#✅RenoDX: The Witcher 3
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I dig it actually
But the art direction of the game has to be tailored around it, so idk how it’d look in-motion in W3
Actually it’s more like RDR2
GoT is more contrasty
after I took the second screenshot I thought it looked kinda like Kingdom Come Deliverance lol
- increased shadow slider on HDR Look (same as mentioned before)
- add Filmic preset, for funsies
Gonna play at 24fps with no HUD and filmic preset on for PURE CINEMA
(cuz the game runs like shit)
wow, you just cleard up 50GB of space from form C drive, thank you
Hahahahaha glad to know im not the only one
Just pray you dont get crashing issues. Im getting relatively frequent crashes now, 3 only today. And they seem random and non mod caused
I´ve read vsync or reflex can be at fault
Or steam overlay
when I first started playing/modding the PC versin of the game back in 2023 I kept getting crashes on loading screens
so that almost surely was the cause, (don't even know what eventually "fixed" the crashign btw)
one theory I had was Nvidia hairworks but idk
I get them randomly while walking
do you haev hairworks on?
Started in Novigrad, but now also happens outside of novi
Noup
I read it might be vsync, Steam overlay or reflex. Will try changing those and see if it changes
W3 next-gen port is a pretty consistent reminder of why they moved to UE5
But I'm pretty sure it's probably just the RT. I also checked VRAM and even on Ultra+ in Novi the max i use is 15.1gb/16gb so its not that
Nah, red engine is awesome. The problem is they burned out everyone who knew how to use it
that's true, but when they had to do everything on their own you get all this fundmental jank that gets hard to root out
RedEngine4 would like to have a word
jank upon jank
yet still manages to have less/ no stuttering compared to ue5slop
every engine is jank in some way
cursed timeline
ironically CDPR essentially work for EPic now to fix that issue
Im sad about redengine dying honestly
It has such a characteristic look and runs awesome with proper optimization (like in CP)
I think they did a good job of keeping the style with that tech demo honestly
after that demo, I'm optimistic about their efforts in UE
it's still sad that they abandoned their tech though
Yeah same, but I won't believe anything until the game releases. Absolutely anything
yeah for sure
but like, tw3 and cyberpunk took ages to develop
Will need a Reno mod to correct that and have proper HDR if its the same in the final game 
I liked the color use in the demo personally lol
but I do get the desire for more grim tones
Yeah? I think it didnt fit the vibe at all. Almost a cartoony palette with mega saturation
I do like saturation, like in Witcher 3. But in the demo was even more. But then there´s Cyberpunk which is kinda the same... I guess its just their way of doing it
it has a unique look. Not sure there's another game utilizing blues/oranges quite like that
depends on if the whole game is like that or jsut that region, could also depend on time of day etc.
Yeah if it had grimmer tones it would probably look more like UE slop
Boi im so hyped for witcher 4, the wait will be long
can't wait to play it in 2035
Hahahahah should be 2027/2028
And then they "plan" to release 2 sequels each 2 years (no way but i think thats the plan). So 2028-2030-2032/33 could be a new witcher trilogy
Which will probably end up being more like 2028 (2029 expansion) - 2031 (2032 expansion) -2034 (2035 expansion) or something like that
And somewher in the middle (probably 2030?) Witcher 1 Remake
And they also have Cyberpunk 2, I really don't know how they are going to pull off those timelines
Witcher 1 remake has to be one of my most anticipated games. I want to experience that story but in a game that isn't straight ass
Same, almost equally hyped as for the 4th
I just hope they dont botch anything due to tight timelines
Was very sad when I saw that the Witcher 1 remake is still in the "concpet" phase.
Even Cyberpunk 2 is further along
not even gonna bother with nexus for this one, virustotal doesn't like it 
native hdr | hdr look | filmic
I fucked with the camera angle a bit but uh, here's one with defaults too lol
filmic is pretty clean
it's feeling like the right fit for the game the more I use it
toussaint will likely feel pretty wrong though
though I'd need to see how it pairs with those e3 mods
I can't imagine it's gonna pair very well with most of the lighting/weather mods tbh
step 1 for most of those mods is to desaturate
Not for me, but filmic do be looking fire
when I tried out a lot of the weather mods, I thought the benis one was the best. Though I have to mention that the author is, apparently, a super mega turbo racist
Was that current or last gen
both
oh, the screenshots on the mod page look like shit
somehow he made a good weather mod and a dogshit reshade to go with it
I remember this folder growing to insane values. like 30+ GB
@unique cliff @glad crane can either of you screenshot the files in the folder?
I can send em to u if you want, a few
I need a screenshot so I can show nv why their crap needs to be fixed. e.g. expand the 1748531030 folder here <#1379315592820949092 message>
they're not going to listen otherwise
although if you're in the area anyway I guess you could upload one .dmp for the sake of my curiosity
What do you want a screenshot for btw?
Sorry but I don't have the game anymore and I deleted that folder already
I'm going to post it on Streamline's bug tracker on github as evidence
(there's no personal data fwiw)
Oh cool. Will upload a few to drive and send link in a bit
You have it on DM
Anyone knows the differences between this 2 versions of DLSS?
First one has both J & K transformer model presets, second only has J
Likely some other stuff but that's the main difference
Oh gotcha, I asked in case updating dlss was causing my crashes so I would use the .1 version which is vanilla. But I so want preset K so I´ll keep it updated
Are they unavoidable?
couldn't tell ya
I also tried disabling some mods just in case
But its weird cause I played up until Novi with 0 crashes
And yesterday I got 3 lol
One even outside of Novi
And it's driving me crazy
But realistically its probably just a bug with RT yeah
Im trying to download this and I get it flagged as a Virus lol. Any other way to download? Chrome wont let me
could try the snapshot link. It contains a lot of renodx codebase updates which might change things up a bit
yes, but functionally no
linked on renodx mods page and github discussions
gonna see if any magic compiler selection can get this to pass virustotal 
Ohhh gotcha. Maybe it helps my game being more stable. Cause I think reno might be the think ocasionally crashing my game. Just did a 2h test session without reno and got no crashes where yesterday got 3 in 3h. Maybe this github version is better for me well see
all 3 compilers came back with 8/72 on virustotal, sigh
decided to update anyway and I guess nexus staff did something to make it so it wouldn't be a problem
If it's got the blue mark instead of the green one, it's staff manually checking/testing it
yeah, but it was instant
One of them is lurking around here I guess ? 😉
oh lmao it just switched to quarantined
Oh nooooo
time to send another email 
@ebon shore something may have broke in the latest update. Torches or fire sources have sunshafts as strong as the sun for me
I'll send a clip in a bit
double checked my commits, I didn't accidentally change anything that would cause that
Really? Hmmmmmmm.... weird
the god rays don't have any sort of depth test afaik, so in theory they can happen on things that are simply bright enough
might just be a freak error with how I had to set things up
Maybe? Its weird tho I havent noticed till now
if it happens with the snapshot, but not this build, then something could have changed in the reno codebase, but I doubt it tbh
Saw it in several places already. Not a lot tho so its not a massive issue
I dont know which version I was using prior to this one tbh
the only slider things that should affect it would be scene grading stuff
and obviously bloom/sunshafts
so it could be a weird thing that happens with some combination of scene grading sliders
frankly it's a miracle the bloom/sunshafts work as well as they do lmao
I don't even know if Reno is 100% to blame, seems the most likely culprit, but could be a sneaky mod too
Regardless its a minor issue, just wanted to report it in case anyone else sees this
I appreciate it
I have bloom at 50 btw, might also influence this
the bloom slider is a simple scale on the strength of the effect, it won't control what it does and doesn't apply to
Gotcha
I couldn't figure out the cbuffers for that
otherwise I would have tried to rewrite them for HDR lol
may give that another go at some point though, it's gotta be there and I just missed it
Probably a silly question but does this work with or add support for Classic/v.1.32 which does not natively support HDR?
Probably not since it would need those shaders I guess
Classic doesn't even feature HDR
And this is using native HDR swapchain for rewriting shaders so that FG doesn't suffer any shenanigans
Jon would have to do another Reno + add support for SDR path to Reno HDR swapchain upgrade
Figured that'd be the case but wanted to confirm. Thanks!
does menus and loading screens supposed to be blotchy? Game looks fine once loaded
I’ve messed with classic a bit, it has way more shader permutations.
Overall doesn’t seem worth finishing
my inventory menu page looks like oversharpened mess
i mean the game itself looks fine
some menus doesnt seem to be affected by UI slider
i just checked some other games with reno.. maybe i broke something with HDR settings in general, but no
Just Geralt you mean?
yes
That's a vanilla issue
btw i figured it out it also needs that special k trick
Happens with upscaled
Oh it's fixable?
otherwise everything is overbrightened
no, i mean my thing with overbrighten menus
and game itself aparently
Oh ok gotcha
second game so far that refuses to hook reno up
i had to enable fake full screen and native hdr pass trough in special k
i just booted up witcher 3 after two weeks and suddenly its super dark, wtf
could that be because of the hotfix they released?
check the sliders in advanced
i kind of love jpn crt tbh
also try the latest snapshot release https://github.com/clshortfuse/renodx/wiki/Mods
Okay, so this was super weird, it was the weather. Must have been bugged. I changed the weather using the console a few times and it was back to normal.
No HDR / RenoDX issue 
love it when they don't fix obvious bugs like these
I'd imagine that has to do with the fact that the Witcher gear is dyeable, if you mod in an un-dyable 4k versino of that set the coloring should be fixed in mirrors
it's an obvious bug but one that occurs because the game wasn't made with ray tracing in mind and mirrors didnt work like that before
the blue armour would reflect in all specular reflections, so also the crossbow reflects it. this is why I knew it was broken on day 1 of the release of the next gen edition, even reported the bug
but good idea, will mod it black I guess
non-witcher gear isn't blue right?
if no-then modding in a set that isn't dyeable (usaully any of the 4k versions on Nexus) shoudl fix it
also use that mod, slight perfomance costs but it fixes most of the "blueness"
oh cool
should fix the corssbow in that instance
thanks
Mod author just chose literally the worst name for it possible
"I wanna make sure no normal persons finds this fix"
but no prob
Kinda lame this happens even in Ultra+https://cdn.steamusercontent.com/ugc/14132390556412211515/28E4F391F6EEB3FDDC00BB1CE0C708E7FB488919/
Also this when coming out of caves sometimes lol (its zoomed in but still)
Yo, i didnt explore RenoDX modding yet, but shouldnt it also--in theory--be possible to create a mod for the fellow SDR gamers that removes the sky banding (by correctly dithering)?
Ya
Could also include higher bit depth in the mod
Alright, thanks! If I can ever find the time, that would be my first thing to implement. The banding is the absolute endboss in screenshotting.
I checked the code and it does have sdr output with 10 bit encoding and 16 bit pipeline so it should improve banding?
If you output to 8-bit SDR then you need to compensate for the quantization error at some point, so even a 10-bit buffer wont help, unless users can directly render 10 bit SDR to screen
10 bit SDR is a thing
ye but not for most people
A lot of monitors are even 6 bit + 2bit FRC (which in software is also 8 bit)
ironically I often remove dithering code in games that I analyzed 😂
thinking that dithering = information loss
It's the exact opposite. You lose information during quantization and dithering compensates for this by distributing a high precision signal across multiple adjacent pixel
Here you can see an example shader i wrote on correct linear to sRGB dithering: https://www.shadertoy.com/view/t3BXWW
At the top you can see quantization to 4 bits, at the bottom an 8 bit gradient and in the middle the same gradient done with only the 4-bit shades at the top
would dithering be implemented in the sky shader or as a post-process pass?
It depends where the quantization happens. There's only two common buffer formats where i would say dither is neccessary, 8 bit per channel or R11G11B10F, because that is float with only 6/6/5 bits mantissa (horrible format honestly XD)
For Witcher 3 i suspect it happens in the sky shader though, because otherwise the game looks quite ok
yeah I was curious if the 16-bit pipeline upgrade was enough by itself
It definitely should be (if it affects all necessary buffers)
technically you could use the existing renodx addon in hdr mode and tonemap it back to sdr, along with dithering
last time I tried it was a bit finnicky though
Do you know how windows handles a scRGB buffer in SDR mode?
not important
the only thing that matters is what's presented to d3d (a swap chain's backbuffer format)
the game can render using any kind of buffers it wants
unless you mean forcing a 16-bit backbuffer on a sdr monitor... creation likely fails
Ah okay, i thought the addon changes that too.
No, that's a good idea. Just a single dither pass when rendering to the swapchain
Could probably also ask lilium or kaldaien how to best tonemap to SDR gamut beforehand
yeah. 10-bit SDR (w/o dither) would be an interesting experiment as well
Definitely
I likely have to work on this issue in the close future anyways for OpenGothic https://github.com/Try/OpenGothic/issues/698
So when i figure out a solution, it can be ported to the Witcher 3 mod.
dxgi allows 16-bit backbuffer formats in sdr mode?
hm
I'll have to check that again
half of reno's options are missing on my computer (likely because I lack an hdr output)
Any scrgb mod should work fine in sdr
Just set gamma correction to off (assuming your display is 2.2) and brightness all to 80
Dying light doesn’t tonemap
So it’s useful in games like that
I'm on mobile rn 
But if you mean max CLL and SDR whitepoint, it should have been directly at the top for HDR users
The game doesn’t touch the swapchain it hijackd the native hdr
So it must be just using vanilla townamper in sdr
ouch
Do all the sliders work
90% do. didn't check the other 10%
SDR support was added to done mods like mh wilds
I suppose I can patch game code to force hdr as I did in 2077/starfield
I think it only has hdr10 support
Which won’t work in sdr
Well unless you change colorspace
Idk how that affects fg
The lack of brightness sliders tells me that Jon must have added sdr support though since it hides the sliders
I think you can set it to not change color space in Reno
So swapchain can be upgraded to 10 bit in sdr
I assume it’s 8 bit in sdr
ah I didn't think about frame generation either
I believe it's always going to assume 10bit is hdr
there's a chance it handles different colorspaces but I doubt it
that's interesting
Sdr path is normal sdr, not scRGB. I hide sliders that don’t need to exist for Sdr and hardcode some tonemapping values to look at least mostly okay.
Using an Advanced Color swap chain when the display is in SDR mode
You can use an Advanced Color swap chain even if the display doesn't support all Advanced Color capabilities. In those cases, the Desktop Window Manager (DWM) will downconvert your content to fit the display's capabilities by performing numeric clipping. For example, if you render to an FP16 scRGB swap chain, and target a standard display, then everything outside of the [0, 1] numeric range is clipped.
That downconversion behavior will also occur if your app window is straddling two or more displays with differing Advanced Color capabilities. AdvancedColorInfo and IDXGIOutput6 are abstracted to report only the main display's characteristics (main being defined as the display containing the center of the window).
(for my own personal reference)
Right, I'd would like to ask again about NG and the whole translation layer topic
https://github.com/rfuzzo is a former modder who joined CDPR
He mentioned the reason RT runs like straight ass in NG is because of a translation driver overhead
and NG not having a native DX12 implementation
because of most likely 'le war' and having to pull the project from Saber Russia
But Nukem corrected me and a few others here saying that the whole DX11toDX12 translation layer is bs meme
w3 does not use 11on12
but that doesn't mean a translation layer is not being used
as in, the engine was architected with directx 11 in mind and they had to quickly come up with a solution for a directx 12 port
internally this is done through an odd pseudo-translation layer (tl;dr it "behaves" as d3d11 would w.r.t. command submission, but it's native d3d12)
Thank you for the correction
iirc w3 is stuck using 1 command submission thread (a side of effect of d3d11 and subsequent engine design) and it's often the source of the cpu bottleneck
native d3d12 ports require parallel command generation/submission for adequate performance
How would the translation layer work on consoles?
are they still doing the samething? I though Sony has their own API
Thank you for the rundown
So, it's unfixable, performance-wise. Amazing work. /s
idk go refactor it using the leaked source code
reminds me of the evil within
cursed opengl to dx11 pseudo-translation layer
it spawns an invisible opengl windows
Would it be possible for a maniac to reverse engineer it and fix it? Or is that too much of a task wothout source code?
Oh, I didn't scroll down enough
It’ll probably stay like that forever unfortunately
Unless that rumored dlc connecting with the 4th also comes with a patch fixing the game itself. But I wouldn’t be too hopeful
Well as Nukem mentioned... Leaked source code 'technically' exists out there
So the world is your oyster
I am still confused by how a lot of RE projects can exist without immediate C&D?
Too small to care?
Well I guess just don't do anything involving Ninteblow
I mean yeah but still would be borked for 95% of the audience who don’t know how to install mods. Not great for preservation purposes and the general audience. And still that’s a long shot if someone could somehow fix it
We need more Wall_SoGBs on this planet
Cdpr should just put a small team to fix it. It’s their most important game. But I guess since it won’t sell much more at this point they don’t care but somehow they are supposedly making a dlc for it lol
RE is legal
as long as you're not redistributing source code, which by the definition of RE, you don't have, it should be fine
Hi
I don''t know if it's really comes from renodDX but I have a problem with my game
I was trying to install the add on file for the ninja gaiden 2 game
I had some problem but now when I launch witcher the brightness of my tv goes up and I don't know what's the problem
Screenshot doesn’t look super wrong, sounds like HDR is messed up on the system somehow.
I restarted my PC and my tv and it's fixed apparently
It's was supposed to be really dark 😅
I have that weird bug where there is background music missing.
Any idea how I can fix that?
Turn on the music
this has been a bug since day 1 and never fixed
there's some workarounds that involve fast travel and some other weird shit
need to google around
i hate if a game has a background music because you cant tell unless you know it should be there
i remember dark souls 1 remastered had this
you needed to go back to the menu
With an LG C1 in HGIG what values should I use for Game Brightness and Peak Brightness?
For now I have Peak Brightness ad default and Game Brightness maxed out at 500 (my TV supports 790 nits, so I don't know why I can't go higher)
game brightness is the brightness of diffuse white, which is the brightness of midtone, not the peak brightness
default value is a good start point
most of the time optimized inis dont do shit but this actually worked for me, less cpu bound in cities
https://www.nexusmods.com/witcher3/mods/7432
like he says in the mod, lesser npcs will give more performance gain
I used to run that, but I found that it messed with image stability.
im using the quality one, didn't notice anything
@sonic hawk do you know what version of dlssg is the best for the game ?
nvm i think forcing dlaa through sk just broke the game
with dlss quality no issue
which lightning mod would you guys recommend to go with RenoDX?
Pretty much whatever lighting mod you’d prefer in SDR.
@ebon shore my eyes

this game is such a treat with rt and your mod
tysm
leagues above blitzfx + autohdr
Oh. Putain ! 
Anyone know how to get it to stop starting the game in 1440p i have to set it back to 4k everytime i open it and i don't think it even works
%USERPROFILE%\Documents\The Witcher 3\dx12user.settings
lol
its one of these 
i need to fix it, the black crush is horrible on the default setting for me
it was this one, it overwrote the dxgi.dll
is there another way i can force DLAA into the game?
NV inspector
you can also rename DLSS Tweaks dxgi.dll to something else
winmm.dll
XInput1_3.dll
both of those will also hook
that way you can keep reshade as dxgi.dll
Just opened my game to invictus in his g5 cave


geralt an craite
I wonder why i have such a terrible amount of dissoclusion fizzling with dlss
does the game not like preset K ?
@sonic hawk
Preset k looks alright to me, the foliage just doesn’t look very good with DLSS in general
i have constant fizzling even with swords, moving objects leave heavy ghosting trails
even a paysant racking something it's ghosting
try turning off Map Bias in ini
could be also its just RT not working right with dlss
RenoDX is awesome with this game 😍
reshade hdr pngs never work on discord for me, even after i convert them to avif. is there some trick to it? ffmpeg shows bt2020 and smpte2084, but discord just doesnt like it
well reshade pngs don't work for me either
skill issue idk all you do is press the screenshot button and it works
unless you changed default settings
might try reinstalling
yeah I can take the screenshot but they never appear as HDR on discord, with default 11 bit settings on a fresh reshade install
they show as HDR in mpv, idk discord issue like usual
sometimes previews don't show but that's only on mobile from my experience
and firefox ig but hdr doesn't work at all on firefox for windows
i just took this with reshade 6.5.1 + latest reno and it kinda looks hdr to me when viewed on discord but not as bright as what i see in-game
ur trippin
does it not appear hdr to you?
yes
take a pic with the hdr analysis tool display so i can compare nits to what you're seeing
it is
the analysis seems to be matching whats actually shown in the image so im not sure what you're talking about
the image as viewed (to me) in discord or chrome looks nowhere near as bright as in-game
it looks totally neutered
if i take a hdr jxr with nvidia and view it in windows photo viewer, it actually matches what i see in-game
or if i take a hdr png with reshade, convert it to avif, then view it in windows photo viewer, it also looks the same as in-game
but hdr pngs never look right
send the jxr
also holy crap new hdr analysis update finally
i've missed the colors
i just opened this in windows photo viewer and tabbed back and forth between it and the game and it definitely matches, unlike png (viewed in chrome or discord) which looks much dimmer
jxr and png and discord match each other for me so you must have an issue with ur chrome or discord app
hardware acceleration off maybe
it's not a display issue, because i can see all the hdr pngs people post in the screenshots channel just fine
it's just my own ones don't look right when i upload them
they look fine for me
how bizarre
(testing reshade screenshot on here, didn't realize they did HDR png's_
Seemed to work (it's the top 1 with the non-crushed blacks). Good to know, thanks. Bottom one is a standard xboxPC png.
Good to know resahde can do that thanks.
HDR Images won’t display right in chromium apps (discord) unless you have your Sdr brightness slider at 31.
I have it at 0, but others' HDR images seem to appear fine to me
what quality should you choose for the Reshade HDR screens in the settings btw? just whatever quality matches the display?
they all are darker than intended unless you have 31
Is it possible to use Special K alongside reshade in this game? According to SK wiki the .dll file needs to be called dxgi.dll for the DX12 version, though there already seems to be a dxgi.dll file in the game folder. (not sure if that one is from reshade)
I use SK with the mod. I renamed the dxgi dll to reshade64.dll and use SK via SKIF (I added SKIF %COMMAND% to the launch options for the game in steam)
SKIF %COMMAND% --launcher-skip
if you wanna do yourself an extra favor lol
Good to know, thanks 🫡
Oh this is pretty useful, thanks 😄
Finally was able to afford a 5080. Figured TW3 would be the first game to witness RT splendor, but feeling a little underwhelmed by the RT GI/AO. - Any mod recommendations?
Sadly I get this. Will try reinstalling SK i suppose.
probably a lil dark sometimes but rt looks pretty good
https://www.nexusmods.com/witcher3/mods/9963
https://www.nexusmods.com/witcher3/mods/8865
https://www.nexusmods.com/witcher3/mods/8772
The long-awaited final version of the project appreciated by the amazing Witcher community and CD Project RED, which now raises the game's visuals to the highest level yet and enchance it to a truly n
just found this one i haven't tried it but it might be nice it got updated yesterday too
https://www.nexusmods.com/witcher3/mods/6205
Run the SK installer
I did already, but I figured it out - I had UAC disabled and it SK doesn't like being launched with admin perms i guess 😄
I thought after redkit modding tool release, improved visuals mods would be made by the community, But uh... looks like nothing was made
Everyone moved on
If the Redkit came out after B&W, it would have been massive
By the time they announced the kit 8 years later, 9/10 of the modders who released the top mods are either gone, no longer interested or work for CDPR now
Weather mods are still being worked on
Most are discord exclusive
i'm not sure you can do good stuff with the redkit anyways
Where should I keep tabs on for these weather mods?
In the latest GitHub snapshot, launching the game with Special K in HDR10 Passthrough mode causes the Peak Brightness and other controls to disappear. This does not occur without Special K, and older builds from Nexus Mods do not show this behavior
Just like in this screenshot
How are you loading reshade? dxgi or reshade64? Either way try switching it around to see if it makes a difference
I'll try it later
Resolved by using centralized ReShade loading via Special K with Compatibility Mode off and Load Order set to Lazy. In all other configurations, brightness controls were missing
good to know, thanks
✅RenoDX: The Witcher 3
Green tick indicates?
Probably that it is finished while the tools mean work in progress

Hello ! Do you think this "halo" around the windows and the candles is produced by RenoDX ?
its probably better to ask on the renodx server
Thank you !
Any reason why Lillium's HDR Metadata fix doesn't do anything at all in Cyberpunk and FF7 Rebirth for me?
Game uses uncharted 2 with dynamic parameters. I upgraded that to HDR (replaced upgradetonemap with a much better setup).
Also yes sometimes the game is lacking in real dynamic range, and they fake HDR with their bloom that runs after tonemapping by using different parameters per scene. Toussaint is a particularly egregious example. Tbh I think the only way to improve the mod further would be to make a weather mod with renodx in mind.
And I run display mapping after all the post processing
This game also does some incredibly cursed per channel bullshit
Most of their low light scenes end up with this ugly red look
I’m doing luminance tonemapping with per channel chrominance outside of the shadows
More of that ugly red here
Toussaint is basically styled around SDR clipping, it wants those cyans and yellow-whites.
Unfortunate really
Aren't there params you can hook to to make tonemapping act differently? Like bloom intensity?
I modified them for hdr with this update
If you have any ideas for improving bloom more, I’d love to hear them. I pushed the code to my GitHub, it’s handled in bloom start (the mask created there goes to sunshafts)
the update rate 
in non-reno'ed Witcher 3 I almost always had to disable game bloom because it was so terribly distracting
(not just in Toussaint, simply Novigrad was enough to irritate me, monster bloom with just a on/off toggle)
so bloom on was just too much, but bloom off was darn... lacking. yay renodx and jon
Unless my experiment with some code pumbo sent me works out, I’m hoping that last build will be the last one for a bit
Suppose I should just do this. Moving discussion over here. https://discord.com/channels/1408098019194310818/1411093186842988645
Sorry if this is a dumb question but should i leave in game hdr on?