#The Witcher 3
1 messages · Page 2 of 1
you are going to experience the peak 3 with great hdr 
the framepacing in general is bad
with RT
input lag also skyrockets if you don't use a framerate cap
i am capping with rtss
I don't think reflex works correctly in this game
I use the pace native frames thing in SK
i will not use sk


display commander reflex cap works
framepacing fine now
also 35ms lag now at 60 to 120 FG capped
poggies
Gotta try this out too
dont cap fps with rtss with fg
Yeah doesn’t work I assume it’s some fuckery with the ancient Streamline
uh actually you can, just switch to the reflex cap
Or well it works but it’s pacing is fucked
uh
I use display commander now but yeah didn’t think of that
My 4090 struggling to keep 156 or 144 even with Fg
need 5090
So I’m just capping 120
im using 77% scaling
I use 66💀
67% is way too easy for 5090
same
Nvm then
4090 just too weak
Which?
cost like 10%
i actually dont remember the name
but the perf cost is 10%
I play the modded cod games with 4xSSAA with filmic smaa t2x btw, need 8k for 5090 to unleash its full power

How does improve RT man? I was playing it today with HD Reworked Project Mod and looked stunning
But with DLAA performances are not stable, I think it's kinda broken
I want to play again the game, but I'm getting frustrated by the combat system which aged so bad
Is it stable?
there are mods for it
ya
its probably just called better rt or something
Well if mean performance
Visually, it has only one major issue for me: pop-ups
It runs better than today's UE5 games, just some traversal stutter
Also I don't understand why DLSS Balanced looks bad
the rt perf in this game is just borked
I think is because of how the game LOD is designed
If you stay on quality is still good
After you go down to balanced the DLSS gets a bad hit
nah its because the next gen version is just unfinished
transparencies looks like ass with upscaling
but you can't (reasonably) use RT without it so
Yep, DLAA is broken also, very unstable
it was handled by saber russia
I wonder if it's fixable in the shaders
Particularly bad with transformer sr
Yes and I don't understand why
because transformer model just doesnt handle disocclusion and transparencies effectively
In Alan Wake it does
I wanted to play again TW3 so bad, but this combat system put me off
Transformer sr alone is broken in almost all ue games
I think I will just try to play KCD2
You get some serious shimmering on foliage
and fog is broken most of the time
Also on things like waterfall
I don't hate the combat in tw3, but it's not great by any means lol
You know, I think Transformer implementation has some issues just with Unreal
its not the implementation
slowly working through a death march playthrough for the first time and I'm enjoying it more than previously
If you check it on Avatar it's perfect
Sure it is, but check games with different Engine
I think it's a combo in tw3's case tbh
ya it can be particularly bad in some games
all have issues
like preset D looks ass in tw3 in ways that aren't true in most other games too
and 3 of them has rr
Much better than CNN
Some preset K look bad
yeah in some games it's unuseable
I mean, worst than the previous
d looks ass in a lot of games
like insane ghosting
what I mean is that every texture in the game suffers from massive ghosting issues
that's not as bad as it normally is lol
the implementation of DLSS and other upscalers is just bad here
ghosting is an issue from preset d in general
Have you guys tried Reworked Project Textures?
Just like preset k suffers from volumetric fogs
It is mind blowing
Too much, and all UE5 have this shitty fog
probably the model itself just doesnt work with the rendering well
Overall J preset still better IMO
they have some transparent layers over most textures in the game, and that causes blurring
not really
preset J was really bad imo
In motion for me it's the best
I don't agree
need a mod like ultra plus
foliage looks worse than fsr2 with preset J in most games I tested
in all ue games

I think there are people that will prefer that raw look that preset j has sometimes, I'm not one of them lol
Like Monster Hunter
Transformer in ue is only fixable with rr
Resident Evil 4
im not going back to shimmery mess era lol
you sure
moster hunter wilds
Boys have you played KCD2?
insanely bad with transformer sr
game is just ass
never finished the first game so yeah lol
but yeah, mh wilds preset E was soft and bad, preset k was sharper but had regular fog issues
I don't know what to play, I'm spending my time just looking at RENODX presets FFS
without it i dont even want to open it
dlaa brute force it
5070 TI, not a good option lol
eSports go 1440p nowadays
tlou2
Cs2 players still use 1080
preset e in tlou2 looks super soft
and k has shimmering on grass
Imif you try PSSR looks super sharp
i brute force it with preset f dlaa with liliums hdr cas
I don't like it on TLOU2
Is it possible?
i think the issue is that the game is built with a strong sharpening filter
so when you turn it off it just looks soft
and the sharpening is bad
I'd rather play soft than super sharp
on console they kept it on even with pssr i guess
It must be then cause it's insanely sharp
while in spideman 2 the sharpening is gone when using pssr
basically almost all those sony games have a strong sharpening filter thats not exposed to the users on console
Last Sony exclusive I played on PC was Ragnarok but I don't remember it being so sharp
it also has a forced sharpening but its not as strong as both tlou
Wait up what’s this? You can’t just enable FG in this game and that’s it?
Gotta try FG now that I’m no longer capped to 60hz (upgraded to a G5 this week)
I was barely hitting 60fps with dlss perf before. Should be well above 100 with FG now 
Witcher has like a century old NVIDIA Streamline files
Witcher 3 next gen, is an unoptimised product. When witcher 3 released devs actually released lots of updates and listened to the community. Even the expansion dlcs were fairly priced. Now it's left in a ignored state.
Literally. I wanted to replace them with newer ones to try out x3 FG, the shit didn't even start up. If I remember correctly streamline files with < v2.0 cannot get upgraded. Sadge
I don't know if people still remember the launch day. It wasn't horrible as Cyberpunk but it was really buggy
Yeah you’re stuck with the old shit sadly
Yeah I figured that
its was and still is worse than cyberpunk at launch
cyberpunk did not have any framepacing issue even at launch
You didn't try it on PS4 though 
I was driving with buildings and bridges loading and zero crowd
If you only consider the PC segment you might be right, but you gotta put consoles into the equation
On the other hand TW3 on Xbox was playing extremely well
Cyberpunk wasn’t only technically bad either
i dont play games on conslop
hdr is insanely bad technically

Now I agree with you, up to 5/7 years back you could play some games on console only
I was actually talking about gameplay bugs in launch Witcher 3 and that these kind of bugs were still not THAT bad as launch of Cyberpunk xd. I hope Witcher 1 Remake and Witcher 4 just work at launch. I don't want to wait a year or so for them to fix it.
Btw. do you know any way to force Reflex On+Boost when using FG?
I know damn well I’ll play at launch with bugs and again in 1/2y without bugs and mods 
is it not an option ingame?
Nah. It forces "on" and you cannot change it back to on+boost
Normally I feel a bit lower latency when I use reflex = on+boost in games or force Low latency mode = ultra through Nvidia control panel. That is why, I am searching for a way to force it :/
Really? Sometimes you get a bit less fps but the game feels much more smooth. For example FF15, it is really "laggy" when you turn your mouse. It feels like FG with base fps 30. But when I force LLM = ultra for that game, it feels smooth 😄
There was a game though that was crashing for me with that option on.
I don't remember what though
i can toggle it here not sure if it works tho
latency reading in nvidia overlay is pretty much same
33-40ms at 120fps cap
with fg
Is this the commando thing you said?
yuh
Wait, what is the name of this software? (I couldn't find it by that name xd) Edit: wait, I just say it on top next to renodx. Do I download it when installing/upgrading Reshade?
Oh wow what’s this?
It’s a reshade add on ?
I found iot
Seems useful! Will be a new must have from now on probably
FYI, I tried this TW3 RenoDX mod and after the usual installation, it didn't work properly, tone mapping sliders and profiles were missing
tf
switching the game between exclusive fullscreen and borderless window (and back) was suggested in Nexus Mods, in the bugs section, and it helped
You shouldn’t play exclusive anyways.
I always play borderless window, because in the exclusive fullscreen it takes like half a minute for my OLED monitor to switch while alt-tabbing
ah it sounded like you switched from exclusive to borderless and back to exclusive
Happens with TVs too
take 2sec on lg tv
It’s a bug with the hdr swap chain detection. Not sure why it happens sometimes.
Nvapi trash
Dude always pushing further, awesome ! 🙂
I love this guy
No way 😭
The year is 2030, TW3 has received its 10th HDRP update, running the game now requires 48GB of VRAM for maximum quality visuals 
If only 
Not sure how much that would do in that game tbh, but in cyberpunk due to all the crazy lighting n stuff it’s truly a step up from normal RT
Fair
Should Nvidia come up with a truly breakthrough algo to improve PT massively both in perf and quality, this should get backported
For sure
Well the Megalight in UE Engine seems to go in that direction
UE though... :/
RTX Mega Geo is nice otherwise but it's heavy af
Tried the bonsai demo ?
If the Coalition will fail to optimize UE then there is no hope.
It's the last test
Spoiler alert, there is no hope lol
I'll wait for Gears to declear it hopeless
because the normal rt in cyberpunk basically doesnt include rtgi
makes sense
in game already has good rtgi adding pt doesnt not make that big a difference
(doom the dark ages
in normal rt only with it set to insane you get one bounce gi from the sun and thats it, every other indirect lighting is done by rasterization

there was no feasable rtgi solution in 2020
for triple a games
does witcher have good gi tho
kk
so might not be such a game changer to have PT in that
its probably big
since its probe based and its a open world game with dynamic time of day
by good rtgi i mean a per pixel solution
which w3 doesnt have
right
Holy shit a new version?
I’ll be waiting for this to drop to play the DLCs then lol
I hope so, let's see
I'm waiting to do a new run too
Honestly I would ask 1 thing only: Reworked of human characters cause now is the only bad thing
But I don't think it would be possible
I’m afraid it’s probably going to be that lol
2026 I doubt it’s January
Usually 6/8 months between announcements and releases for HulkHogan
Ooff that´s tough
Might not wait for it then lol
Let's see, maybe this time would be less, who knows
I don't understand what else he could be adding to the Reworked Project...I hope it's not some slop console announcement in conjunction with CD Project
cheers, the game's much smoother now 
The bug where the music just starts and end depending on where the camera stands in cutscenes is so annoying
Is there a mod which fixes that?
I'm literally playing with RT off even on a 5090 lol. Cause the implementation is so bad on this game I think the OG probelighting with a few mods looks far better than the very SELECT occasions RT looks better
That's the main issue and impossible not to notice it
That's why even though RT implementation is not amazing (far from it), it's way more immersive than raster
In buildings and closed areas also, with baked lights, it looks like a 10 years set back for the game presentation
The Witcher 3 lighting tech has improved in Blood & Wines only IMO
But still, I prefer the look of RT
Does the game even have GI without RT?
lightmap + ambient colors i guess
or very bad probe based gi
Googled, sounds like maybe IBL?
ibl is just probe based gi that everyone was using last gen
but apparently it was done very poorly in w3
we had quantum break in 2015, which also has some dynamic of day and the gi was far more superior there
Open world games without RT always suffer
Quantum Break was wonderful actually, one of the most technically achieving game of that generation. Unfortunately performance were terrible!
I don't remember a game that ran so poorly that Gen
I believe CD Project didn't wanna invest time and resources to optimize The Witcher 3 Next Gen
They could have easily introduce PT
But without a good work optimization they realized it was not Doable imo
quantum break has dynamic time of day
its just done poorly in w3
my guess is that remedy was not familiar with dx12 back then, the steam version runs better with dx11
Oh I didn't know that
wtf why would quantum break need dynamic time of day isn't a linear game
it has a section that features dynamic time of day
remedy posted a doc about how they did it
I hope Remedy will succeed with Max Payne Remake and Control 2 cause I love their games
And I will never understand the reason of making Firebreak ffs
making dynamic time of day gi in 2016 just for one section 
Small scale environments help a lot of memory costs
@stark anvil what will HalkHogan announce if few hours? Any bet? 🤣
No clue beyond the obvious guess of an updated texture pack lol
I don’t think so, with reflex fps cap it’s runs good now and I think it looks quite a bit better, just feels a little contrasty at times
it already existed by in 2012 far cry 3
ubisoft is just ahead of everyone since 20 years ago
games like death stranding 2 still uses similar gi solution to far cry 3
sure but the thing is w3 gi was mid even in 2015
far cry 4 was released in 2014
the gi there is just far better
ya you just need to cap the fps, running unlocked = ass frame pacing

No you can’t just cap normally
Rtss cap will have shit pacing as well in that game
I specifically need to cap with reflex in display commander
Or I suppose pace native frames in sk but I don’t use that shit
Reflex cap in rtss might work too haven’t tried that
the rtss reflex cap works properly
are you using the default async mode (well yes)
async mode is not meant to be used with the old fg
and even for new fg with flip metering the input lag is still not good without pace native frames
theres no reason to use non-reflex mode in rtss because if it doesnt work it will fallback to async mode, zero reason no to use it
No in Rtss I always have front edge sync
lol front edge sync always has higher latency
its the same as sk normal limiter
thats fine
yeh
i use front edge because best frametime consistency/pacing for me
dont care about a small latency penalty
best frametime graph
but not really better frametime consistency
frametime consistency is based on the game
it offers best frametime consistency when you measuring it with something like capframex
well maybe i meant the wrong thing anyways its best cap in my experience, also the least erratic in the vrr info n stuff
because capframex uses an ancient metric to measure frametime
its not really how a frame is rendered though
the way vrr works is not really it syncs to your frame

its complicated to explain but
no software can really tell you which one is smoother unless there are some noticeable spikes
basically a completely flat frametime graph is a lie
what frame limiter do you usually use polly
even for non fg
yeah nah im not doing that
we both agree with that
well if you want the smoothest then traditional vsync is the way to go
nothing beats that
Reflex cap is ass
Perceptually unsmooth
Why was i pinged
they are shitting on reflex limiter
idk
Depending on the game, it can be perceptually smoother to run uncapped than use reflex cap lol
they want a flat frametime graph maybe
are all the reflex limiters the same like rtss, sk, display commander
buts its just a lie
What's the MOD to improve RT in TW3? Anyone knows it?
same
but only sk supports that in vulkan
its not about the frametime graph cuh
ig ill be using reflex then, i have been using rtss async for the longest time 
if it doesnt work it will fallback to async
well not just the reflex one, almost all their limiters are the same
no special sauce here

rtss front edge sync = sk normal = DC normal
rtss back edge sync = sk low latency = nvcp
dc has no normal
async is very similar to back edge sync
it has
the second one is normal
this i think
https://www.nexusmods.com/witcher3/mods/8865
Does it tank performance? Is it compatible with HD Reworked and Brothers in Arms?
but sk's reflex limiter in vulkan is quite useful, its the only way to play doom tda with fg

yeah there is some performance, depends on your hardware i think, the author says 7-14 fps, and no it should be compatible with most mods that dont change RT
but worth it tbh specially if you want to use RT shadows
Great, thanks
@rare scroll do you know any mod for NPC faces? Something reliable?
you mean for LODs?
Yes
My issue with reflex is that it is a lot more erratic, will often hit the max 164.9hz on my screen even with a 144fps cap. With front edge i can go higher fps technically because its a lot less likely to hit the max hz which i dont want to happen because I use Gsync+Vsync so hitting max hz has big latency penalty
do you have vysnc off
Read again
when combined with a limiter
Vsync does not have noticeable latency
its hard to explain with some graphs
If you stay in the vrr window yeah
no
If you don’t aka hitting max hz you do afaik
you will always exceed that window

vsync is the only way to keep your fps under refresh rate
its the same as what said earlier
the frame limiter does not actually limit the frame itself
in horizon forbidden west a limiter without vysnc near your refresh rate will give you tearing and judder all the time
even with something like 110fps on a 120hz screen
thats true
because of the way it works
like i said before
traditional vsync is unbeatable
in terms of frame pacing
theres definitely a price you need to pay

but again those measurement are not really measing the frame itself
eg. limiting the frame with back edge sync
then you measure it will capframex
judders everywhere
But I personally just prefer front edge, iunno feels best to me except slightly higher latency which is small enough for me to not care
I don’t care too much about the graph like I said
you can measure that if the game support reflex
with frameviewer
Can measure what sorry?
NVIDIA overlay does that too no
compared to back edge sync
With reflex games
compared to reflex limiter its probably 15-20ms at 60 fps
but you dont really get more benefit with front edge sync imo
40ms reflex 80ms normal cap
ya

old fg
Yeh
they all like that
normal cap just doesnt work
with flip metering its better but still like double
this is totally fine though

i remember it being an .ini tweak that fixes it but i forgot what it was, you could try this and see if one of the options do something about it
its not a reliable way to measure framepacing with gysnc monitoring
G-SYNC + V-SYNC “Off”: The tearing inside the G-SYNC range with V-SYNC “Off” is caused by sudden frametime variances output by the system, which will vary in severity and frequency depending on both the efficiency of the given game engine, and the system’s ability (or inability) to deliver consistent frametimes.
this 165hz happened because of this, it can still happen with the normal limiter
`This is how G-SYNC was originally intended to function. Unlike G-SYNC + V-SYNC “Off,” G-SYNC + V-SYNC “On” allows the G-SYNC module to compensate for sudden frametime variances by adhering to the scanout, which ensures the affected frame scan will complete in the current scanout before the next frame scan and scanout begin. This eliminates tearing within the G-SYNC range, in spite of the frametime variances encountered.
Frametime compensation with V-SYNC “On” is performed during the vertical blanking interval (the span between the previous and next frame scan), and, as such, does not delay single frame delivery within the G-SYNC range and is recommended for a tear-free experience (see G-SYNC 101: Optimal Settings & Conclusion).`
"G-SYNC + V-SYNC “On” allows the G-SYNC module to compensate for sudden frametime variances"
what gsync module bro

it was an old article when only hardware gsync existed

but everything in that except the fullscreen part is still legit
the fullscreen part is nonsense now lol
G-SYNC Module The G-SYNC module is a small chip that replaces the display's standard internal scaler, and contains enough onboard memory to hold and process a single frame at a time. The module exploits the vertical blanking interval (the span between the previous and next frame scan) to manipulate the display’s internal timings; performing G2G
well theres another part thats outdated
the in game limiters in most games are ass
dont use them
Im happy with what I’m doing, Gsync + Vsync and then Rtss front edge globally, then some edge cases like Witcher I’ll use reflex if needed

front edge in fg games is really bad
Yeah always use reflex limiter with framegen lol.
Just got back in the game and since there´s been a lot of updates. I assume purist preset is matching sdr and recommended is Jon´s preferred settings, right?
Also I just enabled framegen without reflex shenanigans and latency was really good at 120fps
you can not enable fg without reflex
if you dont cap the fps the latency is good but the frame pacing isnt (in this game because it uses an ancient streamline)
Mmmm I only tried for like 5 mins but seemed smooth
Im going to limit to 120/115fps with reflex in RTSS anyway tho
i just remember that you can limit the fps with opticaler as well
it even supports vysnc for fg games
Nah I dont use optiscaler
I just have GSYNC + Vsync and then I limit a bit under what I reach in RTSS. That should be good
In Witcher 3 is around 105-120 So I´ll framecap around there
I prefer to install as few addons as possible in each game
Less friction/config when starting a game
Reno if there is one cause its a must, framecap if needed and play time
i pack opticaler + reshade + display command in the same folder
everytime i start a new game i just drop them
But optiscaler sometimes has compatibility issues in some games for example afaik
And for presets I use DLSS swapper since I always update dlls anyway, it can also control presets
opticaler can do it realtime
so you can see the difference
probably doesnt really matter though
i think you can just force preset e globally though
transformer sr is just dogshit
plasma settings

@stark anvil why do you run 100% blowout restoration in all presets? looks quite oof in some cases
these candles for example at 100% are super orange
because he is using a per channel tonemapper that blows out highlights
ok but these clearly arent blown out with termite spleen
It’s not the same blowout restoration as UE for instance.
at 50% these look more like candles
hermite spline is just bt2390 eetf in liliums shader
hdr boost slider also adds more saturation to highlights
idk i think both presets have their own drawbacks
increase hue correction
Dropping blowout restoration can result in more of a white tone than plain SDR as well.
you get pinkish clouds
can you try blowout + max channel as musa suggested
hm i dont know how else to fix those candles then, they look quite bad
When I’ve got time to mod again, sure
purist preset time
I think those candles looks fine tbh
bro
he has a g5
it probably looks quite different on his display
Ah maybe yeah
it does yeah.. even just looking at the screenshots on my phone isnt quite the same
the image you see is probably clipped to shit
maybe i can try to take a pic with phone
sadly doesnt work until blowout is so high that the entire image gets affected
increase saturation to compensate
musa suggested me doing so in jedi survivor
(but it still looks bad
Just to figure that out, see how it looks with 1000 peak
It’s not a good image but I think you can tell
we should fund jon an hx3110
thats at 100% restoration
hdr screenshot
i have put those above
I think this screenshot shows it a bit better even on my phone
looks too yellow
its completely whack
this doesnt look right either though
its basically full yellow and red
too much blowout there
yeah have to go quite low for it to look good
bro i fucking hate nvidia
just let me record
Try lowering highlight sat instead maybe?
similar to lessening blowout restoration but worse
Alright. Lower blowout restoration will turn the sun pure white all the time iirc
sooo we're cooked
Probably just needs a new texture for HDR being real.
In SDR they were content with something that barely looked like fire at all.
its worse than old games with dxvk for some reason
filmic tonemapper ruined the game maybe
everything was built with broken colors in mind
I could try adding a luminance tonemapper and maybe playing with blowout restoration would make more sense.
But I just got a new puppy and basically all my free time is going to that lmao
Uhh 100 restoration here looks atrocious with the sun actually

hdr screenshot but 2440 nit
This has to be a high peak brightness issue
hmm nah at 800 its whack too
Might be hue correction here
oh yeah for the sun it seems to be yeah
at 100 hue correction it fully yellow disk
Ictcp may not have the issue
0 hue correction still has the issue though
Oh
@stark anvil does RENODX conflict with a MOD that improves RT shadows and reflections?
shouldnt?
No
Does saturation correction change anything here?
I didn’t do a ton of testing with hermite spline, now I’m wondering if that could be an issue.
i get what youre saying witht he white blob though
might depend on time of day or sumn
this is a bit later now
and the candles look still cooked tho so yeah
xd
The game being super saturated in general doesn’t do a lot of favors.
Oh also this is the last build I posted, though idk if it’s worth using over the one I have linked as the latest release. Highlights and shadows v3 are a bit weird imo.
Im also using a G5 so lemme know your conclusions. I also felt something was off when I tried the latest version earlier
I was using the latest version that Jon just quoted above
this is what ive come up with so far... im using a bit more hue correction and dropped blowout restoration to 40
lemme know what you think
-# if you have time to test rn
the sun isnt as nicely saturated ofc but i think its ok
recommend preset / mine
Hi, pretty late to the party here, but when using display commander, my reflex option specifies "non-VRR". You're screenshot shows the opposite. I am confused. Would someone know why it does that ?
well do you use gsync?
or freesync
do you use an older build maybe?
let me check😂
lets check that out !
few mins later rec/mine
(Might look kinda bad for anyone looking on sub 2000nit screen)
I do, imma see
Oh hell yeah
The sun at least looks like a sun
Not an orange
Fire looks much much better too
Like actual fire basically
Im not using the exposure increase tho since its already blinding at 1.00
That’s fair yeah, it was my attempt at helping with the sometime a bit too contrasty look
I was also considering messing with the shadows setting instead
Purist vs your preset (tonemapped to sdr but you can still see)
Dunno if the sun being so white fits with the orangeish sky too much tho
Fire looks perfect tho look at that small brassier on the right of geralt in the bg
First one does not look like fire at all
glad you like it

i lowered hdr boost just slightly to 23, thats the only other change ive done so far
Will try it
Cant Watch now. Is it a substantial upgrade?
again? this guy can't be stopped
get him on monster hunter wilds asap
Hmm wouldve been nice to see comparison with his previous textures instead of basegame
Yeah I thought the same
Gotta decide if I’m waiting months to play the expansions or not xD
I mean, technically…
Assuming it was the next gen patch
yeah does the base game have his patch included
@rugged nest
Vanilla | My Setup | Recommended | Purist
I did some slight further tweaking, the 66 shadows might seem much but you'll see it barely changes the image.
i think im happy with this for now, hopefully wont run into issues in other areas
(Testing in some interiors i think shadows 60 is better) xd
Rec | Mine
I’m still confused why the sun is doing that
“Works on my machine” etc etc
I had weird issues like that when blowout was applying a little bit when set to 0
But that never made it into a build I posted with 2.0+ I don’t think.

so you have default black level on your g5
hm?
He’s probably asking if you touched the black level in the G5. Cause at 165hz it has black crush
yeah i fixed that
And you need to boost shadows to 52 and near black detail to +1
I’ll check it when I’m on the PC. Looks promising!
shadows 52 in witcher or ?
Nono in the G5
ah yeah i do it diff
Oh? How if I may ask?
Ohhhh gotcha
and near black detail +1 now
i had it 0 before
with 1 i dont need to touch shadows in witcher i think
have it back to 50 now and seems good
You use game optimizer then I assume (the picture mode)
filmmaker i use
Nice! Then you probably had the wrong settings there
Oh I thought that was greyed out in FMM, my bad
I trust you hahahahahsh

Then yeah black level 52 and near black 1 is perfect if u wanna try it
well near black at 0 wasnt wrong in my eyes but helps ofc
It’s helpful to use a pattern to calibrate
A good one too. I was using one that was poorly made and Polly sent me one that was properly made
i used a youtube vid
playlist: https://www.youtube.com/playlist?list=PLNtyx1Z3xGr4mfR8I_Ll2GH0mXmgHDNKG
UHD 4K HDR 10 Black Clipping from the Diversified video solutions website. A great test pattern for 4k uhd hdr 10 t.v. calibration
General
ID : 1
Complete name : C:\Users\steph\Videos\DVS_UHD_HDR10_...
the one that gets sent here all the time

i think im done tweaking now
@rugged nest
Rec | My version
Hope you like what i cooked up, been testing in a few location and different fire types etc
only thing im a bit unsure about is bloom, outside i liked somewhere around 60 more, but inside darker buildings with a bunch of candles n stuff i like it better at about 33 .. hard to say

dont think thats fixable xd
default bloom
Yeah at least with sliders
Dunno if Jon could change some inner workings to fix it completely but probably no since I already reported this to him months ago
been playing a bit, like the settings (bloom 33), appreciate sharing.
Lower bloom higher sunshafts works pretty well.
But yeah this is a vanilla bug
I feel like it should be fixable in the shader, just haven’t tried yet
this looks so good
im actually considering turning sunshafts off completely with bloom at 33 but im afraid that i might ruin other areas that benefit from it
@cold basin completely untested but here's a build with a by luminance tonemapping option if you'd like to experiment with it and blowout restoration
oh cool, ill test in a bit
dont mind me just backing up my current settings here in case they get lost from using the experimental addon

Hm noo, looks worse than by channel, with rec and purist presets candles look even more fucked, with mine i have to lower blowout restoration from 35 to 15-20 for candles to look correct, sun looks worse in that case tho so i prefer by channel
Yeah defaults will be horrible with it
Would need lower blowout restoration like you say
Maybe some regular blowout too. Maybe try something like 70 blowout restoration, 40 blowout

@stark anvil couldnt really get anything better with by luminance
still prefer per channel
ended up refining my preset further tho xd, maybe you can also try that Jon, lemme know what you think.
using ictcp now for hue
i think i like that more, even though the diff is slight
i tuned this so it would look closer too vanilla/off and the purist preset. To me the recommended settings look very bad, way too pink, fire looks very wrong
i have not been in toussaint though, i dont have a save game for that
i cannot say whether this looks good there
Recommended looks correct to me for the most part (not vanilla though).

maybe a screen thing, idk
but I've also looked at this on like 5 different HDR screens lol
fire on recommended looks close to just like...sitting in front of a fire
not yet nno
in the screenshots I think there's too much blowout. It looks good, just not necessarily more like fire
Yeah doesn’t help that many of my screenshots are 2440 nits

On my tv switching between my settings, recommended and purist is quite a big diff especially with fire/candles/torches n stuff
Sadly NVIDIA can’t fucking record my game properly
Always washed out for some reason
either that or nvidia says game not supported
I really want to experiment with different blowout code, see if I can figure out something that I think can actually replace per channel tonemapping, cause it's not ideal.
bro looks like a tomato on the right
fire doesn't give off pure white light...
Create a cozy, warm and relaxing atmosphere with 12 hours of real logs burning in an open fireplace and the popping and crackling sounds the blazing flames create. This Ultra High Definition (UHD/ 2160p) HDR* video and high quality sounds can be used to create a feeling of peace and tranquility, warmth, coziness or winter festiveness in your hom...
looking at this i feel mine is much closer to that
It kinda depends and recordings aren't always super accurate. I coincidentally was staring at a fire last night though lol
hehe
boutta put a candle on my desk and tweak that way

but yeah i look at fire regularly too in the colder times, we have a fireplace in the house

btw, I also think this lighting mod is worth trying out https://www.nexusmods.com/witcher3/mods/7821
I think with ictcp 40 hue correction the recommended preset looks alot better
or 40 darktable
i see, im playing fully vanilla rn
do you use any other mods?
a few but with vanilla art direction. Not entirely sure if I'm sold on that weather mod, but it's at least mostly faithful to its name.
it actually fixes some things through art changes that my tonemapping changes already kinda fix
I'm a sicko that just uses vortex
pretty sure most will say not to and to use witcher mod manager
as im a passionate skyrim modder, i despise vortex
i think MO2 might work for the witcher
gotta check
Terrible

ABYSMAL
ASS
Manualcels scare me though
Every time in cyberbunk
'This mod messed up my load order and broke my game and ruined my marriage'
Are you using MO2? no, manual
Like clockwork
You are missing a few nits 
vortex has always just worked for me. Usually has all the tools needed, just maybe a bit of a pain to use if you don't know about them
I have no doubt that bespoke mod managers are better, but I just don't want a bunch of mod managers installed if vortex can do the job
wym xd
500 nits game brightness 
I noticed this too on my G5
referencing SDR will show you that they definitely did not achieve it there either lol
its giga annoying as well because all fire sources look diff and even change the look depending on time of day or what color grade the region/current weather seems to have

dunno man i give up
logs better on right, flames better on left 
flames too yellow on the right or
yeah
maybe I should make hue correction more of a hue shift instead
I posted a build before with a hue shift slider if you want to try it
I got rid of it cause it was basically the same as hue correction
but maybe for this instance it works
but yeah id say the logs on the left there look super pink, and it gets kinda amplified at 2400 nits ngl
thats my issue that i have the entire time with the rec preset
there's also a lot of stuff that shifts that doesn't look good shifted 🤷
I'll see what I can do. Maybe if I don't try to emulate SDR I can figure something out
RTGI is also a mess with hues in this btw
sat correction helps a lot there but yeah
any better
sure does look like uncharted2 tonemapping
is termite spleen close to that?
no it's just a display mapper. I blend their tonemapping (uncharted2) with the untonemapped color and display map it later
termite spleen is just highlight rolloff
sat correction 0 will give you just the raw vanilla tonemap colors for SDR range
raising sat correction uses a luminance/per channel blend
ah oge
lemme show some more pics
what looks best, i personally think 2nd pic too pink in the face, first one too white
2 or 3
overall 2 i think
2 might be too saturated to the point of losing detail in his shirt
the shoulder seam

Trying to make something in between 2 and 3 right now
much more subtle change
pretty much just hue
Cant see any differences here
look at his skin tone on his forehead and face
It looks almost identical, cant really tell a difference
yuh
yeah i dont know anymore, i cant get something that looks good across the board
shits driving me nuts
On my phone I can see the difference in the shoulder seam
@cold basin another test build
added another hue shift slider and hardcoded blowout restoration to use ictcp since it seems like a clear winner for that slider. Maybe this will help you get what you're looking for.
I'm still using 2 or 3 versions older.

I am using the one on nexus because of that
Also shadows looked off to me with the latest
Why does vanilla looks so different here? Did you disable the volumetric effect in the others or something? Is that the flare effect?
No, vanilla has onbnoxius bloom / Glare that Jon tried to tame as far as I understand
any comparisons with vanilla (for the purposes of finding tonemapping settings) should be done with bloom off/set to 0
you will go in circles trying to fine tune things around bloom/sunrays
all you need to know is that bloom since adding HDR bloom or removing the option will take on the color of the light instead of a clipped color like it used to. It will be directly influenced by scene grading sliders, but will only be adjusted in post by color grading sliders.

@stark anvil would you say its counter productive to do a mix of hue correction and shift in the test build?
yes
because it looks like the affect the image diff
hue correction seems like it effect more of the entire image
hue shift should be basically the same as correction except only applying to above SDR range
while shift i mainly see diff in highlights
ok so yeah that tracks with my observations then
you could combine the two without an issue, but I doubt you see much difference unless shift is higher than correction
and being real I don't want to have both sliders in an actual release, it's confusing and unnecessary I feel
yeah for sure
in these the candles look atleast correct

maybe termite spleen is messing things up 🤷
my candles are like pink red orange ish
wouldn't hurt to check one of the builds with reinhard piecewise
I can just throw in an option
thankyouuu
At this point I think the candle flame texture itself is just cooked
Like is it supposed to be just this yellow in the middle and red around it
its so hard to capture
pretty sure yeah
the luminance tonemap will be the true color
reinhard manipulates the image sooner (and is more dim), so I thought there was a chance it might help with the flames
bit of a stretch though, I think you're just far more bothered by this than me at this point and it's not a display thing so much
yeah candles don't look quite right
need to see a heatmap view to see if the brightness is even capable of being blown out to look right
like this?
set it to 10k peak
at 2400 nits
oh, cutoff point as well
ctrl click and type
okay so something can be done about it
does applying a little bit of blowout fix it?
oh, can you also see what it looks like with LUT grade set to 0?
lut grade has like no impact on the candle flame
okay so it shouldn't be getting griefed by tonemapmaxcll then
blowout doesnt really help under like 20+
looks pretty much the same as just lowering blowout restoration
how does blowout restoration at like 75 with hue shift at something like 10 look?
left is normal rec preset with termite, right is recommended reinhard with blowoutres 75 and 10 shift
honestly confused why those candles don't blowout more
any settings that make the candles bearable makes the rest look weird
thats when the torchlight on your face becomes white n shid like we talked about yesterday
I could just boost the candles if I find the shader
cant seem to find a mod that edits the candle flames either
only mods for the candle texture itself kek
I also should try to find the skybox so I can boost that, since the rest of the scene doesn't need it as much
I find that the hdr boost thing makes the candles a bit worse too
I assume because it seems to increase highlight saturation
makes sense, it's a per channel adjustment
can you share a pic of what settings you are currently using?
im losing my mind over here, im not even sure what looks right at this point



defaults until jon updates
i had also been messing with it

pinky clouds drove me crazy






