#✅RenoDX: God of War Ragnarok

1 messages · Page 1 of 1 (latest)

thorn leaf
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Nexus: https://www.nexusmods.com/godofwarragnarok/mods/144

**Summary **
Fixes and improves the game's HDR rendering pipeline by correcting PQ encoding, replacing broken brightness slider logic, and enabling accurate brightness scaling. Preserves the original tonemapper with optional Vanilla+ enhancements, and adds configurable controls for exposure and bloom. Also bypasses the game’s flawed gamma correction logic for accurate contrast and black levels.

Key Changes

Tone Mapping Shader (0x4D780747)

  • Preserves the game's vanilla tonemapper.
  • Adds Vanilla+ mode:
    • Disables the game’s built-in exposure logic.
    • Adds a new exposure slider (ColorGradeExposure) for adjusting exposure cleanly when Vanilla+ is enabled.
    • Applies brightness scaling after tonemapping using ToneMapGameNits to preserve hue, contrast, and saturation.
    • Dynamically recalculates peak_nits and min_nits based on gamma correction and game brightness for accurate tonemapping.

Final Output Shader (0x903B49C1)

  • Applies proper sRGB → 2.2 gamma correction at the end of the pipeline, just before BT.2020 → PQ encoding.
    • This bypasses the game’s flawed gamma correction, which appears to be an incorrect curve fit attempting to correct sRGB to 2.2 gamma.
    • The original logic likely stemmed from developing on 2.2 gamma displays while encoding in sRGB in SDR.
    • Applies when Vanilla+ is enabled.
  • Converts BT.709 → BT.2020 → PQ.
  • Supports both the game's approximation curve and proper HDR10 (ST2084) encoding.
  • Does not affect UI or the HDR calibration image.

HDR Calibration Menu Shader (0x4BB65477)

  • Updated to reflect the same logic as the main scene:
    • Includes brightness scaling and peak/min nits adjustments.

Bloom Shader (0xC66F9B98)

  • Adds a bloom strength slider (FxBloom) for controlling bloom intensity independently in HDR.
Nexus Mods :: God of War Ragnarok

Partial rewrite of the graphics pipeline to fix HDR and add controls for tonemapping, paper white, hue correction, and color grading.

timber holly
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just in time for my upcoming playthrough fresh off the heels of platinuming the first game

young jungle
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I love you musa

lean sluice
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Other thread now being read only, I'll just complement the UI brightness slider talk thing here briefly :
Even at zero, vanilla slider makes it waaay too bright, is there any way its value could be overriden by a mod ? (Not a RenoDX hassle of decompiling all its UI shaders but something similar to an engine.ini tweaks for UE games)

Anyway, regardless, thanks for the RenoDX build Musa 🙂 Eventually gonna discover this game looking its best possible ig

thorn leaf
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idk how to override the cbuffer

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reno doesn't have that functionality built in

lean sluice
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Oh that's what would be needed ? It couldn't be just like forcing it to go to like "-10" ?

thorn leaf
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in some games like witcher 3 you can edit the menu slider values in some json or ini files i think

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so you can select like 10k nits for peak brightness for example

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doesn't exist for gow afaik

north flame
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wrong description in nexus page

thorn leaf
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fixed

lean sluice
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Yeah I can't find anything about that, not even the HDR calibration values in any config file

north flame
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@thorn leaf maybe you can clamp some of the combat ui

thorn leaf
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Ya I guess the main HUD elements

young jungle
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musa is there the same thing jdsp mentioned on ps5

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gamut expansion linked to peak brightness

thorn leaf
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haven't seen anything like that

lean sluice
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I don't really understand the peak override toggle, it's dynamic ?

thorn leaf
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the toggle lets you override it

lean sluice
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So if it's already using 1000 nits, no need to override ig

thorn leaf
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ya

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sometimes people with multimonitor setups get the wrong value

lean sluice
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ok 🙂

young jungle
north flame
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i guess just the cursed gamma stuff they did

elder trench
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Unsure if it carries over to the PC code, but that's how the console is

north flame
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probably the dumb exposre thing they done

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i dont think theres any difference between the two version

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gamingtech's video also suggested that

dusk dune
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What are good exposure values? I find that the default 1.0 is overly bright.

north flame
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default 1 looks fine to me

dusk dune
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Well my monitor doesn't help, 600 nits IPS. Shadow areas are a bit bright

north flame
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you are basically on a fake hdr screen

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the best you can do is just eyeball it and find the setting you like

dusk dune
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thats true. I use PD80_03_Filmic_Adaptation to help with highlights and contrast.

north flame
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ips is typically 1000 contrast ratio, when you have 600 nits peak, your min brightness is like 0.6 nits

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0.6 nits looks super washed out on an oled

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how does the native hdr look like on your screen

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it looks super crushed on an oled

dusk dune
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Native HDR is mostly ok actually

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very little changes with the mod on IPS

north flame
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ya it should be like that

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this mod mainly changes the shadow detail

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which is crushed in native hdr

dusk dune
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On IPS shadows are dark but not too much

quasi basalt
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Its okay to keep in game HDR settings to default 50/50 im assuming?

thorn leaf
quasi basalt
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but peak was stuck to 823 on my 790 dispaly

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with or without vanilla+

thorn leaf
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Override peak setting will let you set it to whatever you want

quasi basalt
boreal bane
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i tried yesterday and it looked good. is there a way to disable vignette? there was mod that stopped working when the game got patched

north flame
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HDR defaults / renodx 224 nits bloom 75

boreal bane
north flame
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YA

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you need to rename dinput8.dll from folder !ASI_Loader_x64 to winmm.dll and copy to game folder

manic pike
# thorn leaf Nexus: https://www.nexusmods.com/godofwarragnarok/mods/144 **Summary ** Fixes ...

Tried this out yesterday after using the native hdr for many hours. Is it expected that the perceived contrast in the mid tones of the picture should look a little lower? I can definitely see the black level crush being fixed but some details like the cravings on the max level axe for example look kinda… flatter? I’m assuming this is because I’m used to what is basically extra contrast from their default curve but I’m unsure. I can send some example screenshots when im home

thorn leaf
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Their default curve was crushed

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I think it actually made colors go negative

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It was extremely cursed

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It’s all cause they fucked up some other stuff and tried to paper it over by slapping on a contrast boost

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Right now what I have is mathematically correct but I didn’t add any color grading sliders

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I can add them at some point

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The devkit was acting weird so I couldn’t figure out where to slot in the sliders

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But I should be able to figure it out eventuality

manic pike
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I see I see

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I’ll throw some jxr screenshots up when I get home. It seems like I’m probably just seeing the byproduct of me getting used to the contrast boost but it just feels like stuff is less detailed? Hard to describe

manic pike
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@thorn leaf jxrs of the on and off. I can see the there is more detial in the dark caveish area in the distance with the tweak on but the fine detiail on kratos' model and weapons looks worse? maybe im insane

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also is ui hitting several thousand nits unavoidable? seems to still happen with the addon

thorn leaf
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I woudl have to fix up every ui shader separately

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I just have ui on the lowest setting

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still fairly bright though

manic pike
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its a very minor issue honestly

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was just curious

thorn leaf
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the problem is the game uses shader model 6.6 and a new feature which the decompiler doesn't know how to deal with so it requires annoying manual fixes

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for each shader

manic pike
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10000nits on the ui but its probably so few pixels that it doesnt actually look bad tbh

thorn leaf
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my biggest issue with the game besides black crush was the brightness slider applying before tonemapping

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so setting it to anything other than default fucked with the image

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rather than just making it brighter or dimmer

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I play with 100 game brightness in reno

manic pike
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the exposure settings?

thorn leaf
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the in game brightness slider doesn't work like a normal brightness slider

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it acts like exposure

manic pike
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oh you mean you play with ingame brightness maxed with reno

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i thought you meant reno brightness

thorn leaf
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renodx game brightness i have set to 100

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the in game slider doesn't do anything when you select the new tonemapper

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with the vanilla hdr changing the in game brightness slider was borked

manic pike
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gotcha

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im seeing 964 nits max with 1000 set

thorn leaf
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if you set the exposure slider to something super high like 99999 it should show you what peak you're getting

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ctrl click to set custom values

manic pike
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yeah 964.25

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set to 1000 in the slider

thorn leaf
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thought I set it up properly but I'll have to double check

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I guess just increase until it hits 1000

manic pike
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fair

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thoughts on the jxrs i posted? im just insane?

thorn leaf
thorn leaf
thorn leaf
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do you have hdr10 encoding set to pq

manic pike
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one is the defaulk and one is with the tweak

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yeah

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ill post screenshoot

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the game brightness slider changes it

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100 gets me the same result as you

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but that should not be changing it, no?

thorn leaf
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if you do override peak brightness and set to 1000 does it work fine?

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your tv's edid might just be telling the game you have a lower peak than 1000

manic pike
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doesnt work

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same thing

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you have what im guessing is paperwhite value

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game brightness

thorn leaf
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ya game brightness is paper white

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it should work the same regardless of paper white

manic pike
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it changes it

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default 203 vs 100

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wait i did it with override not at 1000 there oops

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yeah lower paperwhite seems to raise the peak then start to lower it as you get closer to the minimum value. very odd

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unless its an issue with the measuring tool but that seems unlikly

thorn leaf
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don't think it's an issue with the measuring tool

manic pike
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all other settings are unchanged

thorn leaf
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guess I just gotta double check the math for the slider

#
  float peak_nits = min(4000.0f, ConstBuf_constants_m0[4u].z);
  float min_nits = max(9.9999997473787516355514526367188e-05f, ConstBuf_constants_m0[3u].w);
  float exposure = ConstBuf_constants_m0[4u].x;  // brightness slider

  if (RENODX_OVERRIDE_PEAK_NITS) {
    peak_nits = RENODX_PEAK_WHITE_NITS;
  }
  if (RENODX_TONE_MAP_TYPE) {
    min_nits = 0.0001f;
    exposure = 8.f * RENODX_TONE_MAP_EXPOSURE;
    float scale = 100.f / RENODX_DIFFUSE_WHITE_NITS;
    peak_nits *= scale;
    min_nits *= scale;

    float invDiffuseWhite = 1.0f / RENODX_DIFFUSE_WHITE_NITS;
    peak_nits = renodx::color::correct::Gamma(peak_nits * invDiffuseWhite, true) * RENODX_DIFFUSE_WHITE_NITS;
    min_nits = renodx::color::correct::Gamma(min_nits * invDiffuseWhite, true) * RENODX_DIFFUSE_WHITE_NITS;
  }
manic pike
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we have passed my understanding lol

thorn leaf
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I should be able to figure it out

manic pike
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dope. lmk if you need any other imput.
Going back to the jxr thing, can you really not see a difference on his character model between the two? maybe i am crazy then

thorn leaf
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I mean contrast is a little different

manic pike
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im guessing if you boost the contrast back up at all its just gonna reintroduce the black crush, isnt it?

thorn leaf
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ya

manic pike
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ya know what

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it might be the peak nits actually

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im zooming in on the detailing on the axe blade. it does look a lot dimmer in the fixed version

thorn leaf
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could be it

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might be partially from the difference in contrast

manic pike
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so the higher contrast looks better on character models but crushes blacks in the environment. that sounds like a fundamental issue with the hdr implementation or just the lighting in the game in general.

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ik some games raise the brightness on character models intentionally so they remain more visable for gameplay purposes

thorn leaf
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ya, though i dont recall ever seeing that in this game

manic pike
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could be a fundamental part of the models, no?

thorn leaf
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just how they look

manic pike
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yeah

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whats the simplist way to just turn up the contrast? ik this version of the addion doesnt have all the sliders visable

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just wanted to check if thats what im seeing

thorn leaf
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lilium black floor fix i guess

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ther's a gamma slider in it

manic pike
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dope thanks

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so im assuming this is a trait of the fixed curve but heres another example

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this is with adjusting to peak settings manually to hit 1000

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non peak highlights like this area on the floor get visablly dimmer by 100+ nits if i mreading the graph right

thorn leaf
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partially that and their broken pq curve

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you can turn off the screen shake

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makes it easier to compare

manic pike
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should be visible there. black level crush is visibly fixed but a highlight at the 300-400 range also gets dropped down in brightness

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dropping gamma with lilliums does seem to fix it but with the adverse affect of messing up the rest of the image

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makes me think is a biproduct of fixing the curve and/or contrast reduction

heavy atlas
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this looks so much better than vanilla it's nuts

heavy atlas
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@thorn leaf it is great what's odd is it looks better on my alienware qd oled versus lg c9. It's because the c9 is capped to 800 nits and subsequently all non capped highlights go to like 600ish nits or less which are all lot of highlights in this game

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most games look better on the c9 due to the alienwares agressive abl and low peaks outside 10%

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i think just having the peak at 1000 for all screens will fix it

heavy atlas
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the burn mark here is 800 nits at peak 1000 and under 700 at peak 800 nits

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maybe even less i can't recall

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here's a direct comparison between 800 peak and 1000 peak this bright area seems very dim at 800 nits

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even though it's hitting almost 700 nits

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almost the same image at peak 1000 the highlight is much more pronounced

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i dunno if I am just monkeybrained on the highlight brightness but I think it's a problem with the game have so many highlights that don't reach peak and when you compress the curve to 800 nits peak it makes anything under it feel less impactful

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then we have this scene which is over 2k nits haha

thorn leaf
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it's cause I fucked up some of the math and peak is lower

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I'll prob have it fixed tomorrow

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if you wanna find out what the actual peak you need to put in is

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ctrl click on exposure slider and set it to 9999999

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then you'll see what peak you're actually hitting

north flame
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the sun does hit 750 nits with peak set to 800 nits

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775 actually

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its probably working as intended

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not every highlight hit the peak brightness

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with exposure set to 9999999 its 785

north flame
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its nowhere near "very dim"

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and the 1000 peak looks blown out

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but im on a lg c2 so it should be blown out i guess

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if you pay attention to the highlight details on the rocks

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the peak 800 looks way better imo

heavy atlas
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as i said almost no games look better on my qd oled monitor versus c9 so it's odd

north flame
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this game has relatively low apl

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so it is possible that it looks better on your od oled monitor (im assuming you are using the 1000 peak mode)

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the highest apl i found is like 70

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which means no abl on your lg c9

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but thats the highest

heavy atlas
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makes me want the s90d its so cheap tight now

north flame
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its only 30 apl here

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so no abl on your qd oled monitor as well

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since its peak 1000, it defnitely looks better

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25 - 30 is where the abl kicks in on most od oled monitors (peak 1000 mode)

heavy atlas
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the shot with the severed bruned drsgon head looks amazing on qd oled

north flame
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that probably another issue

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lg c9 doesnt have color boost

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which was a feature introduced on the c2

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and color boost is disabled in game mode

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if i switch between fm mode and game mode

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that dragon head ss does look much bettter in fm mode

heavy atlas
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i dunno i just pkayed split fiction with unreal reno and it looked amazing on the c9 game is okenty colorful

north flame
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ya it really depends on the content

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in gow its very noticeable

heavy atlas
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the 77 inch s90d is under 1800 right now

north flame
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if you try these runic attacks with blades of chaos

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im pretty sure its better on your qd oled

quasi basalt
thorn leaf
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So higher paper white slightly decreases peak

north flame
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with maxed exposure

thorn leaf
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think I fixed the math

thorn leaf
viscid lark
heavy atlas
thorn leaf
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Otherwise the same

quick cove
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The game also crashes every 45 mins with this mod

heavy atlas
thorn leaf
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could be overlays

quick cove
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On the latest drivers and over lays are off

thorn leaf
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can you post reshade.log next time it crashes

quick cove
quick cove
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?

thorn leaf
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It shows dx11 devices. Usually that means something dx11 being injected like overlays

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I had code somewhere for ignoring dx11 if the game is dx12

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Just gotta find it

quick cove
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I’ve turned off Microsoft over lays and nvidia overlays. Are there any more?

heavy atlas
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steam

thorn leaf
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When I get back home tomorrow I can just add the code that blocks dx11 stuff and that should be enough

thorn leaf
quick cove
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tried it. it still crashed but took longer than 45 mins. was able to play for a decent amount of time beffore it gave me the same error message. ill post my log

thorn leaf
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discord overlay maybe?

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they turned it on in an update

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idk what else could be causing it

manic pike
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i feel like i must be doing something wrong lmao

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am i insane or does the game look less saturated with the fix applied

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vanilla tonmapper/vanilla+ tonemapper

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addon uninstalled^

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looks the same as vanilla tonemapper

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idk if im just crazy but it feels less saturated and flatter but i cant point to why

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@thorn leaf

thorn leaf
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The vanilla tonemapper has more contrast since it clips blacks

manic pike
thorn leaf
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I guess so

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In darker areas you won’t be able to see any details with vanilla

manic pike
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i suppose if i've played the game a fucking lot with the more contrastly look i can tell the difference

manic pike
thorn leaf
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The last update I put out made it so highlights reached peak

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The math was slightly off before

manic pike
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is that expected?

thorn leaf
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I think so

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Tonemapping isn’t the very last thing in the pipeline

manic pike
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i suppose its probably single pixel type stuff and wont actually cause and perceivable clipping?

north flame
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probably just some grain go above 1000 nits

manic pike
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ah maybe

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i didnt actually check to make sure i had everything disabled that you can disable

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playing ow2 with buddies now

heavy atlas
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The game has muted HDR on lg oled

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@manic pike

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on a qd oled woth reno it's legitimately amazing though

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maybe recent woleds too

heavy atlas
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on my 1000 nits monitor they do, I have considered just running the game with a little blown out highlights to help with that

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not sure

viscid lark
manic pike
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@thorn leaf did UI get excluded in the new version? im seeing ui hit 10k nits

manic pike
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could have sworn the older one did but maybe im tripping

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thanks

thorn leaf
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Ya mod never touched UI

manic pike
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i suppose i could just use a reshade shader to just tonemap the ui peaks down and it should have no effect on the rest of the image? cause nothing but ui actually goes over 1k

viscid lark
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I think the game has lots of shaders for ui, that's why Musa didn't fix it

thorn leaf
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otherwise it would be extremely tedious

manic pike
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Gotcha gotcha

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Thanks

manic pike
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@thorn leaf its time for my bianual replay of this game and i noticed something. vanilla+ seems to reduce color percentages to almost entirely bt.709. Was not supposed to use wider gamuts to begin with and it was just an issue with their defualt hdr or is this a byproduct of a fix you employed?

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bad scene for this, sorry lol

thorn leaf
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There weren’t any colors outside of bt709 before, they were caused by their fucked up gamma correction returning negative values which is interpreted as WCG but it’s actually just clipped colors

manic pike
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ah so the game just lacks hdr color

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and with not fucked up hdr it doesn't push outside 709 unintentionally anymore

thorn leaf
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I could add a different type of gamma correction that’s not actual srgb -> 2.2 correction as your display would do it in sdr but looks nicer and has wcg

manic pike
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i meannnn

thorn leaf
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That’s what I did in hitman and some other games

manic pike
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yes please

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this is my favorate game so

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anything to make it better and im sold

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im still pissed off that they never brought the RT aligned cube maps to pc

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im assuming it would preserve the native hdr "incorrect" color representation

thorn leaf
manic pike
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I’m assuming this should match native HDR color?

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its for sure much better than the old method

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vanilla/2.2 per channel/2.2 by luminance with per channel chrominance

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only question would be is the gamut being much bigger with the new method just over saturation or is it actually revealing colors that exist in the assets @thorn leaf

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it feels like more detail but I'm not testing very scientifically

thorn leaf
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color doesn't come from the assets but from per channel contrast (in this case gamma correction) increasing saturation

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its just doing the saturation increase in a more uniform way that doesn't shift hues

manic pike
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so regardless of the method

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native, v1, v2

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its still technically a saturation increase over sdr

thorn leaf
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they have some fucked up gamma correction in vanilla

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it also increases saturation

manic pike
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i meant sdr, typo

thorn leaf
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sdr is assuming they made it on 2.2 gamma displays

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thats what its emulating

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2.2 per channel gamma correction is matching that

manic pike
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id imague they did if they actually implimented gamma correction

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well

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some version of it

thorn leaf
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ya

manic pike
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Something about the color still feels weird, better, but weird

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Though I suspect it’s because I’m comparing to color that’s been through their gamma correction situation

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Is it possible there’s any hue shifting happening in their pipeline that you presumably bypass in vanilla plus? I’d imagine not but feels like it

thorn leaf
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thats just what the gamma correction is doing

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only other thing vanilla+ does is correctly set the min and max nits parameters to account for the gamma correction

manic pike
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Gotcha

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The analysis tool defiantly shows it should be more saturated but it still looks less in most situations

thorn leaf
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its not showing more saturation its showing wider gamut

manic pike
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But perhaps it only looks less because the black floor isn’t in hell

thorn leaf
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vanilla is more saturated because they add more contrast

manic pike
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Ah

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That would make sense

manic pike
thorn leaf
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it just means its farther outside of bt709

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well saturation and chrominance aren't the same

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don't rememebr the difference

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too lazy to look it up

manic pike
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Real asf

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So perhaps just a saturation slider exposed? Assuming that it can exist. I don’t know how the system for slider works when you’re not replacing the tonemapper

thorn leaf
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I can add that

manic pike
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Was their attempted gamma mismatch fix affecting the perceived contrast by lowering the lows or was it actually contrast slapped on top?

thorn leaf
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It was a curve fit

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Idk what they modeled it on

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Also they increased exposure a lot before applying tonemapping

manic pike
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🫠

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Perhaps contrast as well then

thorn leaf
manic pike
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I mean as a slider

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Optional of course

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But I’d understand if you’d wanna skip it

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I know adding sliders is a slippery slope lol

thorn leaf
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I’m fine with adding them but I’d have to see where to put it

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I just did what I had to in order to fix the game

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Since I already beat it on ps5

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Didn’t care for doing more

manic pike
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I don’t suspect blowout or anything of the sort will be needed so saturation and contrast is probably all you’d really need to add

manic pike
thorn leaf
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Where in the pipeline

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Saturation I can add at the very end but stuff like highlights and contrast would have to be before tonemap

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The snapshot was showing stuff out of order in the devkit

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So I’d have to mess around and look for it

manic pike
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Yeah I figured you didn’t go too deep sense this games hdr isn’t that broken compared to other games

thorn leaf
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It’s equally broken id say

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It’s just that I had no motivation since I think the game looks great

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Once fixed

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And I wouldn’t change anything about the way it looks now that I’ve fixed it

manic pike
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It doesn’t go over peak or look washed out which is more than most games can say

thorn leaf
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Ya

manic pike
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I’d rather back crush than washed out

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I’d appreciate it if you’d be willing to add those sliders but I also understand if you don’t care to lol

thorn leaf
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Maybe some day

manic pike
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I haven’t actually looked

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Does hdr look more saturated than sdr?

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Because of their correction

thorn leaf
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Ya

manic pike
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Ah

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So perhaps it’s better this way

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Alright now I sleep

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Thanks again lol

leaden peak
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would like to try this new file as well but getting a virus warning from bitdefender

dusk musk
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Its false positive add it to exceptions

thorn leaf
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I built the addon using clang

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The build process is faster using clang

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I can build it using ninja

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Which never gives false positives afaik

manic pike
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I don’t think I got a false positive from it

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But I could be misremembering

manic pike
# thorn leaf it just means its farther outside of bt709

Would you mind trying to explain why using a wider gamut doesn’t = more saturated? It was my understanding that a color, red for example, that was pushed further outside of 709 would appear “more red” or more saturated. Similar to when a gaming monitors sdr mode isn’t clamped so it over saturates the hell out of everything.

#

I know if you crank the saturation in reno it will use a wider gamut but is it a square rectangle situation? Saturation will stretch to a wider gamut but a wider gamut isn’t necessarily gonna be more saturated?

thorn leaf
#

Wider range of colors. Doesn’t necessarily mean it’s gonna use the colors more. Those monitors In sdr are mismatching the color primaries

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Having access to a Wider gamut might appear more saturated

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But in the case of Ragnarok here

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I’m taking chrominance from per channel and applying it to luminance

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So both images have the same chrominance

manic pike
#

Liliums shows what’s actively being displayed, right? Like after any processing

thorn leaf
#

Yes

manic pike
#

I’m thinking about how the gamut shows differently

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Cause that gamut looks way way way bigger but it’s not actually much more saturated at all

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Only in some spots

thorn leaf
#

It’s showing a wider range of colors but something like a saturated red won’t necessarily be more saturated, it’ll just appear as a different type of red

#

I mean it won’t have more chrominance necessarily, not that it won’t be more saturated. Don’t remember the difference but I should use the precise terms

manic pike
#

According to google chrominance is the whole package. Saturation, hue, luminance, etc

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Saturation is just how much grey vs pure color

#

So wider color gamuts could mean that it’s just a more red red

#

But it could also mean that they just have more shades of red to pick from?

#

Just depends on the situation

thorn leaf
#

@plain sable calls it chrominance but I’ve seen it referred to as chroma

#

The distance from grayscale

plain sable
#

Perceptual vs rigid math I think

#

Also could be "in gamma" like in YCC/YCbCr (which I guess is like perceptual)

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I did Saturation vs Chrominance in LA Noire to experiment with the differences in B&W

manic pike
thorn leaf
#

Correct would just be 2.2 per channel

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I’m not stretching the gamut

#

2.2 is basically just a contrast boost

manic pike
#

Expanding then, not stretching

thorn leaf
#

But it’s per channel

manic pike
#

I see

thorn leaf
#

I don’t like doing stuff per channel cause of hue shifts

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So I do it by luminance so it retains hue

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And then I take the chrominance from per channel

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And that’s just how the gamut ends up

manic pike
#

So that would imply that this games hdr was intended to lack colors outside of bt709

thorn leaf
#

I’m not expanding the gamut intentionally

manic pike
#

It only happens to have some fall outside it in native because of the fucked up correction

thorn leaf
#

The game’s hdr actually has a clamp

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It could have some colors outside of bt709

#

I’d have to check

manic pike
#

That’s… odd

thorn leaf
#

But if they’re clamping stuff then they probably didn’t even do anything outside of bt709

#

Can’t remember if I saw color conversions to wider gamuts used

manic pike
#

So what you added last night was a different gamma correction method that results in a wider gamut but it’s technically less “correct?”

#

Just may be preferred

manic pike
thorn leaf
#

You have to emulate their incorrect math because that’s the intended look

manic pike
#

Which is what gamma correction is, no?

#

It’s just that some gamma correction methods also have an effect on color

#

If I’m understanding right

manic pike
thorn leaf
#

2.2 per channel is the real intended look

manic pike
#

Which is the original method, right?

#

If you can remove the clamp is a whole separate thing

thorn leaf
#

the clamp is literally just 3 lines of code, one for each channel

manic pike
#

Oh lmao

thorn leaf
#

idk if there's any actual wcg to recover though

manic pike
#

I’ll be home in like 4 hours if you don’t wanna reinstall the game

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If you haven’t already

#

Before you push anything

thorn leaf
#

i have it installed

manic pike
#

Oh okay

north flame
#

any plan to cap the UI ?

thorn leaf
#

decompiling shaders in this game is a pain cause it has some stuff that the decopmiler isn't able to handle so it requires a ton of manual work

#

cap the ui would be a pain

north flame
#

maybe just some of them

thorn leaf
#

can't say i give too much of a shit about this game

north flame
#

Those in combat i mean

thorn leaf
#

already beat it and it was long af so i'll likely never play it again

north flame
#

i played this game four times

thorn leaf
#

2018 had an ass load of shaders for ui, hud would be a bunch of shaders

north flame
#

including two 100% playthrough

manic pike
#

Obviously this is a really patchwork solution but isn’t tonemapping overbright pixels a thing that can be done? I think I remember hearing about that

north flame
#

the first one was on the ps5 though

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fuck i bought ps5 to play this game

manic pike
#

Forbidden west too

#

A lot of Sony first party games are some of my favorite types of games

north flame
#

i dont like horizon games

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never played them on console

manic pike
#

I think the gameplay in the second game is really really good

north flame
#

i actually perfer the first game

manic pike
#

The first one was carried by the story and the novelty imo

#

Really?

north flame
#

i think the original zero dawn is the best

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remastered looks bad

manic pike
#

Gotta disagree there

thorn leaf
#

second game on paper is better but they took the bloat to a ridiculous degree

#

i think original zero dawn is ugly and so is remaster

manic pike
#

I think the second game has some of the best visuals in games

north flame
#

Forbidden west looks bad

manic pike
#

Strongly disagree

north flame
#

musa will agree

manic pike
#

Alright I replay the game and take hdr screenshots

#

I’ll prove my subjective option objectively correct

north flame
#

The hdr isnt too bad

manic pike
#

:)

north flame
#

with the right settings

manic pike
#

Yeah you just need to use liliums I believe

north flame
#

not really necessary

manic pike
#

Because the “shadows” slider is incorrect gamma correction

north flame
#

their shadow slider can work

#

Highlights is the more important one

#

default value 0 is really bad

#

at least reduce it to -5

manic pike
#

I’m not saying it looks horrible without it, it just looks better when you set it correctly

north flame
#

-7 is ideal

manic pike
#

I’ll have to reinstall

#

Actually I’ll do zero dawn remaster first

#

HDR in both is identical, yeah?

north flame
#

ya

manic pike
#

I’ll take some screenshots and blow your mind

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Just you wait

#

Lmao

thorn leaf
#

I think horizon games are hideous on an artistic level

faint horizon
#

The Horizon games look like what would happen if Thomas Kinkade dropped acid and decided to paint a robot dinosaur apocalypse. -- It's legitimately one of my least favorite art styles. Just color vomit.

thorn leaf
#

It’s more like if you gave a child access to photoshop

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I hate all the high frequency detail everywhere alongside the colors

#

It’s just sensory overload

faint horizon
#

I'm surprised that the environment artists aren't 80 year old American grandmas rather than young Dutch designers, because it looks like the Kinkade's on my Bubbe's wall

#

100%

#

The audio design is the same. Ten seconds can't go by without Aloy talking to herself.

#

It's a problem endemic to many Sony games. Way too much telling, not enough showing.

thorn leaf
#

"slop" as some would say

manic pike
#

@thorn leaf finally home
did you end up testing that color clamp thing?

thorn leaf
#

I can do it now

manic pike
#

that would be great

#

and sorry if that sounded rude. Dont mean to be pushy

thorn leaf
#

I'm adding sliders now

thorn leaf
#

sliders are gonna have to be per channel

#

don't really wanna decomp any more shaders

manic pike
#

what happened when you unclamped the gamut?

thorn leaf
#

nothing

manic pike
#

ah rip

#

wonder why they bothered clamping it in the first place then

thorn leaf
#

well i tested in a fairly desaturated area

manic pike
#

is it in the sliders?

thorn leaf
#

no its just unclamped if you set tonemaptype to vanilla+

manic pike
#

oh gotcha

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so if its there we'll see it

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apprecate it

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ill check it out when im done playing peak with friends

manic pike
#

vanilla/2.2 per channel/2.2 by luminance

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so they do exsit a little bit outside of bt709 with it unclamped

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ah wait

#

filmgrain got reenabled

#

might have been a bad test

manic pike
#

ive discovered something cursed

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default mod settings vs off

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i havent noticed shifting on anything else though so i have no idea why this would be happening

#

bumped highlights to 100 to exadurate the difference

thorn leaf
manic pike
#

gotcha

#

i was able to get that shifting to happen in mother red/orange stuff

#

did their default gamma correction have some form of shifting built in?

thorn leaf
#

its per channel

manic pike
#

Then what the heck is happening here lol

#

I’ll fiddle around with it some more tomorrow

thorn leaf
manic pike
#

Any theories on the hue shifting? I didn’t think anything had changed vs native that would make it shift

thorn leaf
#

looks fine to me

manic pike
#

i checked older versions and this always happens, i just hadn't noticed it

manic pike
#

also if thier original method was per channel shouldn't this shifting be impossible?

thorn leaf
#

there was ap1 used in the calibration menu

#

so wcg is there

#

I just can't be arsed to add luminance tonemapping and do other stuff

manic pike
#

what of the hues though? is there anything that you're stripping out with vanilla+ from their native hdr that could be hue shifting?

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ive only seen it in fire effects going pink

#

let me see if i can see it anywhere else

manic pike
#

testing further and it seems to be only the muspelheim fire lave textures that are shifting

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thats a headscratcher to me

thorn leaf
#

All vanilla+ does is fix the gamma and set the max and min nits properly

manic pike
#

its also really strange to me that its happening to one type of texture only

thorn leaf
#

Does regular per channel gamma correction do it

manic pike
#

yup

silent shale
#

✅RenoDX: God of War Ragnarok

craggy roost
#

where i can install ?

#

the mod

thorn leaf
timber holly
#

@thorn leafany chance of an update to reshade 6.6?

thorn leaf
#

Does it not work

timber holly
#

nope

#

for some reason this happens

lean sluice
#

Works for me

timber holly
lean sluice
timber holly
#

weird right

thorn leaf
#

maybe snapshot works

lean sluice
#

Yeah, I'm running SK and loading ReShade64 in root alongside the addon

#

& I use some snapshot from idr when

timber holly
#

hmm, im using Display commander, doesnt happen when i dont use it ill bug pmnox

timber holly
#

@thorn leaf i added the snapshot to the wiki, but i just realized that you pretty consistently only have nexus mods links and probably want clicks going through nexus, ill take it back off

thorn leaf
#

ya I want people to actually read instructions

#

so nexus is safest

spark cosmos
#

Hi there, my game completely freezes up when trying to change the scaling method. Without addon I'm able to switch between Scaling methods. I use latest ReShade version 6.6.2. Only terminating it through task manager helps. Drivers reinstalled with DDU already.

thorn leaf
#

Are you using driver override to use a newer DLSS version?

#

Try the snapshot

#

Maybe it’ll work

spark cosmos
#

I was indeed using DLSS overrides. Disabled them, installed the snapshot you gave, but unfortunately it's the same

thorn leaf
#

If it’s just an issue with switching upscaling method then I can probably just leave a note on nexus telling people to disable the mod when they wanna switch and re enable after

spark cosmos
#

If it's an issue just for me then not sure if it's worth it. But if anyone else has it then maybe it's worth mentioning. Up to you I guess

shadow crystal
light oasis
#

I'm going to use the snapshot of the link provided though for the extra option of configuring stuff.

#

So far the game looks amazing compared to the previous GoW when I last played it. At that time I was on an IPS and used the native HDR. Now I am on an OLED and using reno KEKW

thorn leaf
#

the old god of war definitely was a lot uglier

light oasis
#

True. It was my first ever game that I got use to DLSS on for the first time too.

#

The bloom on this game is pretty bad though, I'll definitely need to find a good amount to leave it on.

heavy atlas
#

not sure if it related to reno or not will try snapshot

#

I have one other mod installed mod that makes companions shut up during puzzles but I doubt that would have an affect on foilage..

heavy atlas
#

@thorn leaf it's not reno dlss bug/driver related sigh