#✅RenoDX: Final Fantasy XIV

1 messages · Page 2 of 1

ocean zealot
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and it was working before?

frosty oasis
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im using the renodx that was built in february on the wiki

frosty oasis
ocean zealot
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You lost the update game kekanim

frosty oasis
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this is the weirdest part

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the gate things are the ONLY thing going above that 300 nits

ocean zealot
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UI shaders havent changed

last bloom
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I looked at it a bit

ocean zealot
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ones in yellow and blue highlight are to be selected for UI group

last bloom
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it seems if f2f6bde8 / 4076256744 is ignored it also has that dimming effect

frosty oasis
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its better than "vanilla" which clamps to 203 nits but ugh

ocean zealot
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Good ol' reinstall of everything?

frosty oasis
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i can try that but i feel like since we dont even have dalamud, how more fresh of an install can this be

ocean zealot
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Im dumb once again

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went to norscea and shit is clipped

frosty oasis
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good ol "works on my machine" propaganda

ocean zealot
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So yh, sliders work and apply their settings but the game is still SDR

frosty oasis
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the sliders all work for me except the black floor one

ocean zealot
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Updated turned Reno into RTX HDR emoji

ocean zealot
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tonemapper is borked

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ignore the banding, I went a little too aggressive with SKIV to reduce size lmao

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Vanilla / None / DICE

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what is up with discord

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are AVIFs borked now?

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ok I will just put it in words

tonemapper going from vanilla to none does nothing

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goddamn is this game dodo looking without reno

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I weep for our SDRFFXIV brothers and sisters

frosty oasis
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sk hdr is an okay alternative but it was nothing compared to reno :(

green zodiac
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Any idea why i'm crashing when trying to use rest?

ocean zealot
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im not using SK for FF

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I figured with reno and REST it would have problems

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unless the whole thing works together

green zodiac
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Was working well with just SK loading reshade and renodx, but adding in rest looks like a no go. I'll try without SK.

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With XIVLauncher on top 🙂

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Yeah, works fine without SK. Just had to add DLSSTweaks to the mix and will have to use ingame FPS cap and whatnot.

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Now to see XIV in its SDR glory again...

pastel magnet
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Sorry, i was busy with work, will take a look on what broke.

tawdry maple
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nooooo the game is sdr no i'm gonna diiiieeee

pastel magnet
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fixed, will push changes soon

frosty oasis
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Black floor fix slider works too?

pastel magnet
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yes

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I'm going to send a test build, i'd love to get some testing on this before i push it.

tawdry maple
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i will switch to it and to the raids with it right after this cutscene

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thank you so much o7

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gonna report back on how well it works

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ah i assume it requires reshade 6.4?

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it does

spring copper
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Pog

tawdry maple
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lookin mighty good in solution 9 and cutscenes as always

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gonna report back after doing the first raid

green zodiac
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Looks good.

ocean zealot
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King

tawdry maple
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worked beautifully inside the raid too

tawdry maple
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thank you so much for updating so quickly, doing the raid tier with renodx was so so so nice

hollow cloud
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I'm curious, what do y'all use REST for? I've seen it mentioned quite a bit rofl.

winged nexus
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to avoid having various reshade effects apply on the ui

winged nexus
stone hearth
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it can also provide motion vectors and normal maps to shaders

hollow cloud
hollow cloud
pastel magnet
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neither OptiScaler or RenoDX need REST

spring copper
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Rest is broken AF on dx12 very sad

stone hearth
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no reno doesn't benefit

pastel magnet
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it's some very specific shaders that take advantage of REST, things like TAA shaders or screen space ambient occlusion

spring copper
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I mean basically any AA shader is helped by rest

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Otherwise they affect the ui and it's p goofy

pastel magnet
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talking more about the motion vectors part

spring copper
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Fair

tawdry maple
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I don’t see any need for AA shaders when DLSS 4 is doing as good a job as it is

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But I do wish it were artifacting less

last bloom
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Speaking of REST, the dimming issue I had yesterday only appeared when I used REST along with certain shaders (like lilium's hdr cas). I disabled REST for now, as it's really not the end of the world for the UI to be slightly sharpened as well.

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And with that Reno's now working perfectly as well

ocean zealot
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The amount of shimmering and z-fighting is eye cancer

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I don't know how I played the game back in the day on a 1080p display

ocean zealot
dense ivy
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new update looks amazing thanks

frosty oasis
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new update works for me ty!

tawdry maple
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i've been wondering; the mod has a slider to set the bloom radius. even turned all the way down to 0, there still seems to be bloom with a small radius. it's not possible to disable bloom entirely with renodx, is it? if no, can y'all recommend another way to do it?

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i feel bloom is redundant with hdr

sand juniper
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Doesn't the game become hard to see with hdr effect in fights ? Doomer_wojack_smoke91

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asking for a friend

winged nexus
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I think most people turn the effects off

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except for your own

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and the enemy

sand juniper
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He tells me biggest issue are bosses effects

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It's ferocious :plasmatv:

tawdry maple
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it does strain your eyes more, yeah. i started using the mod while still doing savage and my eyes were definitely more strained after the sessions

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boss attacks tend to be super bright

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was still worth it for me

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but i never felt anything was harder to see in the moment, no

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Luckily you can set three different presets in renodx, so you could set up a second preset with a smaller brightness range

languid wave
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that ain't luck pepe_coffee

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hollow knight is like that too. i was ready to blame the hdr pop, but turns out i'm just bad at the game.

pastel magnet
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I raid with this mod on and so does a bunch of people that i know, and while yes, boss VFX does get bright, it's not to the point where it hurts visibility imo.
regardless, if you think that it's too much, you can always use another preset when raiding yeah.

sand juniper
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Aight

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When i'll play the game i'll use it full power soyjak_grin95

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But told him what you said

languid wave
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DICE also has the brightest highlights of all the tonemappers

green zodiac
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I've used RTX HDR before, reno highlights seem quite a bit brighter, but i doubt its going to hurt more than party finder wipes.

dense ivy
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i think it helps me see better

winged nexus
tawdry maple
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Dogshit contrast but brightness and colour volume are pretty decent

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The thing does up to 700 nits full screen and that shit be bright when the boss blasts huge lasers

green zodiac
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New Extreme Bloom 1 and 2 mech visibility is so ass...

green zodiac
winged nexus
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because abl kicks in

hidden thorn
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Never thought we'd be appreciating ABL 🙃

green zodiac
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I think i've settled for this, not vomiting rainbow after new Extreme anymore and still looks good, but that's just me being used to a bit more grounded look. And yeah, good old LG C9 with only 800 nits and ABL, so i'm not strained by brightness.

tawdry maple
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interesting, i've set everything to 50 basically

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and wouldn't dare move exposure from the default

green zodiac
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I might try Shadows instead of Exposure, this just seemed like a better contrast and dark visibility and less oversaturation to me.

tawdry maple
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Now that you mention it, dark visibility is pretty bad on my screen

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But i assumed that was due to my screen’s abysmal contrast

languid wave
hidden thorn
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How are you guys setting up Special K + ReShade + RenoDX? I can get the first two working together but I can't seem to get RenoDX working.

tawdry maple
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anything below 10% is clipped on this screen

languid wave
green zodiac
# hidden thorn How are you guys setting up Special K + ReShade + RenoDX? I can get the first tw...

I just installed reshade with addons support, renamed dxgi.dll (iirc) it installs into game/ to ReShade64.dll, put renodx to reshade addons folder, then copied specialk64 dll to game/ and renamed it to dxgi.dll. On first launch configure specialk through ui to load reshade as a plugin, though my Lilium HDR analysis shader is broken probably due to that, and then at most on next launch you might need to specify addon folder in reshade ui.

hidden thorn
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Ah, I hadn't tried putting renodx into the reshade addons folder. Silly me, I was trying to load it thorugh specialk. I'm gonna try that.

hidden thorn
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I just can't get this to work. After following your steps, the game crashes every time I try to open the Special K UI.

tawdry maple
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what would one use special k for in ffxiv? i've not used it since playing nier:automata in like... 2017/2018 so i'm prob way outdated on what it can do

hidden thorn
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Though, maybe it's because I'm using Dalamud.

hidden thorn
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Oh! I think I finally got it all working by increasing Dalamud's injection delay.

green zodiac
hidden thorn
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No crashes yet, even when opening Special K's UI.

green zodiac
ocean zealot
tawdry maple
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ooh have fun!!

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a friend of mine is there and she's sitting right in front of ben starr lul

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alphinaud's va is also there

ocean zealot
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We need Distant Worlds RenoDX

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Everything is clipped in SDR

languid wave
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you better not be listening in SDR!

ocean zealot
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Getting the audience to sing along

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SEPHIROTH 😤

stone mango
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Is there any way to use colorblind filters with RenoDX?

languid wave
stone mango
stone mango
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okay I've found the colorblind filter shader, thank you for the point in the right direction 🙏

green zodiac
tawdry maple
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how is the black floor offset applied? is it per-zone? it seems to have no effect in some areas, but does in others. why's that?

ocean zealot
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pepe_based RenoDX, some REST and all the 7.0 upgrades does wonders for this game

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I tried to emulate FFXVI's bloom as best as I could

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Wondering how I should split the donation? 50/50 to Ersh/Maple?

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Ersh made the initial and Maple is currently supporting updates?

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Im 260hrs into my alt and just about finishing up on SB post content. The amount of raids and side content I missed out on my first playthrough because I just powered through MSQ alone. Reno and all have elevated my experience stupendously

pastel magnet
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Just donate to Ersh, he did most of the work.

nocturne zealot
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when using renodx for ffxiv my screen looks very dim

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it only starts looking okay when i push the game brightness all the way to 500, am i doing something wrong here or?

tawdry maple
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sounds like your display might be doing tone mapping

nocturne zealot
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i've set it to HGIG, i think it's the correct one to use?

tawdry maple
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should be, yes

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in-game gamma setting is at the default 50?

vestal knoll
# ocean zealot

Could I trouble you for the order and installation for this specific look? Looks stunning.

ocean zealot
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Got back home, going to install a 5090 into my build then I can send over the reshade

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Pretty much reshade + REST then the preset which I've been working on, consists of

Voosh's D93 shader
Two bloom shaders
FFXIV's xeGTAO shader
Lilum's grain and CAS

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Perf cost is around 1.5ms at 4K and the whole thing is HDR compatible (no ITM via snoop's shader to utilise SDR shaders)

ocean zealot
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Edited for 7.3

  1. https://github.com/4lex4nder/ReshadeEffectShaderToggler-FFXIV but replace REST.ini with my version use this for 7.3 REST ini #1278435249025581066 message

  2. I'm using Shortfuse's custom reshade #🧩renodx-dev message

  3. Preset requires the following additional shaders

  • MaxG2D/ReshadeSimpleHDRShaders
  • PotatoFX
  • Lilium's Shaders
  1. REST / preset.inis get dropped in game's directory, FTCS.fx gets added to reshade-shaders/Shaders

Options

I use FTCS.fx for D93 (personal preference) might be too blue for you but I would give it a go

Bloom is being handled first by HDRBloom then by a separate bloom setup in pCamera. You can tweak settings there.

PCamera also adds subtle CA, you'll find it under Lens Imperfections - CA amount

UPDATED PRESET HERE for 7.3 - #1278435249025581066 message

GitHub

FFXIV specific ReshadeEffectShaderToggler configuration - 4lex4nder/ReshadeEffectShaderToggler-FFXIV

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Alexander mentions that REST requires DLAA or same resolution as monitor ratio as otherwise depth based shaders will have borked rendering. It doesnt happen on my end using DLSS Q 4K with the current preset setup. However, if you do add certain depth based effects like DOF, it will render to DLSS res not native

E.g that effect will be cornered on your screen

languid wave
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autohdr?

ocean zealot
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Not using it

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Maybe I had it downloaded so it appears in the .ini

languid wave
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is the game free to play? there's a couple of things that can be updated

ocean zealot
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There is an unlimited free trial that goes up to Stormblood expansion

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Game has paid latest expansion + sub otherwise

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Wouldn't mind a D93 native shader to free up having to use FourTwentyColorSpace.fx

ocean zealot
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Free trial so good it scared ShortFuse into never replying back

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He is completely flabbergasted

languid wave
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brain broke

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i have a ffxiv character, even made a dual shock controller mod for the game

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so using the dualshock controller on PC would make the trackpad a mouse, just like playing on the PS4, at the time

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11 years ago

ocean zealot
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Damn, my first experience with the game was the beta for PS4

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But I never played the game properly until 2020

south swallow
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11 years ago is just 2014

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Why did i think its 2007?

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Time is a myth

heavy thicket
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@ocean zealot I'm trying out the config you posted and getting this: 12:13:59:412 [177628] | ERROR | Failed to compile 'C:\FFXIV\game\reshade-shaders\Shaders\lilium__hdr_and_sdr_analysis.fx' permutation: error: effect permutation defines different uniform variables (ABOVE_NITS_AS_BLACK, ACTIVE_AREA_CROP_BOTTOM, ACTIVE_AREA_CROP_LEFT, ACTIVE_AREA_CROP_RIGHT, ACTIVE_AREA_CROP_TOP, ACTIVE_AREA_ENABLE, BELOW_NITS_AS_BLACK, CIE_DIAGRAM_ALPHA, CIE_DIAGRAM_BRIGHTNESS, CIE_DIAGRAM_SIZE, CIE_DIAGRAM_TYPE, CIE_SHOW_GAMUT_BT709_OUTLINE, CIE_SHOW_GAMUT_OUTLINE_BT2020, CIE_SHOW_GAMUT_OUTLINE_DCI_P3, CIE_SHOW_GAMUT_POINTERS_OUTLINE, DRAW_ABOVE_NITS_AS_BLACK, DRAW_BELOW_NITS_AS_BLACK, ERROR_MESSAGE, FRAMETIME, HEATMAP_BRIGHTNESS, HEATMAP_CUTOFF_POINT, HIGHLIGHT_NIT_RANGE, HIGHLIGHT_NIT_RANGE_BRIGHTNESS, HIGHLIGHT_NIT_RANGE_END_POINT, HIGHLIGHT_NIT_RANGE_START_POINT, MOUSE_POSITION, NIT_PINGPONG0, NIT_PINGPONG1, NIT_PINGPONG2, SHOW_CIE, SHOW_CROSSHAIR_ON_CIE_DIAGRAM, SHOW_GAMUTS, SHOW_GAMUT_FROM_CURSOR, SHOW_GAMUT_MAP, SHOW_HEATMAP, SHOW_NITS_FROM_CURSOR, SHOW_NITS_VALUES, SHOW_RGB_OR_CLL, SHOW_WAVEFORM, TEXT_BG_ALPHA, TEXT_BRIGHTNESS, TEXT_POSITION, TEXT_SIZE, VALUES_UPDATE_RATE, WAVEFORM_ALPHA, WAVEFORM_BRIGHTNESS, WAVEFORM_CUTOFF_POINT, WAVEFORM_MODE, WAVEFORM_SHOW_MAX_NITS_LINE, WAVEFORM_SHOW_MIN_NITS_LINE, WAVEFORM_SIZE, WAVEFORM_TEXT_SIZE_ADJUST)

twilit valve
heavy thicket
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technical discords are so wild. i post an error message and the person who actually made it responds in like 2 minutes. i dont think ill ever get used to that

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thanks

ocean zealot
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You should see SK

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Someone will post an issue with x game

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Kal 5 mins later has a .DLL with 50 fixes KekLeo

heavy thicket
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this may be a dumb question, but where can i find old builds of reshade with addon support? the only 6.3.3 i can find refuses to load renodx because it has "limited support for addons"

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i usually just spend hours digging through reddit and discord because i dont want to bother anyone 😄

ocean zealot
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Do you specifically need HDR analysis? I'm only using Liliums CAS and grain for the preset

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And those should work

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With ShortFuse custom

heavy thicket
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i have no idea, i was just following the directions in your post. i posted the error message and lilium told me i needed to downgrade so that is where i am now

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i know very little about reshade, i just know i logged in for the first time since 7.2 dropped and it looked rough, so i came here

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by rough i mean my old settings clearly weren't working with the new patch

ocean zealot
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Right, that issue is only with HDR analysis shader

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And you won't need it

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The shader just fails to compile and you can't use it but all the other Liliums shaders will work

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Someone might not want the CAS or grain shader anyways in which case you can just disable it

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So long as the other shaders I mentioned for the preset compile and work

heavy thicket
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ok cool, so it errored out but you weren't using it anyway so it doesnt matter, got it

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thank you for the help!

ocean zealot
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No problem

last bloom
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Just to confirm.. is the look in the shadowed areas here normal? It looks weirdly.. "blotchy"(?) to me, can't really explain. Like as if there was a minimum brightness above 0 and then AO was filling in some darker bits?

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Or maybe it's a gamma thing? Should I be using the sdr-in-hdr gamma fix with reno? I assumed not, so I'm not currently using it.

ocean zealot
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in game gamma should be set to 50 otherwise reno will break, im not using any sort of other gamma shaders on my end

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as for the shadowed areas, im not to sure what im supposed to be looking at. Appears to look like vanilla to me

last bloom
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hmm

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let me try something quickly

ocean zealot
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shadowmaps can be low res in this game

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you will have scenes where the shadows are blocky

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bettershadows plugin recently got updated to allow +4096 shadowmap res but It has issues with shadow flickering in dungeons

heavy thicket
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first impressions: i really like your settings so far, i did have to turn the bloom way down though.

ocean zealot
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kekw I luv me bloooooomm

heavy thicket
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i can tell! not for me unfortunately

ocean zealot
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I was going for FFXVI look and just eyeballing it. That's what I used as a reference

last bloom
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okay, so I've discovered something

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that image above looks perfectly fine on my LG B8

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but not on my monitor, which is an XG27AQDMG

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there's something weird going on with the grays on it

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I noticed something similar in AC Shadows

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see how blocky the left one is?

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like it was ran through a posterization filter

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pardon the poor phone photos

flat laurel
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looks like low bit depth

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check the bit depth setting in nvcp

last bloom
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it should be 10bit with DSC, let me double check..

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might just be an issue with this monitor in general

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fun times 😛

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thanks for the help troubleshooting all

green zodiac
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@ocean zealot this cant be right, i think i broke something 🙂

ocean zealot
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yep it is borked

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weird, it shouldnt be happeneing with my posted REST.ini

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unless the shaders are different for UI on your end 🤔

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What happens is that HDRBloom really likes to BLOOOM out the entire screen if it is applied as is by default. Only by me targeting the shader to apply before game's UI does it look way better and manageable

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Could you send a vid or some pics of your REST config via reshade menu?

green zodiac
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Used your .ini, going through all of them would be a pain, dont bother.

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Must be some problem with REST and Special K, i had crashes when i've tried using REST like that before, now it works... to some degree.

ocean zealot
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Oh yh

green zodiac
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I'll try without Special K later just to confirm.

ocean zealot
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SK and REST don't work together

green zodiac
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Oi, PF full, time to get killed by Yan.

ocean zealot
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Yh, the preset needs REST as a hard requirement to render GTAO before UI and to stop bloom from being mega blown out

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If I disable UI group, the bloom will mess up

green zodiac
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I'll just stick to Reno and some CAS and Filmgrain, these are fine without REST. Don't like straying too far from the original anyway and i like Special K clean install and stuff.

green zodiac
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No job adjustments and no M6S nerfs - sad day, I doubt people in PF will get better at such joggle, going to give it a month or so and quit i guess.
I've been raiding since 2.0 and never felt so gatekept (well, I did skip most of HW and SB raids, but cleared everything in ARR, ShB and EW).

green zodiac
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That's the only strat PF uses, but it's still an unsurmountable wall for 90% of parties 🙂

hollow cloud
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Yea no I feel that haha

green zodiac
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But somehow me and my friend found a group that had 3 people who already cleared and we're finaly out of that hell.

hollow cloud
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Unfortunately my group started the grind this week haha, I can see how adds can be a problem for PF. But everything's a problem for PF haha

amber fern
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juust installed this mod for the first time. is there any way to fix the dalamud UI stuff from being very dull and washed out? discord search is useless for finding out a fix

dense ivy
bright basalt
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I downloaded it today and I'm currently using the default values. Everything looks pretty... underwhelming. Doesn't feel like anything gets particularly bright. The only changes I noticeably see are from saturation and shadow tweaks, stuff like that

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Turning game brightness up makes it look more like what I expect, but then the sky is blown out like crazy

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It's honestly so subtle that it hardly feels like HDR so much as a subtle shader

flat laurel
bright basalt
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hey das me

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yeah I'll probably delete that in a bit

flat laurel
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riperoni

bright basalt
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Didn't realize there was a discord where I could get help

flat laurel
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nah dont delete

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better to post an edit saying what you changed

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for other users thinking the same thing

bright basalt
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sure I'll do that

languid wave
flat laurel
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ya

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any other changes are personal preference

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we usually keep default settings similar to how it originally looked

languid wave
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You can add more contrast and saturation to SDR as well.

flat laurel
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and let users change things as they see fit

bright basalt
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I only got my monitor last week, and I've tried a few games. Native Halo Infinite, Reno for Oblivion, RTX HDR something I forget, and they all had the trend of making sunlight really feel like bright sunlight

flat laurel
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I gotta start adding recommended settings for more of my mods

bright basalt
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But in XIV it still feels dim across the board, aside from glowing plants

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So idk what would be best to achieve that

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sunlit-terrain, I should say

languid wave
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Both Cyberpunk and Oblivion have contrasty filmic looks. (Cyberpunk more)

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This is still, ultimately a PS3 era game, so it's pretty tame.

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You can ramp contrast and saturation to probably get the look you're looking for

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And, assuming you have a pretty decent peak nits display, it will get brighter without clipping, something you can't* do with SDR's limits

bright basalt
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Interesting. I just kind of assumed HDR = sunlit stuff will be poppingly bright

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I'm only using TB400, but I like the effect

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I'll try out the contrast slider later tonight

languid wave
bright basalt
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Ahh, I gotcha. Big misunderstanding on my part

languid wave
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we've had to mod games before to fix suns specifically. it's a common problem actually. not sure that's something that can be done in this game. i do plan on updating the mod in a few weeks

bright basalt
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I didn't even consider that'd have to be fixed manually sometimes

pastel magnet
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The sun is actually bright on this game?

ocean zealot
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azys lla has hexagonal forcefields that I didnt know had actual depth and multiple colours inside

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with SDR its just a solid single colour

ocean zealot
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Its too funny to use

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Just about any relic weapon reveals all sorts of patterns and colours that you cant see with SDR clamping everything

pastel magnet
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One thing to keep in mind is that the default settings aim for a vanilla+ look, and this game was not made with a contasty-filmic look, in fact, this game by default doesn't even have a tonemapper and just did saturate() on the final image.
If you are coming from a reshade preset that significantly altered the look of the game, you are not going to get that from renodx out of the box.

green zodiac
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If anything, the default felt oversaturated to me, coming from SDR, then PS5 auto HDR, then RTX HDR. Settled on dropping everything aside from Contrast to 50 and feels the way it should and highlights definitely pop.

bright basalt
# pastel magnet

Your sun looks drastically different from mine. Weird. Starting to wonder if my windows hdr profile is somehow messed up

pastel magnet
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What is your in-game gamma correction setting set to?

bright basalt
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49

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can't get it to hit 50 because it skips to 51

green zodiac
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That's weird but Reno works only with 50.

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Try setting to 50 with bare game and then switching Reshade back?

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I don't know what could possibly make the game skip 50 though.

bright basalt
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idk my gamma slider in xiv always does increments of 2

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it's very annoying

green zodiac
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Try going from 0 🙂 Worst case can try editing system config file, maybe it's plain.

bright basalt
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does it being 49 really stop it from properly working, though?

green zodiac
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Yep.

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Herre it is.

bright basalt
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waoao

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I'll give it a shot

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Thanks

pastel magnet
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it's stupid

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I don't know why but there is a shader that isn't getting properly replaced by renodx and i didn't have the time to debug it

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it needs to be exactly at 50 or else it applies gamma correction and breaks HDR

bright basalt
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damn...

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I feel dumb now

pastel magnet
#

well it is written on the nexus page that you need gamma correction to be at 50

bright basalt
#

yeaaah but I figured that was just a ballpark figure, not a "it must be this exact number or it breaks" thing

winged nexus
#

nvm

ocean zealot
#

Rip but now you've fixed it

craggy nexus
#

so I'm new to this stuff, and I'm on hdr 400 true black but I have to set it to 900 peak brightness before the game starts looking right... is this the correct/intended solution or am I being dumb?

spare mango
#

Just trying this out for the first time now. It says some values are tweaked from the defaults, so what are the defaults? I'd like to see for myself and see what I prefer.

craggy nexus
green zodiac
#

I just got a G5 and not sure this is healthy for my dark room 😂 Peak 1960, game 340, coming from 780/172.

tawdry maple
#

Why game at 340?

green zodiac
#

ITU mid-gray for 2000 peak is 343.

languid wave
#

probably fine at 300 tbh, but your eyes adapt regardless

green zodiac
#

Yeah, certainly will take some time getting used to or adjusting, either by sliders, or maybe by turning down OLED pixel brightness on TV.

winged nexus
#

or you could keep it at 172

green zodiac
#

Maybe, i'll see how it goes next time i boot it up and get stuck waiting for PF. 1960/172 would make for some crazy range probably.

#

Its definitely not a universal issue, like have been said before - game is old, i guess.

#

Here is CO with 1960/340:

twilit valve
#

I would keep it at 100 🙂

green zodiac
#

Even in CO 1960 and 203 or 100 looks good to me, will have to run around more, but for my dark room 300+ is kinda crazy bright.

flat laurel
#

300 paper white is insanely bright

#

Only makes sense if you’re playing in a brightly lit room

#

A lot of people use the shit ass ABL modes on the OLED monitors

#

So I guess 300 makes sense in that context

green zodiac
green zodiac
flat laurel
#

I usually find 100 good for a dark room

tawdry maple
green zodiac
#

But hell no, running 100 now, so easy on the eyes, in more ways than one.

#

I doubt +.1 gamma is going to make a big difference, but haven't tried it.

twilit valve
tawdry maple
#

Interesting, I’m running my games at 203 and 1480 for my G4, and I don’t feel like the 203 should go any higher than that

spare mango
#

What are the differences between the Tone Mapper settings, Vanilla, None, and DICE?

#

I am pretty new to all this, so sorry if that's a nebulous question.

winged nexus
#

Vanilla just clamps(how it looks in sdr)

#

None is unclamped without any tonemapping

#

so the game will get as bright as it can

#

dice is a tonemapper

#

display mapper*

spare mango
#

Hmm, alright. And tone mapping/display mapping is what in this context? Is it further manual tweaks to get brightness levels looking as they should? I assume it's totally seperate from color grading.

rugged terrace
#

Any recommended presets for FFXIV that are compatible with RenoDX?

green zodiac
ocean zealot
nova tangle
#

Other than UI Brightness, dragging the other sliders has no effect. What might be causing this, and what should I do to fix it?

green zodiac
#

System Configuration - Display gamma must be 50, or Reshade not in Compatibility mode if loaded through SK.

hollow cloud
#

Just gonna say, if you're having trouble with vibrancy of the game, before you rely on reshade, or a saturation slider, try Gamut expansion.

Gamut expansion is a lot more subtle because it doesn't have the same overreaching effect on things like skin tones, but colors and details you'd expect more saturation on look vibrant and pleasing to the eyes.

faint oracle
ocean zealot
steel owl
#

Just reformatted my PC and have a fresh FF14/Reshade/RenoDX install and my game is super oversaturated, even when RenoDX is set to "Off" in its settings.

#

No other shaders running in Reshade.

#

Ah, nvm, just saw the bit about needing the Github snapshot for 6.5+

ocean zealot
#

That and make sure in game gamma is set to 50

languid wave
novel kelp
#

Does this work with GShade??

pastel magnet
#

does gshade even support addons?

#

regardless, i don't/won't support it.

novel kelp
#

It has an Add-Ons tab. Yes

#

I got Reno to go into it. But the sliders don't appear to work correctly.

pastel magnet
#

is your gamma correction set to exactly 50?

novel kelp
#

yes

pastel magnet
#

and note that most shaders don't support rendering in HDR and won't work.

novel kelp
#

The UI slider is the only one that does anything and it changes the brightness of the whole game.

I made sure that the game is running in windowed mode.

pastel magnet
#

well it's broken then

#

as i said, i won't support gshade, sorry.

novel kelp
#

That is fine.
Was just more wondering.
I'll try to switch over to ReShade tomorrow. Too late now. ^^

stone hearth
ocean zealot
#

Yoshi P will personally haunt your house

#

Maple disabled the gamma slider

novel kelp
ocean zealot
#

They did it for FF16

#

And it's good

#

No excuses

#

But the current bloom shader needs a rewrite

#

It is soo bad

fossil crypt
#

i suspect something is weird about it
maybe it works different after you tweak it ingame vs after game restart or something

novel kelp
#

I switched to ReShade and RenoDX still isn't working right.

Latest ReShade version
Latest Mod build from Github

#

Nevermind.... had to be in Windowed. Not Borderless Window.....

novel kelp
#

Are there any shaders that work with RenoDX that people suggest?

ocean zealot
#

REST and xeGTAO work

#

I have a preset that I made that I linked here

#

Reworked it recently so the settings are more subtle, less bloom, less CA, xeGTAO is more tasteful but I haven't uploaded it yet

#

#1278435249025581066 message

#

#1278435249025581066 message

#

Really though, we need ShortFuse to rework all the internal shaders

#

And redo the grading

#

Vanilla bloom is ass

#

And add some nice GI

novel kelp
#

What do you need REST for? Isn't it just so you can toggle shaders on and off?

ocean zealot
#

REST is used to render Reshade effects before in game shaders

#

Otherwise if you use xeGTAO, GI and so on it will render on top

#

Causing fog bleeding

#

Or rendering on top of UI

novel kelp
#

Oh, interesting. So it does more than just the shader toggle feature then. Didn't know that.

languid wave
#

that's like a renodx one-liner in code

ocean zealot
languid wave
#

what's the shader you're targetting with REST?

#

iirc, the hashes are crc32, so they match renodx hashes

stone hearth
#

I think you need to convert to hex iirc but yeah it's the same otherwise

ocean zealot
#

I'll need to check at home

proper jewel
#

Isn't FFXIV REST config more complicated than that though? As far as I know it's not just about shader target, but also pulling some data from the game (to be re-used by ReShade.fx).

stone hearth
ocean zealot
#

But his xeGTAO fork isnt HDR10 compatible?

languid wave
#

more like 5

auto* data = renodx::utils::data::Get<renodx::utils::swapchain::DeviceData>(cmd_list->get_device());
if (data == nullptr) return true;
const std::shared_lock lock(data->mutex);
for (auto* runtime : data->effect_runtimes) {
  runtime->render_effects(cmd_list, rtv0, rtv0);
}

assuming it's the rtv

#

it's OnCustomGammaDrawn in oblivion remastered

ocean zealot
#

He's also doing some additional xeGTAO pass for decals

languid wave
#

oblivion remastered also has an optional r11g11b10f=>rgba16f main render upgrade option, so it's not just that in that function

proper jewel
languid wave
#

xeGTAO should be done when the game does AO, which is usually not on the render itself, but like a black and white version

proper jewel
ocean zealot
#

He hasn't updated that for 7.2 yet

languid wave
#

(integer).toString(16) in your browser

ocean zealot
#

I had to retarget shaders again

#

To work with 7.2

stone hearth
languid wave
#
`
ShaderHash0=367008326
ShaderHash1=261866633
ShaderHash2=4158341598
ShaderHash3=2455613235
ShaderHash4=1332475019
ShaderHash5=4084183368
ShaderHash6=2809089175
ShaderHash7=1983890234
ShaderHash8=1464256434
ShaderHash9=2025719463
ShaderHash10=413202513
ShaderHash11=460791914
ShaderHash12=2294943294
ShaderHash13=331516824
ShaderHash14=1964475649
ShaderHash15=3261677874
ShaderHash16=3930188368
ShaderHash17=2820232588
ShaderHash18=1853137649
`.split('\n').filter(Boolean).map((line) =>
  '0x' + Number.parseInt(line.split('=')[1]).toString(16).padStart(8,'0'))
#

['0x15e01a46', '0x0f9bc489', '0xf7db41de', '0x925daf33', '0x4f6bf48b', '0xf36fb148', '0xa76f4c97', '0x763fc33a', '0x5746c7b2', '0x78be06a7', '0x18a0f851', '0x1b77206a', '0x88ca0e3e', '0x13c28b98', '0x75178501', '0xc2694132', '0xea41ea50', '0xa819558c', '0x6e74a2f1']

proper jewel
#

These would be the Normals I think

#
[Group1]
Name=Normals
languid wave
#

but REST is more involved because you can pick what effects for what effect group

#

for just under UI, it's almost always the shader you are already modding to call RenderIntermediatePass on

stone hearth
#

my use case right now is for metro, where a bad fxaa decomp has left me forced to disable it entirely (I need the shader to remove their problematic dither code). So I want to add a reshade hook point for smaa/fxaa

#

though metro has more pressing problems...

fossil crypt
#

i considered adding rest-like functionality to the mod at one point but decided not to, as REST has potentially more uses than just rendering before UI and I'd just cause unnecessary conflicts

languid wave
#

doing reshade way is expensive though

#

i eventually have to abstract the same concept, but you have to save state, set custom vertex and pixel shaders, draw, then revert state

stone hearth
languid wave
#

like we need one for when the game wants to do rgba8u => rgba16f via copy, i'm supposed to save state, set custom vertex and blit pixel shader, draw, then revert back

#

the only custom one we have is swapchain proxy

#

reshade has all of these shaders for that blitting

pastel magnet
#

Or well the shader only get replaced for some people, but not everyone

stone hearth
#

so strange

languid wave
#

exclusive fullscreen stuff?

proper jewel
#

I had something similar happen with Guild Wars 2, turned out to be caused by some outdated d3dcompiler_47.dll in game folder.
File was since removed so fresh installs don't have it, but older installs would still have it causing ReShade to see a different hash.
This might not happen anymore with latest ReShade as it now ignores local compiler.dlls.

pastel magnet
pastel magnet
#

🤔

ocean zealot
#

oof Dalamudoids in shambles

stone hearth
#

that certainly would explain some people having the problem

pastel magnet
#

just tested the game without dalamud and the issue still happens there

pastel magnet
#

I figured out the issue now, and i'm very stupid, i'm sorry for not noticing this earlier

#

It is very strange though

#

the shader was getting replaced correctly

#

for some reason, the game RTV was b8g8r8a8_unorm when i had the gamma correction setting enabled in-game

#

normally, the game RTV is r8g8b8a8_unorm

#

since there wasn't an upgrade to b8g8r8a8_unorm -> r16g16b16a16_float, we were getting clamped by the unorm.

pastel magnet
#

and when did it start doing that

#

because i pulled an earlier client from my archive

#

and it didn't do that!

stone hearth
#

honestly surprised you noticed it at all

#

uh, that sounds like it could be an insult and it's not lol

#

so strange to change the resource

dusty escarp
#

I’m back in my ff14 era, newest RenoDX no longer works with Special K as far as I can tell?

trim cargo
#

Load it as Reshade64 dll, should work with SKIF

dusty escarp
#

Yeah I have done that, local reshade injection, SKIF injection of SK. It works with Reshade, but not if RenoDX is loaded

#

Specifically the newer RenoDX versions for ff14

pastel magnet
#

I don't know, I don't use Special K with FFXIV because it destroys performance

trim cargo
trim cargo
#

Thought I also had issues with SK and FFXIV, sometimes SK limiter just halves my FPS for no reason.

dusty escarp
#

I use that now

#

(if you open the optiscaler.ini you can set it there, apparently ff14 now uses reflex?)

trim cargo
#

Yeah, only thing I'm using Reshade for

dusty escarp
#

I have to say, FF14 with DLAA is

#

DLAA + RenoDX even more so of course

ocean zealot
#

Nah

#

Pre 7.0 FXAA + shimmering was where it is at

#

When I went to Distant Worlds concert and they pulled out some pre 7.0 footage I couldn't with the shimmering

dusty escarp
#

If you compare that with post 7.0 without DLSS mod it’s probably the same

#

Before I installed the DLSS mod I used FSR because it was easier on the eyes

#

DLSS implementation in vanilla ff14 not really good

winged nexus
#

and fsr 1 at 99%

fiery sentinel
#

Never ever say FXAA and where its at again

ocean zealot
#

BlurTM + still shimmers soyjakGrin

#

Can't get more peak than that

fiery sentinel
#

I hate FXAA

ocean zealot
#

Also the z-fighting in pre 7.0 is abysmal

fiery sentinel
#

The people over at r/fucktaa need to remember thats the alternative

novel kelp
fiery sentinel
novel kelp
ocean zealot
#

SMAA is a meme and will do nothing for shader or material authored shimmering

#

MSAA is going to be same albiet help with geometric aliasing

#

so both are rip

fiery sentinel
novel kelp
#

The blurriness bothers me more than the shimmer.

ocean zealot
fiery sentinel
#

Try satisfactory :3

#

Actually horrific shimmer

novel kelp
fiery sentinel
#

Blurriness with TAA isnt normally too bad, ghosting can be atrocious

novel kelp
#

RDR2 was literally unplayable when it came out on PC. Luckily they eventually added a sharpness slider much later.

#

And you couldn't even turn off TAA in that game because shadows were broken without it.

fiery sentinel
#

Lumen without/with

novel kelp
#

Luckily DLSS is in more and more games these days. Which means that DLAA can be used as an alternative to poor TAA implementations.

winged nexus
#

I mean any game nowadays is going to be a mess without taa...

dusty escarp
#

I think the RenoDX mod has a smol little issue with this gauge bar of the monk (you can only see it when the background is white/bright enough)

#

How would you go about fixing such an issue? Maybe I can contribute if I see something like this

#

(the box disappears when I set the tonemapper in RenoDX to Vanilla)

dusty escarp
#

Huh, the bright enough part is interesting. It’s nearly like this HUD element is not running in an upgraded layer or something like that

steel owl
#

I remember when 7.0 first came out a lot of HUD elements had that issue with ReShade, you needed to configure REST correctly to correct it.

pastel magnet
#

Simple gauges are not affected, if it bothers you that much

pastel magnet
#

Those UI elements are weird and have a imagenode with no texture as a background, which caused blending issues in HDR.

#

Only the monk and the astrologian job gauges are affected by this

novel kelp
#

Is there any way to fix it?

pastel magnet
#

As i said earlier, not really.

novel kelp
#

I get not with Reno. But like can REST or anything salvage it?

pastel magnet
#

no.

#

REST can't do anything about this, it can only disable shaders or allow you to render effects before or after a shader

#

disabling this shader would just uh, break UI rendering entirely

#

because it's a shader used for drawing UI components

novel kelp
#

RIP 🪦

dusty escarp
trim cargo
#

Something broke with SK updates probably

novel kelp
#

Something isn't working right here

trim cargo
novel kelp
#

Preset J. And I don't remember having this issue before.

trim cargo
#

J is also transformer, I'm pretty sure that's the cause. I had that issue and switching to F with DLAA fixed it for me.

#

And Reno doesn't cause it, happens even in SDR.

novel kelp
#

Hmmm... I'll try a different preset later and see if that gets ris of it.

novel kelp
#

I tried preset F.
The issue was gone. But the shimmer one reflective objects was crazy. Hmmm...

tawdry maple
#

It’s caused by DLSS presets J and K, it’s somewhat more subtle with K

#

It happens every time bright light flashes in the game. It can be distracting but I still live with it myself because the anti aliasing is worlds better than CNN

trim cargo
#

If you are doing upscaling you should probably use E, F is for DLAA and Ultra Performance. For me F with DLAA still looks nice, yeah K has better AA and looks sharper, but until Nvidia fix the fog issues I'll still with CNN.

#

The issue occurs in other games like MH Wilds, but in this game is straight up looks broken

novel kelp
#

I'm using K for now. Will see how it goes.
The shimmer of F is a much larger problem imo because it is on the screen 100% of the time. VS the artifacts that K cause.

But it's all subjective. Point being no matter what you have to live with one issue or another it seems.

novel kelp
#

Reinstalled reshade and Reno.
Plugin refuses to hook the game for some reason. Only UI Brightness is doing anything.
No matter if I go fullscreen, window or borderless. Only the UI slider does anything. (And it changes whole game brightness)

pastel magnet
novel kelp
#

No plugins or mods. Will get a log here

#

That log was with fullscreen. Getting another

#

@pastel magnet

pastel magnet
novel kelp
#

No. Nothing.

#

The loaded ones in the log are the defaults. But none are on

novel kelp
#

Am guessing that the log didn't tell you much?

#

Wow, are you kidding me?....
Somehow the game switched from DLSS to FSR. I didn't do it so not sure why that changed.
Is working now.

#

GG. Thanks for the help.

tranquil dome
tawdry maple
#

Its AA is almost perfect while CNN looks super blurry

tawdry maple
#

Well, shimmering with preset F, and blurriness and ghosting with preset E (despite decent AA otherwise)

#

CNN ghosting in this game is crazy

stone hearth
#

does DLSS in this game use autoexposure?

#

if it doesn't, try forcing it on, might clear up most of the issues with transformer models

ocean zealot
#

nvm I am dumb

#

Thought this was FF15 not FF14

pastel magnet
#

i never noticed shimmering with preset F 🤔

#

but also, are you all using the dynamic resolution scaler, or overriding the resolution with OptiScaler/DLSSTweaks?

novel kelp
#

Overriding with inspector and forcing 100% DLAA

trim cargo
#

Also depends on resolution I guess, at 4K DLAA with Preset F looks clean to me

#

But I played this game for years when it only had FXAA, so anything looks good in comparison

#

Also no forcing auto exposure and HDR flags doesn't fix the issues with transformer

novel kelp
#

That could be a contributor.
I play at 2k res.

novel kelp
#

Is there a good ReShade sharpen filter that works with HDR?

trim cargo
#

Optiscaler RCAS by far the best

#

Otherwise I think Lilium HDR shaders also has it

novel kelp
#

I find Lilium CAS a bit weak. At least for 14. I liked using Fast Sharpen. But idk if it works with HDR.

novel kelp
#

Is there a reason why peak nits would be going higher than my peak setting?

pastel magnet
#

because if you are running any shaders, it should go without saying, but shaders usually run after RenoDX and won't respect your peak brightness, if it even runs in HDR at all.

novel kelp
#

Seems that RCAS was the issue. Very strange.

flat laurel
#

sharpening causing peak to go over is fine

#

Its not actually visible

novel kelp
#

kk. never seen that before. Usually just use Nvidia sharpen (Old). But I don't find it very effective in 14.
Thanks ^^

hollow thorn
#

hiii~ i wanted to ask about this.. when i use renodx on ff14, colorbanding pretty much entirely goes away. while my display does support vesa displayhdr 1000, and has over 300 dimming zones (VA panel+miniled backlight), its tonemapping is rather poor, and id rather use sdr. is there a way to get those perfectly smooth gradients from this rendodx mod into ff14 sdr?

hollow thorn
novel kelp
#

You try using the Debanding shader in ReShade?

hollow thorn
#

i like to avoid those because they arent really solving the core problem (lack of color depth somewhere along the rendering pipeline) and can affect other parts of the image in unintended ways

#

ff14's sdr color banding is bad enough that i dont think a debanding shader would help much

winged nexus
pearl valve
stone hearth
#

Might need to play with tonemapping a bit though

hollow thorn
#

may be worth adding an "SDR" preset for those such as i that want the other benefits of renodx? similar to cyberpunk's renodx mod, i suppose

pastel magnet
hollow thorn
novel kelp
#

idk what kind of monitor it is. But I know that the HDR of my BenQ 600nit is trash and is washed out. (and dark areas are too dark) So I don't use it.

hollow thorn
#

its certainly not oversaturated to me; perhaps slightly too red (some skin tones look much more red than they should be), but not too far off from my pixel 9 pro display

novel kelp
pearl valve
novel kelp
#

Or you are just too used to over saturated colors.

hollow thorn
hollow thorn
pearl valve
#

I am using it, you can increase the saturation slider a bit

hollow thorn
#

what do you suggest?

pearl valve
#

maybe 60

hollow thorn
#

this is the renodx settings i use in hdr

#

sat was 55

novel kelp
hollow thorn
#

ye

#

i got 1110 peak

#

i double and triple checked, kept getting the same number XD

languid wave
hollow thorn
#

"should probably be 980 if you dont want to clip"
even tho the windows calibration thing showed a noticeable different between 1110 and 1000?

novel kelp
hollow thorn
languid wave
#

Then that's wrong

novel kelp
#

I'd maybe set to 1000 based off this

hollow thorn
languid wave
#

Panel native means throw out any attempt to be aligned to sRGB/bt709 and use whatever the hardware is built with.

hollow thorn
#

im sure myname can corroborate lol

#

fair enough

languid wave
#

Like whatever red LED is, that's the red your get, without any concern or care for standards or colorspaces

hollow thorn
#

ah got it

languid wave
#

Also means that can vary based on panels, even if you find somebody with the same model.

#

"Uncalibrated", basically

hollow thorn
pastel magnet
languid wave
novel kelp
hollow thorn
languid wave
#

scRGB has legitimate uses in SDR (fun fact, used to be called RGB64)

hollow thorn
#

roughly

pastel magnet
#

Especially because scRGB HDR kind of breaks the actual scRGB spec

hollow thorn
#

i appreciate the lack of color banding it allows for -w-

pearl valve
# hollow thorn im sure myname can corroborate lol

I tested Final Fantasy XV (not FFXIV) and setting the monitor to srgb mode looks almost the same with the HDR mod (except there is no highlight), after I reduced the brightness to match the HDR paper white (which is difficult)

languid wave
#

It came out at the same time as sRGB itself. sRGB is IEC1966.2-1 and scRGB is 2-2 (been researching it lately)

hollow thorn
#

anyways, thank you for all the help ❤️

pearl valve
#

we still recommend to use HDR because you can see the highlight details 🙏

hollow thorn
#

i increased the saturation of the windows profile and its a lot less dull looking to me now

languid wave
#

You should be able to get more color in HDR with saturation sliders in the game. Uncalibrated/native is semi-random whereas the other others have some rules to them

hollow thorn
#

ill see if i like hdr or not after playing with it some more

#

im quite partial to these settings, myself :3

#

whats the purpose of blowout and hue correction? why would i want those?

languid wave
#

I don't know how hue correction works here, but you can bump saturation and use blowout to avoid highlights looking unnaturally oversaturated

#

It's a balance between the two

hollow thorn
#

okie

#

god the gold saucer looks incredible in hdr

pastel magnet
hollow thorn
#

What hue is it correcting?

#

Like, is the game too yellow? Too green?

languid wave
#

Likely related to the sliders you're pushing (contrast mostly)

hollow thorn
#

Its rather vague

languid wave
#

Blue can appear purplish at times when working in linear/bt709

hollow thorn
#

O

#

thank you for the infor about my panel color gamut setting :3 i switched it to srgb and bumped the brightness back up to 100 and colors look a lot less saturated and imo more natural <3

pearl valve
#

brightness 100 is about 500 - 600 paper white in HDR, so when you play with HDR you will notice the drop in brightness

#

but its not a bad thing

hollow thorn
#

i play in a well lit room so a dimmer display is a little bothersome

#

but i also know that increasing "Game brightness" increases paper white in an unfavorable way for true hdr, reducing the headroom for brighter highlights.. so i used exposure instead to make it more up to what i prefer in brightness

#

for hdr

languid wave
#

They're mostly the same, but minor technical differences. Exposure is before snapping the photo whereas game brightness is like when printing to paper. Exposure will eventually be modified by contrast, but game brightness won't

hollow thorn
#

oooh okie

#

even after switching sdr to srgb, i find i much prefer sdr with renodx than hdr for ff14 ^^;

languid wave
#

Exposure is more like how your eyes/camera see light, and game brightness is more how your display/environment show it

hollow thorn
#

it may just be that im not fond of how ff14 looks in hdr XD

languid wave
#

When you say SDR, do you mean unmodded?

hollow thorn
#

yes, or with renodx set to uhhh these settings

pastel magnet
#

the default settings of the mod are virtually how the vanilla game looks in SDR with highlights lol

hollow thorn
#

and with windows' hdr disabled

hollow thorn
languid wave
#

I'm not sure how None works here. Does DICE not work with 80/80/80?

hollow thorn
#

not to mention that in gameplay, some things being brighter than others can be quite distracting vs. the display being a continuous brightness

hollow thorn
#

i prefer none to dice

#

sec and i show diff

pastel magnet
#

you just want stuff to clip to 1?

hollow thorn
#

idk what 1 is

languid wave
#

Actually since you're on SDR and there's no gamma correction slider you're doing 2.2 on top of your display's 2.2, so double contrast

#

But other than that, I'd imagine mostly panel stuff

hollow thorn
#

and the only sliders that work with none set are the peak and game brightness, and the bottom 3 game specific ones

#

everything else doesnt work

pastel magnet
#

none doesn't apply any tonemapping/color grading.

hollow thorn
#

thats with "none"

#

tryna think of a good place where the diff between dice and none can be shown

#

maybe gold saucer, very contrasty

#

lots of colors

languid wave
hollow thorn
#

o

languid wave
#

None would have the SDR clipped hues. I'm pretty sure the DICE setup had linear hues which make what's yellow in SDR look pinkish in HDR

#

Any tonemapping will have a bit reduced highlights compared to None, since that's how tonemapping works in general

#

Dice shoulder could be pushed up higher to delay when it starts decreasing highlights

hollow thorn
#

dice vs. none vs. unmodded, all sdr

#

oh yeah, it is a lot more contrasty

stone hearth
# hollow thorn i prefer none to dice

none works exactly like the vanilla game. Using DICE will look a bit more dull (because the game wasn't really designed for it) but you will get highlight details instead of it simply clipping it away. Compare none to dice while standing in limsa midday. The floor will have actual texture instead of being a white blob.

hollow thorn
#

nod nod

#

is there any way to get rid of the extra contrast?

stone hearth
#

uhhhh not sure, is it the black floor offset?

hollow thorn
#

i have that set to 0.000

#

oh yknow what, it might just be because my ingame gamma is set to 50

#

lemme compare rq

stone hearth
#

wait nvm idk what you're referring to, occured to me that what I'm seeing in the above pictures is just 2.2 vs srgb gamma

#

but that wouldn't be an issue for you in sdr mode on your monitor

hollow thorn
#

usually i have the ingame gamma set to 0 (as thats when the x is barely visible, according to the isntructions in the settings)

#

but i increased it to 50 because i thought i rememberd this mod required it to be set to 50

stone hearth
#

it does yeah

pastel magnet
#

shouldn't be necessary anymore with the latest nightlies.

stone hearth
#

ah, nice

stone hearth
#

yeah, would point to a calibration issue on the monitor

pastel magnet
#

gamma correction at 50 = no gamma correction

hollow thorn
#

weird

pastel magnet
hollow thorn
#

ye, following the instructions it says, full screen mode gamma set to 0 is when the x isnt visible

#

with my monitor set to srgb mode, so i cant control pretty much any of the color calibration settings, not even gamme

spring copper
hollow thorn
#

gamma*

#

literally just brightness (100), local dimming (which is off)

#

thats it

#

when my color gamut is set to srgb

pastel magnet
hollow thorn
flat laurel
pastel magnet
#

also oh god this game looks terrible in SDR

#

take me back

spring copper
#

No, you will play with the washed out grey slop

hollow thorn
#

very...

#

green

#

and dull

#

im not sure why, but it really just doesnt look great to the eyes

#

even comparing hdr video on my phone to my monitor

#

my monitor just doesnt really look near as appealing

#

i know its oled vs lcd, but still

hollow thorn
languid wave
hollow thorn
pastel magnet
hollow thorn
#

lights at the edge of the screen being affected by vignette; none on the left again, dice on the right

hollow thorn
novel kelp
#

What if you turn vignette off?

hollow thorn
#

looks fine with vignette off

languid wave
hollow thorn
#

but the UI still blends differently with dice. not worse, just differently

#

vignette is absolutely worse with dice XD

stone hearth
stone hearth
hollow thorn
#

aoc?

#

oh oh

#

yeah

hollow thorn
pastel magnet
#

note that this game doesn't have real tonemapping, it's literally a saturate call

hollow thorn
#

im guessing dice does, though

#

oh, do they not artistically use color grading? guild wars 2, another mmo i play, uses color grading as a sort of artistic thing, can differ per zone and even per area in a zone

#

but guild wars 2 doesnt aim for anywhere near "realistic" colors; its a rather painterly looking game

stone hearth
# hollow thorn this model

so it's not gonna solve all your problems, but go into the nvidia app, system, displays, color, then scroll to color channel. Select green and set the brightness to 99 instead of 100.

hollow thorn
#

dont have an nvidia gpu x)

#

lemme see if amd has somethin similar

pastel magnet
hollow thorn
#

nope lol

stone hearth
#

RIP, not sure what you'd adjust there

hollow thorn
hollow thorn
stone hearth
#

I actually tried tweaking it when I had to hook up to my igpu before. I think I did hue + color temp, but was never happy with it

hollow thorn
#

i have a 2080ti, but it has no cooler lol

#

the fans died

#

and idk of any aftermarket coolers for a 2080ti

#

that arent just waterblocks

languid wave
#

I'm dealing with Mass Effect trilogy now and they also have some hard clips for luts despite having 1-2 tonemappers. Tunic was hard clip and sample lut, so I had to do stuff to make flames yellow again

hollow thorn
#

it also has a shitty heatsink (dual slot, 2 fan card.. so the cooling solution is absolutely not sufficient for the card)

#

so i got an rx 6750xt to replace it :>

#

id love to find a replacement cooler for it tohugh, a better one

#

this game does not like amd cards

pastel magnet
hollow thorn
#

yeh its fine, nw

#

not a big deal at all

#

just interesting and curious is all

tawdry maple
#

contrast goes to die when i enable hdr, but renodx still makes it worthwhile in ffxiv

#

but i run my monitor in srgb mode when set to sdr, so i don‘t have to adjust from oversaturated colours

#

lg luckily does not lock brightness when using their srgb mode

hollow thorn
#

my 1080p monitor had that, locking brightness in srgb mode

#

but my last monitor and this one dont, fortunateyl

#

(not enough desk space for multi monitor D:)

winged nexus
hollow thorn
#

the crashing stops when either renodx or rest is removed

ocean zealot
#

The config is old now

hollow thorn
#

oh

#

is there a better one?

ocean zealot
#

I am using both Reno and REST

#

Let me just send my rest.ini

#

I have updated my preset anyways

#

Just haven't posted the update here yet

hollow thorn
#

the latest ReshadeEffectShaderToggler.addon64 is from 12/22/2024, yes?

ocean zealot
#

Yep Alex hasn't updated it

hollow thorn
#

okie

ocean zealot
#

But the shader hashes have changed since 7.2

hollow thorn
#

nod nod

ocean zealot
#

So the included rest.ini doesn't work

hollow thorn
#

oooh

#

that makes sense :3

ocean zealot
#

Because SK + Rest is rip

#

I also don't know if there's issues when using REST + Reno + optiscaler

hollow thorn
#

yeh, i used to use SK but it kept causing issues. i love SK's framerate limiter, its the best around, but it also conflicts heavily with so much XD

hollow thorn
ocean zealot
#

Here

#

I might as well post my updated reshade preset

#

I have taken some new pics

hollow thorn
#

o

ocean zealot
#
  • comparisons with vanilla
#

works with DLAA/DLSS

#

just be aware if you end up using other depth based effects with DLSS, it'll render those reshade effects to that res scale

#

so it wont be fullscreen

hollow thorn
#

well, i dont use an nvidia gpu so i cant use dlss XD I do use optiscaler but only for native res FSR3 anti aliasing because the game's vanilla offering is awful

ocean zealot
#

I guess the same applies

#

anything that changes the base render scale breaks with other reshade depth buffer based effects

#

REST's xegtao is fine though 🤷‍♂️

hollow thorn
#

and thats without optiscaler

#

without dalamud, here's the crash popup:

ocean zealot
#

This has been followed?

hollow thorn
#

lemme check smthn

ocean zealot
#

Preset order & .fx should look like this

hollow thorn
#

still crashes

#

immediately on bootup

#

even without dalamud or optiscaler, game set to fsr, scaling @ 100, etc

#

if i remove the REST ini, but keep the addons, it doesnt crash

#

and i dont have any shaders enabled at all

#

in fact, i was wanted to grab REST so that I could try out some shaders

#

didnt wanna use shaders w/o it

#

im using the latest snapshot of the ff14 renodx addon.. lemme see if the crashing persists with the version on nexus

#

yup, crashing doesnt occur with the version on nexus

ocean zealot
#

🤷‍♂️ I am using the latest snapshot + reshade 6.5.1

hollow thorn
#

but the whole screen is extra dark

hollow thorn
#

with the version on nexus, game looks like this lmao

ocean zealot
#

Pretty sure Nexus version no longer works

hollow thorn
#

i've found that happens sometimes

ocean zealot
#

Thats why I pointed people to using the snapshot

hollow thorn
#

optiscaler had that issue not long ago, for example, where the latest versions were crashing on amd gpus specifically

ocean zealot
#

AMD having problem #2523529582930582035

#

I dont know

hollow thorn
#

buy me an nvidia gpu XD /j

#

i'd switch back to my 2080ti but it doesnt have functional fans lol

#

and i cant find an aftermarket cooler for it

#

evga 2080ti black edition

#

b-stock 2080ti lmao

ocean zealot
#

RIP

#

Welp

#

time to pester Shortfuse

#

get him to do the graphics rewrite

#

so you dont need REST anymore

hollow thorn
#

"amd cant figure out how to work properly"

#

lmao

ocean zealot
#

Someone really has to like this game + actively play it to continue updating

hollow thorn
#

its nbd, ill just go without reshade shaders

#

maybe shortfuse/etc can figure out why renodx+rest is crashing on amd (if its only amd)

mint pollen
#

yea following forge's latest post with his preset and reshade 6.5.1 with the snapshot from a few days ago 14 just crashes on startup - edit yea forge's rest config does not like amd game launches without it

ocean zealot
#

Me purposely sending a zip bomb

#

I dont know if this is a skill issue on my end

#

I havent seen Alex post an updated 7.2 REST ini

#

and I've not seen one posted anywhere else

pastel magnet
#

ah right i should update the nexus version

#

crap.

#

anyway i don't use REST so i can't help with that.

pastel magnet
ocean zealot
#

discord search is failing me atm

pastel magnet
#

What would a rewrite of the mod accomplish?

#

Because unless there is a reason for it, I'd rather spend my time doing other things.

#

And regarding graphical improvements, what would be changed? Because none of my current gripes with this game's visuals could be fixed with shaders

#

The reason I haven't done much to this mod, it's because it's finished to me, there is some things that could be better like the hue correction, but it's not something I'm losing sleep over it, if you think there is further work that could be done, I'm open to do it

tawdry maple
#

I would appreciate the ability to disable bloom instead of just reducing its radius, if that’s even possible

#

The game used to have a toggle for it before 7.0, but doesn’t anymore

ocean zealot
#

Appreciate the ask Maple, if I was to mention off the top of my head

1.New bloom shader replacement The current one in game looks bad. Especially during the night. Its looks like a bad blur filter on anything that is being lit like windows or is considered glowing.

2.Better AO Even with the inclusion of gtao with 7.0 the game looks flat? Various meshes just look like they're floating in their environment and dont look grounded. REST's xeGTAO with vis bitmask does a better job imo hence why I use it

3.Better GI/IL To help with the flat look of the game

4.Better shadows#1278435249025581066 message look at the first vanilla pic, the brazier isnt shadowcasting unless it is but skylighting is just very high? Mixed bag, some areas have good shadowcasting from light sources other times its like that pic

Thats about it for me, but all the above outside of Bloom shader would be outside of the scope of Reno? I imagine this is what Shortfuse would 'upgrade' from a graphical perspective. Grading is fine to me, there's no griefed LUTs, I just like using D93 to remove the yellows but thats personal preference

#

Right or as Twamy mentioned if theres an option to disable vanilla bloom

hollow thorn
#

Is there a different way?

pastel magnet
#

i wasn't lying when i said i was happy with how the game looked.

hollow thorn
#

ah, neat XD I'm pretty much the same, mostly just wanted to mess around with them. I dont think the game looks bad or needs improving through reshade, besides perhaps using reshade for gpose shots

#

but the UI is hidden for those anyways

#

im quite happy with how the game looks in scrgb sdr with this reno mod. if only my display's hdr wasn't so terrible XD

ocean zealot
#

For games you need to create that mask manually to fit the HUD

#

FFXIV already has a mask available but it only works with default UI layout

#

So if you've adjusted, scaled the UI and so on, you'll have to redo the mask

#

You're telling Reshade 'hey, don't apply X .fx within the designated area of the mask' but it's janky since what if the UI at that moment in time isn't being used?

You'll end up with an area of your screen lacking X .fx being applied. TLDR it isn't dynamic and can't respond to UI changes

hollow thorn
#

yeh i know about ui mask, kinda wanna avoid it XD

fossil crypt
#

maybe i'm hallucinating this but i seem to remember learning this at some point

ocean zealot
#

No sure, since FFXIV tends to get more custom work done. The basic idea for the generic UI mask shader is that you create your own mask and the shaded areas aren't affected

#

By again that isn't dynamic

#

Unless

#

You hotkey a couple different masks

#

Then swap them depending on the UI present

fossil crypt
#

it's not a static ui mask like you described, that's honestly kinda realistically unusable in basically 90% of games

#

in any case i don't know where that ffxiv keepui shader comes from. it might've been distributed with gshade? either way i remember it working perfectly and myself not understanding how it can work with its code being so short (years ago back when I didn't really grasp that it just reads alpha)

novel kelp
ocean zealot
#

Gshade

#

Haven't heard that in a while

echo bramble
#

ffxiv did use the alpha channel as a ui mask in previously in shb/ew, not sure of the current dt expac with the graphics update

fossil crypt
#

return float4(lerp(tex2D(Common::AcerolaBuffer, uv).rgb, originalCol.rgb, originalCol.a * _MaskUI), originalCol.a);

#

yeah it just reads alpha

hollow thorn
#

im 90% positive that it shouldn't have colour

#

Forge's REST config is probably much much better.. if I could ever get it to work alongside renodx XDD

ocean zealot
#

Probably SDR shader shenanigans

#

REST's xegtao work with Reno

#

What I can do is just send you the .ini with the different groups disabled one by one?

#

And we can see which one exactly causes the issue

#

Unless the whole ass thing is just at fault

hollow thorn
#

well, i know removing your ini entirely allowes rest to work. as for disabling groups one by one, i already know how to do it :3 ill give it a try, actually

hollow thorn
#

lmao... wanna know what the cause of the crashes is?

#

setting this to ffxiv causes it to crash

#

that's all

#

im positive that setting is fundamental to the entire config you use, too XD

#

but even with a fresh config file, absolutely no groups set up at all

#

setting resourceshim to ffxiv causes the game to crash on boot, on my gpu

#

dont have a linux distro set up to test if linux drivers are better XD

#

probably not impossible that dxvk/vulkan might also fix the issue

ocean zealot
#

thats all Alex's stuff

#

I havent touched / changed those

hollow thorn
#

Yeh