#✅Luma: Final Fantasy VII Remake

1 messages · Page 2 of 1

lusty coral
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it's not unique to HDR10.

frigid fjord
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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);
}
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reno version

lusty coral
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also, you are not suppose to pre-scale aces by the LUT mid grey.

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the UCS difference will already account for that later.

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just do aces with paper white at 250 nits or whatever is the game neutral paper white (when it doesn't apply any scale)

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you can set the default pw relative to that.

lusty coral
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x is brightness, yz are the hue and saturation

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you'd miss on contrast adjuments from the lut

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so i think it's better to just do the whole xyz offset and ignroe the mid grey

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find a mid gray that matches in general. 0.18 or 0.1 or something, dunno.

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doesn't even matter that much.

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but something more needs to be broken cuz it can't look so different.
aces1k and acesDynamic should look near identical.

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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);

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and correct any Linear_to_PQ if you use them 🙂

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needs normalization.

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so does PQ_to_Linear

frigid fjord
# lusty coral 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)));
lusty coral
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float3 lutInputColor = saturate(Linear_to_PQ(0.18f * 250 / HDR10_MaxWhiteNits));

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otherwise, to keep it like musa:
float3 lutInputColor = saturate(Linear_to_PQ(0.18f * 100 / HDR10_MaxWhiteNits));

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sRGB_WhiteLevelNits is 80 not 100

frigid fjord
lusty coral
frigid fjord
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the conversion from and to ucs does seem to mess up the peak brightness tho

frigid fjord
lusty coral
frigid fjord
frigid fjord
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shouldn't there be some sort of cap in this addition so that values above just become max?

lusty coral
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what matters is the peak on each channel

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that's how TVs work

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so even if the luminance is beyond peak, maybe only one channel is actually clipping.

lusty coral
frigid fjord
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I just set it to 0.18f on both for the screenshot I sent

frigid fjord
lusty coral
frigid fjord
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so what do I need to find to do it correctly?

lusty coral
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but that's the real full aces

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dunno about the UE approximation or the version they used in this game.

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0.18 is probably fine.

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@noble condor is FF based on UE approx of aces or the real full aces 1?

noble condor
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intro videos maybe don't remember

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like the same way games will list if they use havok physics

lusty coral
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but the ACES curve hardcoded for 1k nits

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is probably just taken from UE

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it's not the same as the dynamic peak version of ACES from Reno

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it'd also be good to know if they did ACES before or after grading in the LUTs.

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If the output is exactly 1k in luminance and not clipped, then maybe they did grading first and ACES after.

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ideally then, finding the inverse formula of aces would be perfect.

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as then you'd get the color grading alone.

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aces is a bit destructive, but most of it is revertible

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it's not that complicated i think.

noble condor
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UE ACES doesn't scale properly

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their ACES is a 1:1 match between SDR and HDR

lusty coral
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so inverting aces would give us back raw grading in linear HDR

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too bad it's pre-clipped.

frigid fjord
lusty coral
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test the 3 versions lut 1k dynamic, separately

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see where it fails

frigid fjord
frigid fjord
frigid fjord
# lusty coral see where it fails

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?

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but actually the dynamic is the one that is too dark

lusty coral
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Or well, that aces would be configured to output that.

frigid fjord
frigid fjord
frigid fjord
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will keep working on this later, want to push the fix for now

frigid fjord
frigid fjord
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✅Luma: Final Fantasy VII Remake

lusty coral
frigid fjord
tidal tartan
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@frigid fjord I don't know if the lights at the start of the game are supposed to be peak brightness or not

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but as of latest version they are still way under the peak brightness set in LUMA

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all sliders work now you did a stellar job

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also the on/off dlss tick differences are starker than before

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lol

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taa wasn't so ugly when untick

frigid fjord
frigid fjord
tidal tartan
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might be that lights at the start of game are not supposed to reach peak

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i have a 3000 nits display and i need 6000 or so to get 3000 Nits on lights

lusty coral
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so yours might be additive on top of theirs.

frigid fjord
tidal tartan
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i don't intend to replay the game yet 😛 but i'll keep it in my mind

frigid fjord
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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?

tidal tartan
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right it could be I don't know

frigid fjord
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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.

tidal tartan
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you should add in the nexus descriptino to take 310.1.3 for CNN since transformer model has issues

frigid fjord
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Right, good idea

tidal tartan
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you can say that the mod automatically sets preset E or F depending on DLAA or not, make sure to remove overrides

tidal tartan
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fyi what I meant

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but ya could be that they are supposed to be dimmer than peak

tidal tartan
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@frigid fjord now that i think aboot it, if hutaii adds dlss to mhworld, hdr will still be cursed catFlower

frigid fjord
vague furnace
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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.

lusty coral
frigid fjord
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🫡

frigid fjord
lusty coral
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Dlss doesn't work with dithering.

frigid fjord
lusty coral
frigid fjord
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keep it for alpha and remove for everything else?

frigid fjord
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not sure that removing the dithering looks correct either

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it got darker?

frigid fjord
lusty coral
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perfect japanese anime hair restored

lusty coral
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it'd be quite funny

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i really wanna see it.

frigid fjord
tardy dome
frigid fjord
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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.
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@twin turtle want to test it out?

twin turtle
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Today is a day for battlefield 🫡

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I may give it a try later lol

lusty coral
twin turtle
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Today is a day for sitting in a queue and thinking about playing battlefield.

lusty coral
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sounds more right

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lemme know how the HDR is

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my beloved dice

twin turtle
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Seemed good in the beta other than no options, but supposedly they added those for release.

lusty coral
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nope

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no options

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just peak

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which is the only usesless one lol

twin turtle
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Oh, RIP

lusty coral
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paper white: don't worry about it, we decide it for you, 500 nits!

lusty coral
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familiar

frigid fjord
left lava
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What is recommended to set the ingame hdr settings to?

frigid fjord
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HDR if you are going to play in hdr

left lava
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I mean the hdr brightness and luminance

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Those still effect the picture

frigid fjord
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Default. I have to disconnect those settings so they don't work.

left lava
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Thanks!

frigid fjord
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@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?

frigid fjord
# lusty coral 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.

lusty coral
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Ok. Just do the define branches by hash.

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I can reach out to Lyall if you need.

frigid fjord
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I mean it's the same shaders so can't branch

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actually I think asint was incorrect and I should have been casting to int instead

frigid fjord
# lusty coral 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)
lusty coral
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Yeah. Floor float to int.

austere quiver
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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

frigid fjord
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I need to get back into making HDR better, going to need @lusty coral to help me out

frigid fjord
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we working on a possible generic TAA -> DLAA replacement for UE4 games

lusty coral
frigid fjord
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so I look for the discard instruction that is in the transparent materials and don't apply it to those

noble condor
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I think ShortFuse's UpgradeToneMapPerChannel running in AP1 might be the solution

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so previously you were doing upgradetonemap to stretch out the luminance above the ratio of 4.f

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since you're capped at that since that's what the luts have baked in

lusty coral
noble condor
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with upgradetonemapperchannel you can find the per channel difference between clipped to rec709 and full ap1 ACES

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since if they just clipped it to rec709 that would be a per channel adjustment, you'd be inversing it per channel with upgradetonemapperchannel

frigid fjord
twin turtle
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we need to get a link to the luma page pinned in here or something

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nvm I'm an idiot it's in the first post

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nvm again, the direct download link is outdated lol

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@frigid fjord I saw someone mention the black screen issue. That happens when the game isn't running at native output res

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so people need to get that setup and then install the mod

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ultrawide people in particular are gonna have this problem mostly lol

twin turtle
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finally checked it out with the dithering fixes, looks so much better. Great work!

frigid fjord
tardy dome
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Soon, I'll play the game

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I quite liked the Reno settings I had with the addon

frigid fjord
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I tried porting reno directly, but for some read on it didn't quite match

tardy dome
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I've pretty much been listening to the OST without actually playing the game groyperBigBrain

tardy dome
frigid fjord
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It's vanilla+ currently, copied what Musa did with Rebirth more or less

lusty coral
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We need ti post the mod on the Nvidia reddit. Any good comparison screenshots of dlss?

austere quiver
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The difference is mostly in motion, so it's gonna be hard

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Just putting dlss in the title should be enough to get people hard though

frigid fjord
austere quiver
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Yeah true

lusty coral
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looks like crap without DLSS

frigid fjord
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I gotta do a before and after dithering fix comparison photos too

twin turtle
austere quiver
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I guess it depends on the native res, at 4K TAA has blended it pretty well

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I wonder what the point was in the first place though

austere quiver
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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?

frigid fjord
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I think TAA was more shimmery without it, but didn't test too much

frigid fjord
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apparently difference is perceptible a lower resolutions too with DLAA. from a nexus comment

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man the hair looks so much less grainy

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crazy

hoary scroll
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thats an insane diff in his hair

frigid fjord
noble condor
frigid fjord
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you said it had issues with hue shift, right?

noble condor
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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

frigid fjord
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Alright, second attempt to por renodrt to luma

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Hopefully this time I do it right

noble condor
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don't think there's any use in porting renodrt

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if you need something to scale peak, then you can use reinhardpiecewiseextended()

frigid fjord
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I want to have the color grading options figure out some settings.

noble condor
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In silent hill f I have 2 functions

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One goes before tonemap

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And it does the highlights, shadows, contrast, etc

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Then the other one after does saturation, blowout, highlight saturation, etc

frigid fjord
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will have a look at that

frigid fjord
# noble condor In silent hill f I have 2 functions

found it, so just apply ApplyExposureContrastFlareHighlightsShadowsByLuminance beforet tonemap, and this one after ApplySaturationBlowoutHueCorrectionHighlightSaturation. can I use these with the ACES path as well?

noble condor
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Ya I do that in Jedi survivor

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Though hue correction should be hardcoded to 0

lusty coral
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ApplyExposureContrastFlareHighlightsShadowsByLuminance love me long names

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in the 90s this would have been called:
AppExCTRFLHLSHLum

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fuck that shit

noble condor
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applypretonemapgrading

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idk

frigid fjord
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ok so that is the different between ACES ODT and RGCAndRRTAndODT

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which one should I be using

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also found what people claim is the custom UE engine for the game

lusty coral
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i think it's just somebody modding UE until it's close enough to the FF7 engine

lusty coral
frigid fjord
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idk, it's from the OpenFF7R community, they have the Remake, Rebirth and Crisis Core branches there

lusty coral
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doubt they made changes to aces

frigid fjord
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that would make sense yeah

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I asked, hopefully someone knows

noble condor
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they presumably would have baked both rrt and odt into the LUT

frigid fjord
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I see, so because you do color grading before in jedi survivor and silent hill you only do ODT?

noble condor
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I do the contrast/highlights/shadows/flare before tonemapping

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cause those are adjusting the brightness, so can't come after you scale down the peak

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then the saturation stuff is after tonemapping

frigid fjord
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oh so I have to do RGCAndRRTAndODT in FF7 because it's baked in the lut and not done in UE

noble condor
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well RGC can be skipped

frigid fjord
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so just RRTAndODT

noble condor
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probably

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ya

frigid fjord
noble condor
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RRTAndODT takes either AP0 or AP1 as an input I don't remember

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nvm it takes bt709 as input

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but operates in ap0/ap1 internally

frigid fjord
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so there is no downside to doing it all in bt709? color grading as well

noble condor
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ApplyExposureContrastFlareHighlightsShadowsByLuminance work by luminance not by channel so you have to convert to y anyway, just use the correct y conversion formula

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so that doesn't matter

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ApplySaturationBlowoutHueCorrectionHighlightSaturation requires bt709 input

last prism
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I’m assuming the same fixes for Rebirth would imply an almost complete starting over?

lusty coral
last prism
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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

frigid fjord
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it has the dithering too I remember seeing it while looking trough it in render doc

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but no luma shader bytecode modification available for dx12

last prism
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Ach, DX12, true

frigid fjord
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maybe can do a simple reshade addon?

lusty coral
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DX12 can be SM5

lusty coral
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apparently byte code is encrypted or compressed

frigid fjord
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it is sm6.6

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there is the ugly culprit

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worth doing a texture replacement for that one texture with neutral values

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maybe they no longer do transparency by dithering depth

frigid fjord
# last prism Ach, DX12, true

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.

last prism
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Done, as in... DLSS 2.x+ mod?

frigid fjord
lusty coral
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unrelated to graphics

frigid fjord
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this are mesh and texture modders

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but maybe

frigid fjord
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@lusty coral we don't have Reinhard Piecewise, what is the differen with that and Scalable?

lusty coral
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ReinhardRange or something

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at the top

frigid fjord
lusty coral
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i don't know

frigid fjord
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@noble condor having this issue with blowout, is the default value really supposed to be 99?

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top image is commented out blowout lines in ApplySaturationBlowoutHueCorrectionHighlightSaturation bottom is blowout at default

noble condor
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I have it at 99 in jedi survivor cause I'm manually matching renodrt with ACES

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99 isn't even enough to match the ACES blowout

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blowout at 0 is off

frigid fjord
noble condor
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i have the slider disabled with ACES in jedi survivor

frigid fjord
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and with reinhard I should leave it at 0 as well?

noble condor
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if you wanna match ACES then you could find a value that looks good

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like without blowout sometimes skin tones can look too saturated when illuminated

frigid fjord
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got it

noble condor
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though idk what's going on with blowout in the image

frigid fjord
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actually it's not blowout it's highligh saturation, getting black highlights in ACES.

noble condor
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oh right the slider naming is dumb in renodx

frigid fjord
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I got it confused

noble condor
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cause dechroma is blowout in the slider

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ya so blowout is basically just a gradual desaturation that affects midtones and also shadows a little

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while highlight saturation is a sharper saturation adjustment that only affects highlights

frigid fjord
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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

noble condor
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black means NaN

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so unsafe math likely

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like running pow() on negative numebers for example

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would have to do sign(c) * pow(abs(c))

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pumbo already has a safe pow function

frigid fjord
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wonder why it has negative numbers after aces tonemapping

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is that normal?

last prism
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Did you go outside AP1 somehow?

frigid fjord
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there is a clamp at the end of the function

last prism
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Hmm

frigid fjord
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just commenting out code until I find the issue, one second

last prism
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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…

frigid fjord
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oh I figured it out hue shift was the culprit

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when I set the hue shift value too low it does that

frigid fjord
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@twin turtle hey busy? feel like testing FF7 HDR and letting me know what you think?

noble condor
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I had inverted the hue shift slider with aces enabled in Jedi survivor

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Hue shift at 100 is no hue correction for ACES

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Aces already has hue shifting sine it’s per channel

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RenoDRT has no hue shifting since it’s by luminance, so I shift it manually

twin turtle
frigid fjord
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still too new to this

frigid fjord
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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.

twin turtle
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honestly, I don't think there's much reason to not simply use ACES for ff7r

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it's built for it, it looks solid

frigid fjord
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@austere quiver thought it lacked gamut expansion. that would be like saturation, right?
#1410414711249309797 message

twin turtle
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that would basically just be adding highlight saturation

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afaik anyway

frigid fjord
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I added some sliders from reno thanks to Musa

twin turtle
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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

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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

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but it'll have a subtle and basically universally positive impact on shadow saturation

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btw your sdr and sdr on hdr options currently use whatever tonemapper was last selected

frigid fjord
twin turtle
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okay lol. I figured you might have already known but thought I'd mention just in case

frigid fjord
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Ideally SDR and HDR would change the setting in game. But I have to find the memory offset to set that.

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not sure what to do with SDR on HDR

frigid fjord
twin turtle
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would be weird if they just had premade LUTs and not a lutbuilder.

frigid fjord
twin turtle
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what are you doing now? Ignoring their LUT and running ACES manually?

twin turtle
frigid fjord
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I looked for output textures that were 3d luts in the Luma debugger

twin turtle
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not sure how the luma debugger works, but sometimes lutbuilders only show up during loading screens

frigid fjord
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What's a good pattern to look for?

twin turtle
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I haven't had to do it yet so I'm not sure off the top of my head lmao

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lemme check an unreal lutbuilder real quick

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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);```
frigid fjord
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Let me check all the dumps I have

twin turtle
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wait let me just look at the ff7r renodx mod brainlet

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oh, no lutbuilder in that

frigid fjord
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yeah I started with ff7r renodx mod as a base

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the moved to what rebirth did

twin turtle
#

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

frigid fjord
#

anything else I can look for?

twin turtle
#

afaik those ap1 constants would basically be a requirement

#

so if you don't see anything with that it's probably not there

frigid fjord
#

will ask musa tomorrow about it, time to sleep

#

maybe I can fix those intense reds

twin turtle
#

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

frigid fjord
#

Yeah I was uninspired by the results of Reinhard so probably going to focus on improving aces

austere quiver
austere quiver
twin turtle
#

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

austere quiver
#

They only use one LUT IIRC?

frigid fjord
#

They use several luts chained

#

I don't know the exact details

twin turtle
#

I think they'd have to have a new LUT for each peak option?

#

idk I guess

frigid fjord
#

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.

twin turtle
#

oh, for some reason I thought I remembered the game having correct controls

frigid fjord
#

That's very high hopes for a Japanese studio doing custom implementations.

noble condor
#

I recall remake looking good, just getting it to go outside of bt709 would be nice

lusty coral
#

It's different here.

frigid fjord
frigid fjord
noble condor
#

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

frigid fjord
noble condor
#

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

frigid fjord
#

so completely ignore their custom tonemapping?

#

don't we need that for colors?

noble condor
#

Wait I’m having a brain fart

#

I guess upgradetonemapperchannel is fine

#

Run in ap1

frigid fjord
#

so just keep the same ACES branch and run upgradetonemapperchannel in ap1 then convert back to bt709 without clamping?

noble condor
#

Ya

#

What happens after you convert back to bt709

#

I thought it just stays in bt2020 from there

frigid fjord
frigid fjord
#

so it gets combined with UI after and then I convert back to bt709

noble condor
#

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

frigid fjord
#

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

noble condor
#

Well convert ap1 to bt2020

frigid fjord
#

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

frigid fjord
#

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

twin turtle
#

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

frigid fjord
#

is it weird that it looks identical?

#

also per channel and by luminance don't show much a difference if I stay in bt709

twin turtle
#

I don't think you'd need to stay in bt709 btw, that's just how tw3 is

frigid fjord
#

I know but is it normal for per channel and by luminance to look almost identical?

twin turtle
#

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

frigid fjord
#

what does seem to make a big difference is to do the tonemapping in bt2020 without converting to bt709

frigid fjord
#

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

gusty grotto
#

The redonx mod seems to have stoped working since FF7RB was updated today

frigid fjord
#

Rebirth did?

proud dome
#

Yes, just a DLSS MFG patch

woven acorn
#

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.

open folio
#

Yeah rebirth needs update

fiery hound
#

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

frigid fjord
# fiery hound

Can you turn off the experimental dithering fix in the advance settings and restart?

fiery hound
#

Also sorry if this is talked about on Nexus or something but game always starts in SDR for some reason

frigid fjord
#

Ah I will do an update soon

#

Haven't had time

frigid fjord
fiery hound
#

Yeah

frigid fjord
#

Is that the only place you have noticed they look wrong?

fiery hound
#

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.

frigid fjord
frigid fjord
#

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.

frigid fjord
frigid fjord
#

replacing the dithering for the cloaked guys with 0.5 fucks it up somehow.

frigid fjord
#

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

lusty coral
frigid fjord
#

yeah I need to compare it with more stuff to make sure

frigid fjord
fiery hound
frigid fjord
frigid fjord
#

There is something really odd with this game. No matter what I do I get stack overflow when calling the fsr3 implementation 🤔

lusty coral
frigid fjord
lusty coral
#

and might just allocate stuff in the heap

frigid fjord
#

But it crashes in the Luma side, as soon as the update settings function is called. Never gets to the actual fsr code

frigid fjord
frigid fjord
#

patching exe didn't work either

frigid fjord
#

the issues is definitely the stack size, gotta keep moving stuff to the heap

frigid fjord
#

something very wrong with FSR3 top left where the motion vector should be is just white for some reason

lusty coral
#

dunno tbh.

frigid fjord
frigid fjord
lusty coral
#

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.

frigid fjord
frigid fjord
#

fsr doesn't have flickering lights issues with auto exposure either

#

might be just strictly superior at native resolution

frigid fjord
#

Never thought that fsr3 would have a more stable image than dlss

lusty coral
#

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

frigid fjord
# lusty coral crazy.

Now I wonder what causes the issue really, maybe it's unfixable unless bloom gets disabled for dlss.

lusty coral
#

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

frigid fjord
lusty coral
#

but do the raw buffers ficler?

#

flicker

frigid fjord
#

besides aliasing

lusty coral
frigid fjord
lusty coral
#

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

frigid fjord
lusty coral
#

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

frigid fjord
lusty coral
#

yeah

frigid fjord
lusty coral
#

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);

frigid fjord
frigid fjord
lusty coral
#

are they like 9999 nits?

frigid fjord
lusty coral
#

they are just unreliasticailly bright

#

they pulled up the sliders to max

frigid fjord
#

any way to fix that? do you have to fix the material texture?

lusty coral
#

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.

frigid fjord
#

so a rolloff on the output of those shaders?

lusty coral
#

yeah

#

or, adding a history buffer on bloom, with camera reprojection. that'll fix it too.

frigid fjord
#

so save the previous frame bloom texture? not sure how to do camera reprojection. same as with motion vector?

lusty coral
#

yes

frigid fjord
# lusty coral 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

frigid fjord
lusty coral
frigid fjord
#

yeah moving the camera around can cause them to flicker or disappear

frigid fjord
lusty coral
#

they might be emissive planes

#

but if that was the case, lights would disappear even with the original TAA

#

it doesn't check out

frigid fjord
lusty coral
#

tha's the albedo buffer?

frigid fjord
frigid fjord
tardy dome
#

I have my own nightmares to deal with

frigid fjord
#

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.

frigid fjord
lusty coral
#

with motion vectors

frigid fjord
frigid fjord
#

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.

lusty coral
lusty coral
#

Well if it works and doesn't compromise the quality of bloom, all good.

lusty coral
frigid fjord
frigid fjord
#

Now I can use auto exposure instead

frigid fjord
#

Seems yo work well think I'll use a 9 sample 3x3 instead of 4x4 tho. Will test some more tomorrow

frigid fjord
# lusty coral 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;
 }
frigid fjord
# lusty coral Show

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

frigid fjord
#

@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

frigid fjord
#

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
twin turtle
#

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

hoary scroll
frigid fjord
#

It has a bit less bloom but it's far better than the constant flickering.

frigid fjord
#

I also forgot to apply the dithering fix to the light shaders I replaced since they aren't automatically patched anymore.

frigid fjord
#

getting there, something still very wrong with GTAO

frigid fjord
#

getting better, GTAO missing details from thin objects like the grass tho.

lusty coral
frigid fjord
frigid fjord
frigid fjord
sleek imp
#

wait are you planning to add GTAO now?!!

frigid fjord
sleek imp
#

I'll wait for it then!

frigid fjord
frigid fjord
lusty coral
#

I don't know 🤣. I don't remember anything. You can give up asking me questions.

frigid fjord
#

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.

frigid fjord
lusty coral
frigid fjord
#

actually no

#

bottom is gtao

hoary scroll
lusty coral
#

and fallen leaves too

frigid fjord
#

yes

lusty coral
#

the previous AO was darkening some completely random stuff, like the floor, or areas around characters

#

for no reason

frigid fjord
#

I am still tweaking the values, but it's looking good

lusty coral
#

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...

frigid fjord
#

trade offs

lusty coral
#

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

tidal ridge
frigid fjord
#

it doesn't change on camera rotation

lusty coral
#

the AO they had around little grass bushes was terrible though

lusty coral
frigid fjord
lusty coral
#

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.

frigid fjord
lusty coral
#

I'd tweak the radius and a few other params.

#

that looked better b4

frigid fjord
lusty coral
#

this is also weird with GTAO

#

the prev AO had a huge radius

frigid fjord
#

it did it was 0.17 * 500

#

so 85cm radius

lusty coral
#

u might need to keep it similar

#

there will be stuff that rely on it

#

at least far in the distance

lusty coral
#

i adjusted it by depth

#

in Prey

#

I think Marty's reshade AO also does

frigid fjord
#

so don't convert depth to world units?

frigid fjord
frigid fjord
#

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.

frigid fjord
lusty coral
frigid fjord
lusty coral
#

I don't think so. Once you match the UE look, it would work in all games.

frigid fjord
#

will probably leverate the ue denoiser so I don';t have to find and skip those to use the gtao one

frigid fjord
frigid fjord
frigid fjord
# lusty coral are you using depth mips?

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.

lusty coral
lusty coral
#

like why...?

frigid fjord
# lusty coral 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.

lusty coral
#

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?

lusty coral
frigid fjord
lusty coral
#

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?

frigid fjord
frigid fjord
sage oak
#

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
frigid fjord
sage oak
#

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

frigid fjord
sage oak
#

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

frigid fjord
frigid fjord
frigid fjord
#

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

lusty coral
#

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

frigid fjord
#

going to double check my conversion to view space. what do you mean exactly by the u shapes swapping?

frigid fjord
#

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?

lusty coral
#

it doesn't know where the light comes from

#

so why would it change

frigid fjord
frigid fjord
#

New version out on nexus with a WIP GTAO implementation

frigid fjord
#

anyone can test the latest nexus version to see if it has the slowdown(memory leak) issues?

#

I tested and it seemed to work

verbal steeple
#

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

frigid fjord
frigid fjord
verbal steeple
#

yea works great then

tidal tartan
#

@left folio @steady pier go tester le gtao les bouffons

left folio
#

Azy

frigid fjord
#

let me know if yall want sliders to find better values

#

I tried reusing their AO values

left folio
#

@tidal tartan

#

More details in dark areas I think

#

Thanks a lot Izueh, Luma is litteraly ground breaking with this game

proud dome
left folio
left folio
verbal steeple
#

did notice flickering in some areas with gtao, could be me messing with LOD bias in ini making reflections weird

tidal tartan
tidal tartan
#

Need gtao to rebirth slop

proud dome
frigid fjord
fiery hound
frigid fjord
verbal steeple
verbal steeple
#

not seeing any flickering still while progressing through, and didnt change any settings

sleek imp
#

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🙏

sleek imp
#

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

frigid fjord
sleek imp
#

Here's a comparison you can tell which is which by GPU usage, vanila< default XeGTAO< Ultra XeGTAO

sleek imp
#

Vanilla\Default XeGTAO\Ultra XeGTAO

#

Vanilla\Default XeGTAO\Ultra XeGTAO

frigid fjord
#

Do you think the default setting is a good balance?

sleek imp
#

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

fiery hound
#

Seems like using r.DynamicRes.MinScreenPercentage/r.DynamicRes.MaxScreenPercentage + GTAO is causing a problem

#

AO bugging out

frigid fjord
#

Oh dynamic resolution isnt working right, I'll fix that

frigid fjord
#

What exactly are your settings? Initially seems to be working for me

fiery hound
#

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

fiery hound
#

yeah boss it still happens after deleting everything else from my .ini

fiery hound
#

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.

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sorry I don't have an easy way to capture video

frigid fjord
fiery hound
#

Yeah I tried it already, forgot to mention that

frigid fjord
fiery hound
#

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

frigid fjord
#

For some reason I couldn't reproduce your issue with dynamic res at all.

fiery hound
#

Whack

#

Do you have anything else in your engine.ini?

frigid fjord
frigid fjord
tidal tartan
#

Was just cloud using sandevistan

frigid fjord
#

He is moving super fast actually, what you are seeing is the after images 🤓

steady pier
#

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

steady pier
#

now that I look at it, maybe it's just me nvm

frigid fjord
steady pier
steady pier
frigid fjord
austere quiver
#

I really like the fact they ported every model from every UE game ever to the Remake but not the Rebirth models

frigid fjord
#

People didn't like a lot of the changes to the models inr rebirth I think

austere quiver
#

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

frigid fjord
#

Also, found the models from rebirth. They have them in the openff7r modding community in their archives

austere quiver
#

Weird no one posted them on nexus

#

afaik

frigid fjord
#

#986110702613831761 message

frigid fjord
#

@fiery hound have a fix for the dynamic res issue, will update soonish

vale dew
#

@frigid fjord i get this with your latest nexus build

#

i had deleted the folder first to make sure it was a fresh install

frigid fjord
vale dew
#

but using gtao is extremely broken

#

does generic depth addon need to be turned on

#

actually dlss doesnt work either

frigid fjord
#

let me download and re-test one second

frigid fjord
frigid fjord
#

this looks correct I am confused. can you send me the reshade log?

vale dew
#

unfortunately i gotta go to bed ill have to look into it more tmw

lusty coral
frigid fjord
#

Will merge now with the GTAO fixes

sleek imp
#

Played a session and it was perfect and I settled with Ultra setting

sleek imp
frigid fjord
#

If you have the gpu power for it, seems good.

lusty coral
lusty coral
#

doesn't seem right

frigid fjord
#

I should add that

frigid fjord
#

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.

vale dew
#

@frigid fjord new version still saying same thing that its missing shaders

#

i completely wiped reshade.ini, seems to be working now

frigid fjord
#

Weird that this stills happens.

#

Gotta check also the release script, it was failing to add one dependency in the package for some reason.

vale dew
#

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

vale dew
#

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

frigid fjord
sleek imp
sleek imp
#

I also found a spot where GTAO flickers at specific angle in the slums but other than that it’s been great

vale dew
#

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

frigid fjord
#

nice

#

didn't know RTSS could add reflex

vale dew
#

oh and the less obnoxious grunting in cutscenes mod, a must have honestly

frigid fjord
#

I want to know what makes it incompatible with Display Commander, renodx I suspect is that both mods upgrade swapchains and textures.

vale dew
frigid fjord
#

going to try and test display commander

vale dew
#

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)

frigid fjord
#

unless lyal's does that

vale dew
frigid fjord
frigid fjord
#

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.

jolly crane
#

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

wispy zinc
jolly crane
frigid fjord
#

Not working with display commander it does work with SK. But it sometimes fails. So you may need to try a few times.

jolly crane
#

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”.

frigid fjord
jolly crane
#

Also quick question regarding FSR in this mod: is it possible to swap to FSR 4?

jolly crane
frigid fjord
jolly crane
jolly crane
frigid fjord
#

I want to fix the issue with display commander but I have to sit down and figure it out.

jolly crane
#

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? ❓

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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

jolly crane
#

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)?

frigid fjord
#

60,60 would be fixed 720p 60,100 would be dynamic resolution anywhere fron 720p to 1200p

frigid fjord
jolly crane
frigid fjord
#

60,100 would upscale from any resolution between 720 to 1200 to 1200 based on performance

jolly crane
#

Understood thx a lot for explaining everything! I appreciate it

austere quiver
#

In case anyone was wondering if they fixed the game for the xbox release

twin turtle
#

Incredible

frigid fjord
#

didn't they improve performance for the switch version, why not use that build?

#

man square is something

twin turtle
#

Waiting years to do the port and then it’s a basically unchanged pc version is wild truly

austere quiver
#

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

twin turtle
#

Oh lmao

jolly crane
#

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.

frigid fjord
jolly crane
#

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.

frigid fjord
#

forces a recompilation

#

yeah interesting workaround

#

you can do that while I figure out a fix

austere quiver
frigid fjord
#

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

austere quiver
#

I'm going to suggest it to them

frigid fjord
#

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

lusty coral
#

but no

#

we had to make it all complicated

austere quiver
austere quiver
lusty coral
#

email from outside the company? IGNORED

frigid fjord
#

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.

austere quiver
#

Yup

#

It's not like there aren't ways to report that, but it's just mostly falling on deaf ears

frigid fjord
#

huge respect to Harada for doing tha despite the language barrier too.

lusty coral
#

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.

frigid fjord
#

for the hair yes, they had dithering on materials that I just removed.

#

hair and transparent objects

lusty coral
#

yes, for transparency stuff.

austere quiver
#

I would rather if they reached you folks directly instead of playing the game of telephone

lusty coral
#

the dither anywhere else was useless and damages TAA

frigid fjord
#

they had dithering on everything, it's crazy

frigid fjord
#

the one on shadows was the worst

austere quiver
left folio
#

This seems to be native 1080p ?

#

Maybe this game uses DLAA