Special thanks to BitViper for starting the mod
Links:
- Nexus Mods
- [Latest Build](#1364183358263001200 message)
Notes:
- Requires REframework
1 messages · Page 1 of 1 (latest)
Special thanks to BitViper for starting the mod
Links:
Notes:
V1.0.0
should add it's not for online play 
Reframework disables online play?
Doesn't seem so
I heard a lot of people use Re Framework in SF6 to fix ultrawide issues
Though if that causes issues with playing online that really sucks
oh hell yeah, so glad this happened
I've played with SF 6 with Re Framework since the game came out and had no issues playing online
not sure if reshade/renodx could be a problem online though
good to know. I see reddit posts of others saying Re Framework works just fine online so hopefully all is well
game looks so good now
I don't think there's any anti cheat
yeah, just the capcom anti tamper stuff I believe
My brother and I haven't ran into any issues playing online matches.
I think this game is using the same tonemapper as the RE games
it already has a max nits parameter
in re games I forced it to 125 and then did renodrt smooth clamp for sampling the LUT
and then DICE at the end
Mod / 125.f vanilla + DICE
This stage doesn't even use a LUT, just the tonemapper. They rely on SDR clipping I guess
you could try doing Reno DICE with 1.f peak after defining untonemapped
that emulates sdr clipping like hue shifts much better
at least it does to sample LUTs, not sure how that would interact with their tonemapper
Pumbo’s dice Rgb or exponential rolloff
You would need per channel or some manual hue shift
wouldn't per channel just desat things
and doing hue correction with clipped sdr as the source is also gonna have issues
per channel at the very end looks fine in RE
desaturates and hue shifts enough to look good without overdoing
V1.1.0
Changelog:
Something weird I've noticed. Some characters Drive Impacts get really bright and look completely different on my PC compared to my brother's. I'm running an RTX 3080.
im running an RTX 4080
with waveform this time
Huh...I would've assumed some AMD upgrade issues
This looks completely clamped
the CAS slider also seems to do nothing for me
in terms of sf6 in game graphics settings both are at max
i can drop my reshade and renodx settings in a few
im running reshade 6.4.1 renodx settings all default
other things seem to peak just fine
i believe i tried it vanilla install but i can try again
uninstalled all mods, validated game files then rebuilt shader cache and still the same.
Send me a screenshot of your ingame settings, I'll check it out later
thanks
okay so i found out what was causing it
I ran the game at a higher internal resolution via config file, once i set it back to normal that effect is getting crazy bright.
Sadly seems to be broken on AMD.
Try this
Thanks, that definitely helped, but it still looks off. There is some stuff missing in the background. And i noticed a lot of additional ghosting, especially around character hair.
Test this
No difference sadly. Here is another example from the character select screen.
I found a shader that was clamping the image during things like DI punish counter and some super startups, I think I unclamped it correctly here
I'll add it, thanks
np
I'm looking into the super sampling issue rn. Not sure what's causing it to look so different compared to native res, but I also noticed the CAS slider doesn't do anything when super sampling
CAS slider is in the shader directly below tonemapper
Should be called FXAA in devkit
Probably just a missing shader
Probably. I had to step away and should've taken a screenshot, but the CAS shader was showing up as unknown shader type and didn't have a reference number, like it wasn't being drawn at all
When I have a moment I'll compare with native res
doesn't ken look really clamped here
esp if you look at his hand
in both shots
Untonemapped clips too, so details aren't restored
Yeah, it's an effect that's applied to characters only during drive mechanics and supers. Outside of that the characters have full detail
Sadly it's AMD specific but I can't debug it without an AMD gpu
There is a shader earlier in the pipeline that applies all those effects, might be worth looking into
No worries. Thank you for trying.
Oh shit you already adjusted it, beautiful
Yeah, I figured it would be similar to one of the other shaders you had already worked on so I used them as a reference
there's a different CAS shader used when super sampling. I tried to edit it based on the existing modified CAS shader but it just zoomed the image to the upper left corner. I've attached both the original cso and my edit, in case it's easier to start from scratch.
No new post process shader?
I don't think CAS here is used for sharpness, but to downscale the image to monitor res
I see, that makes sense. I haven't seen any new post process shaders when super sampling
Then it's probably CAS affecting luminance
I still have no idea why the DI effect looks so different between native res and super sampling.
CAS does a lot of operations, so it might've dimmed down the luminance
I'm not sure it's CAS in this case. Both native res and super sample look very different than how it looks vanilla. Maybe it's a resource upgrade?
Oh yeah, might be
Well damn, I haven't downloaded this yet but I just wanted to say THANK YOU. I've been waiting forever for someone to try and tackle SF6 and just saw this TT_TT
Lol, I started learning RenoDX just for this game, I feel you on that
It's working pretty good right now thanks to Ritsu.
V1.2.0
Changelog:
i'm sure this is just user error, first time using reshade
my game looks super washed out with default settings, not sure what's happening here
quickstart, character backlight off, training room recolor
should i reinstall reshade? i just used the full add-on version linked on the renodx nexus mod page
Try without mods, they might interfere
word, removing
If you got it from nexus then no need
damn. removed all mods, verified game files in steam, still blown out
there is now a weird purple glow around the character bodies
i assume that is from the backlight mod...should i redownload the game and delete game folder?
Are you using Special K?
If so make sure you're selecting native HDR and not applying its AutoHDR solution on top
Do you see a big banner from SK at launch, a banner other than ReShade?
Ctrl+Shift+Backspace to bring up Special K's OSD, once there search for the HDR at the top and click the "HDR Setup" button to bring up the mini HDR OSD: https://wiki.special-k.info/en/HDR/Retrofit
Is Windows HDR on? 
Update for the Elena patch.
Also fixed RenoDX off preset not working.
Does this work with the latest patch for anyone else? I'm attempting to use it on steamos and the mod isn't working, but I'm not sure if it's steamos' fault or not
Oh, I forgot to update this for ReShade 6.5.1.
Update for ReShade 6.5.1.
Improved saturation for highlights.
what did you do to increase highlight saturation?
kinda looks like perchanelcorrections blowout correction maxed out
also, I think the mod would benefit from some hue correction as an option.
tbh, I can't say that I'm a big fan of the highlight sat boost overall here, would make for a good option though.
you guys did good work on the mod though, I'm just nitpicking
Nah you're good, I just sent Neutral SDR through the vanilla tone mapper. This mod started as a basic ToneMapPass mod and I've been wanting to improve it. I don't have a good monitor for doing color related work so the results are just whatever the math comes out to.
I've been busy with some other mods and kinda running into the same sort of issue, but once I'm done I want to really go through SF6 and see what I can do
does this mean that you ran neutralsdr on untonemapped and then let that go through the vanilla tonemapper?
Yeah, easy mode highlight saturation recovery.
Beforehand the mod had hardly any color in highlights on my monitor, but I should keep in mind that it probably wasn't an issue for those with better monitors than mine
yeah tonemappass is like that. If it's super blown out in SDR, it'll be super blown out in HDR
I think perchannelcorrections would make sense here
ShortFuse mentioned that on one of my other mods, I haven't tried it out just yet
it's pretty straight forward to setup. Assuming the mod still looks like the code in the main repository, it's just some slider code + an extra call in your Tonemap function
should have much better results (right now the highlight sat trick you're using is griefing effects imo)
I see, I'll look into it. The mod on my end is basically the same as in the repository, just with newer shaders since the game got updated.
So per channel correction stuff is additional inputs for shared.h I'm guessing? What needs to be added in the Tonemap function?
yeah, new stuff in shared.h and addon.cpp. In tonemap you would run this
tonemapped_bt709 = renodx::draw::ApplyPerChannelCorrection(
untonemapped,
tonemapped_bt709,
CUSTOM_SCENE_GRADE_BLOWOUT_RESTORATION,
CUSTOM_SCENE_GRADE_HUE_CORRECTION,
CUSTOM_SCENE_GRADE_SATURATION_CORRECTION,
CUSTOM_SCENE_GRADE_HUE_SHIFT);```
before you run tonemappass
Oh ok, that looks pretty straightforward. This is probably what I've been looking for to get my other mods updated and some work in progress ones finished. I'll give this a try tonight, thanks!
np, and yeah it's a great tool for tonemappass
Color has been the biggest issue for me since I've been trying to do more than just basic ToneMapPass, the neutralSDR trick was the first thing I found to get some color back but I've had mixed results that I wasn't sure were from the mod itself or my monitor being inaccurate.
one of the coolest parts about tonemappass is that it can absorb some mistakes, but it's also what makes it kinda hard to tell when something is probably not a good idea even if the result looks pretty alright. I think if you output the result of that neutralsdr into the game's tonemapping, it would look pretty bad lol
I think you'd like the result if you use per channel corrections, and also if you learn how to calculate the midgray (haven't looked at the code, might be a pain in the ass with all those permutations)
I have a separate copy of the mod where I've done midgray for everything and have been trying to use UpgradeToneMap instead, not sure if that part really makes a difference yet, but yeah it was a lot to go through for mid gray matching
That one I haven't shared because there's so many saturates that clamp the image that I haven't gone through yet
I looked at the code 
setting up midgray for that sounds like ass indeed
that postprocess03 is something
might be more digestible with a flattened decomp though lol
oh wait nvm, looks like the tonemap is there in one spot. I think you could copy paste their tonemapper into a function in common, rewrite the variable names, and then pass it the cbuffer values?
If so that would make things way easier to work with. There's two shaders like postprocess03 so simplifying them would be great
that would simplify midgray at least
One other thing I want to look into is seeing if the effects on characters when using drive mechanics and supers can be somehow unclamped
Just to clarify, ApplyPerChannelCorrection should be applied directly after per channel tonemappers
The tonemapper in RE games is this
https://github.com/clshortfuse/renodx/blob/83ff520d3d10cad3f9011a67365aabaf69e938a6/src/games/streetfighter6/postprocess02_0xC58C0B1E.ps_6_6.hlsl#L44
Sometimes they run some LUTs after tonemapping, so applyperchannelcorrection should be before LUT stuff (Immediately after the tonemapper)
Also you shouldn't use the original untonemapped, you should use the colors before the vanilla tonemapper runs
Blowout restoration stuff in tonemap pass internally uses applyperchannelcorrection, but it does it using original untonemapped and final SDR value which isn't ideal
I see, thanks for the info! I assumed that the original untonemapped would've been used, so that's good to know. I'm gonna give this stuff a go in my other mods that I'm way more familiar with right now to practice.
you can make the tonemapper just output 10k
and then displaymap after
that's what I did in resident evil
for the LUTs I displaymapped by luminance and then did upgradetonemap
yea thats also why a lot of games look griefed with the UE mod and its defaults, since those use per ch correction
it honestly needs a rewrite, since it doesn't work how you'd expect it to
if a LUT clips values above 1, I'd also displaymap everything down to 1, like Musa said
reno dice is fine for that, and resembles the vanilla, clipped hues better than neutralsdr
What do you guys mean by “original” untonemapped?
original as in what we send to TonemapPass
UE mod is applying it properly though, it's not using TonemapPass vars
As in, it applies per ch corr only after the per channel tonemapping, not tonemapping + grading?
It still can't handle any grading though, and deviates heavily from the artistic intent in a lot of games (desaturates + weird hue shifts)
yea it undoes the intended grading hue shifts back to the untonemapped ones
some are intended some are just whatever the devs ended up with
beyond blue is all cyan
I don't think it should mix in ungraded hues, especially given that UE is multi game mod
also, the strength slider really shifts hues rn, it isn't just strength
sorry if I'm being a bit harsh, but imagine if DF covered reno and the UE mod today and they came back with that it looks weird
Should be mixing tonemapped with untonemapped hues
Not ungraded
Should only be there to undo some of the effect of per channel tonemapping
I guess per channel correction needs work
I don’t see a pint in using it tbh
Seems like it was designed to be an easy function you can just slot in
For UE basically
But for a custom mod might as well put in a tiny bit of extra effort for better results
Iirc it’s setuntonemappedap1 is before RRT
Which I think is bad
Hue shift should be 100 for vanilla
aren't those sliders locked with vanilla
ah, you're right. didn't notice you also changed the tonemapper
but if you're comparing renodrt with vanilla, it should be hue shift 100
for renodrt?
yes
i've been meaning to inverse that
hue shift 100 means take 100% original of tonemapped hue
0% means take all of untonemapped hue
ok, will keep in mind
i added that slider later so it's inconsistent
Doesn’t take away from your point but DF uploaded HDR footage of death stranding 2 and said nothing about some of the ugliest hue shifting I’ve ever seen happen lol.
If they made it a point to compare I’m sure they’d notice it though lol.
oh yea the green sky looks soo bad lol
big fan of these settings with this build
sdr | defaults | tweaked settings
sf6 is so bright lol
that looks great. And yeah, SF6 being so bright was a huge struggle back when all we had was ITM for it
I never liked how that stage looked in SDR, some stages look so different from the others
I actually haven't looked at this stage on the current build, I imagine it might be a bit bad looking.
this stage was the reason I said I didn't like it tbh
this weekend I'll try to get SF6 sorted. Maybe I'll remove the neutralSDR stuff and make a commit to the repo for now
I see. It's probably oddly saturated in the sky I imagine
sky is straight up blue yeah lol
damn, yeah that's bad then
identity of the stage is kinda lost with it
Yeah, the sky needs to be blown out here
add per channel correction
Will do
currently working on mid gray for the massive post process shaders 
Not sure if I'm doing something wrong here. Getting some artifacts the higher blowout restoration is set too.
maybe I'm blind but idk where the artifacts are
Here's blowout restoration cranked, basically at the center of the block effect and the highlight at the back of the drive rush trail
this should be more obvious, restoration back to 50
ah I see it
are you clamping to bt2020 (kind of a bandaid but will probably be fine)
oh, I'm clamped at bt709
probably because I'm super sampling
the mod rn kinda acts weird with super sampling. I should turn it off for now
the cas shader is different and drive impact effects look different with super sampling
I meant in the code, have you tried using a bt2020 clamp where it outputs the final image?
looks like there isn't, let me set that
ok super sampling off, clamped to bt.2020 still getting some artifacts but not as much
I don't know much about fixing these issues tbh, but I do know that using ictcp as your hue processor can clear it up a lot of the time
I see, all good. This game's code still confuses me a bit
musa or ritsu would likely have a much better answer for this though lol
I really need to learn what some basic functions in these shaders looks like. As far as I can tell the shader that's responsible for tonemapping the image during normal gameplay is just doing tonemapping. There's no LUT, just the untonemapped image.
It's postprocess02, the same as the one in the repo rn
are these lines stiil there?
SV_Target.x = saturate(_196);
SV_Target.y = saturate(_197);
SV_Target.z = saturate(_198);```
Yeah, I've experimented with removing the saturates and leaving them
minor color difference. Let me check again
getting rid of it should get you more color
might help with the artifacts, not sure
the pics I sent earlier had them removed
ah alright
the image looks identical to the vanilla shader with the _121, _122, _123 floats as output
also I tried mid gray matching and I didn't see any difference whatsoever
wait nvm I'm dumb
I tried anyway, brighter lol
I was blind and missed that you had it set after exposure already
ah gotcha
yeah, so as I said mid gray matching didn't seem to do anything. Now if I ran the tonemapper by luminance, y from untonemapped and y from tonemapped, I could make a lerp and that would lower the exposure a bit
like this
float3 untonemapped = float3(_16, _17, _18);
float y_in = renodx::color::y::from::BT709(untonemapped);
// TONEMAPPER
float3 tonemapped = float3(_121, _122, _123);
float y_out = renodx::color::y::from::BT709(tonemapped);
float3 tonemapped_y = untonemapped * (y_out / y_in);
untonemapped = lerp(tonemapped_y, untonemapped, saturate(tonemapped_y));
basically what I'm doing for the tonemapper in DiRT Rally 2.0
are you manually doing per channel correction and running tonemappass(untonemapped, tonemapped)?
basically following what you explained, assuming I did that right
but the output at the bottom is basically the same as in the repo. so tonemappass(untonemapped, SVTarget.rgb);
I could have explained wrong tbh. tonemappass does its own pass of per channel correction if those defines exist
so if you are running it yourself, it's happening twice
I didn't realize that when explaining it before tbh, I used it when using upgradetonemap lol
I just checked the common file which is where I was testing with the manual per channel correction, the screenshots I sent had them commented out
oh I see
ah so you're only running the tonemappass version of it?
maybe what ritsu was trying to explain was that you shouldn't use the tonemappass version and should setup custom defines, and then run perchannelcorrections on _121, _122, _123
I see, that makes sense. Something new to learn how to do.
that seems like the end of tonemapping and after it is something else
yeah, that's what I was thinking
I might be wrong, but ideally we'd upgrade the image to proper HDR grading before then?
not necessarily, the grading probably wants SDR range
Trying to think of it like how I got DiRT Rally 2.0 setup, where the image is HDR the whole way through
true
so neutralsdr or alternative tool there?
it's risky anytime there's image alterations after tonemapping
perchannelcorrections won't turn it into HDR
it's just altering what that SDR output looks like
or that's my understanding anyway
I see
I'll keep playing around with it. In the meantime I'm gonna try to see if I can make the DI effects look more correct
running those corrections in the right spot could solve your artifacts too
and it should look better overall
I still think that stage in particular is gonna look so wrong with any added color in that alleyway lol
that's what I'm beginning to think too
it needs to be bright and blown out. that's about the only stage I can think of that has a big difference in color between untonemapped and vanilla SDR
all the effects looked nice with the double tonemapping I was doing to me, but my monitor has no color so I might just put out a build that reverts it to what was done before, just with the updated season 3 shaders
also gotta figure out what's broken with the mod for AMD users
in some mods where I've been uncertain because I think it deviates too much but could easily see someone preferring one or the other, I've added an option to the UI and called it "Tonemapping Expansion", and the options are "Vanilla" and "Expanded". Vanilla is a basic ass tonemappass conversion, because it's about as vanilla friendly as something can be
expanded is whatever bullshit I tried to cook
lol, that's what I should do next time. I'm sure there's probably a 50/50 split on those who like the current build of the SF6 mod and those who don't
akuma's stage on my monitor I can only describe as being pale. I kinda have to crank the saturation to try to get it to look red
if you come up with better wording for it let me know lol
I've got the AOC Q27G3XMN, reds are its biggest weakness I believe
uhhhh, brokie monitor compensation for me personally
though it's mostly cause AOC has a dogshit calibration in the HDR mode
I made it bareable to look at by dropping brightness on the green channel to 47% iirc lol (nvidia control panel)
can't double check, not at my desk
I'll try that, anything to make it a bit better would be great
that green tint is so ugly
yeah, it just looks odd in HDR. SDR looks fine in comparison
brightness is great at least
yeah SDR is fine, but the whole selling point of that monitor is HDR
very upset with it even as a secondary monitor
This is I think the fourth HDR monitor I've had. I've taken the long way around to coming to the conclusion that I should've just gone for an OLED
yeah with the sale prices some of them can hit, I don't think there's a better choice really
though it's nowhere near as disappointing to me as the Odyssey Neo G8 mini led I had for a while
I'd love for there to be a good cheap miniled option
same, I was hoping there'd be a good next gen AOC miniled with many more dimming zones
that best buy exclusive one seems like it's not really a direct upgrade, not sure I'd want to try it
there's a gigabyte 360hz oled for like $650 right now
just seems hard to go with something else unless it's like, a super budget screen
yeah. I mean I have the space for an LG C 42 inch panel, I think I might go for one on a sale sometime
I've tried the OLED G80SD and I had sorta mixed feelings on it, colors were great but I wanted more brightness.
yeah that is the problem lol
hopefully the OLED monitors get better in the future. I just think the LG Cs are probably the best thing to get for the money if the size doesn't bother you
fixed DI appearance, looks like it was just a resource upgrade bugging it out
I was iffy on the large size of the lg c2, now I can't imagine using anything else
LG's calibration is also the best around
Regarding the blowout look, you might wanna reduce white clip to something very low (maybe ~4) instead of trying to achieve it through sliders
I'll definitely look into that. For now I'll just package a build without the double tonemapping stuff, finish up my other WIP mods then come back to it
Their tonemapper looks same as resident evil
Can be set to hdr output
By adjusting the variables
@obtuse fulcrum is this true for mh wilds as well?
Yeah
Ngl I do like how the Sdr tweaks looks, I wonder if those adjustments with adjusted peak could work.
I see, time to start screwing around and see what happens
Check resident evil 2
At the start of the tonemap shaders I override like 2 variables to output uncapped
And then right before lut sampling I tonemap to sdr and do upgradetonemap
I'm bad at reading SM6 code so this will take me a bit to really understand. So this is basically what I've done in DiRT Rally 2.0 except modifying the existing variables in the vanilla tonemapper to get an uncapped version of the vanilla tonemapper instead of doing the lerp with mid gray matched untonemapped and tonemapper by luminance?
Ya I just set maxnits or whatever the variables were to 100
Ok cool, that makes sense. I haven't seen any LUTs involved in these shaders so this should be easy once I get one figured out. Thanks for the info
In re games they do srgb encode and then sample lut with a linear output
Oh I see now, some of these shaders do have LUTs
So basically just tonemap to sdr right before srgb encode and then run upgradetonemap right after lut output
Well they sample multiple LUTs and blend them
So right after lut blending is done run upgradetonemap
got it. Might take me a while but at least this is something that I've done before so I'm not going in blind.
I think this game might just be cooked. The look of the game is coming from the saturates on the final output of the shader. If I remove them and leave the rest of the shader alone we get an HDR image
my bad, still had one parameter adjusted
there's no LUT involved though so the appearance of the vanilla image is still coming from just chopping off the highlights it seems
I would've assumed there'd be some bt2020 colors
do they convert to any other color spaces at any point
SF6 is bt709 throughout
Would need to go outside of bt709 to generate those colors
Or have math errors which isn’t real WCG
@serene rover This is a test build I've been using, I disabled one resource upgrade. No clue if this will help with AMD compatibility but it's here if you want to try
I just tried. Unfortunately i didn't notice any difference. Still, thank you for your efforts.
I see, that sucks. thanks for testing and letting me know.
by this do you mean doing something like bt2020::from::bt709?
as in the color grading would have to do its actual math in a wider color space
cause if the working color space is bt709
how are you gonna get negative numbers
outside of math errors
Yeah that makes sense. The game is bt709 entirely so there's no WCG to begin with. Just wanted to make sure I understood that correctly
New test build. I got every shader switched over to unclamp the vanilla tonemapper, and I've fixed some graphics bugs that were present in older builds. Color may need to be tuned a bit more.
@serene rover This build might work with AMD a lot better, I hope
Thank you so much! That did the trick! It works pretty well now.
The only issue i've seen so far is that there seems to be an exposure issue at the screen before a round, when adjusting the ui brightness slider.
Here's a screenshot with the ui slider set to the minimum
I'll let you know if i find anything else, but so far it looks very good.
Ok, I'll look into it when I'm back on my PC. Glad to hear it's working now!
I can replicate the issue on my end, so looks like there's no more AMD specific issues to deal with anymore.
some menus are still clamped to SDR because the way the game handles rendering is a bit odd. For example, the shader used for output during normal gameplay is also used during the pre-match loading screen, but only for the background with the VS neon in the back. The characters are rendered on top of that with another shader that I haven't got figured out yet
I can fix the brightness issue, but ideally I'll get it displaying proper HDR as well
In training rn, seems like UI brightness also changes the ingame brightness for me.
Like... Somehow setting the Game Brightness to 48 and UI brightness to 400 gives me proper lighting-
That's very weird. For me, the ui brightness slider doesn't touch the ingame brightness at all. I even checked it with the hdr analysis tool just to be sure.
Well because in Character select, it seems like the character's and ingame brightness do matter with the Game Brightness.
But in Training? NOPE, UI SLIDER-
As you can see, UI brightness seems to be the main value changer... Game Brightness seems to instead mess with the lighting as you can see above the clock time and all-
Oh, i see. I was able to replicate the issue. It appears to be only present on the Training Room stage.
I'll see if I can fix that real quick. the training room has it's own output shader, didn't bother looking at it earlier
fixed
That was quick, thanks!
np, stupid oversight on my part
just giving it a test real fast then I'll upload it
Hey look
Less than an hour of me using this mod and I already helped :P
Besides from that, this is pretty nice!
It does indeed work! Pretty nice!
glad to hear 👍
how to make it work with reframework dlss? renaming reshade dll to d3d12.dll not works
It's not compatible with the DLSS mod
and will not be? RE games (at least RE4) are works
I'm only concerned with the vanilla game's pipeline, I've already looked into the dlss mod and I don't want to mess with it right now
ok, thanks
np, if I make any progress with it I'll let you know
Know it's not HDR related. But does anyone use RE Framework DLSS with SF6?
I tried it but I thought it was too blurry when set to native res.
Yeah. I got it to work. You have to use UpscalerPlugin Ver. 1.1.2 exactly. But it's pretty blurry. Am gonna try a ReShade sharperner and see how it goes.
That should work, just a shame it'll affect the UI as well. Would be nice if there was a sharpener in the DLSS mod itself
It has a slider for one. But it doesn't appear to work
I was also hoping that DLSS would get rid of the shitty hair crosshatching, but it seems like it is still just as bad. Or worse.
This shit is God awful
Yeah it's atrocious. Only thing you can do is crank the internal res in the config.ini, but that gets expensive
There is still no fix? That seems wild.
not that I know of anyway. Plus I think some scenes render slightly below your native res, like the pre-match loading screen
Yeah. Seems like I have to go to 2x to get rid of it which is kind of nuts.
sounds about right. And for some reason increasing the internal res above native causes some slight issues with our HDR mod here
lol. Of course. This game man...
yeah, I like playing it but I don't have a ton of nice things to say about it sometimes
Good game. But it's foundation is 2 twix and a dorito.
yep. I'm hoping SF7 is quite a bit better when it comes to tech, but MH Wilds doesn't give me much hope
Yeeeahh...
Are there any meaningful tweaks for SF6 with REFramework? Other than Ultrawide.
I'm not sure, it's not something I've looked into much at all. Besides the DLSS mod the only other visual things I've seen were tweaks to character lights
they're pretty blown out in SDR, not nearly as much in HDR
Alright. I'll just remove Framework then.
fair, I'm only using RE Framework now because it's required for our mod to work
What mod?
RenoDX HDR
Is it? I'm just using ReShade and it's on
It may still show up in ReShade without RE Framework
Without RE Framework it doesn't let it hook into the game properly
Got ya.
Might be why my game just crashed. XD
Was just on character select
✅RenoDX: Street Fighter 6
Has anyone found a way to remove the sharpening in this game?
Tried going through all the pixel shaders (through shader toggler) but couldn't find the one that controls the sharpening
Hi! Is this the best build atm?
I've got a newer build I've been working on, feel free to try it and tell me what you think
thanks! gonna try it right now, what's the difference between this new build and the one i quoted?
reworked HDR tonemapping mostly. Also it's been switched over to HDR10 and the UI brightness slider is removed since the game's pipeline has changed significantly since this mod was first made and it causes issues right now
i'm testing it on practice mode, it's really nice compared to SDR. Unfortunately since I haven't tried previous builds I cannot tell you what I think compared to them, but this afternoon gonna play a bit more with it. Thank you very much
that's fine, just as long as nothing looks weird
not for my eyes at least 😂
On arena stage there was overbrightened hero portraits on top screens, is that fixed?
Should be, I've disabled a lot of resource upgrades that were causing issues on that stage
This looks much better on my end, but i found one issue with Aki's Lv 1 Super specifically.
Looks really similar to the AMD specific issue i was having earlier this year.
I'm on my phone right now and can't open .jxr. If you can take a screenshot using ReShade I can take a look
Ok thanks. I'll test on my end when I have the time to see if it's possibly a screw up in the shader code
Yeah, no worries👍
It was a mistake in the shader. I'll share an updated build in a moment
Thank you, it works really great now. I'll let you know if i find anything else.
Sounds good, thanks for letting me know
Played a good 3 hours yesterday on the latest release and so far, it's been perfect. Thanks so much. Will get some time in today as well.
Glad you like it. Lmk if you find anything you think may be broken
For sure will do! Thanks for the awesome work! It lessens the salt seeing a CA in full HDR glory lmao.
@quick valley any idea what to do if game crashes in main menu with the mod ?
Make sure RE Framework is installed, it'll crash often without it
he installed it hmm
i'll tell him to update everything to latest nightly
Is he using this build? #1364183358263001200 message
Because the one on Nexus and the GitHub is very old, the game's been through a few updates so those builds don't even have the output shaders the current version uses
Ok, hope it works
I'll probably upload that build as an update on Nexus since it's so outdated
Someone else here is also on an AMD GPU and it's working, so this could be either a driver version issue or a bug in a specific gen GPU
I just gave it a try again, because it's been a while since i've been to the battle hub. Everything works perfectly fine on my end. (7900 xtx)
Which AMD GPU?
9070xt
I see. I've only seen this issue from AMD guys on this game and another of mine, both of which use SwapChainPass. Not sure if that has anything to do with it though
what's that
A tool we use to encode the image when the game already has a shader that samples both the game render and the UI and draws directly to the swapchain. We can use a shader like that to handle the encoding instead of a proxy shader and save on performance
Ah
Though I don't really think that would be the cause of the issue
I'd assume it has to do with resource upgrades
AMD handles stuff by the books, Nvidia allows shenanigans
I haven't touched the resource upgrades in a while, but I believe I disabled all of them except for the 11 bit upgrade you had set to only activate on Nvidia cards
I think it's just HDR10 being hit or miss on AMD
Game is SDR, it must still have r8g8b8a8_unorm_srgb upgrades
r11g11b10 is just an extra, but stuff after tonemapping are unorm
No 8 bit upgrades on my latest build, just the 11 bit one. I remember disabling upgrades because they were causing issues on the Macho Ring stage
The sharpness slider is goated! Set to 0 and picture is awesome
The only thing needed is dlss compatibility
New build, attempting to reimplement the UI brightness slider. If there are any issues they should only be present if game and UI brightness sliders are set to different values. Also I fixed some color issues that would've only shown up in certain characters drive rush/impact and super arts
prob not being tested atm, but does this work for others on steam deck (if there are any steam deck players of course)
I switched the mod over to HDR10 so hopefully? No clue if it works at all on Deck
oh thats why, sadly it doesnt work on the deck
iirc the older ones worked fine
it loads the mod just fine, the colors are oversaturated and the renodx sliders dont change anything anymore
In that case I may just give up on HDR10 and switch things back over to scRGB
HDR10 is causing too many issues for AMD GPU users
Only thing HDR10 would be good for is framegen I think, but I don't give a damn about that
i like me some framegen, but not for sf6
i did use nvidia smooth motion for a while for sf6 and i remember it working just fine with renodx, well, before the update
I saw someone on Nexus say smooth motion wasn't working with it, weird
@random niche was performance fine on deck with the older version of the mod?
i'll give the snapshot another try, sec
smooth motion was 100% working with it, i used it for months
Not sure if the snapshot will be a good reference since most of the shaders were replaced, I'll compile an scRGB version of the build above when I can
Oh yeah that might be, the snapshot is very gray, the new one is saturated, with both, renodx sliders do nothing
at the end of the day, dont worry too much about it if hdr10 is the way to go, this is just for the few of us that sometimes use the steam deck oled which has hdr
pumbo autohdr is a nice replacement
It's odd that the sliders aren't doing anything with the latest build.
I thought scRGB didn't work at all on Linux which is why I started switching over to HDR10.
it might need more testing by other people
Yeah. I wish I could test myself but I have neither a Linux install or a steam deck
all good, looks fire on my pc
That's good. SF6 has been tough to get looking good to me
for some reason, latest build capped at 203 nits while showing hdr
latest from january, github page
Use this build. The GitHub snapshot isn't updated because I haven't pushed any of my updates yet, so the snapshot is outdated.
#1364183358263001200 message
yeah, this one works, thx
I have a newer version I'll share later. I'm trying to have a solid update for when Alex releases
that's nice! finally my main character even in HDR
New WIP version. I've switched back to luminance display mapping for consistency regardless of peak brightness.
hi, is it safe to use reno for online
Playing with it several months, everything is fine
If this doesn't break with the Alex update then consider this version 2.0
The update didn't break anything but I've made some adjustments. The only thing that's bothering me right now is the Macho Ring looks a bit off, but every other stage looks good.
Version 2.0 (fr this time, trust)
I finally got the Macho Ring looking consistent with all other stages.
Still not possible to make hdr and dlss work together?
I've been told it works now, though I never made any changes to the mod for that specifically
Ok, will test that tomorrow
I think it might've not been working due to the DLSS mod outputting resolutions that weren't to scale, so maybe they fixed that
Looks like it works! Dlss+reno
awesome, that's good to know
Does dlss look good on this game?
I'm personally running at 2x render scale on my desktop with no AA
But it would be great to use on my laptop
It looks okay, seems better than default taa
But still has shimmering on hair
Looks like HDR not working at character select screen and versus
Is it just the color grading sliders not working, or is the image clamped to SDR?
clamped to SDR
Weird, I was playing last night and didn't notice. I'll check it out sometime today
working for me
I have an update that I'm going to release shortly, so if it's broken with the last build then it'll be fixed with the update
oh this, I can't fix this without breaking other more important things
ah okay
Best I can do here is set up an SDR tonemapper when these shaders run to keep them from getting clipped, but I haven't looked into it yet to see how much work that would be
Version 2.1
Sorry for bothering you, but could you point me in direction from where I can get the latest version of upscaler-v2-merge branch of reframework dev release without having to create GIthub account?
SF6 with DLSS seems like a great idea tbh
I've got this unclamped without breaking anything else, but battle settings is still clamped for now
Version 2.2
Will check it out in a couple days, just have a plane today from Japan
Sounds good, have a safe flight
Version 2.2.1
Wow! Thanks for this! It looks a million times better than RTX HDR. RTX HDR is crazy bright in SF6.
I'm glad you like it! SF6 is a very bright game and it's tonemapping clips quite a bit so inverse tonemapping looks pretty bad
Version 2.3
in avatar room its capped for some reason at customization
It's clamped by render target format, and if I upgrade it then things break in gameplay
ah, that's sad
Version 2.3.1
Would you guys recommend HDR10 or SRGB?
For what exactly? The mod is HDR10 encoded
In the HDR options, it's not SRGB, sorry, it's a different name
There's none / HDR10 / SCRGB (I guess)
I still don't know what HDR settings you're referring to. The game doesn't have native HDR and my mod doesn't have swap chain encoding settings exposed to the user
Nevermind, I'm too much of a newb to know how to expain it. But thanks for the mod, it looks stunning!
Glad to hear. But yeah, I don't know where you're seeing those settings at, sounds almost like Special K's HDR widget
Is this safe for ranked play? Looking to try this, but new to modding!
Yeah, I've been injecting stuff into the game since the beta. Just make sure to install RE Framework as well and you're good to go
Does Fluffly manage it or do I just download this version and put it into the steam files?
Do I still need Reshade add on ver?
Fluffy can handle RE Framework for you I believe.
Yes. ReShade with add-on support is always a requirement for RenoDX
okay thanks, downloading now.
Np, if you need any more help just lmk
do you mind VC for a moment?
if not, no worries