#✅RenoDX: Trails in the Sky 1st Chapter

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raven sequoia
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Build for the Demo

  • Latest Build

  • Replace the brightness scaling with Tonemapping (DICE, Frostbite, RenoDRT).

  • Unclamp Bloom Saturation

  • Replace the game's 2.3 Gamma with sRGB + GammaCorrection.

  • Both Game and UI brightness are controllable by reno sliders

spice venture
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What should the in-game sliders be set to?

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and am I supposed to set the gamma to falcom or srgb?

raven sequoia
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in game brightness is ignored, you can set the UI brightness to max and then use renodx's slider

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gamma is IMO srgb

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the difference is very subtle but the gamma correction can generate some wide color gamut

spice venture
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anything else to change?

raven sequoia
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Saturation and the output color space is up to you

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if you like saturated or colder colors

spice venture
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ok, and DICE is correct, yes?

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just asking because Reno is another option 😄

raven sequoia
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DICE is my favourite in games like this

spice venture
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I see, thanks!

scenic shore
spice venture
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I'll have to get used to the reduced brightness now. Always the same with these games

scenic shore
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although that might only apply to renodrt

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not sure

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btw @raven sequoia , I had a quick look, and it seems like they're doing the bloom with screen blends

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which is kinda sdr only

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0xD6CF040B

raven sequoia
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oh

scenic shore
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I don't know what's best to do there xD and if there's some hdr replacement for screen blend

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this seems to work well tho

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I'm just doing log and then inv log at the end (so the values stay between 0..1)

raven sequoia
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interesting interesting

scenic shore
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also tried, reinhard + inv reinhard, and that looked horrendous

raven sequoia
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I think that looks amazing, thanks @scenic shore

scenic shore
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nice, np

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I think skin tones kinda look a bit too red

raven sequoia
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do you change blending in LogSpace, and then exp back

scenic shore
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yea it logs all textures, game scene + bloom textures

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and then exp back at the end

raven sequoia
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maybe this can fix the other Falcom games as well

scenic shore
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ohh right you had issues with bloom there too right

raven sequoia
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yes

scenic shore
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how did you fix it there

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looked great from the screenshots

raven sequoia
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I had to multiply the preblended bloom with the scaled y

scenic shore
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so the bloom was already combined into one texture, and then you multiplied it with the lum?

raven sequoia
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in the final shader

scenic shore
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ic ic

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do you have your code up on github

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want to take a look xD

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but it seems like they're doing things differently here

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compared to ys8 + 9

raven sequoia
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I didn't expect that lerping in log space like this could make bloom hdr like this

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because I thought its already fp16

scenic shore
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holy shit

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seems like a ton of work

raven sequoia
raven sequoia
spice venture
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looks kinda broken now in the main menu

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I have to reduce the ui brightness now, I guess?

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but the game also looks super bright now

raven sequoia
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it looks like HDR is disabled

spice venture
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and it worked with the old version

raven sequoia
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hopefully this works

spice venture
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seems fine now

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ah but videos are black 😄

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easy to test with the startup movies

raven sequoia
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crap

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looks like upgrading textures breaks movies

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no wonder why I don't see any "Gungho"

static charm
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Its a feature to skip intro 😅

raven sequoia
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now Gungho is back so hopefully the videos are back as well

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and HDR still works with TAA/FXAA

cursive kraken
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everyones faces look red messed with the options bit still a bit red

scenic shore
cursive kraken
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Is there a way to turn it back anddeal with the bad bloom?

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The pink skin is more distracting for me lol

scenic shore
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with a hdr screen blend I found on this server lol

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seems to work well

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you could add sliders for the hue and chrominance correction at the end there

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they're just to desat highlights a bit, and fix hues

cursive kraken
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Ah right new to this how do I add this?

scenic shore
cursive kraken
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ahh i see no probs

raven sequoia
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oh I just did similar things

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float4 linearBloom = blendBloomLinear(samLinear_s, v1);

o0.rgb = renodx::color::correct::Hue(o0.rgb, linearBloom.rgb, 1.0f);

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just run the original shader in LInear and then hue correct

scenic shore
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Vanilla HDR (w/ final shader fix) | HDR + custom bloom | SDR

scenic shore
raven sequoia
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I see I see

scenic shore
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it's kinda crazy how off vanilla hdr looks

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due to it missing the saturate for that bloom shader

raven sequoia
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the new blend code seems to generate some invalid colors in the fire

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(removing huecorrection fixes it but obviously we need it)

scenic shore
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ah. maybe lower the intensity to 0.75 or 0.5

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maybe surrounding that hue correct with something like this could also work

outputColor = renodx::color::bt709::from::BT2020(outputColor);
outputColor = renodx::color::correct::Hue(outputColor, vanillaSdr, CUSTOM_HUE_CORRECTION);
outputColor = renodx::color::bt2020::from::BT709(outputColor);
raven sequoia
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I forgot to ask, did you also mod this shader 0xCDE6FA28

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I needed to remove those saturation to unclamp bloom

raven sequoia
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I am still using the Log-space Bloom because I can't find a setting for the new one's Hue Correction

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if you still find the face too red, try to use the Frostbite tonemapper

raven sequoia
scenic shore
scenic shore
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But I think that helped me with artifacts due to hue correction in the past

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You could also try a simple bt2020 clamp before and maybe after

cursive kraken
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I tested it definitely more natural skin tones, frostbite gets rid of the pink skin however blues and yellows look unsaturated so I prefer DICE overall even if the skin tone is still slightly too red

raven sequoia
raven sequoia
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I don't understand why Adrian's blending method loses details compared to the linear one (right)

scenic shore
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the bloom shader leaves a bit of additional highlight detail, which then gets clipped in sdr

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but in hdr they just leave it unclamped which then produces those bad hue shifts

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the lamp turns weirdly pink for example

scenic shore
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that's why I added a saturate after the sdr run

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instead of just saturating you could try o0.rgb = saturate(renodx::tonemap::dice::BT709(result, 1.f, 0.5f));

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SDR as comparison

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if you leave out the chrominance correction the glass is still super saturated

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and that the texture of the glass gets obscured is caused by the bloom, which kinda blurs it

spice venture
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this looks kinda strange, no?

raven sequoia
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1 - (1 - base) (1 -blend)

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clamping the oneminus fixes the broken colors for hue and chrominance correction

raven sequoia
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@scenic shore I realized that they did blending in srgb (or an encoded space), so I tried srgb decoding the gameScene and blur textures

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looks good to me, no red face, clear texture on Aidios glass, but the sky and lamps aren't as bright 😄

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the lamps look naturally yellow to me

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(assuming the blending equation is for linear inputs)

scenic shore
scenic shore
raven sequoia
raven sequoia
scenic shore
scenic shore
scenic shore
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the bloom shader isn't any different between sdr and hdr I think

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but sdr obviously clips

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and you need that clip for the sky for example

raven sequoia
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I tonemapped at the shader before the UI so we can also reno UI brightness sliders

scenic shore
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compared to vanilla

raven sequoia
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yes its no longer as bright

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do you think its muted?

scenic shore
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yea

scenic shore
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but bright colors and skin tones don't get as saturated anymore, which is great. still needs a little blowout/chrominance corr for the sky

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you can just multiply blend by 5 to make the bloom stronger/like vanilla again

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with your linear bloom blend (w/ srgb decode + encode)

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you can add a bloom slider too that way

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float3 hdrScreenBlend(float3 base, float3 blend) {
  blend *= 5;
  blend *= CUSTOM_BLOOM;
  float3 color = base + (blend / (1.f + base));
}
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that hdr blend is really meant to be done in linear, and not gamma

raven sequoia
hearty junco
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awesome 😮

scenic shore
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@raven sequoia this is the correct vanilla bloom btw

float3 vanillaSdrBlend(float3 base, float3 blend) {
  return blend * max(0, 1 - base) + base;
}
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got it wrong, mb

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but it looks the same with a saturate as the screen blend func before, and the same as vanilla sdr

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and if you don't saturate the output, it looks like vanilla hdr

raven sequoia
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for some reason I think bloom = 1 or 2 already matches vanilla's intensity (normalized to the same paper white, not their crazy HDRBrightness)

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maybe because I am using DICE, which saturates more than RenoDRT

scenic shore
scenic shore
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like how it blooms around houses and trees

scenic shore
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like so, for this code snippet, the first blend

r3.xyz = float3(1,1,1) + -r2.xyz;
r3.xyz = max(float3(0,0,0), r3.xyz);
r1.xyz = r1.xyz * r3.xyz + r2.xyz;

l3
r1.xyz = r1.xyz * r3.xyz + r2.xyz;

replace r3 with l2
r1.xyz = r1.xyz * max(float3(0,0,0), r3.xyz) + r2.xyz;

and then replace r3 with l1 again
r1.xyz = r1.xyz * max(float3(0,0,0), float3(1,1,1) + -r2.xyz) + r2.xyz;

and simplify
r1.xyz = r1.xyz * max(0, 1 - r2.xyz) + r2.xyz;

and we know r1 is blur1, and r2 game
blur * max(0, 1 - game) + game

raven sequoia
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thanks @scenic shore

raven sequoia
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@scenic shore I decided to check other bloom/godray shaders and see if I should do all of them in linear instead of srgb. The Sun looks more appropriate with this (left = new, right = vanilla srgb blending).

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not sure if I am insane or not

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this shader specifically, but I also rewrote other bloom shaders that generate the blur masks

scenic shore
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looks way better now

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in sdr I think the sun is just a white blob

grim yarrow
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this game is putting my 5090 to work, im kinda shocked

cursive kraken
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Yeah kind of wish it had DLSS my 4080 is getting around 80-90 fps at the beginning area at 4k

static charm
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Try to turn down SSAO to medium/low with no noticeable difference (for me at least).
SSAO on high is performance hogs

quartz mica
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I was able to push for 8k 60 in the overworld

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after pushing ssao down to medium

grim yarrow
quartz mica
grim yarrow
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3440x1440

quartz mica
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ok that makes more sense

grim yarrow
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I mean it pulls 500+ watts to do it, I don't think that's terribly normal

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Its not path traced

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But it's all settings on max, it's fine, it looks nice

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I'll try the ssao thing

quartz mica
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yea with ssao turned down

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downsampling from insane res is possible

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the game has no dlss and it really shows

grim yarrow
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I'm really excited for this game though

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This is going to be an incredible remake

raven sequoia
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if you use our addon, please feedback about the rewritten Bloom

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if its distracting on OLED

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there is a slider for Bloom strength and another one for saturation (0 = no correction = most saturated)

trail hinge
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Although I sometimes have issue when using SpecialK passthrough; where the addon is loaded but the colours are washed out. Restarting the game fixes it, so it's most likely an issue with SK.

hearty junco
trail hinge
worldly schooner
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Man, they really went all out on the "cooking the entire image at all time" in this game 😄

quartz mica
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yea

worldly schooner
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The mod is massively helping

mystic igloo
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I've been encountering some weird issues where the this black void shows up and begins to fill up the whole screen. Normally it goes away, but I found this instance where it kept going.

I don't know if this is something wrong with the mod, or the game being super well put together itself. I was using the version linked on the renodx wiki page, unless there's a more up-to-date version to use.

raven sequoia
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can you send me a save file?

mystic igloo
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It doesn't happen all the time, and there's nothing in particular that I can see that triggers it

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Okay. So it only seems to go away if all of it is moved off screen

raven sequoia
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thanks, I loaded the save but couldn't replicate it yet

mystic igloo
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This is the first time I've seen something like this, so I'm really hoping its not actually my GPU trying to fry itself.

I'll keep an eye out for if there's anything that specifically triggers it though. The last few times were while in combat though (field or command)

raven sequoia
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maybe it helpss

mystic igloo
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Cool. I'll take a look with that one

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Thanks!

mystic igloo
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I haven't seen anything since, so I think that may have done it!

raven sequoia
wicked crane
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✅RenoDX: Trails in the Sky 1st Chapter

raven sequoia
spice venture
spice venture
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noticed the new server right now, thanks

raven sequoia
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its not ideal but at least we can still make and share mods

opaque cipher
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What new server?

glad girder
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if I want the latest version, should I get it from the renodx github or from here? It says the snapshot is from july for Trails in the Sky

quartz mica
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github

quartz mica
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are you supposed to max out the in game ui brightness?

wary harness
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Is this okay? I have an LG OLED G4, I don't know if I also need to increase the nits or not, etc... and another thing, the gamma option isn't showing up, is that normal?

misty basalt
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hello guys. How fix this?

worldly schooner
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If you have a Nvidia GPU, do not force a anisotropic filtering level via the driver or Special K