
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
There it is
#1212434739500154921 message
what does dolby vision do when you change its brightness
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
If you mean the DV IQ or whatever it's called, that just intentionally breaks PQ tracking
isnt that what the presets are in dolby vision
not iq but dark, bright, etc
whatever they're called
Dumb question - what do you mean by linear scaling in these examples
x * 2 as opposed to something like x^2
Scaling the same as SDR brightness
well sdr brightness can also be scaled by gamma
How did you scale it for the examples?. You mean like you did sdr brightness 5 vs hdr brightness 3 4 5 etc?
Dark is DV, Bright is DV with broken PQ tracking
which is i guess how it was done before tvs could get bright
ya but in what way do they break it is what I'm wondering
do they scale up the image linearly and then tonemap
I imagine it looks something like this
oh also i forgot the most important thing
the brightness slider in ffxvi is doing pow in rgb
not on luminance
I'm just interested, how do you scale the HDR the same as SDR to test
thats why its not just making it more contrasty
its also deep frying
so its not hue/saturation preserving
dylan said
The same way Musa does
that one formula he sent
for how to adjust gamma to preserve sdr 2.2 100 nit shadows
has to be done on luminance
I don't think I saved it
Yeah like I've said, they are doing it wrong
It's just one method is less wrong than another
i think deep frying is the ultimate sin
also I find just lowering paper white to look very pleasing while maintaining good visibility
It's not deep fired for the love of god
GoW is deep fried
FFXVI looks fine
Good even
oh, with pumboautohdr paperwhite
FFXVI is less deep fried than Ragnarok
i wonder why you guys have differing opinions on this ha
#🌈tonemapping-and-colorspaces message
koklusz watches movies
i dont have the attention span to watch movies
#🌈tonemapping-and-colorspaces message
what does attention span for movies have to do with this? You mean cause 100 nits is standard for SDR?
cause its the way brightness is scaled in davinci resolve (the film industry standard)
while games usually just do a flat multiplication
ffxvi does a flat multiplication by 260 and then the brightness slider does gamma before the multiplication
Hmm
It's impressive that you guys can tell what they're doing. I have no idea how to tell ha
I'm only half following all this stuff
if you line up the sdr image at 2.2 260 nits its the exact same as hdr at brightness 5
both in game and on ui elements
so to do the scaling based on that formula you would have to do a gamma multiplier of 1.2143 on luminance
while ui elements are unclamped in hdr so I mean sdr ui elements like the starting logos
What's the formula again? Is it the same one you used for SH2 to get the 37 pumbo paperwhite
Or the in game peak
thats a different one
Oh darn
its literally just multiplying peak by the opposite of what you scaled the entire image down by
like if you have an image with 250 paper white and 500 peak
scaling down paper white linearly to 200 nits will be 250 * (4/5)
that scales the peak down to 500 * (4/5) since its a linear scalar
so you just needs to multiply peak by 5/4
so the end result is 500 * (4/5) * (5/4) so its back at 500
bt2446 is the gamma stuff
#🌈tonemapping-and-colorspaces message
another thing is i dont like inverse tonemapping
which is what movies do
like I shared some pics form dark knight
and i thought it looked awful
I can't stand this stuff
like there is more detail but then there's also an inverse tonemap on top of that
This is what you did for FF16? I'm not really following but I'll just try to stare at it some more.
ya
cause ffxvi doesnt have a linear scalar
So you have go adjust peak as well when you're trying to scale down paperwhite?
ya like in renodrt its calculated like peak = peak / paperwhite
cause you multiply the paper white in at the end
In games, is adjusting the peak supposed to change shadows or midtones? Like normally?
games would just handle that in their code automatically but in a reshade shader you're running everything afterwards
nah
Just in SH2?
ya sh2 is fucked
But not in FF16?
ff16 changing peak works fine
So by doing this, you're lowering paperwhite, and also lowering peak, so that you can compare different hdr brightnesses to sdr and check for saturation differences?
when im doing that its just to normalize my peak back to where it was before
when doing comparisons my peak can be whatever if it works properly
Or are you checking for major brightness difference which means the game isn't doing brightness as a paperwhite slider
this stuff is just for if you want to scale brightness linearly and setting it up to get your peak matching whatever your monitor can do
I guess I'm getting stuck at the last part when you're saying you're putting the brightness back to 500
thats not part of comparing sdr to hdr
Oh my bad
thats just part of adjusting the peak back up to match your display when a game doesn't offer a linear paper white slider
cause then you have to do it in reshade
after the actual game code
so the in game tonemapper thinks you still have paper white set to whatever the game hardcoded
and that paper white value is used in calculating the peak
I think i understand a bit better thx
So is hdr brightness in FF16 affecting peak? It's making it lower?
they seem to clamp its range to not affect values over 1
normally increasing gamma would lower values below 1 and increase values above 1
cause youre raising to a power
2^2 = 4 - increase
but 0.5^2 = 0.25 - decrease
Ok so then you have to use pumbos to lower paperwhite. Then that lowers peak in game
ya
Isn't that similar to the formula for SH2 though? You scaled down paperwhite and then raised peak
Am i misunderstanding
were you referring to the gamma multiplier stuff there
Yea. Are we talking about 2 different things lol
Sorry my brain is fried from work
well I went from talking to one to talking about the other
I did like 9 hours of excel today
and weed
What was the gamma thing. I think I'm half awake
I'll leave you alone if I still don't get it ha
that's if you hypothetically wanted to take a 100 nit paper white image and scale up the entire image by a factor then what would you change gamma by to keep shadows in the same brightness range
its very bright
i dont play the game but if i was to play it
since the game doesn't have a peak slider and reads from windows
I would launch the game through a cmd or bat
that would first run doge's setmaxtml
with a higher peak than my display actually does using that formula
and then run the game
and in game i would scale brightness down with reshade
Like pumbo paperwhite scaler?
ya
Aight
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
he essentially wants something like that bt2446 formula but the game adjusts gamma by channel and not by luminance
I never tend to use bt2446a
idk if the bt2446 is the same one as the one in liliums shader
How did you realize the game adjusts it by channel, and not luminance (i assume bt2446a is by luminance)
oh i thought they were the same
cause bt2446 is the name of the technical paper
although his has the "a"
so it has multiple things in it
yea
ya the a is prob the section of the paper or something idk
its oversaturating
the cie diagram
and just by looking
oh ok so that results in saturation
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
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
could you do the gamma adjustmentment in pumbo's too
oh i thought it had a gamma adjustment
i think the map sdr into hdr shader has the gamma adjust in it
yea that one does
but that gamma adjust is by channel
you'd have to find a shader or make one that has a by luminance gamma adjustment
so a hypothetical shader for that would have
- input paper white
- gamma adjust
- output paper white
but it would also apply to ui
so for me: 600 * (250/138) = 1087
ya
pumbo's at 44.16
ya
so in theory that would look similar to 140 nits SDR?
ya
Did you mean "if you don't want something different from SDR"?
So he's saying that if you lower paperwhite too much then it looks weird cause everything is dim but highlights are bright
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
so yea, you'd need some sorta other adjustment then to keep shadows similar and not have everything else dragged down with it
right?
like you'd want a lower paperwhite but not have everything so dim that bright highlights look weird compared to the overall brightness
ultimately weird is subjective in this case
his forza example kinda makes sense
I guess that's a risk if you lower paperwhite too much
yea
but in that cause I was slightly off with the math cause I did 250 instead of 260
but if I scale down to 140 then it might look like the forza example above
you just gotta see what you like
Here you're just testing different HDR brightness in game?
ya this is the in game setting which is just gamma
well paper white is just what developers call the brightness of rgb(1,1,1)
any adjustment to brightness/contrast is scaling paper white in a sense
i just prefer a linear scalar
that keeps the image "intact" I guess
gotchya
hue/saturation/contrast wise
Hm, I guess I don't mind a bit more saturation with HDR
but not to the point where it's unnatural
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
unless you constantly flip back and forth
true
okay last question for now - FF16 increases saturation as you lower the HDr brightness, right?
ya
aight
and also I don't like the shadows in when you use the in game slider
they become dark in a way that makes separation of detail harder to see
vs linear scalar
cause dark becomes exponentially darker when you adjust gamma
right
yea i guess i'll just have to see what I like better. I might buy it after i finish SH2
Was this example with 100 nits paperwhite where you were saying that it was making the game way too dim?
Yes
Yea 100 nits paperwhite would definitely be too dim
that's how i felt when i tried to use dxvk for far cry 1
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
is this because with linear scaling games, it just pushes too much brightness down?
Yes
So would games that have a functioning paperwhite slider (i.e. AW2) be linear scaling games?
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
gotchya
Thinking about it, AW2 might be targeting g2.4 in HDR
Maybe will check it out morrow
alan wake 2 has separate options for sgrb, 2.2, and 2.4 though
targeting 2.4 would be in comparison to sdr if we aren't explicitly given the transfer function used
alan wake 2 has no gamma in hdr
its linear up until the lut which is then sampled in pq with a linear output
and then at the very end the entire image is left in linear for scrgb
encoded in pq for hdr10
or put into gamma space based on the corresponding gamma function selected in the menu
I'm saying this because pw at 140 nits matches SDR in shadows
Just like tlou and horizon
Soooo
probably like hitman with a lower minimum nits parameter
remoedy is doing hdr better than others
well assuming they're using a tonemapper with a minimum nits parameter
hitman presumably uses aces which has min nits cause I'm pretty sure I saw dorito orange highlights
pw at 140 nits matches sdr at 2.4 in shadows?
2.2
then why are you thinking the hdr is 2.4. probably missed something
gamma 2.4 is darker than 2.2 right
so at the higher brightness you can hit the same shadow brightness with 2.4 than 2.2
2.4 would be darker than 2.2 if you used the same input
as in if you mismatched 2.2 onto 2.4
so 140 nits 2.4 has the same shadow brightness as 100 nits 2.2
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
correct
or if you're converting it to the PQ
my sources which I cannot name tell me that the pq and gamma conversions are done at the end solely for display transfer
so they aren't incorrectly sampling effects in different color spaces depending on your output
oh gotchya
@ocean etherwere these settings with the default in game brightness at 5?
ya
but i think it was supposed to be 260 paperwhite, right?
it's so close though probably doesn't matter
thx!
easy enough to adjust the formula
So you chose 203 paperwhite for FF16, not 140 like you did for SH2?
i only play sh2 at night in the dark
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
uncharted is sort of the same
playing uncharted 4 at 300 paper white doesn't actually look that bright
nah that game is bright as shit
haha
no idea why its 236
who knows
given this, going to 140 might be too dim, yea
ya
how many games do the thing where it increases saturation as you increase peak
what is this in reference to
i think in general if you tonemap by channel you'll lose a little bit of saturation as you lower peak
completely preserving saturation with a lower peak might look unnatural
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
dragon age veilguard preserves saturation and hues a lot more than other games and I really dislike the way it looks
gotchya thx
veilguard preserves hues and saturation a lot more than other games and I think it looks kinda bad
Sorry for mixing channels, but does this have anything to do with why SH2 gets more saturated in HDR vs. SDR
like with the orange lights
ya
but also i think unreal's sdr is fake aces so that might also contribute to the difference in look
yea could be
@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.
Its the only thing that fixed this busted DLSS implementation without having to toggle FSR and DLSS settings to activate.
what was ths issue it fixed? just curious
Uhhh.
Let me copy and paste some notes I've gathered from my tests.
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
do you guys force 16x AF in this game
i try to avoid forcing anything through control panel
if pcgw says you need to force it I do
I did
me too
Was AF broken in this game
it's just capped at 4x IIRC with no in game option to change it
Looks like 8 as per sk. That's what it said is the default of the game
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
I just used the driver override tbh
worked fine
The driver override forces it ya. Sk just has that extra option
Of only forcing things that already use it to be a higher multiplier
even with ffxvi fix and SK, the cutscnes just seem like they're running under 60fps
well not all the time
just some scenes
also it seems to overshoot the max luminance from system
by around like 70 nits at times
u should limit it to a cinimatic 24fps anyway
the screen refresh rate should be set to 60 or 120hz to fix the stuttering
240hz won't work?
No
yea only 4K 240hz requires DSC
it requires DSC with displayport actually. but I'm on hdmi 2.1
correct
But no DLDSR (even though I rarely use that)
not with DSC
DSC disables DLDSR
or at least that's what literally every single person who uses it has told me lol
hmm?
I thought you were replying to 4k 120hz
well yea, it should apply for that too
since it needs DSC with displayport right?
I've heard people say that engaging DSC disabled DSR/DLDSR for them?
at least with 10 bit
4k 120hz 8 bit 444 is just about dp 1.4's limit
and dsc disables dsr yes
for every display even
so if you run dual monitors you cannot use dsr on the 2nd monitor
mpos still work on the non-dsc display at least
nice
yea idk i've never used DSC
i'm just on regular ole' HDMI 2.1
1440p240hz
there is always a choice
only one 2.1 port
then I'd give up on using the tv
its not a huge deal though
disabling dsc runs the monitor at 144hz max by default
drop it down to 120 and its still pretty good
not like you're going to target 240 anyway when using dsr
you see brap I just deal with the gamma raise
did we have the same gamma raise?
of course
so you see a static brightness lift in shadows when you engage VRR?
ye
I checked in one game
60fps on the monitor vs 60fps on the tv
to my eyes the gamma raise looked the same
nope
refresh rate doesn't matter
it's just static
looks like the above
shadows are lifted as fuck
completely off
the tv is 120hz max and the monitor was at 240hz
the refresh rate vrr-ed down to 60 on both
that's what I mean
lg c1
i asked other people with a C1 and they all said they didn't have that issue
lol
but i have it on my ultragear
yea I turned VRR off. It just raises shadows by an absurdly high amount
which again like I said is weird to me
yea, it is weird
because the "curve" on the tv should be different
it should be notably more raised on the monitor
but it looked the same
yeah I basically just deal with it
unless if its some cinematic dark horror game
then I'll use the fine tune dark areas thing
other people with a C1 said they didn't have that problem though.....but that could be because they calibrated it out?
how
i'm not sure
i wouldn't think VRR would be active during a calibration...
idk how that works
it does engage on the madtpg window actually
but I always just disabled g sync just in case
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
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.
You wont really understand the lore/world/main side characters without doing them, and some of the quests are genuinely interesting.
is there a way to know which ones are worth doing?
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?
Those are basically tutorials on how quests work and take zero time.
Those two are the most basic cause they're basically tutorials, some of the craziest earlier ones take place near Sanbreque.
also parrying is hard as shit in this game
you have to time it so the end of your sword hits the enemy
yup
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
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
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
Yea that's long as shit. Last game that took me that long was witcher 3 with all dlc and most side quest
Yeah but like i said i'm slow, every game is like 20 hours longer for me lmao
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
haha yea the first two side quests are really weird
base game with every side quests took me ~60 hours to beat or something
For me I just tried to optimize efficiency.
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.
i only saw 2 difficulties?
story focused and action focused
yeah only normal is available at default
oh ok
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.
ah right the hard mode is new game+ only
But the check points made it not that bad.
I did just about everything I could in the game
So I guess it did something right, lol
lol
@spring pelican there are mods to reduce enemies HP, that should make going through the game much quicker
IMO it's better to focus on optimizing 😛
Nah it's fine. I don't wanna make it even easier or it'll be boring
BTW, which HDR settings you ended up using?
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
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
oh really?
do you load your save file and test? Or is there an easy way to test from the menu?
u can see it in the menu already
main menu hits peak?
no I think its when u start, idk what causes it
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)
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
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
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
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
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
if it's the same issue i have (need to test) then it was still there as of last night
@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
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
it's exactly like ff14
but the main missions are fun
i didn't play FF14. This is the first FF game i've played since FFX ha
ye
@white girder drop your reshade here
I wanna try out this new version tn to see what you added
@white girderdo you mind explaining what each one is?
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?
BUFFER_COLOR_SPACE is passed by reshade as a global
thx
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?
brap doesn't understand how before/after works though, but the yellower one is d65
there's no definitive answer, though
i think i remember resident evil 2 having slightly different color temp in sdr vs hdr
voosh's shader transforms the white temperature i assume?
yeah, same color spaces i have in unreal and ffx mods
part of renodx lib now
lilium math
nvm its the same
Sometimes when i drop screenshots into discord it like flips them
paste them one by one
are these with the old or new matrices?
i think these are the D93 that i labelled JPN Modern, not the crt ones
there wasn't much difference in that one , IIRC
what I meant is that the old matrix are with the von Kries method and the Bradform transform which looks too blue from my findings
vK20 method and CAT02 transform perform more expected
I made the other matrices too
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);
Now i'm starting to wonder if that's the case for FFXIV as well.
highly likely
yeah like... have we been playing everything wrong
if the content is made for a different illuminant it makes sense that it looks wrong
surely they play on lcds too though? do they set them all to d93?
yes, they do
yes https://jisakuhibi.jp/review/playstation-5-hdr-color-correct-and-no-issue (use google translate)
well then a reshade shader that converts to d93 seems like a necessity for any jp game
but if you don't have HDR it'll clip bounds i think
"natural" white point differs per region and season
wat
i remember d60 in cp2077 having some clipping as well

seems like tvs and pc monitors in japan are by default in D93 for SDR
so filmmaker mode in japan targets d93?
no cinema mode is d65
in SDR maybe
hdr is known to be d65 and japanese people find it weird
damn
the problem is SDR
god why does everything have to be a clusterfuck
now ask me about the gamma on pc monitors in japan
what setting is d93 on lg anyway? neutral?
what about gamma on pc monitors in japan
look at that anime HDR short film Netflix produced
it's rather blue
2.0?
default srgb or P3. not common to have 2.2 options
seems like microsoft finally got their way in japan
everything is native 2.2
what is P3 gamma?
oh
so the default is srgb + srgb piecewise or dci-p3 + 2.6?
don't forget monitors sometimes mislabel 2.2 as srgb
TVs in japan are 2.2 or 2.4, seems like
ARIB measured their mastering CRTs as 2.4
pc seems to operate differently than TVs, not like here
thanks
might just be this monitor https://www.rtings.com/monitor/reviews/asus/rog-swift-360hz-pg27aqn
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
wait i screwed up the screenshots
uh, yeah you did 😅
ding ding
i came to conclusion that if by setting d93 white looks neutral, then it's probably d93

TIME TO REPLAY EVERYTHING
i can not believe
I assume the shader assumes that the display is set to D65?
yes
theoretically you can set the colour temp on LG OLED TVs too
i'm liking 16 better in d93 i think
too lazy
yeah, and not worry about clipping
damn it
(for SDR)
ah ok
a pure blue is barely outside of DCI-P3
yea
The creator of the game reccomended HDR so I doubt this is the case, that issue mostly related to SDR in japan
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
yeah in ffxvi's case i remember it was supposedly hdr-first, but still... the screenshots
and they must've viewed sdr on d93 surely
i'm sure they did dailies in d93
you like d93 better too?
plus, well, who says they didnt change the temperature in hdr to d93 too?
for that game
this is still with von Kries method and Bradform transform:
https://www.desmos.com/calculator/pym7wbcdsm
i mean, it looks more correct, doesnt it?
to me it does
I think the game looks as intended, remember the hideaway takes place in blight it's supposed to look dreary
it's more about clouds being white
#1275338781658185728 message
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
probably the last
Eh, clouds take from the sun temperature color, I don't think clouds would be white all the time.
Sun Light is rarely white
idk. i see yellow snow #1275338781658185728 message
And that's besides color grading stuff
someone pissed all over that mountain
urine lcd
so it'll stretch to 1000-ish nits I guess?
i refuse to toggle shit back and forth in the settings depending on what i play so thats a no go
Most stuff is likely semi exaggerated interpretations of this
but a reshade postprocess, sure
this is not about "nature"
but you guys are saying doing it on the screen's side would be better?
for SDR yes
I'm just saying what it's based on, I wouldn't assume white is the expectation.
we know that LG WOLEDs are natively 9300k
other screens idk
please read into chromatic adaptation
wait that'd just be the neutral setting then no?
thankfully i don't play sdr 
but i don't know if you can do HDR on SDR for well "spaced" D93 on D65
if warm50 is D65 (6500k) and blue50 is 10000k
I would assume blue43 to be 9300k if it is a linear scale
without changing the swapchain
I'm aware of this but it doesn't change my opinion.
not quite sure I understand
wait I can't math
if i try to do post process on 8bit SDR to simulate D93, it would clip, no?
gamut mapping 🙂
well, it'll be compressed or clip
you can do XYZ scaling which does not clip
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?
so what be the difference between doing all that in an 8bit reshade vs doing it on your monitor/display?
if it is a linear scale it should be blue30
display probably does chromatic adaptation through a LUT
so 0 cost
I might measure it later
also native white point of WOLED should match D93
that's not snow. it's salt deposits
or like some sorta geological active mineral
it's something else anyways
@mint hawk no clue what setting corresponds to what tempreture
nice
No he means the mountains in the background
there is no medium setting though?
yeah but it's not good for wp measurements
dang
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.
which one do you have?
oh
this confirms (eh, one dude on the internet so not really) my theory
colorimeter correction profiles wouldn't help much I assume?
I am just quoting it for the colour temp setting of medium or 0
@next forge dogelition obtained a spec sheet of an LG OLED TV
native colour temp is 9300k
and reported nits are always in native i think
these days they do in native and vivid mode
I have doubts studios like square don't consider this when international sales is so major for them.
I can see it affecting anime and anything on broadcast TV for Japan tho.
oh apologies i was looking at the desert pics
yea i see shortfuse's point
certain things look too cool but others look just right i guess
i'm not sure
LOL YOU WISH
game devs are clueless
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
They can be, but the implementation in FFXVI is so good I doubt that's an issue.
Plus we know the issue doesn't really apply to HDR.
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)
it's not just an SDR issue, you should read https://jisakuhibi.jp/review/playstation-5-hdr-color-correct-and-no-issue
the reality is either westerners are viewing the game wrong or the japanese. they both can't be seeing it right
In the case of the ps5 it's probably the Japanese seeing it wrong.
yeah no
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
cinema mode is d65
Cause surely this would impact more than ps5, like bluray players and such
uh yes
yes Sony is colour checking every game
So is a western bluray player different than Japanese one, and which one is Sony releasing blurays for?
no signals stay untouched
people in japan watch stuff in d93, unless it's western media, then they use d65
The answer would be found checking all of them against each other.
They aren't switching modes all the time i'm sure.
Unless filmmaker mode for their TVs works different.
Japanese people are used to watching western content (D65) on their D93 screens
how sure?
same way as we are used to watching Anime (D93) on D65 screens
That I believe
But still I would test the bluray question.
no the players are the same
Then are the blurays different?
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
a Japanese only released bluray might be different than a western only released blu ray
Hm, i think it would depend on how important the release is to Japan.
again, you should read the article i linked to...
Like it's Sony, they know color
you wish
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.
One form is dominant especially if international is considered from the beginning.
they are not doing that
I doubt it.
I'd believe it if film maker mode is different on TVs in Japan than in the west.
then there would be options for that
but there aren't
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.
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...
SE working on FF16 and the Sony screen experts do not sit in the same room when working
Bbl driving
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.
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"
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"
release ready means you can "reasonably" finish the game
bugs, glitches, etc. don't matter
what I meant is that when developing the game SE decided on more western than Japanese themes
Sony had no hand
be back later
When an artist uses a color calibrated display in japan what would they be using?
I thought 6500 was supposed to be natural noon light in california or something
it is
but western countries using D65 and Japan/Korea and some other countries using D93 is local decision
Ah yes true
apparently it's a hold over from CRTs
did i view squid game wrong
squid game is korean
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
I made a typo but I'm not fixing it. Too lazy
i can find HDR 10+
“イノセンス"は進化する。 究極のクオリティを備えたフォーマット、 4K Ultra HD&4K リマスター・ブルーレイがついに登場! 『イノセンス 4K Ultra HD + 4Kリマスター・ブルーレイ』 4K Ultra HDは、ブルーレイの更なる可能性を極限まで追求した新しいメディアです。大記録容量を生かし、驚異的な高品位の映像と音を収録。従来のブルーレイの4倍となる4K解像度、これまで表現不可能だった光や闇を映すHDR(ハイ・ダイナミック・レンジ)を採用した輝度、人間が視覚する色に限りなく迫ることが可能になった色域を持ち、そのクオリティの高さが映画ファン、アニメファンのみならず、...
oh sorry i'm getting distracted
the Koreans copied the Japanese
long time
It's not in english tho?
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
I think Netflix advised some stuff on the workflow
Sol Levante looks similar to D93
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!
FF16 - D65 ir D93
3
8
Okay, time to put this nonsense to bed
D65/D93
You can see the entire image skewing blue on the color diagram too
Skin tones become pale and sickly
The moon literally turns blue
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
Wouldn't be the first game to do so
yup D65 looks more correct to my eyes
@white girder did you update the reshade shader
for d93
i think you said it was too blue before
green ass hair in d93
I believe this is an updated version
Is there a github repo for this shader somewhere?
This is the version I've used
#1317707168107200512 message

have you tried getting your eyes adapted to D93
direct comparisons are bad
that means sticking with the content for 2-5 minutes and then perceptually evaluate
because that is how it works
could just be very blue in those scenes
night are extremely blue in red dead 2
in sdr
in hdr its all gray and looks like shit
if you chromatically adapt to a more red white point, you would also say it looks too red in direct comparisons
this is the same thing as getting used to D65
I mean the entire point of the conversation was "is ff16 supposed to be viewed in D93" based on the few screenshots where D93 looked more neutral white
yeah which is incorrect
Yeah that was my point
XIV you mean?
I mean I just showed that it's not
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)
have you tried getting your eyes adapted to D93
also what I just posted
adaptation takes time
For this game
direct comparisons are bad
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
its official
worse hdr than sparking zero
no just play
adaptation takes time
yes but what if I experience a crucial moment with my eyes not yet adjusted
game ruined
how often do I need to say it
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
But there's no need to adapt
D65 is correct, D93 is wrong
you don't understand
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
ye my eyes adjust to night shift on my phone
your eyes are currently adapted to D65, so when you look at D93 it looks more blue
GIVE
IT
TIME
play the game for ~30 minutes and then perceptually evaluate (no analysis tools can help you here)
perceptually evaluate means:
look at all your test scenes without looking at any D65 content and feel
also my analysis tools are for D65
so leave them off
I get that
Doesn't change the fact that FF16 is not meant to be viewed in D93
I feel like we're talking past each other
but we don't have a way of knowing that for a fact
we just know that displays in japan are typically d93 in SDR
the Japanese think D65 looks like a "piss filter"
we think D93 looks sickly
so everybody is wrong or everybody is right
also the Japanese love their pale faces
time to play mgs3 in d93
SOME Japanese think D65 looks like a "piss filter
SOME
i mean, their content viewed on d65 will look like it has a piss filter because it was made on and for d93
this will sound harsh:
you are just too used to looking at the game at D65 probably
or use d93 bias lighting behind your tv
dylan mentioned that that makes no difference
There is absolutely no reason to believe FF16 is meant to be seen in D93 outside of the country of origin
Because Japan is so isolationist that they are not aware that the entire rest of the world will view their expensive ass blockbuster with the wrong white point
what you focus on matters the most
almost every expensive ass blockbuster in games uses the wrong gamma
^
one thing that "in the current times" still holds true and will for a long time probably:
game devs are oblivious when it comes to colour manangement
this is the "artistic intent" argument all over again
When you say "get adapted to d93," shouldn't d65 content for d65 displays look the same as d93 content for d93 displays?
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
no
they're all using srgb color space internally so idk how that affects it
Does FF16 looks to you like it has a piss filter? Because it does not to me
I think Maple posted a comparison with 14 where clouds look more white in D93 vs D65; therefore you can argue that D93 is correct for this game
D65 looks more neutral white for 16, therefore I'm making the same argument here, but for D65
check shorftuse's screenshots
Yes, this is precisely what we are discussing here