#✅RenoDX: Street Fighter 6

1 messages · Page 1 of 1 (latest)

obtuse fulcrum
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Special thanks to BitViper for starting the mod

Links:

  • Nexus Mods
  • [Latest Build](#1364183358263001200 message)

Notes:

  • Requires REframework
Nexus Mods :: Street Fighter 6

Rewrite of the grading pipeline to add HDR and controls for tonemapping, paper white, UI brightness, and color grading.

cunning haven
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should add it's not for online play soyjak_grin

obtuse fulcrum
cunning haven
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oh idk

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is it safe for online ? lol

obtuse fulcrum
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Doesn't seem so

quick valley
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I heard a lot of people use Re Framework in SF6 to fix ultrawide issues

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Though if that causes issues with playing online that really sucks

ruby glacier
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oh hell yeah, so glad this happened

lyric temple
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I've played with SF 6 with Re Framework since the game came out and had no issues playing online

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not sure if reshade/renodx could be a problem online though

quick valley
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good to know. I see reddit posts of others saying Re Framework works just fine online so hopefully all is well

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game looks so good now

ruby glacier
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I don't think there's any anti cheat

quick valley
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yeah, just the capcom anti tamper stuff I believe

quick valley
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My brother and I haven't ran into any issues playing online matches.

sterile sky
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I think this game is using the same tonemapper as the RE games

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it already has a max nits parameter

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in re games I forced it to 125 and then did renodrt smooth clamp for sampling the LUT

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and then DICE at the end

obtuse fulcrum
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This stage doesn't even use a LUT, just the tonemapper. They rely on SDR clipping I guess

somber zodiac
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you could try doing Reno DICE with 1.f peak after defining untonemapped

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that emulates sdr clipping like hue shifts much better

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at least it does to sample LUTs, not sure how that would interact with their tonemapper

sterile sky
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Pumbo’s dice Rgb or exponential rolloff

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You would need per channel or some manual hue shift

somber zodiac
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wouldn't per channel just desat things

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and doing hue correction with clipped sdr as the source is also gonna have issues

sterile sky
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per channel at the very end looks fine in RE

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desaturates and hue shifts enough to look good without overdoing

obtuse fulcrum
quick valley
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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.

unkempt patio
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im running an RTX 4080

quick valley
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with waveform this time

obtuse fulcrum
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Huh...I would've assumed some AMD upgrade issues

obtuse fulcrum
unkempt patio
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the CAS slider also seems to do nothing for me

obtuse fulcrum
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Mod isn't working for you then

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You guys have different ingame settings?

unkempt patio
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in terms of sf6 in game graphics settings both are at max

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i can drop my reshade and renodx settings in a few

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im running reshade 6.4.1 renodx settings all default

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other things seem to peak just fine

obtuse fulcrum
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It's a missing shader

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No other mods?

unkempt patio
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i believe i tried it vanilla install but i can try again

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uninstalled all mods, validated game files then rebuilt shader cache and still the same.

obtuse fulcrum
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Send me a screenshot of your ingame settings, I'll check it out later

unkempt patio
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thanks

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okay so i found out what was causing it

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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.

serene rover
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Sadly seems to be broken on AMD.

serene rover
# obtuse fulcrum 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.

serene rover
quick valley
obtuse fulcrum
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I'll add it, thanks

quick valley
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np

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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

obtuse fulcrum
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CAS slider is in the shader directly below tonemapper

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Should be called FXAA in devkit

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Probably just a missing shader

quick valley
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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

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When I have a moment I'll compare with native res

somber zodiac
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esp if you look at his hand

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in both shots

obtuse fulcrum
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Untonemapped clips too, so details aren't restored

quick valley
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Yeah, it's an effect that's applied to characters only during drive mechanics and supers. Outside of that the characters have full detail

obtuse fulcrum
quick valley
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There is a shader earlier in the pipeline that applies all those effects, might be worth looking into

serene rover
obtuse fulcrum
quick valley
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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

quick valley
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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.

obtuse fulcrum
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I don't think CAS here is used for sharpness, but to downscale the image to monitor res

quick valley
obtuse fulcrum
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Then it's probably CAS affecting luminance

quick valley
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I still have no idea why the DI effect looks so different between native res and super sampling.

obtuse fulcrum
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CAS does a lot of operations, so it might've dimmed down the luminance

quick valley
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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?

obtuse fulcrum
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Oh yeah, might be

modest surge
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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

quick valley
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It's working pretty good right now thanks to Ritsu.

obtuse fulcrum
primal orchid
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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

obtuse fulcrum
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You have any other mods?

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And make sure you use this reshade #🧩renodx-dev message

primal orchid
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quickstart, character backlight off, training room recolor

primal orchid
obtuse fulcrum
primal orchid
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word, removing

obtuse fulcrum
primal orchid
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damn. removed all mods, verified game files in steam, still blown out

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there is now a weird purple glow around the character bodies

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i assume that is from the backlight mod...should i redownload the game and delete game folder?

modest surge
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Are you using Special K?

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If so make sure you're selecting native HDR and not applying its AutoHDR solution on top

primal orchid
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not that i'm aware of

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where do i check that?

quick valley
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Do you see a big banner from SK at launch, a banner other than ReShade?

modest surge
strange stream
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Is Windows HDR on? pepe_hide

quick valley
gentle violet
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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

quick valley
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Oh, I forgot to update this for ReShade 6.5.1.

quick valley
ruby glacier
ruby glacier
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kinda looks like perchanelcorrections blowout correction maxed out

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also, I think the mod would benefit from some hue correction as an option.

ruby glacier
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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.

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you guys did good work on the mod though, I'm just nitpicking

quick valley
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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.

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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

ruby glacier
quick valley
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Yeah, easy mode highlight saturation recovery.

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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

ruby glacier
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yeah tonemappass is like that. If it's super blown out in SDR, it'll be super blown out in HDR

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I think perchannelcorrections would make sense here

quick valley
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ShortFuse mentioned that on one of my other mods, I haven't tried it out just yet

ruby glacier
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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

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should have much better results (right now the highlight sat trick you're using is griefing effects imo)

quick valley
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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.

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So per channel correction stuff is additional inputs for shared.h I'm guessing? What needs to be added in the Tonemap function?

ruby glacier
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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);```
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before you run tonemappass

quick valley
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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!

ruby glacier
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np, and yeah it's a great tool for tonemappass

quick valley
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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.

ruby glacier
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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

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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)

quick valley
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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

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That one I haven't shared because there's so many saturates that clamp the image that I haven't gone through yet

ruby glacier
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I looked at the code wojakdead

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setting up midgray for that sounds like ass indeed

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that postprocess03 is something

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might be more digestible with a flattened decomp though lol

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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?

quick valley
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If so that would make things way easier to work with. There's two shaders like postprocess03 so simplifying them would be great

ruby glacier
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that would simplify midgray at least

quick valley
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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

obtuse fulcrum
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Sometimes they run some LUTs after tonemapping, so applyperchannelcorrection should be before LUT stuff (Immediately after the tonemapper)

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Also you shouldn't use the original untonemapped, you should use the colors before the vanilla tonemapper runs

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Blowout restoration stuff in tonemap pass internally uses applyperchannelcorrection, but it does it using original untonemapped and final SDR value which isn't ideal

quick valley
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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.

sterile sky
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you can make the tonemapper just output 10k

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and then displaymap after

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that's what I did in resident evil

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for the LUTs I displaymapped by luminance and then did upgradetonemap

somber zodiac
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it honestly needs a rewrite, since it doesn't work how you'd expect it to

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if a LUT clips values above 1, I'd also displaymap everything down to 1, like Musa said

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reno dice is fine for that, and resembles the vanilla, clipped hues better than neutralsdr

ruby glacier
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What do you guys mean by “original” untonemapped?

obtuse fulcrum
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original as in what we send to TonemapPass

obtuse fulcrum
somber zodiac
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As in, it applies per ch corr only after the per channel tonemapping, not tonemapping + grading?

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It still can't handle any grading though, and deviates heavily from the artistic intent in a lot of games (desaturates + weird hue shifts)

sterile sky
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more accurate to say it undoes hue shifts

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eg cyan goes back to blue

somber zodiac
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yea it undoes the intended grading hue shifts back to the untonemapped ones

sterile sky
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some are intended some are just whatever the devs ended up with

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beyond blue is all cyan

somber zodiac
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I don't think it should mix in ungraded hues, especially given that UE is multi game mod

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also, the strength slider really shifts hues rn, it isn't just strength

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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

sterile sky
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Not ungraded

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Should only be there to undo some of the effect of per channel tonemapping

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I guess per channel correction needs work

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I don’t see a pint in using it tbh

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Seems like it was designed to be an easy function you can just slot in

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For UE basically

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But for a custom mod might as well put in a tiny bit of extra effort for better results

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Iirc it’s setuntonemappedap1 is before RRT

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Which I think is bad

strange stream
somber zodiac
strange stream
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but if you're comparing renodrt with vanilla, it should be hue shift 100

somber zodiac
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for renodrt?

strange stream
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yes

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i've been meaning to inverse that

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hue shift 100 means take 100% original of tonemapped hue

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0% means take all of untonemapped hue

somber zodiac
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ok, will keep in mind

strange stream
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i added that slider later so it's inconsistent

ruby glacier
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If they made it a point to compare I’m sure they’d notice it though lol.

somber zodiac
ruby glacier
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sdr | defaults | tweaked settings

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sf6 is so bright lol

quick valley
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that looks great. And yeah, SF6 being so bright was a huge struggle back when all we had was ITM for it

ruby glacier
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60 sat comes in a little too hot on thunderfoot 😅

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58 works a little better

quick valley
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I never liked how that stage looked in SDR, some stages look so different from the others

ruby glacier
quick valley
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I actually haven't looked at this stage on the current build, I imagine it might be a bit bad looking.

ruby glacier
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this stage was the reason I said I didn't like it tbh

quick valley
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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

quick valley
ruby glacier
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sky is straight up blue yeah lol

quick valley
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damn, yeah that's bad then

ruby glacier
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identity of the stage is kinda lost with it

quick valley
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Yeah, the sky needs to be blown out here

sterile sky
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add per channel correction

quick valley
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Will do

quick valley
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currently working on mid gray for the massive post process shaders doomerWojak

quick valley
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Not sure if I'm doing something wrong here. Getting some artifacts the higher blowout restoration is set too.

ruby glacier
quick valley
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Here's blowout restoration cranked, basically at the center of the block effect and the highlight at the back of the drive rush trail

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this should be more obvious, restoration back to 50

ruby glacier
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ah I see it

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are you clamping to bt2020 (kind of a bandaid but will probably be fine)

quick valley
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oh, I'm clamped at bt709

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probably because I'm super sampling

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the mod rn kinda acts weird with super sampling. I should turn it off for now

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the cas shader is different and drive impact effects look different with super sampling

ruby glacier
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I meant in the code, have you tried using a bt2020 clamp where it outputs the final image?

quick valley
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looks like there isn't, let me set that

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ok super sampling off, clamped to bt.2020 still getting some artifacts but not as much

ruby glacier
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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

quick valley
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I see, all good. This game's code still confuses me a bit

ruby glacier
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musa or ritsu would likely have a much better answer for this though lol

quick valley
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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.

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It's postprocess02, the same as the one in the repo rn

ruby glacier
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are these lines stiil there?

  SV_Target.x = saturate(_196);
  SV_Target.y = saturate(_197);
  SV_Target.z = saturate(_198);```
quick valley
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Yeah, I've experimented with removing the saturates and leaving them

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minor color difference. Let me check again

ruby glacier
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getting rid of it should get you more color

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might help with the artifacts, not sure

quick valley
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the pics I sent earlier had them removed

ruby glacier
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ah alright

quick valley
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the image looks identical to the vanilla shader with the _121, _122, _123 floats as output

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also I tried mid gray matching and I didn't see any difference whatsoever

ruby glacier
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wait nvm I'm dumb

quick valley
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I tried anyway, brighter lol

ruby glacier
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I was blind and missed that you had it set after exposure already

quick valley
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ah gotcha

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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

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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));
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basically what I'm doing for the tonemapper in DiRT Rally 2.0

ruby glacier
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are you manually doing per channel correction and running tonemappass(untonemapped, tonemapped)?

quick valley
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but the output at the bottom is basically the same as in the repo. so tonemappass(untonemapped, SVTarget.rgb);

ruby glacier
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I could have explained wrong tbh. tonemappass does its own pass of per channel correction if those defines exist

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so if you are running it yourself, it's happening twice

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I didn't realize that when explaining it before tbh, I used it when using upgradetonemap lol

quick valley
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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

ruby glacier
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ah so you're only running the tonemappass version of it?

quick valley
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Guess so

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yeah, double checked the code, it's the tonemappass version

ruby glacier
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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

quick valley
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I see, that makes sense. Something new to learn how to do.

ruby glacier
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that seems like the end of tonemapping and after it is something else

quick valley
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yeah, that's what I was thinking

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I might be wrong, but ideally we'd upgrade the image to proper HDR grading before then?

ruby glacier
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not necessarily, the grading probably wants SDR range

quick valley
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Trying to think of it like how I got DiRT Rally 2.0 setup, where the image is HDR the whole way through

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true

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so neutralsdr or alternative tool there?

ruby glacier
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it's risky anytime there's image alterations after tonemapping

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perchannelcorrections won't turn it into HDR

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it's just altering what that SDR output looks like

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or that's my understanding anyway

quick valley
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I see

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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

ruby glacier
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running those corrections in the right spot could solve your artifacts too

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and it should look better overall

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I still think that stage in particular is gonna look so wrong with any added color in that alleyway lol

quick valley
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that's what I'm beginning to think too

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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

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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

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also gotta figure out what's broken with the mod for AMD users

ruby glacier
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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

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expanded is whatever bullshit I tried to cook

quick valley
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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

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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

ruby glacier
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if you come up with better wording for it let me know lol

quick valley
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I've got the AOC Q27G3XMN, reds are its biggest weakness I believe

ruby glacier
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ah, yeah I got that as a secondary monitor

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it's uh...not very good lol

quick valley
ruby glacier
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though it's mostly cause AOC has a dogshit calibration in the HDR mode

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I made it bareable to look at by dropping brightness on the green channel to 47% iirc lol (nvidia control panel)

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can't double check, not at my desk

quick valley
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I'll try that, anything to make it a bit better would be great

ruby glacier
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that green tint is so ugly

quick valley
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yeah, it just looks odd in HDR. SDR looks fine in comparison

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brightness is great at least

ruby glacier
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yeah SDR is fine, but the whole selling point of that monitor is HDR

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very upset with it even as a secondary monitor

quick valley
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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

ruby glacier
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yeah with the sale prices some of them can hit, I don't think there's a better choice really

quick valley
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though it's nowhere near as disappointing to me as the Odyssey Neo G8 mini led I had for a while

ruby glacier
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I'd love for there to be a good cheap miniled option

quick valley
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same, I was hoping there'd be a good next gen AOC miniled with many more dimming zones

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that best buy exclusive one seems like it's not really a direct upgrade, not sure I'd want to try it

ruby glacier
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there's a gigabyte 360hz oled for like $650 right now

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just seems hard to go with something else unless it's like, a super budget screen

quick valley
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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

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I've tried the OLED G80SD and I had sorta mixed feelings on it, colors were great but I wanted more brightness.

ruby glacier
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yeah that is the problem lol

quick valley
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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

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fixed DI appearance, looks like it was just a resource upgrade bugging it out

obtuse fulcrum
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I was iffy on the large size of the lg c2, now I can't imagine using anything else

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LG's calibration is also the best around

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Regarding the blowout look, you might wanna reduce white clip to something very low (maybe ~4) instead of trying to achieve it through sliders

quick valley
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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

sterile sky
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Their tonemapper looks same as resident evil

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Can be set to hdr output

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By adjusting the variables

ruby glacier
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@obtuse fulcrum is this true for mh wilds as well?

ruby glacier
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Ngl I do like how the Sdr tweaks looks, I wonder if those adjustments with adjusted peak could work.

quick valley
sterile sky
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At the start of the tonemap shaders I override like 2 variables to output uncapped

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And then right before lut sampling I tonemap to sdr and do upgradetonemap

quick valley
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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?

sterile sky
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Ya I just set maxnits or whatever the variables were to 100

quick valley
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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

sterile sky
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In re games they do srgb encode and then sample lut with a linear output

quick valley
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Oh I see now, some of these shaders do have LUTs

sterile sky
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So basically just tonemap to sdr right before srgb encode and then run upgradetonemap right after lut output

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Well they sample multiple LUTs and blend them

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So right after lut blending is done run upgradetonemap

quick valley
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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.

quick valley
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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

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there's no LUT involved though so the appearance of the vanilla image is still coming from just chopping off the highlights it seems

obtuse fulcrum
#

I would've assumed there'd be some bt2020 colors

sterile sky
obtuse fulcrum
#

SF6 is bt709 throughout

sterile sky
#

Would need to go outside of bt709 to generate those colors

#

Or have math errors which isn’t real WCG

quick valley
#

@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

serene rover
quick valley
#

I see, that sucks. thanks for testing and letting me know.

quick valley
sterile sky
#

cause if the working color space is bt709

#

how are you gonna get negative numbers

#

outside of math errors

quick valley
#

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

quick valley
#

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

serene rover
#

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.

quick valley
#

Ok, I'll look into it when I'm back on my PC. Glad to hear it's working now!

quick valley
#

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

nimble arrow
#

Like... Somehow setting the Game Brightness to 48 and UI brightness to 400 gives me proper lighting-

serene rover
nimble arrow
#

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-

serene rover
#

Oh, i see. I was able to replicate the issue. It appears to be only present on the Training Room stage.

quick valley
#

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

serene rover
#

That was quick, thanks!

quick valley
#

np, stupid oversight on my part

#

just giving it a test real fast then I'll upload it

nimble arrow
#

Hey look

#

Less than an hour of me using this mod and I already helped :P

#

Besides from that, this is pretty nice!

quick valley
#

thanks for reporting the issue

nimble arrow
quick valley
#

glad to hear 👍

opal stratus
#

how to make it work with reframework dlss? renaming reshade dll to d3d12.dll not works

quick valley
opal stratus
#

and will not be? RE games (at least RE4) are works

quick valley
#

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

opal stratus
#

ok, thanks

quick valley
#

np, if I make any progress with it I'll let you know

soft rune
#

Know it's not HDR related. But does anyone use RE Framework DLSS with SF6?

quick valley
#

I tried it but I thought it was too blurry when set to native res.

soft rune
#

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.

quick valley
#

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

soft rune
#

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

quick valley
#

Yeah it's atrocious. Only thing you can do is crank the internal res in the config.ini, but that gets expensive

soft rune
#

There is still no fix? That seems wild.

quick valley
#

not that I know of anyway. Plus I think some scenes render slightly below your native res, like the pre-match loading screen

soft rune
#

Yeah. Seems like I have to go to 2x to get rid of it which is kind of nuts.

quick valley
#

sounds about right. And for some reason increasing the internal res above native causes some slight issues with our HDR mod here

soft rune
#

lol. Of course. This game man...

quick valley
#

yeah, I like playing it but I don't have a ton of nice things to say about it sometimes

soft rune
#

Good game. But it's foundation is 2 twix and a dorito.

quick valley
#

yep. I'm hoping SF7 is quite a bit better when it comes to tech, but MH Wilds doesn't give me much hope

soft rune
#

Are there any meaningful tweaks for SF6 with REFramework? Other than Ultrawide.

quick valley
#

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

soft rune
#

Alright. I'll just remove Framework then.

quick valley
#

fair, I'm only using RE Framework now because it's required for our mod to work

soft rune
#

What mod?

quick valley
#

RenoDX HDR

soft rune
#

Is it? I'm just using ReShade and it's on

quick valley
#

It may still show up in ReShade without RE Framework

#

Without RE Framework it doesn't let it hook into the game properly

soft rune
#

Got ya.
Might be why my game just crashed. XD

quick valley
#

yeah probably

#

were you just loading into a match/training?

soft rune
#

Was just on character select

quick valley
#

ah ok

#

but yeah, RE Framework is needed to bypass the anti-tamper the game has

brave basalt
#

✅RenoDX: Street Fighter 6

crisp reef
#

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

full scaffold
quick valley
full scaffold
quick valley
#

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

full scaffold
#

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

quick valley
#

that's fine, just as long as nothing looks weird

full scaffold
#

not for my eyes at least 😂

opal stratus
#

On arena stage there was overbrightened hero portraits on top screens, is that fixed?

quick valley
serene rover
#

Looks really similar to the AMD specific issue i was having earlier this year.

quick valley
#

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

serene rover
quick valley
#

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

serene rover
#

Yeah, no worries👍

quick valley
serene rover
#

Thank you, it works really great now. I'll let you know if i find anything else.

quick valley
slow solstice
#

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.

quick valley
slow solstice
cunning haven
#

@quick valley any idea what to do if game crashes in main menu with the mod ?

quick valley
cunning haven
#

i'll tell him to update everything to latest nightly

quick valley
#

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

cunning haven
#

i just gave it to him so he could try

#

we'll see

quick valley
#

Ok, hope it works

#

I'll probably upload that build as an update on Nexus since it's so outdated

cunning haven
#

@quick valley

#

Amd gpu

quick valley
# cunning haven Amd gpu

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

cunning haven
#

he has the latest

#

weird

serene rover
#

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)

quick valley
cunning haven
quick valley
#

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

quick valley
# cunning haven 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

cunning haven
#

Ah

quick valley
#

Though I don't really think that would be the cause of the issue

obtuse fulcrum
#

I'd assume it has to do with resource upgrades

#

AMD handles stuff by the books, Nvidia allows shenanigans

quick valley
#

I think it's just HDR10 being hit or miss on AMD

obtuse fulcrum
#

Game is SDR, it must still have r8g8b8a8_unorm_srgb upgrades

#

r11g11b10 is just an extra, but stuff after tonemapping are unorm

quick valley
#

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

opal stratus
#

The sharpness slider is goated! Set to 0 and picture is awesome

#

The only thing needed is dlss compatibility

quick valley
#

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

random niche
#

prob not being tested atm, but does this work for others on steam deck (if there are any steam deck players of course)

quick valley
random niche
#

iirc the older ones worked fine

#

it loads the mod just fine, the colors are oversaturated and the renodx sliders dont change anything anymore

quick valley
#

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

random niche
#

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

quick valley
#

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?

random niche
random niche
quick valley
#

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

random niche
#

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

quick valley
#

It's odd that the sliders aren't doing anything with the latest build.

random niche
#

yeah, no idea why

#

linux us a headache

quick valley
#

I thought scRGB didn't work at all on Linux which is why I started switching over to HDR10.

random niche
#

it might need more testing by other people

quick valley
#

Yeah. I wish I could test myself but I have neither a Linux install or a steam deck

random niche
#

all good, looks fire on my pc

quick valley
#

That's good. SF6 has been tough to get looking good to me

opal stratus
#

for some reason, latest build capped at 203 nits while showing hdr

#

latest from january, github page

quick valley
opal stratus
#

yeah, this one works, thx

quick valley
#

I have a newer version I'll share later. I'm trying to have a solid update for when Alex releases

opal stratus
#

that's nice! finally my main character even in HDR

quick valley
subtle glade
#

hi, is it safe to use reno for online

opal stratus
#

Playing with it several months, everything is fine

quick valley
quick valley
#

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.

quick valley
#

Version 2.0 (fr this time, trust)

I finally got the Macho Ring looking consistent with all other stages.

  • HDR overhaul - No longer two param ToneMapPass. Instead, the game's vanilla tonemapper has been extended.
  • Saturation Correction Slider - Removes increased saturation from per-channel tonemapping.
  • Fixes for pipeline changes that occurred not long after the mod was originally published.
opal stratus
#

Still not possible to make hdr and dlss work together?

quick valley
opal stratus
#

Ok, will test that tomorrow

quick valley
#

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

opal stratus
#

Looks like it works! Dlss+reno

quick valley
#

awesome, that's good to know

unkempt patio
#

I'm personally running at 2x render scale on my desktop with no AA

#

But it would be great to use on my laptop

opal stratus
#

It looks okay, seems better than default taa

opal stratus
#

But still has shimmering on hair

opal stratus
#

Looks like HDR not working at character select screen and versus

quick valley
opal stratus
#

clamped to SDR

quick valley
#

Weird, I was playing last night and didn't notice. I'll check it out sometime today

quick valley
#

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

opal stratus
#

here is clamped

#

here is shows that not clamped but looks clipped

quick valley
#

oh this, I can't fix this without breaking other more important things

opal stratus
#

ah okay

quick valley
#

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

quick valley
#

Version 2.1

  • Revised chrominance and hue correction - results are much more stable across different stages.
  • Revised LUT sampling to include gamut compression and decompression for better results from hue correction.
eager whale
# opal stratus Looks like it works! Dlss+reno

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

quick valley
quick valley
#

Version 2.2

  • Revised chrominance and hue correction (again) - Chrominance has been improved particularly on the Macho Ring stage, which looked fairly desaturated compared to every other stage. ICtCp has been switched to OKLab for hue correction.
  • Game face / pre-match loading screen is now unclamped. The battle settings screen remains SDR clamped for now.
opal stratus
#

Will check it out in a couple days, just have a plane today from Japan

quick valley
quick valley
hushed gate
quick valley
quick valley
#

Version 2.3

  • Display mapping switched from RenoDRT scaled by luminance to Neutwo scaled by max channel. The tonemapper options are now labeled Vanilla and Vanilla + (HDR).
  • Perceptual color space for chrominance correction switched from ICtCp to OKLab.
  • User color grading reworked. Now all luminance based adjustments are applied before tonemapping.
  • Fixed some graphical issues, most notably artifacts in the pre-match walkout cinematic.
opal stratus
#

in avatar room its capped for some reason at customization

quick valley
opal stratus
#

ah, that's sad

quick valley
elder dock
#

Would you guys recommend HDR10 or SRGB?

quick valley
elder dock
#

In the HDR options, it's not SRGB, sorry, it's a different name

#

There's none / HDR10 / SCRGB (I guess)

quick valley
elder dock
#

Nevermind, I'm too much of a newb to know how to expain it. But thanks for the mod, it looks stunning!

quick valley
coarse agate
#

Is this safe for ranked play? Looking to try this, but new to modding!

quick valley
coarse agate
#

Do I still need Reshade add on ver?

quick valley
#

Fluffy can handle RE Framework for you I believe.

quick valley
coarse agate
#

okay thanks, downloading now.

quick valley
coarse agate
#

if not, no worries