#✅Luma: Final Fantasy VII Remake
1 messages · Page 2 of 1
float getMidGray() {
float3 lutInputColor = saturate(renodx::color::pq::Encode(0.18f, 100.f));
float3 lutResult = renodx::lut::Sample(BT709PQToBT2020PQLUT,
View_SharedBilinearClampedSampler,
lutInputColor,
32u);
float3 lutOutputColor_bt2020 = renodx::color::pq::DecodeSafe(lutResult, 250);
return renodx::color::y::from::BT2020(lutOutputColor_bt2020);
}
reno version
also, you are not suppose to pre-scale aces by the LUT mid grey.
the UCS difference will already account for that later.
just do aces with paper white at 250 nits or whatever is the game neutral paper white (when it doesn't apply any scale)
you can set the default pw relative to that.
- well you can, but then it's probably good if you don't re-apply the
xof this:
acesDynamicUCS += UCSDiff;
and just do
acesDynamicUCS.yz += UCSDiff.yz;
x is brightness, yz are the hue and saturation
you'd miss on contrast adjuments from the lut
so i think it's better to just do the whole xyz offset and ignroe the mid grey
find a mid gray that matches in general. 0.18 or 0.1 or something, dunno.
doesn't even matter that much.
but something more needs to be broken cuz it can't look so different.
aces1k and acesDynamic should look near identical.
i think there's two issues.
float3 acesDynamic = applyACES(ungraded_bt709, midGray, LumaSettings.GamePaperWhiteNits, LumaSettings.PeakWhiteNits);
this shouldn't be mapped to the user paper and peak white, but to game default hardcoded paper white, and the peak white relative to that.
so
float3 acesDynamic = applyACES(ungraded_bt709, midGray, 250.f, (250.f / LumaSettings.GamePaperWhiteNits) * LumaSettings.PeakWhiteNits);
and correct any Linear_to_PQ if you use them 🙂
needs normalization.
so does PQ_to_Linear
so this becomes:
float3 lutOutputColor_bt2020 = PQ_to_Linear(lutResult) * 250.f;
float3 lutOutputColor_bt2020 = PQ_to_Linear(lutResult) * ( HDR10_MaxWhiteNits / 250.f);
and this becomes:
float3 lutInputColor = saturate(Linear_to_PQ(0.18f / (100.f)));
float3 lutInputColor = saturate(Linear_to_PQ(0.18f / (HDR10_MaxWhiteNits / sRGB_WhiteLevelNits)));
IMO mid grey is 0.18 * 250
float3 lutInputColor = saturate(Linear_to_PQ(0.18f * 250 / HDR10_MaxWhiteNits));
otherwise, to keep it like musa:
float3 lutInputColor = saturate(Linear_to_PQ(0.18f * 100 / HDR10_MaxWhiteNits));
sRGB_WhiteLevelNits is 80 not 100
For you to say. Looks good to me from here.
the conversion from and to ucs does seem to mess up the peak brightness tho
looks good. need to play with it a bit more
oklab?
same issue
acesDynamicUCS += UCSDiff;
this makes it go over peak
shouldn't there be some sort of cap in this addition so that values above just become max?
the overall luminance peak doesn't matter
what matters is the peak on each channel
that's how TVs work
so even if the luminance is beyond peak, maybe only one channel is actually clipping.
if u use pre-adjusted mid grey, you should do yz only.
But again, I don't think that's a good idea.
I just set it to 0.18f on both for the screenshot I sent
should I still do yz only in that case?
yes
so what do I need to find to do it correctly?
if i recall, ACES outputs 0.1 for 0.18 input
but that's the real full aces
dunno about the UE approximation or the version they used in this game.
0.18 is probably fine.
@noble condor is FF based on UE approx of aces or the real full aces 1?
full ACES it seems. shortfuse saw they had some ACES listed in credits or something
intro videos maybe don't remember
like the same way games will list if they use havok physics
but the ACES curve hardcoded for 1k nits
is probably just taken from UE
it's not the same as the dynamic peak version of ACES from Reno
it'd also be good to know if they did ACES before or after grading in the LUTs.
If the output is exactly 1k in luminance and not clipped, then maybe they did grading first and ACES after.
ideally then, finding the inverse formula of aces would be perfect.
as then you'd get the color grading alone.
aces is a bit destructive, but most of it is revertible
it's not that complicated i think.
i figured it was done in external software
UE ACES doesn't scale properly
their ACES is a 1:1 match between SDR and HDR
that would imply it's grading->ACES
so inverting aces would give us back raw grading in linear HDR
too bad it's pre-clipped.
way too dark now
then something is off
test the 3 versions lut 1k dynamic, separately
see where it fails
dynamic without adding ucsdiff, right?
seems to be the aces1k
actually why is this necessary?
aces1k = BT2020_To_BT709(aces1k);
aces1k = max(aces1k, 0.f); // Clip colors beyond BT.709
does applying aces maps from bt709 to bt2020?
but actually the dynamic is the one that is too dark
No. That's wrong. I assumed the initial color was 2020
Or well, that aces would be configured to output that.
looks better without that, but still too dark
game luts do ouput bt2020 so the first conversion is correct.
will keep working on this later, want to push the fix for now
pre clipped? as in before luts?
✅Luma: Final Fantasy VII Remake
it's clipped to BT709 gamut
ah I see
@frigid fjord I don't know if the lights at the start of the game are supposed to be peak brightness or not
but as of latest version they are still way under the peak brightness set in LUMA
all sliders work now you did a stellar job
also the on/off dlss tick differences are starker than before
lol
taa wasn't so ugly when untick
huh, let me check that again. I though I tested and peak brightness was tracking correctly now.
probably the missing LOD bias
might be that lights at the start of game are not supposed to reach peak
i have a 3000 nits display and i need 6000 or so to get 3000 Nits on lights
btw, there's a chance UE already had some LOD bias for TAA.
so yours might be additive on top of theirs.
when you get to chapter 2 test in this car. one of the places I know light has peak brightness
i don't intend to replay the game yet 😛 but i'll keep it in my mind
it tracks correctly with peak in that light for me, so it should be working fine. just for some reason those lights aren't peak or something?
right it could be I don't know
funny enough the reason I know this is because it seems that the issues with exposure and lights flickering only happens with those lights with peak brightness.
you should add in the nexus descriptino to take 310.1.3 for CNN since transformer model has issues
Right, good idea
you can say that the mod automatically sets preset E or F depending on DLAA or not, make sure to remove overrides
DLSS is now bundled it.
@frigid fjord now that i think aboot it, if hutaii adds dlss to mhworld, hdr will still be cursed 

I was thinking of making a mod for it in luma at some point and sharing the shaders with him
This mod is genuinely transformative. The stock TAA in this game was some of the worst I’ve seen. Being able to use DLSS is a real gift.
Thanks, Pumbo.
thanks, though Izueh made this mod 🙂
🫡
man I gotta find a way to fix this dithering issue, look at Jessie's leg
You need to remove all dithering btw. Not actually multiply it.
Dlss doesn't work with dithering.
but that would break all transparent effects.
Ok. Keep it for them.
keep it for alpha and remove for everything else?
perfect japanese anime hair restored
u should add a toggle to make everybody bald
it'd be quite funny
i really wanna see it.
I did it many times by mistake when I was playing around with the transparency. it was quite funny
AMD driver bug edition 
v1.3 changelog
- Added experimental fix for dithering patterns using DLSS.
- DLSS and Reshade now included.
- Added selection between CNN and Transformer model in menu.
- Fixed some instance of HDR fix not triggering on certain scenes.
@twin turtle want to test it out?
Rule n.1: don't play big online games at launch 😄
Today is a day for sitting in a queue and thinking about playing battlefield.
Seemed good in the beta other than no options, but supposedly they added those for release.
Oh, RIP
paper white: don't worry about it, we decide it for you, 500 nits!
dithering there too?
What is recommended to set the ingame hdr settings to?
HDR if you are going to play in hdr
Default. I have to disconnect those settings so they don't work.
Thanks!
@lusty coral Lyal's fix for ultra wide support changes a datatype from int to float and it breaks my code since I was loading it asint(). how should I handle that?
What data type
in a cbuffer I was loading the viewport size and offset as integers, but I guess his patch makes them floats. he uses them to center the UI and videos in UW.
I mean it's the same shaders so can't branch
actually I think asint was incorrect and I should have been casting to int instead
Show asm
0 0x000000C4: lt r0.xy, cb0[34].xyxx, v0.xyxx
1 0x000000E4: lt r0.zw, v0.xxxy, cb0[34].zzzw
2 0x00000104: and r0.xy, r0.zwzz, r0.xyxx
3 0x00000120: and r0.x, r0.y, r0.x
4 0x0000013C: if_nz r0.x
5 0x00000148: ftoi r0.xy, v0.xyxx
6 0x0000015C: ftoi r1.xy, cb0[34].xyxx
7 0x00000174: iadd r1.xy, r0.xyxx, -r1.xyxx
8 0x00000194: itof r1.xy, r1.xyxx
9 0x000001A8: add r1.xy, r1.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
10 0x000001D0: mul r1.zw, r1.xxxy, cb0[35].zzzw
11 0x000001F0: mul r2.xy, cb0[35].wzww, cb0[35].xyxx
12 0x00000214: mad r1.xy, r1.xyxx, cb0[35].zwzz, l(-0.500000, -0.500000, 0.000000, 0.000000)
13 0x00000248: mul r2.xy, r2.xyxx, l(0.562500, 1.777778, 0.000000, 0.000000)
14 0x00000270: min r2.xy, r2.xyxx, l(1.000000, 1.000000, 0.000000, 0.000000)
15 0x00000298: mad r1.xy, r1.xyxx, r2.xyxx, l(0.500000, 0.500000, 0.000000, 0.000000)
16 0x000002C8: mad r1.zw, r1.zzzw, cb0[31].xxxy, cb0[30].xxxy
17 0x000002F4: mul r1.zw, r1.zzzw, cb0[0].zzzw
18 0x00000314: sample_l_indexable(texture2d)(float,float,float,float) r2.xyz, r1.zwzz, t1.xyzw, s0, l(0.000000)
Yeah. Floor float to int.
Izueh has absolutely cooked with this one
The latest build looks fantastic, probably the best this game has ever looked
The only thing that's lacking IMO is some kind of gamut expansion in HDR to make the game a bit less drab
Prey has it, wonder if it would be possible to port that
I need to get back into making HDR better, going to need @lusty coral to help me out
it looks so much cleaner without the dithering patterns everywhere, the reflections look so good.
we working on a possible generic TAA -> DLAA replacement for UE4 games
@noble condor for the rescue
so you managed to remove it from almost everywhere? where is it left? Was it replaced with neutral values (e.g. 0.5) to make sure the brightness isn't offsetted?
0.5 is the neutral, removed it everywhere except for transparency
so I look for the discard instruction that is in the transparent materials and don't apply it to those
I think ShortFuse's UpgradeToneMapPerChannel running in AP1 might be the solution
so previously you were doing upgradetonemap to stretch out the luminance above the ratio of 4.f
since you're capped at that since that's what the luts have baked in
pro code
how about this
I can imagine dithering also made it look bad at native res, hair and all
with upgradetonemapperchannel you can find the per channel difference between clipped to rec709 and full ap1 ACES
since if they just clipped it to rec709 that would be a per channel adjustment, you'd be inversing it per channel with upgradetonemapperchannel
going to look at that one and try it out
we need to get a link to the luma page pinned in here or something
nvm I'm an idiot it's in the first post
nvm again, the direct download link is outdated lol
@frigid fjord I saw someone mention the black screen issue. That happens when the game isn't running at native output res
so people need to get that setup and then install the mod
ultrawide people in particular are gonna have this problem mostly lol
finally checked it out with the dithering fixes, looks so much better. Great work!
oh yeah I haven't merged to main repo I should
I tried porting reno directly, but for some read on it didn't quite match
I've pretty much been listening to the OST without actually playing the game 
Going to do your own thing or just keep to vanilla?
It's vanilla+ currently, copied what Musa did with Rebirth more or less
We need ti post the mod on the Nvidia reddit. Any good comparison screenshots of dlss?
The difference is mostly in motion, so it's gonna be hard
Just putting dlss in the title should be enough to get people hard though
only if you use dlaa, it's very apparent if you use any resolution lower than native.
Yeah true
just set dyanmci res to 50%
looks like crap without DLSS
I gotta do a before and after dithering fix comparison photos too
does the dithering fix benefit taa as well?
I guess it depends on the native res, at 4K TAA has blended it pretty well
I wonder what the point was in the first place though
IGNORANZ
I don't think UE4 even does that by default, it seems like something they added
But what is it supposed to archive? Does it increase the performance somehow?
IGNORANZ
I think TAA was more shimmery without it, but didn't test too much
apparently difference is perceptible a lower resolutions too with DLAA. from a nexus comment
man the hair looks so much less grainy
crazy
thats an insane diff in his hair
this is the one in rebirth common.hlsl?
ya its just unused
you said it had issues with hue shift, right?
well its per channel so it'll hue shift, but in this case I guess it's more like it undoes hue shifts if you use it to increase peak
don't think there's any use in porting renodrt
if you need something to scale peak, then you can use reinhardpiecewiseextended()
I want to have the color grading options figure out some settings.
In silent hill f I have 2 functions
One goes before tonemap
And it does the highlights, shadows, contrast, etc
Then the other one after does saturation, blowout, highlight saturation, etc
will have a look at that
found it, so just apply ApplyExposureContrastFlareHighlightsShadowsByLuminance beforet tonemap, and this one after ApplySaturationBlowoutHueCorrectionHighlightSaturation. can I use these with the ACES path as well?
ApplyExposureContrastFlareHighlightsShadowsByLuminance love me long names
in the 90s this would have been called:
AppExCTRFLHLSHLum
fuck that shit
ok so that is the different between ACES ODT and RGCAndRRTAndODT
which one should I be using
also found what people claim is the custom UE engine for the game
how's that possible?
i think it's just somebody modding UE until it's close enough to the FF7 engine
dunno, it's explained above what their difference is. Musa.
idk, it's from the OpenFF7R community, they have the Remake, Rebirth and Crisis Core branches there
ask. I think it's just a copy of UE with some edits to be closer to their engine
doubt they made changes to aces
odt is just the tonescaler part, while rrt is the color stuff they do before it
they presumably would have baked both rrt and odt into the LUT
I see, so because you do color grading before in jedi survivor and silent hill you only do ODT?
in silent hill ue already does rrt before anyway
I do the contrast/highlights/shadows/flare before tonemapping
cause those are adjusting the brightness, so can't come after you scale down the peak
then the saturation stuff is after tonemapping
oh so I have to do RGCAndRRTAndODT in FF7 because it's baked in the lut and not done in UE
well RGC can be skipped
so just RRTAndODT
and I should do this all in ap1 colorspace or is bt709 ok?
RRTAndODT takes either AP0 or AP1 as an input I don't remember
nvm it takes bt709 as input
but operates in ap0/ap1 internally
so there is no downside to doing it all in bt709? color grading as well
ApplyExposureContrastFlareHighlightsShadowsByLuminance work by luminance not by channel so you have to convert to y anyway, just use the correct y conversion formula
so that doesn't matter
ApplySaturationBlowoutHueCorrectionHighlightSaturation requires bt709 input
Giga based 
I’m assuming the same fixes for Rebirth would imply an almost complete starting over?
does it have bad hair dithering?
Would need to boot the game to be sure, but I think so? More like it tends to be too grainy no matter what, especially at a distance in the open world
it has the dithering too I remember seeing it while looking trough it in render doc
but no luma shader bytecode modification available for dx12
Ach, DX12, true
maybe can do a simple reshade addon?
it is the same if it's shader model 5
DX12 can be SM5
SM6 is the problem, it can't be live patched the same
apparently byte code is encrypted or compressed
it is sm6.6
there is the ugly culprit
worth doing a texture replacement for that one texture with neutral values
maybe they no longer do transparency by dithering depth
spoke with Huutaii earlier today, said MHW mod is done. just needs polish. I will start working on some HDR improvements soons so he can ship those with the mod hopefully.
Done, as in... DLSS 2.x+ mod?
DLAA only for now I think but yeah
@lusty coral we don't have Reinhard Piecewise, what is the differen with that and Scalable?
dunno I made my own
ReinhardRange or something
at the top
how is that one different from the Scalable in the tonemap function?
i don't know
@noble condor having this issue with blowout, is the default value really supposed to be 99?
top image is commented out blowout lines in ApplySaturationBlowoutHueCorrectionHighlightSaturation bottom is blowout at default
I have it at 99 in jedi survivor cause I'm manually matching renodrt with ACES
99 isn't even enough to match the ACES blowout
blowout at 0 is off
so in this case I should leave it at 0 then?
i have the slider disabled with ACES in jedi survivor
and with reinhard I should leave it at 0 as well?
if you wanna match ACES then you could find a value that looks good
like without blowout sometimes skin tones can look too saturated when illuminated
got it
though idk what's going on with blowout in the image
actually it's not blowout it's highligh saturation, getting black highlights in ACES.
oh right the slider naming is dumb in renodx
I got it confused
cause dechroma is blowout in the slider
ya so blowout is basically just a gradual desaturation that affects midtones and also shadows a little
while highlight saturation is a sharper saturation adjustment that only affects highlights
still not sure why I am getting black highlights, but I think there is something wrong with the value, because code shouldn't even run at default settings and I still get the black highlights
black means NaN
so unsafe math likely
like running pow() on negative numebers for example
would have to do sign(c) * pow(abs(c))
pumbo already has a safe pow function
Did you go outside AP1 somehow?
there is a clamp at the end of the function
Hmm
just commenting out code until I find the issue, one second
Negative values (often in the red channel) is not uncommon when doing compositing, as you go from a wide color space like an ARRI’s or RED’s for a plate, to ACEScg which tends to be a bit more narrow that these cameras’ color spaces, but if you’re protected against that on paper…
oh I figured it out hue shift was the culprit
when I set the hue shift value too low it does that
@twin turtle hey busy? feel like testing FF7 HDR and letting me know what you think?
I had inverted the hue shift slider with aces enabled in Jedi survivor
Hue shift at 100 is no hue correction for ACES
Aces already has hue shifting sine it’s per channel
RenoDRT has no hue shifting since it’s by luminance, so I shift it manually
I can, not sure how much help I'll be able to offer though. Not terribly familiar with how it's supposed to look
so I should test the hue shift with reinhard until I find something good. I think reinhard just looks not good compared to ACES. but I am untrained
still too new to this
one second
after I am done with the UE addon I am going to start my first HDR mod from scratch, gonna do Monster Hunter World. So hopefully I can learn what I am doing better with this stuff.
what we normally do is treat the vanilla tonemapper like grading for a full range HDR image, and we then give that color to a more neutral tonemapper like one of the ones built into renodrt for display mapping. So you still get the characteristics of whatever tonemapper a game was built for, but with adaptability
honestly, I don't think there's much reason to not simply use ACES for ff7r
it's built for it, it looks solid
@austere quiver thought it lacked gamut expansion. that would be like saturation, right?
#1410414711249309797 message
you could try doing what musa does with a lot of ACES games. You take the ACES tonemap, you run it by luminance, and also run it per channel. Then you apply the chrominance of per channel onto the luminance tonemap
doing that helps a lot with reds in particular, which tend to look kinda glowy in shadow with per channel tonemappers that do a lot of contrast stuff
but it'll have a subtle and basically universally positive impact on shadow saturation
btw your sdr and sdr on hdr options currently use whatever tonemapper was last selected
yeah I haven't done anything with those
okay lol. I figured you might have already known but thought I'd mention just in case
Ideally SDR and HDR would change the setting in game. But I have to find the memory offset to set that.
not sure what to do with SDR on HDR
this is in jedi survivor, but he is doing this during the lutbuilder. but remake has baked luts from files iirc. so I would need to do this on the untonemapped and the lerp with the color after lut?
would be weird if they just had premade LUTs and not a lutbuilder.
I could never find the lutbuilder
what are you doing now? Ignoring their LUT and running ACES manually?
I'm guessing you tried dumping all the shaders and searching for aces parameters right?
I looked for output textures that were 3d luts in the Luma debugger
not sure how the luma debugger works, but sometimes lutbuilders only show up during loading screens
What's a good pattern to look for?
I haven't had to do it yet so I'm not sure off the top of my head lmao
lemme check an unreal lutbuilder real quick
maybe ap1 conversion constants
r1.x = dot(float3(1.70505154, -0.621790707, -0.0832583979), r0.xyz);
r1.y = dot(float3(-0.130257145, 1.14080286, -0.0105485283), r0.xyz);
r1.z = dot(float3(-0.0240032747, -0.128968775, 1.15297174), r0.xyz);```
Let me check all the dumps I have
if they didn't do anything with a lutbuilder for that mod, you're probably right and it doesn't exist
wouldn't hurt to check though I guess
anything else I can look for?
afaik those ap1 constants would basically be a requirement
so if you don't see anything with that it's probably not there
it should be as simple as running each one based on peak and just combining them. It's pretty straight forward if you take the functions from renodx
I don't think you need to abandon aces for this
but musa would be the person to ask
Yeah I was uninspired by the results of Reinhard so probably going to focus on improving aces
Sorta but not excacly
Pumbo should be able to explain it better how that works
The game has aces tonemapper baked into the LUT or something, the implementation is very custom so I dunno if the usual tricks would work here
I think the LUT is currently being ignored?
it's so strange that they'd ship a variety of LUTs instead of have a lutbuilder
They only use one LUT IIRC?
I guess it's hard to say it's just a different texture during tonemap they could have a bunch. I meant to say they use up to 3 different lut textures at the same time during tonemap.
But I think their peak is baked to 1000 and paper white is 250
And they use some multipliers to lower brightness.
oh, for some reason I thought I remembered the game having correct controls
That's very high hopes for a Japanese studio doing custom implementations.
It’s a lerp to saturate() 
I recall remake looking good, just getting it to go outside of bt709 would be nice
I just run tonemapping in BT.2020 I think, and lut extrapolatation will generate colors beyond Rec.709
It's different here.
Any idea on how to maybe accomplish this?
@noble condor also can this be replicated on remake?
Ya
For remake your if you clamp the reference aces to bt709 and then make the other color in upgradetonemapperchannel to be unclamped then I guess the difference between them should recover wcg
I am using upgradetonemapbyluminance on the ACES path, so I would need to change to perchannel then?
I guess you could run upgradetonemapperchannel but have it just be reference aces vs reference aces clamped to bt709
See if that gets you anything
Then upgradetonemapbyluminance with the custom aces can be done after to scale peak
so just keep the same ACES branch and run upgradetonemapperchannel in ap1 then convert back to bt709 without clamping?
Ya
What happens after you convert back to bt709
I thought it just stays in bt2020 from there
Luma can't output to HDR10 swapchain so I do have to linearize after tho
so it gets combined with UI after and then I convert back to bt709
If you’re putting it back to bt2020 after film grain then maybe you can just convert the film grain function to bt2020
I think the film grain function just needs bt709 input cause it calculates luminance using the bt709 formula
If you change the formula to bt2020 you should be good to go
so keep the ap1 output from upgradetonemapper channel and don't convert back to bt709 the change the film grain to use bt2020 luminance
sounds good
Well convert ap1 to bt2020
does RestoreHueAndChrominance need bt709?
nvm I can specify color space
so I can do those things in bt2020
also gotta change ApplySaturationBlowoutHueCorrectionHighlightSaturation to expect bt2020
ok so managed to implement all this finally, got so caught up with unreal engine stuff
gamut is indeed expanded
but the reds are popping more than ever
apply filmgrain doesn't seem to be working even if I pass the bt2020 luminance
I did something in the Witcher 3 where I take less of the chrominance of per channel in shadows and more of it in highlights and it ended up looking really good. But tw3 is particularly cursed with per channel tonemapping, and also wasn’t designed for RTGI which made those issues worse. Still though, you could give it a try.
Basically in the chrominance function for the target color I do lerp(tonemapped_bt709_lum, tonemapped_bt709_ch, saturate(tonemapped_bt709_lum_y / midgray))
For a game that mostly looks good, this may not be an improvement though.
Wouldn’t hurt to try it out though lol
is it weird that it looks identical?
also per channel and by luminance don't show much a difference if I stay in bt709
I don't think you'd need to stay in bt709 btw, that's just how tw3 is
I know but is it normal for per channel and by luminance to look almost identical?
but yeah if per channel and luminance look basically the same, this won't do anything
and idk if it's normal honestly
it can be very scene dependent
it kinda depends how much the tonemapper is manipulating the image
some scenes in tw3, there's barely any difference, other scenes it's night and day
try a low light scene
I know ritsu tried this out in E33 and didn't see much difference either 🤷
but in this scene for tw3, here's per channel, luminance with per channel chrominance, and luminance with my chrominance lerp
plain luminance for reference
tw3 uses hable though
what does seem to make a big difference is to do the tonemapping in bt2020 without converting to bt709
I think the trick if to restore some chrominance, have to figure out what inputs to use and by how much.
not sure how to apply the jedi survivor method to remake
The redonx mod seems to have stoped working since FF7RB was updated today
Rebirth did?
Yes, just a DLSS MFG patch
Ah yeah I was looking if others were having trouble with the renodx addon for Rebirth. It's not working for me either since yesterday's update.
Yeah rebirth needs update
Wanted to say thanks all for working on this mod, DLSS looks great.
Unfortunately something doesn't look right here with the dementors
Cutscene in Chapter 4
They have this white fluro pattern on them
Should be like this
Actually need to still test if it's dx11 issue or mod issue
Yeah doesn't seem to happen with -dx11 but no mod
Can you turn off the experimental dithering fix in the advance settings and restart?
Looks normal with dithering fix off
Also sorry if this is talked about on Nexus or something but game always starts in SDR for some reason
This is in chapter 4 right?
Yeah
Is that the only place you have noticed they look wrong?
Tbh I'm not playing through the game at the moment nor do I really have time to, I just enjoy seeing you guys progress with mods lol. This just happens to be the sequence I use as a good GPU stress test.
But nothing else stood out just running through sector 7.
do you happen to have a save file in this scene?
I think there are some types of materials that do get screwed up by not having dithering for some reason. I think I need to try and limit the dithering fix to shadows and reflections only somehow.
That's weird
Playing through the chapter to get to that part. Will try to figure it out.
replacing the dithering for the cloaked guys with 0.5 fucks it up somehow.
ok so the shader responsible for drawing these ghost seems to be doing way more stuff than the regular material shader.
they use the values from the dithering texture for other stuff I don't understand later on
Find another pattern for them and disable the patching for them
yeah I need to compare it with more stuff to make sure
I think I can use SampleGrad to filter out this shader safely without affecting anything else
@frigid fjord yeah but I'm not at home for the weekend
I got it, no worries. Think I got a fix as well.
There is something really odd with this game. No matter what I do I get stack overflow when calling the fsr3 implementation 🤔
well it could be their own stack is already huge
It's odd, it's a similar function when calling the dlss implementation tho
yeah but DLSS is done in a dll
and might just allocate stuff in the heap
But it crashes in the Luma side, as soon as the update settings function is called. Never gets to the actual fsr code
So it's all a bit puzzling to me. I think there is a way to patch stack size in an exe. Will try that tomorrow maybe
patching exe didn't work either
the issues is definitely the stack size, gotta keep moving stuff to the heap
something very wrong with FSR3 top left where the motion vector should be is just white for some reason
did you add the state restoration code?
dunno tbh.
No since I didn't move any srvs or buffers around. But maybe I should before and after Sr draw.
you won't, but FSR will
it helped with another issue but the motion vectors are still blank
could be an incompatible format?
try to create them with the Unordered Access flag?
if they work in the Unreal Engine mod
it's gotta be a difference between these.
ok I had to make sure that the motion vector render target was not set when calling fsr draw it messes it up.
we gucci now. I think this issue is there also in the UE mod which is why I didn't look quite right. should be able to port this there as well.
fsr doesn't have flickering lights issues with auto exposure either
might be just strictly superior at native resolution
Never thought that fsr3 would have a more stable image than dlss
crazy.
yeah, always clearing render targets is the most important state
because if you try to set it as SRV while it's a RTV, it will reject it
which means that even restoring the state can fail to be done properly
unless you clear the RTV first
one of the few "annoying" things about DX11
now take that, and multiply it by 800
now u have DX12
Now I wonder what causes the issue really, maybe it's unfixable unless bloom gets disabled for dlss.
yeah, other than suboptimal exposure
there's not much you can do
if you analize the raw frames
and they don't flicker
then it's just a bug with DLSS
could be solved eventually by new models
This is what I do, it causes a small amount of smearing in low light, but better than constant flickering lights.
without bloom not in any noticeable way that I can tell
besides aliasing
and it's the bloom after that generates the flickering?
only noticeable after bloom in the lights.
you could force bloom b4 DLSS
not a great idea but it could fix that
or, add a temporal pass to bloom
or try to generate bloom from 4 pixels average instead of 1, so it's kinda pre-blurred, possibly more temporally stable
like run dlaa on the bloom image as well before it gets combined?
reality is that DLSS here is messing up the resolve on light edges.
and alone it wouldn't be so noticeable
but somehow in this this game, a small flicker on lights edges can cause big changes in bloom
I do notice a general flicker sometimes in the screen in bright areas. but nothing like the constant flickering lights
yeah
during the mips generation or just at the end?
when sampled
from
tex.Sample(linear, uv);
to
tex.Sample(linear+(1,0)/res, uv);
tex.Sample(linear+(0,1)/res, uv);
tex.Sample(linear+(1,1)/res, uv);
will give this a try. will otherwise leave auto exposure on for fsr3 and sub par exposure for dlss
are they like 9999 nits?
before tonemapping, yeah
that's why
they are just unreliasticailly bright
they pulled up the sliders to max
any way to fix that? do you have to fix the material texture?
so there's 3 problems:
- float starts to loose detail at these ranges
- dlss compresses colors to a 0-1 range, so it probably further loses quality on these extreme values
- in general, DLSS code isn't meant for randomly high values
there's no exposure that can fix these
and most importantly
they are so bright that they will skew the exposure
so if there's any exposure calculation, it should be clamped to 5000 nits or something.
ignore anything above.
and possibly also pre-clamp these b4 DLSS.
the only solution i can think of is finding the shader for them
and as they grow bigger in value, shrink them.
like map 4000 to 4000, but 6000 to 5500, 1000 to 8000 etc
u could also clamp bloom to a maximum.
it could be the whole light is temporally unstable in rgb values
but then after TM it compresses to roughly 1000 nits anyway, so it's hard to notice.
hence why the problem only appears with bloom.
so a rolloff on the output of those shaders?
yeah
or, adding a history buffer on bloom, with camera reprojection. that'll fix it too.
so save the previous frame bloom texture? not sure how to do camera reprojection. same as with motion vector?
yes
I have the shaders that draw the lights so maybe I will start there. I should do the clamp on the final output of the shader
actually the flickering just seems to be there in the render 💀 wtf
uh? the lamps just disappear?
yeah moving the camera around can cause them to flicker or disappear
there has to be some floating point error somewhere right?
that's the depth buffer
they might be emissive planes
but if that was the case, lights would disappear even with the original TAA
it doesn't check out
yeah they don't seem to disappear with fsr3 or taa in the final image but I can confirm they also flicker while debugging that pass with those on
tha's the albedo buffer?
It flickers in all the buffers
save me from this nightmare
oh ok so gpu culling is apparently what is causing the flicker and it can be solved by writing to the depth in the shader instead of letting the gpu figure it out or something like this.
learning so much stuff
going to combine this the roll off for the brightness and the neighbor sampling and see if this now solves the issue.
so how does the math for this look? I added the previous frame bloom and the motion vectors to the shader
i'm not too sure, interpolating two frames.
with motion vectors
let me see if I can find anything online with this
finally got the bloom to a level in which I am happy with
I have found some lights that still flicker using the cnn model, but it's less noticeable and I think having correct exposure is worth it.
now gotta figure out how to reset the dlss history properly now
The spatial blur worked better than the temporal fix. At least to my ability to implement one.
Next step: fixing the shadow noise pattern in all UE games 🙂
Which one?
Well if it works and doesn't compromise the quality of bloom, all good.
You were using auto exp before?
Yeah need a list of games that have it so I can find the pattern. So I need to buy some games.
No I was using some estimation that seemed to work. It had more ghosting but eliminated the lights flickering.
Now I can use auto exposure instead
I'm using the one with the lerp that you shared that
Seems yo work well think I'll use a 9 sample 3x3 instead of 4x4 tho. Will test some more tomorrow
Ok
Show
float3 center = t1.Sample(s1_s, r0.xy).xyz;
float3 minN = HDR10_MaxWhiteNits;
float3 maxN = -HDR10_MaxWhiteNits;
[unroll]
for (float x = -1.5; x <= 1.5; x += 1.0)
{
[unroll]
for (float y = -1.5; y <= 1.5; y += 1.0)
{
float3 s = t1.Sample(s1_s, r0.xy + float2(x, y) * texelSize).xyz;
minN = min(minN, s);
maxN = max(maxN, s);
float3 prevMinN = minN;
minN = lerp(minN, maxN, 0.25);
maxN = lerp(prevMinN, maxN, 0.75);
}
}
r0.xyz = clamp(center, minN, maxN) * LumaSettings.GameSettings.custom_bloom;
}
this is the temporal one
float3 currentBloom = t1.Sample(s1_s, r0.xy).xyz;
float2 motionPixels = t3.SampleLevel(s1_s, r0.xy, 0).xy;
motionPixels = -motionPixels;
float2 motionUV = motionPixels * LumaData.GameData.RenderResolution.zw;
float2 prevUV = r0.xy - motionUV;
bool validHistory = all(prevUV >= 0.0) && all(prevUV <= 1.0);
float historyWeight = validHistory ? LumaData.GameData.BloomHistoryWeight.x : 0.0;
if (historyWeight > 0.0) {
float3 prevBloom = t2.Sample(s1_s, prevUV).xyz;
currentBloom = lerp(currentBloom, prevBloom, historyWeight);
}
r0.xyz = currentBloom * LumaSettings.GameSettings.custom_bloom;
also there is this in the view struct
VIEW_UNIFORM_BUFFER_MEMBER_EX(float, CameraCut, EShaderPrecisionModifier::Half)
going to be tough to find it for the generic mod tho
@lusty coral TAA may skip drawing altogether when a cut happens or something. Whenever I get the cameracut variable to be true the TAA pass doesn't seem to run.
it may also just run a slightly different shader with a different hash
Latest improvements
- FSR3 fully implemented
- Fixed graphical glitches in some materials due to dithering fix (i.e plot ghosts)
- Removed HDR and SDR from menu and is now detected from game setting
- Fixed issue that would cause bright lights to flicker when using DLSS
That last one is a common issue even with native DLSS implementations in unreal
Would be funny if your generic plugin ends up being higher quality than the native one lol

Yeah it is, I reduced the brightness of some lights to fix it. It was very manual tho.
It has a bit less bloom but it's far better than the constant flickering.
I also forgot to apply the dithering fix to the light shaders I replaced since they aren't automatically patched anymore.
getting there, something still very wrong with GTAO
getting better, GTAO missing details from thin objects like the grass tho.
Their old AO looks spatial
Tweak the radius.
this is before the denoiser
what units is the radius in, what's usually a good value to start tweaking from?
wait are you planning to add GTAO now?!!
Yeah. It's pretty much added already just gotta tweak the settings.
I'll wait for it then!
Slider and try
Yeah it's just a lot of variables to play with.
Does it matter that Ue4 units are in cm?
I don't know 🤣. I don't remember anything. You can give up asking me questions.
don't know why it didn't occur to me but UE had a GTAO implementation at some point I can just look at what constant values they use.
thoughts?
is GTAO the second colors picture?
no, top pictures are gtao bottom ssao
actually no
bottom is gtao

the one with shadow under the sayan guy shoes is GTAO
and fallen leaves too
yes
the previous AO was darkening some completely random stuff, like the floor, or areas around characters
for no reason
I am still tweaking the values, but it's looking good
however, it clearly also had a wider range
radius*
which might have prevented it from generating shadow under the fallen leaves, and shoes
theoretically there should be no empty space between the shoes and the floor...
but video games collisions are like that...
so I can reduce this, but then I get no shadow on the grass.
trade offs
one rooftop gets darkened with GTAO and one with the native AO
r u sure the matrices are done properly
and that the results don't change when you rotate the camera?
darkening below the shoe is theoretically correct for how the scene is, however NOT doing it, might actually look better as it prevents you from noticing there's a space between the shoe and the floor
really transformative. i couldnt even tell the 2nd example was from ff7
yeah pretty sure, I used the same matrix that they used in the original ssao to convert to world units
it doesn't change on camera rotation
the AO they had around little grass bushes was terrible though
it took me quite a lot of time to find the best values for Prey
yes it was a big halo effect, but now there is none.
especially because values that looked good up close
didn't look good far
it either had too much AO close by, and too little far, or opposite
i think i had to add some code to intensify the AO that was far away from the camera
to match it with vanilla
as some level design views were relying on that AO
GTAO here also seems to darken hair, where it probably shouldn't, especially because the game wasn't developed with it.
yeah I saw that code. maybe I should port that over.
yeah tweaking radius and thin object compensation rn
u might need to keep it similar
there will be stuff that rely on it
at least far in the distance
i think it's a screen space radius
i adjusted it by depth
in Prey
I think Marty's reshade AO also does
so don't convert depth to world units?
looks like too much when I have it at a similar value, haloing everywhere.
I think these values are looking better, but gotta test more places
This wouldn't be too hard to add to the unreal engine generic. But people would need to tweak those values per game. Probably not worth it.
Why?
Why not worth?
Why hard to balance
Like tweaking the radius would be a per game thing, right?
I don't think so. Once you match the UE look, it would work in all games.
so I guess sensible defaults and add sliders under advance settings for radius and thin object compensation. I think if I look for the depth sampling and the depth transformation math I can find the ssao shader. after that it should be just calling the same shader from ff7 just taking the matrix or even doing it by depth like you do.
will probably leverate the ue denoiser so I don';t have to find and skip those to use the gtao one
I think what they do is have a huge radius with a very soft effect, so it darkens stuff around but not too much.
are you using depth mips?
yes, I looked at how @brazen niche did it in bioshock
managed to map all the in-game parameters to the gtao equivalents, image is pretty vanilla+ now. still has issues around the legs the radius is too big and does a bit of haloing.
that little animation discord does between screenshots ruins the comparison
the og AO has some nonsense darkening on any floor
like why...?
I don't know if Square devs fucked it up or if its UE's fault but yeah it just darkens things very randomly.
conflicted about this
it might have taken into considerations Normals too much
that's probably why the floor was like that
are you sure the normals in UE were bent?
then again, it kinda makes sense that it did?
not sure, I can I confirm?
i guess, check how the GTAO implementation was, and see if it did anything with normals
or check the UE version of FF and search "bent.*normal"
can u exclude hair with some stencil flag?
but yeah GTAO looks more like ray tracing
@sage oak opinions?
not sure, best I found was to increase the thin object compensation. also helps with the leg haloing.
I don't think they use bent normals for their GTAO, I see that lumenAO does, no reference in GTAO.
Do this:
- check if the normals are viewspace or camera space. If a flat plane changes its apparent normal vector depending on how far away it is, then it's viewspace, if not camera space.
- quadruple check if your FOV stuff is correct. Wrong linearization will bias angles and it looks off subtly
looks like camera space, will check the fov math later. I am computing it directly from projection matrix so I think that is fine.
mmm hard to tell that game has such a low FOV it makes me nauseous just from this clip
the lower the FOV the less that effect is
oh wait actually
that's worldspace
the colors don't rotate with the camera
Oh yeah that actually makes sense they do convert depth to world units as well (cm)
well worldspace means the normals point the direction they do in the game world, irrespective to the camera. So north/west instead of left, forward relative to cam
you need viewprojection matrix (or rather the inverse) to get them into the correct space
the original AO must have access to it, I don't know a single AO that uses worldspace only
Let me read the ue source.
Yeah they do world to view space convertion. Will review my code later. Thanks for the help.
ok finally made it back home so I can check. I do convert both depth and normals to view space.
which is what the xeGTAO expects
these still make me doubt
why is the leg darkened so much?
why are the "U" shapes in the roof swapping in darkening pattern when the angle of the roof changes
going to double check my conversion to view space. what do you mean exactly by the u shapes swapping?
actually pretty sure this image is from the ssao
I do see what you mean now about the the pattern swapping
u shape pattern does appear straight depending on camera angle, should this not be the case?
i feel like it shoulldn't
it doesn't know where the light comes from
so why would it change
right, there probably is some mistake still. will debug more closely on Friday. Will also add the bent normals code.
New version out on nexus with a WIP GTAO implementation
anyone can test the latest nexus version to see if it has the slowdown(memory leak) issues?
I tested and it seemed to work
ill test rn
no issues so far, how fast does it take to appear? new GTAO looks very nice, never noticed how over darkened places looked before until now
it was pretty evident right away when you got in combat
yeah it's very obvious when you toggle back and forth how their ssao darkens all sorts of stuff it shouldn't
yea works great then
let me know if yall want sliders to find better values
I tried reusing their AO values
Off vs on
@tidal tartan
More details in dark areas I think
Thanks a lot Izueh, Luma is litteraly ground breaking with this game
La nonchalence, niveau 9000

Tkt on a l'habitude avec ce golem d'argile
did notice flickering in some areas with gtao, could be me messing with LOD bias in ini making reflections weird
Retourne sur kirby et son faux hdr le multidosé
denoiser issues or mips issues, try changing quality in the advance settings.
I don't have time to look at it this week but I just want to say you're the G O A T
where did you notice this if you don't mind
i tried reproducing it and it didnt work 🤔 noticed it initially in mako reactor area in 1st chapter *on rafters before scorpion boss
not seeing any flickering still while progressing through, and didnt change any settings
I paused my play through till you add GTAO
I’ll test asap!
DLAA was already a massive upgrade to the game
Thank you very much for your hard work🙏
so I've tested it in Chapter 3 and it looks so much better and accurate! especially at Ultra setting
I will upload some pics with vanilla, default XeGTAO and Ultra XeGTAO
The difference in the grass is huge. The huge dark halo on the grass is crazy with the default AO, once I noticed it while testing GTAO I couldn't believe it.
Here's a comparison you can tell which is which by GPU usage, vanila< default XeGTAO< Ultra XeGTAO
I'm in the Slums so there's on grass there but the vanilia AO seems random in coverage
Vanilla\Default XeGTAO\Ultra XeGTAO
Vanilla\Default XeGTAO\Ultra XeGTAO
Do you think the default setting is a good balance?
I'm not an expert lol but it looks superior to the original
and yeah maxed out has a big performance impact with little difference to be honest
Seems like using r.DynamicRes.MinScreenPercentage/r.DynamicRes.MaxScreenPercentage + GTAO is causing a problem
AO bugging out
Oh dynamic resolution isnt working right, I'll fix that
What exactly are your settings? Initially seems to be working for me
I have min as 70 and max as 85
It could be causing a problem in conjunction with some other variable I have in my ini.
I can check later
yeah boss it still happens after deleting everything else from my .ini
not sure what else is helpful, high settings 4K output and HDR. Seems to happen regardless of upscaler
Also this is super nitpicky but i somehow came accross this. If you stand at this exact spot in sector 7 at night, outside the hunter's lodge, at this exact camera angle. You will see the GTAO get fucky around cloud's feet when his feet move over that little gap in the metal sheets.
sorry I don't have an easy way to capture video
Try deleting Luma folder and reshade ini and copying Luma folder again.
Yeah I tried it already, forgot to mention that
Let me see if I can reproduce in this spot
I should be clearer, that was a small issue I found with no dynamic res and the GTAO otherwise seeming to be working normally.
The broken ao with dynamic res is really obvious like in my first screenshot
For some reason I couldn't reproduce your issue with dynamic res at all.

no, but managed to reproduce the issue
Was just cloud using sandevistan
He is moving super fast actually, what you are seeing is the after images 🤓
Everything is working as intented for me, the GTAO looks amazing ! I just find some place to be a little bit too dark, making details less visible. It's more obvious during underground gameplay in a specific chapter
it might be me or just the gamma setting idk
darker than the default ao?
left is off right is on. Is it just me ?
now that I look at it, maybe it's just me nvm

wait that Aerith dress, send link to that mod
sure lemme find it
https://www.nexusmods.com/finalfantasy7remake/mods/1403?tab=files think it's this one
happens with the default AO, actually I think this is an issue with the reflections
I really like the fact they ported every model from every UE game ever to the Remake but not the Rebirth models

People didn't like a lot of the changes to the models inr rebirth I think
Why? They are objectively better
The issues was with the skin shader in rebirth mostly, it makes everyone looks like dolls
But the models themselves are just higher poly and res versions of those from the remake
Quality wise for sure, but artistically people don't like some subtle changes to appearances.
Also, found the models from rebirth. They have them in the openff7r modding community in their archives
#986110702613831761 message
@fiery hound have a fix for the dynamic res issue, will update soonish
@frigid fjord i get this with your latest nexus build
i had deleted the folder first to make sure it was a fresh install
2.1.1?
when you go in game an open the reshade menu what's the error on load shaders?
yes and i dont see any errors in the reshade menu
but using gtao is extremely broken
does generic depth addon need to be turned on
actually dlss doesnt work either
no, no need for generic addon.
let me download and re-test one second
did the Luma copy correctly, is it empty?
this looks correct I am confused. can you send me the reshade log?
it's the SMAA problem, just get latest on github, it's fixed
Will merge now with the GTAO fixes
Played a session and it was perfect and I settled with Ultra setting
here's some more
If you have the gpu power for it, seems good.
it'd be good to have a way to disable AO 100% for comparisons
GTAO is darkening the fence was in the 2nd set
doesn't seem right
I should add that
Is GTAO the second image then yeha, thin object still have too big a radius it seems
I should probably just ditch their original AO values and look for ones that look better with GTAO. But I'll add the off toggle.
test only
@frigid fjord new version still saying same thing that its missing shaders
i completely wiped reshade.ini, seems to be working now
Weird that this stills happens.
Gotta check also the release script, it was failing to add one dependency in the package for some reason.
i also figured out why my fmvs were breaking... think it was leaving fix movies to true in lyalls remake fix
NOPE addon broke as soon as i added reno and display commander back in
and fucked fmvs...
god damnit why cant i have it all work
when i start game with a completely fresh INI, the mod works, if i dont, it breaks
like, its working PERFECT right now, with lyalls, if i use reno it breaks, if i use display commander it breaks.... thats fine i can get away with not using those... i can at least use RTSS to get reflex instead of DC, and your mod handles the HDR
i managed to get it to last between two loads too
no fucking clue whats up but im not gonna look gift horse in the mouth and just pray it stays this way
I can try compiling a version without the swapchain upgrade from Luma, might work. Give me a second.
my OC 5080 handles the game pretty well at 4k
yeah I thought that as well
But I’m dumb and don’t what’s right either lol
I also found a spot where GTAO flickers at specific angle in the slums but other than that it’s been great
Gonna be honest that I'm afraid to change a single thing
It's actually all working right now
I have alternatives to renodx (Luna) and Display Commander (rtss) and my 4k60 hdr fmvs are actually playing without corruption
Soooooo I think I'm gonna just lock in and not do anything else unless you add more stuff like gtao (which looks really nice btw!!)
to be clear for anyone else coming here in the future
i use this + lyalls fix + RTSS to add reflex (dont use renodx or display commander)
works with the 4k60 HDR FMV mod and 4k texture packs
oh and the less obnoxious grunting in cutscenes mod, a must have honestly
I want to know what makes it incompatible with Display Commander, renodx I suspect is that both mods upgrade swapchains and textures.
in rtss settings change framerate limiter to nvidia reflex like this
going to try and test display commander
then set a cap above your reflex cap, like mine is 225 fps, so i set 228 in rtss
and then boom, 225 fps cap and super low latency
typically i prefer using DC for adding reflex because it also natively paces FG games better than RTSS (not relevant to this game of course)
mods im using (i probably dont need ff7hook anymore)
ff7 hook still needed if you want DLAA to disable dynamic res
unless lyal's does that
the DLSS overlay was reading that it was still DLAA so i guess my hardware is strong enough or its disabled
if by any chance frametimes drop and dynamic res engages it will start using DLSS. your hardware can probably brute force DLAA, but probably better to disable it just in case.
So display commander does work with Luma, but there are a bunch of errors at the start
ah but it doesn't work in publish mode, because it never recompiles the shaders that it couldn't find on boot.
Hello! Does anyone know if the dlss mod can be used with Special K (SK)? I really want to inject reflex and I primarily use SK for that but I can’t get it to work. If anyone knows any solutions/alternatives pls lmk
you can try display commander to inject reflex https://discord.com/channels/1161035767917850784/1403983735031857162
Thx for the reply! I’ve tried it after scrolling through this thread a bit and wasn’t able to get it working. I just kept getting a crash
Not working with display commander it does work with SK. But it sometimes fails. So you may need to try a few times.
The game “will” boot but I’m not getting the Reshade/Luma overlay nor the SK overlay. I’m just getting a stretched washed out in-game image and 2 Luma error pop up boxes that say something about “-dx11” and a “1:1 aspect ratio”.
Are you using the latest nexus release?
And do you have reshade as dxgi?
Sorry for the late reply! Yes, I just checked and I am using the latest nexus release of the dlss mod and dxgi.dll is reshade 6.6.2.1
Also quick question regarding FSR in this mod: is it possible to swap to FSR 4?
I’ve even tried doing a local SK install with the dll and still wouldn’t work
someone did manage to get it to work with optiscaler replacing dlss. but can't say for sure that it will work
Yeah, I just seen the video linked in the nexus mod comments and I’ll give it a try later
Do you think specialK is not working because I’m using the Lyall widescreen mod with Luma ?
No, it's just really unreliable
I want to fix the issue with display commander but I have to sit down and figure it out.
Understood, thanks a lot for your contribution for the project will be looking forward to it. Sorry if i was a bother at all
Sorry a few question so i can fully understand. Is the variables in the Engine.ini how you control the dlss upscaling range?
r.DynamicRes.OperationMode - if set to 1 it uses the variables below but if set to 0 supersamples the native resolution with DLAA (understood ✅)
r.DynamicRes.MinScreenPercentage - is this the minimum of the DLSS range? ❓
r.DynamicRes.MaxScreenPercentage - is this the maximum of the DLSS range? ❓
So for examples let’s say my native resolution is 1920x1200 and I wanted to upscale from 720p (60%) would it be:
60 min and 60 max
or
60 min and 100 max
Also regarding calibrating HDR properly using your mod. Are we supposed to keep the in-game HDR Luminance setting at max (10) and let the “scene peak white nits” setting in Luma handle it or are we supposed set HDR Luminance properly as well (7 in my case since my monitors max nits are 1100)?
60,60 would be fixed 720p 60,100 would be dynamic resolution anywhere fron 720p to 1200p
The in game setting shouldn't do anything so no worries. Just set the settings in luma
So if i want the game to upscale from 720p to 1200p i should set it to 60,100 right?
60,60
60,100 would upscale from any resolution between 720 to 1200 to 1200 based on performance
Understood thx a lot for explaining everything! I appreciate it
Incredible
didn't they improve performance for the switch version, why not use that build?
man square is something
Waiting years to do the port and then it’s a basically unchanged pc version is wild truly
To be clear I'm talking about the pc demo from the Xbox store, not the actual Xbox one
Thats said there where times where the ms/Xbox pc builds where better/diffrent than the steam one, like nier automata or tomb raider 2013
Oh lmao
Following up from last time, I downloaded the most [recent build of Display Commander](#1403983735031857162 message) and I was able to get both of them to work at the same time instead of specialK.
However, an immediate error I ran into was that upon starting the game I was given the Luma error "please fix shaders" but the game still boots. Unfortunately, once it boots it's washed out and none of the Luma settings work (neither DLSS or HDR) but Display Commander works.
yeah this is the issue with shader compilation I have been tryign to figure out. But have gotten sidetracked with other stuff. Gotta get back to it.
After that I was clicking around and stumbled upon something within Luma’s advanced settings called "Test SDR HDR Split View Mode" and set the value to 1 and everything started working. Unsure what exactly that did but just wanted to report my findings so whenever you find the time you would have some information to troubleshoot the issue or anybody who was has having the same problem has a quick workaround.
forces a recompilation
yeah interesting workaround
you can do that while I figure out a fix
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Early trailers impressed by showing a Switch 2 port of Final Fantasy 7 Remake that stacked up nicely against the PS5 version - a 30fps version of PS5's performance mode. N...
was just about to comment on this
funny to see how the switch 2 dlss gets completely griefed by dithering
they should do a comparison when it comes out
I'm going to suggest it to them
would be interesting if they try a like for like dlss implementation
I also wonder if they have the same issues with lights flickering
but I ain't getting no switch 2 to find out
if only we lived in an open world where you could just email the dev and say: hey we did this to remove dithering
but no
we had to make it all complicated
"Who are you punk and why are you telling me how to do my job?"
not even that.
email from outside the company? IGNORED
I feel like the people who would even consider engaging with the outside are very few. Very few game devs engage with their peers let alone communities much.
Yup
It's not like there aren't ways to report that, but it's just mostly falling on deaf ears
huge respect to Harada for doing tha despite the language barrier too.
to instruct them
you can tell them we turned the screen space noise into "white noise".
any temporal anti aliasing will not be able to reconstruct noise that is static in screen space
as it will end up baking its pattern in the final image
but if you add actually random noise
it's simply going to accumulate detail over time, forever.
for the hair yes, they had dithering on materials that I just removed.
hair and transparent objects
yes, for transparency stuff.
I would rather if they reached you folks directly instead of playing the game of telephone
the dither anywhere else was useless and damages TAA
they had dithering on everything, it's crazy
the one on shadows was the worst
In handhelp mode, the native resolution appears to be around 756p.
Edit: It appears the game is upscaling from 756p to 1080p in handheld mode.
This seems to be native 1080p ?
Maybe this game uses DLAA





