#✅RenoDX: Trails in the Sky 1st Chapter
1 messages · Page 1 of 1 (latest)
What should the in-game sliders be set to?
and am I supposed to set the gamma to falcom or srgb?
in game brightness is ignored, you can set the UI brightness to max and then use renodx's slider
gamma is IMO srgb
the difference is very subtle but the gamma correction can generate some wide color gamut
anything else to change?
Saturation and the output color space is up to you
if you like saturated or colder colors
DICE is my favourite in games like this
I see, thanks!
I'd suggest setting working color space to bt2020
I'll have to get used to the reduced brightness now. Always the same with these games
although that might only apply to renodrt
not sure
btw @raven sequoia , I had a quick look, and it seems like they're doing the bloom with screen blends
which is kinda sdr only
0xD6CF040B
oh
I don't know what's best to do there xD and if there's some hdr replacement for screen blend
this seems to work well tho
I'm just doing log and then inv log at the end (so the values stay between 0..1)
interesting interesting
also tried, reinhard + inv reinhard, and that looked horrendous
I think that looks amazing, thanks @scenic shore
do you change blending in LogSpace, and then exp back
maybe this can fix the other Falcom games as well
ohh right you had issues with bloom there too right
yes
I had to multiply the preblended bloom with the scaled y
so the bloom was already combined into one texture, and then you multiplied it with the lum?
yes
in the final shader
ic ic
do you have your code up on github
want to take a look xD
but it seems like they're doing things differently here
compared to ys8 + 9
I didn't expect that lerping in log space like this could make bloom hdr like this
because I thought its already fp16
I do but that game is very messy
https://github.com/DanaForever/renodx/blob/main/src/games/senkiseki/cs4/final_0x3E08A3A6.ps_4_1.hlsl
you can see the number of artifact shaders
you can redownload the build. Adrian fixed the bloom, so the game is HDR now
I tried to fix the broken bloom caused by upgrading textures
looks kinda broken now in the main menu
I have to reduce the ui brightness now, I guess?
but the game also looks super bright now
it looks like HDR is disabled
crap
looks like upgrading textures breaks movies
no wonder why I don't see any "Gungho"
Its a feature to skip intro 😅
now Gungho is back so hopefully the videos are back as well
and HDR still works with TAA/FXAA
everyones faces look red messed with the options bit still a bit red
yea thats due to my bloom "fix"
def needs hue correction
Is there a way to turn it back anddeal with the bad bloom?
The pink skin is more distracting for me lol
@raven sequoia I rewrote the blending shader a bit, so that colors and skin tones are better
with a hdr screen blend I found on this server lol
seems to work well
you could add sliders for the hue and chrominance correction at the end there
they're just to desat highlights a bit, and fix hues
Ah right new to this how do I add this?
you don't :D @raven sequoia will maybe add it to the mod when they have time
ahh i see no probs
oh I just did similar things
float4 linearBloom = blendBloomLinear(samLinear_s, v1);
o0.rgb = renodx::color::correct::Hue(o0.rgb, linearBloom.rgb, 1.0f);
just run the original shader in LInear and then hue correct
Vanilla HDR (w/ final shader fix) | HDR + custom bloom | SDR
yea but that hdr blend is way better than the log method xD I think
I see I see
it's kinda crazy how off vanilla hdr looks
due to it missing the saturate for that bloom shader
the new blend code seems to generate some invalid colors in the fire
(removing huecorrection fixes it but obviously we need it)
ah. maybe lower the intensity to 0.75 or 0.5
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);
I forgot to ask, did you also mod this shader 0xCDE6FA28
I needed to remove those saturation to unclamp bloom
Can you help me check if this one reduces the pinky face shade for you?
I am still using the Log-space Bloom because I can't find a setting for the new one's Hue Correction
if you still find the face too red, try to use the Frostbite tonemapper
I don't understand how you have BT2020 outputColor here 😄
No, was just using native HDR + live loaded shaders via devkit. So taa is still clamped for me, was using smaa, but bloom worked
Idk might be meme code 😅 (it's changing the color primaries, but I still need to fully read up on how that all works)
But I think that helped me with artifacts due to hue correction in the past
You could also try a simple bt2020 clamp before and maybe after
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
I hate Falcom's bloom 🙃
I don't understand why Adrian's blending method loses details compared to the linear one (right)
it's not the blending method that makes the difference here (I think)
the bloom shader leaves a bit of additional highlight detail, which then gets clipped in sdr
but in hdr they just leave it unclamped which then produces those bad hue shifts
the lamp turns weirdly pink for example
or the sky is deep blue + purple, which it shouldn't
that's why I added a saturate after the sdr run
instead of just saturating you could try o0.rgb = saturate(renodx::tonemap::dice::BT709(result, 1.f, 0.5f));
SDR as comparison
if you leave out the chrominance correction the glass is still super saturated
and that the texture of the glass gets obscured is caused by the bloom, which kinda blurs it
this looks kinda strange, no?
I noticed that you removed the max(0, x) in the original bloom blend
1 - (1 - base) (1 -blend)
clamping the oneminus fixes the broken colors for hue and chrominance correction
are you still online ?
@scenic shore I realized that they did blending in srgb (or an encoded space), so I tried srgb decoding the gameScene and blur textures
looks good to me, no red face, clear texture on Aidios glass, but the sky and lamps aren't as bright 😄
the lamps look naturally yellow to me
(assuming the blending equation is for linear inputs)
@spice venture if you're interested, I am genuinely happy with this 🤗
oops sorry
in which shader do they gamma encode
the sky looks too deep blue here compared to sdr, you need to saturate the vanilla output for proper sdr like colors
I dunno, I also don't want to believe that the textures are in srgb but looks like they are
yes, I set hue shift to 0 in that shot, I think the ideal is 50 (hue and chrominance correction)
do they really render the entire game in gamma? lol
yea but you don't have the saturate in your code, which inherently happens in sdr, so the hues don't quite match with sdr
.
the bloom shader isn't any different between sdr and hdr I think
but sdr obviously clips
and you need that clip for the sky for example
at least it makes the new bloom blending works 😁
I tonemapped at the shader before the UI so we can also reno UI brightness sliders
just compared it, and doing srgb decode and encode afterwards just lessens the bloom effect
compared to vanilla
yea
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
you can just multiply blend by 5 to make the bloom stronger/like vanilla again
with your linear bloom blend (w/ srgb decode + encode)
you can add a bloom slider too that way
float3 hdrScreenBlend(float3 base, float3 blend) {
blend *= 5;
blend *= CUSTOM_BLOOM;
float3 color = base + (blend / (1.f + base));
}
that hdr blend is really meant to be done in linear, and not gamma
maybe I am using a Mini LED so the blur textures' effects are a bit too strong at 5. But I would make a slider, default at 2 which has the same intensity with vanilla.
awesome 😮
perceptually, at least to me, the bloom at *= 5 looks closest to vanilla sdr
@raven sequoia this is the correct vanilla bloom btw
float3 vanillaSdrBlend(float3 base, float3 blend) {
return blend * max(0, 1 - base) + base;
}
got it wrong, mb
but it looks the same with a saturate as the screen blend func before, and the same as vanilla sdr
and if you don't saturate the output, it looks like vanilla hdr
I ran the original function because my head wasn't able to rewrite the code 😄
for some reason I think bloom = 1 or 2 already matches vanilla's intensity (normalized to the same paper white, not their crazy HDRBrightness)
maybe because I am using DICE, which saturates more than RenoDRT
I was using Lilium's DICE shader just for testing
maybe thats true if you look at the glass in that cathedral or whatever, but the bloom outside looks to be way stronger than 2 imo
like how it blooms around houses and trees
you can just follow the code backwards
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
thanks @scenic shore
@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).
not sure if I am insane or not
this shader specifically, but I also rewrote other bloom shaders that generate the blur masks
wow yea, they're using their weird screen blend there too lol
looks way better now
in sdr I think the sun is just a white blob
this game is putting my 5090 to work, im kinda shocked
Yeah kind of wish it had DLSS my 4080 is getting around 80-90 fps at the beginning area at 4k
Try to turn down SSAO to medium/low with no noticeable difference (for me at least).
SSAO on high is performance hogs
what frame rate?
I was able to push for 8k 60 in the overworld
after pushing ssao down to medium
225

3440x1440
ok that makes more sense
I mean it pulls 500+ watts to do it, I don't think that's terribly normal
Its not path traced
But it's all settings on max, it's fine, it looks nice
I'll try the ssao thing
yea with ssao turned down
downsampling from insane res is possible
the game has no dlss and it really shows
if you use our addon, please feedback about the rewritten Bloom
if its distracting on OLED
there is a slider for Bloom strength and another one for saturation (0 = no correction = most saturated)
It's pretty much perfect for me on LG C1. Peak brightness set to 800, Bloom and Saturation at default values. Looks almost exactly like your screenshot [here](#1408042751550951474 message)
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.
You probably have to re-enable hdr in game
Late reply, but you're right. HDR was off when I checked it. Thanks!
Man, they really went all out on the "cooking the entire image at all time" in this game 😄
yea
do you mean its bright?
Out of the box yeah, insanely so
The mod is massively helping
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.
can you send me a save file?
It doesn't happen all the time, and there's nothing in particular that I can see that triggers it
Okay. So it only seems to go away if all of it is moved off screen
video if it helps at all
thanks, I loaded the save but couldn't replicate it yet
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)
I added some safeguards against 0 during blending
maybe it helpss
I haven't seen anything since, so I think that may have done it!
new bloom suggested by @scenic shore and Musa
✅RenoDX: Trails in the Sky 1st Chapter
We''re moving to a new home https://discord.com/channels/1408098019194310818/1410855640112566375/threads/1416613436623818863/1416613436623818863
(1 post for all kiseki stuffs)
it's locked; edit: you have to join the new RenoDX server to be able to click this link 😄
looks like it requires an invitation first https://discord.gg/jGuNsD2v
noticed the new server right now, thanks
its not ideal but at least we can still make and share mods
What new server?
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
github
are you supposed to max out the in game ui brightness?
yes
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?
hello guys. How fix this?
If you have a Nvidia GPU, do not force a anisotropic filtering level via the driver or Special K
I'm not forcing it