Updated Ersh's mod to be a full RenoDX mod with all the usual sliders
Nexus:
https://www.nexusmods.com/silenthill2/mods/145
#Silent Hill 2 Remake
496 messages · Page 1 of 1 (latest)
debug build?
release
can't debug release, do debug and attach debugger, it'll say where
i'm assuming recently?
like old builds work?
i would assume they worked since i'm pretty sure there was a lutbuilder added to the generic mod
well I'm running with debug attached and its working fine now
ok got it to crash when i pressed start to continue after shader comp
Resizing viewport due to setres change, 3840 x 2160
Unloaded 'C:\Windows\System32\D3DCompiler_47.dll'.
Bink: Mismatched number of tracks opened.
SHProto-Win64-Shipping.exe (25560): Loaded 'C:\Windows\System32\D3DCompiler_47.dll'.
Assertion failed!
Program: ...ill 2\SHProto\Binaries\Win64\renodx-devkit.addon64
File: C:\Dev\renodx\src\addons\devkit\../../mo.../resource.hpp
Line: 558
Expression: resource_info != nullptr
For information on how your program can cause an assertion
failure, see the Visual C++ documentation on asserts
resource.hpp line 558
assert(resource_info != nullptr);
it'll crash if you hit retry
but viewport resize
something about how it resizes buffer
it's in PopulateUnknownResourceViewDesc
ai slop added this function:
inline ResourceInfo* TryGetResourceInfo(const reshade::api::resource& resource) {
if (resource.handle == 0u) return nullptr;
ResourceInfo* info = nullptr;
store->resource_infos.if_contains(resource.handle, [&info](std::pair<const uint64_t, ResourceInfo>& pair) {
info = &pair.second;
});
return info;
}
removed line 558
an assert is not a crash
and adjusted this function:
inline void OnInitResourceView(
reshade::api::device* device,
reshade::api::resource resource,
reshade::api::resource_usage usage_type,
const reshade::api::resource_view_desc& desc,
reshade::api::resource_view view) {
if (!is_primary_hook) return;
if (view.handle == 0u) return;
ResourceViewInfo new_data = {
.device = device,
.desc = desc,
.view = view,
.original_resource = resource,
.usage = usage_type,
};
if (resource.handle != 0u) {
new_data.resource_info = TryGetResourceInfo(resource);
if (new_data.resource_info == nullptr && device != nullptr) {
ResourceInfo fallback_info = {
.device = device,
.desc = device->get_resource_desc(resource),
.resource = resource,
.destroyed = false,
.initial_state = reshade::api::resource_usage::undefined,
};
auto [pair, inserted] = store->resource_infos.try_emplace_p(resource.handle, fallback_info);
new_data.resource_info = &pair->second;
if (inserted) {
for (auto& callback : store->on_init_resource_info_callbacks) {
callback(new_data.resource_info);
}
}
}
if (new_data.resource_info != nullptr) {
new_data.destroyed = new_data.resource_info->destroyed;
new_data.clone_target = new_data.resource_info->clone_target;
}
}
if (desc.type == reshade::api::resource_view_type::unknown
|| (desc.type != reshade::api::resource_view_type::buffer && desc.format == reshade::api::format::unknown)) {
new_data.desc = PopulateUnknownResourceViewDesc(device, desc, new_data.resource_info);
}
auto [pair, inserted] = store->resource_view_infos.try_emplace_p(view.handle, new_data);
if (!inserted) {
assert(pair->second.view.handle == view.handle);
if (!pair->second.destroyed) {
#ifdef DEBUG_LEVEL_2
std::stringstream s;
s << "utils::resource::OnInitResourceView(Resource view reused: ";
s << PRINT_PTR(view.handle);
s << ")";
reshade::log::message(reshade::log::level::debug, s.str().c_str());
#endif
for (const auto& callback : store->on_destroy_resource_view_info_callbacks) {
callback(&pair->second);
}
}
pair->second = new_data;
}
for (const auto& callback : store->on_init_resource_view_info_callbacks) {
callback(&pair->second);
}
}
just stops the application from continuing so you manually step
if (current_desc.format == reshade::api::format::unknown) {
current_desc = utils::resource::PopulateUnknownResourceViewDesc(device, desc, resource_info);
if (current_desc.format == reshade::api::format::unknown) {
std::stringstream s;
s << "mods::swapchain::OnCreateResourceView(Unknown format for resource view: ";
s << PRINT_PTR(resource.handle);
s << ", type: " << current_desc.type;
s << ")";
reshade::log::message(reshade::log::level::warning, s.str().c_str());
assert(current_desc.format != reshade::api::format::unknown);
return false;
}
}
you should be seeing this
because it's unclear what is calling PopulateUnknownResourceViewDesc
yeah, just keep going until it crashes
or actually
check the stacktrace to see why it's calling there
how it got there
retry crashed it
actually no just a black screen
the second one is this
step into?
ah
acceleration structure
raytracing, i'm guessing
i must have missed a commit or stashed it somewhere
we don't care about buffer or raytracing views
if (desc.type == reshade::api::resource_view_type::unknown
|| (desc.format == reshade::api::format::unknown
&& desc.type != reshade::api::resource_view_type::buffer
&& desc.type != reshade::api::resource_view_type::acceleration_structure)) {
new_data.desc = PopulateUnknownResourceViewDesc(device, desc, new_data.resource_info);
}
would that potentially fix the games that had crashing issues with cbuffers
many of them were RT
probably not
that's some descriptor table validation stuff
that shouldn't fix the crash, just silence the debugger
add assert(IsDebuggerPresent()); somewhere in the Dllmain in addon.cpp of the devkit so you can catch the crash
alright
if (!reshade::register_addon(h_module)) return FALSE;
assert(IsDebuggerPresent());
hmm just crashed
didn't hit the assertion
just hit the assert now in oblivion with one of the shaders i guess
runs...... every frame
@gloomy jacinth
oh wait
let me switch to new decomp
0x405B3AFD.cs_6_6 decomps now but it has issues with -inf
and these
static const i32 _global_0[4] = { , , , };
static const i32 _global_1[4] = { , , , };
but I also don't need this shader anyway
don't need any of them actually
@silent valve if I want to adjust fixcolorfade to target darker shadows more, what value should I adjust
since now it has both ACES and SDR EOTF Emulation after it
it needs to be more targeted towards darker shadows
lower FogCorrectionAverageBrightness?
Are you doing a new version of ersh fix with UE improved tonemapper and my oklab shadow raise fix?
ya
Try with ucs or something better than oklab if it's already in reno.
What does that mean
Target dark shadow more than bright shadow?
ya
The game doesn't need sRGB/2.2 mismatch emulation.
It was so raised that the minimum brightness was beyond the usual sRGB 2.2 raise.
2.2 correction still makes a noticeable difference
Of course, especially after you remove the lift.
But it's likely gonna crush blacks too.
And to balance it out, you'll need to put different parameters
Just sounds like an unnecessary path.
Given it's technically "wrong" to begin with.
Copy and paste code. I'm on phone
FogCorrectionAverageBrightness was 1.0
// Linear BT.709 in and out. Restore the fog hue and chrominance, to indeed have a look closer to vanilla
float3 FixColorFade(float3 Scene, float3 Fade) {
const float FogCorrectionAverageBrightness = SHADOW_COLOR_FOG_BRIGHTNESS;
const float FogCorrectionMinBrightness = 0.0;
const float FogCorrectionHue = 0.8; // 1 might break and turn brown due to divisions by 0 or something, anyway fog is usually grey in Cronos, even if there's a slight different white point between the working and output color spaces (D60 vs D65)
const float FogCorrectionChrominance = 1.0;
const float FogCorrectionIntensity = 1.0;
float3 sceneWithFog = Scene + Fade;
float3 prevSceneWithFog = sceneWithFog;
float fadeMax = max(abs(Fade.x), max(abs(Fade.y), abs(Fade.z))); // This might have values below zero but it should be ok
float3 normalizedFade = fadeMax != 0.0 ? (Fade / fadeMax) : Fade;
float3 fadeOklab = renodx::color::oklab::from::BT709(normalizedFade);
float3 sceneOklab = renodx::color::oklab::from::BT709(Scene);
const float fogBrightness = saturate((FogCorrectionAverageBrightness * sceneOklab.x) + FogCorrectionMinBrightness); // Restore an optional min amount of fog on black and a good amount of fog on non black backgrounds
const float fogHue = FogCorrectionHue * saturate(length(fadeOklab.yz) / sqrt(2.0)); // Restoring the fog hue might look good if the fog was colorful, but if it was just grey, then it'd randomly shift the background hue to an ugly value, so we scale the fog hue restoration by the chrominance of the fade (it seems like it's usually white/grey in Cronos)
const float fogChrominance = FogCorrectionChrominance; // Restore the fog chrominance to a 100%, which means we'd either desaturate or saturate the background
sceneWithFog = RestoreHueAndChrominance(Scene, sceneWithFog, fogHue, fogChrominance, 0.f, renodx::math::FLT32_MAX, fogBrightness);
return lerp(prevSceneWithFog, sceneWithFog, FogCorrectionIntensity);
}
seems I need to increase it
maybe the shadow color offset thing ersh has can be replaced
setting it to ~6-7.5 seems to work well
bff off / on
I don't know. It's already perceptual, but you can turn it in a pow if you want to affect near black more.
I think the code is fine.
Also double check the math. It's clearly explained.
I wrote it blindly. Never tested myself.
Checked many times though,
Ok. It'd quite high, it will correct it a lot more.
its opposite
higher brings down darker shadows
while leaving lighter shadows intact
K
does the game use offsets that aren't grey scale?
one notable thing is that i think the offsets set in the post process volumes in UE are directly set as AP1
and that would be D60
so 0.1 0.1 0.1 wouldn't be grey scale anymore in D65
hence removing the offset will change the yellowness of the scene.
I think they're all grayscale
SDR / RenoDX Defaults / Recommended Settings
You should look into getting the tonemap debug graph to work
The issue is in the grading they have a black floor offset parameter that changes per scene
I changed defaults for the black floor scaling and it’s looking good now
My recommended has gamma correction off
But the defaults are with gamma correction on
Starfield had like 80 or so, which helped get some math working. But graph helped me see how much I'd be screwing up. I'd fly to locations until I found a good math setup that looked consistent on the graph
And yeah, gamma correction and lowered scaling is 2x correction. I ran out of cbuffer space in cp2077 or else I would split lut scaling to black and white
why would the defaults be different than the reccomended settings 😛 ?
recipe for disaster
it's not like gamma correction is technically correct and should objectively be default
Ersh doesn’t wanna have gamma correction off for sdr
Have to support SDR and HDR
He wants accurate defaults I guess
@magic frigate maybe do one scaling with gamma correction on and one without.
If 2.2, do sRGB-to-2.2 => scale => 2.2-to-sRGB
Also, in Silksong I have 2.2 off as default if on Windows SDR
It’s all before tonemapping
And before RRT
The adjusted scaling looks much better than the last pic i uploaded
Most of the sliders are gonna be gone for sdr anyway
203 game brightness
SDR / New Defaults / Recommended
r u gonna re-upload it on ersh nexus?
would be nicer to not make a new page
ya
there are multiple lutbuilders
but apparently the game only uses 1
i'll do those later
for now I'll just upload what I have here
- full rewrite
time to reinstall the game
what an improvement, Musa. awesome work. i played the whole game in sdr a year ago, didn't like the look of hdr at all.
this is likely what will go on nexus
- added rest of the lutbuilders
@vagrant wagon mod is done
Thanks for the New mod. Looks great.
But crazy that still on a 5090 the game laggs 😄
great news! thanks.
now if only there was a way to fix VRR flicker in this game 🙁
Now that I have a core 7 265k and 5080 it’s fine enough
I only played a little bit and locked it to 60
Not using any ini edits except for enabling ray reconstruction
Not great but I’m not getting noticeable flickering
i still get the slightest frametime dips here and now even with the gpu underutilized -- if that happens in a dark environment it does flicker for me
...but i learned that this is also heavily display-dependent. on my old LG C9 the flicker is okay-ish on my new S95F Qd-Oled the flicker is really aggravating.... kind of ironic 🙁
Chronos New Dawn is even worse (something about blooper team and shitty UE optimization i guess)
my current cpu lol
game does run much better than when i played at launch.
funny thing, i reinstalled it yesterday (oct 14) and the date i last played it was oct 14 a year ago lol
rr in this game has insane ghosting on reflections
frame generation too. looks horrible
in a kino where everything is dark if u enter trough the door for a second everything becomes brighter then goes back to dark. tried to catch it on video but I'd didn't, so cannot show u exactly what I mean
same happens during cutscene where u talk with Eddie
looks like not all lutbuilder uve got , or this is how it should be
What area
Send a save file
well there autosave is a bit far from that area, and u will need to progress a bit
u still want it?
there is no manual save there
u will have to progress a bit
like in trhis video if i enter trrought the door after talking to eddie for a second it will light up then returns to dark
on video is not notiecable
can you test by setting saturation to 100 and shadows to 100
if it suddenly changes and looks normal then we know for sure its a missing lutbuilder
this time its clearly vidsible in the video
its like having eye adaptation but in dark room'
is it recommended to disable generic depth and effect runtime sync in the add-ons section? also should we be pointing reshade to shphoto.exe or shphoto-win64-shipping.exe?
yes those addons are entirely unused by reno so disable them
always win64-shipping.exe
Silly question, but can they be disabled by default with releases?
They come with reshade. You’d have to make a custom build of reshade that disables them by default
@magic frigate will the mod be ready for Halloween? 🙂 I'm gonna do Silnt Hill week, playing F and Remake together
for me game crashes on startup as soon as reshade is installed? any ideas?
the mod is ready
You mean the updated one?
yes, scroll up a bit and you'll see Musa uploaded the file
Lol, thanks sometimes I hate this app I don't know why I lose things, sorry
no problem 🙂
@magic frigate recommended setting looks so damn good!
@magic frigate exposure around 1.10/1.12 in suffuse lighting scene looks a bit more natural to me. Am I messing with the midtones too much?
idk
at this point the mod is already changing the image pretty drastically
their art direction clearly has issues
so just do what you like
The art director has issues
@magic frigate have u seen that error that I showed?
i'll check it out tonight
If I might, what have you changed? Because clearly to my eyes the game Vanilla is cooked: Contrast very hight and details in dark scenes completely blown out. Colors also they look off and too bright
Just to understand the process a bit
The black floor scaling stuff
appreciate the work
@magic frigate sorry to bother but the latest build is causing my game to crash on boot
it seems that SH2 starts in SDR on boot, and does not swap to HDR until it reaches the main menu
im using 6.6.1 reshade, it works if i dont have any renodx addon loaded
It's working fine for me, have you unistalled everything you had before (Reshade and previous mod version)?
yes the only thing not standard i have is rose's fps unlocker
what version of reshade are you using
Latest
Try to check if any conflict on some old Reshade Ini file with the new mod
Have you cleaned manually the folder?
what do you mean? like purge the old reshade ini?
Had some crash issues in the past, cause I was just deleting Reshade within the App and what worked for me was a manual removal of the old Reshade files
I don't know if this could help you but it was a solution for me
I think I found a workaround
I used display commander addon to force hdr10 swapchain and color space at all times
reshades window gets silly bright but the game didnt crash
oh nice the reshade window also fixed after doing an alt tab once
That's great
maybe in my instance it was more unstable because of framegen?
I don't use frame Gen cause it goes above my display refresh rate and I start stuttering so I have no idea
i force vsync on to avoid that
How can you force Vsync on Frame Gen?
Nvidia control panel
And it works properly?
Yep
this is the official way to play with fg
I will try and check if it works properly
@magic frigate honestly your Mod for SH2 is a work of art, it kind of rewrites the whole mood and atmosphere of the game and takes out some details that were completely lost. I'm seriously impressed, really thank you
Dumb question, what are the recommended settings? Just the defaults?
the recommended settings button
.... clearly I am not looking close enough lol. I'll go check that...
nexus hasn't been updated yet, check pins for the latest file
Found that one at least. And thanks for all the work you (and the other contributors) do
just curious whats the technicalities/reasoning behind gamma correction being off in recommended settings?
their sdr is problematic
ok this is what's gonna go on nexus most likely
have in-game hdr slider recommendations changed?
those are overriden now
unless you select vanilla tonemapper
Hk
Is it working with the PC version of the Xbox Store? Because the changes are locked in the games on the store. Thanks
Does anyone know how to run scenes at 60 fps? Because that FPS unlocker doesn't work for me.
what are the recommended in game settings for the november build on wiki?
is min luminance still -4 and does anything else need to be changed?
oops just saw there is one build here as well. which one is the latest? and why don't wiki builds show dates anymore? I think they used to. Right?
about to upload a new build that's gonna go on nexus
pinned is the newest currently
anything needs to be changed in game setting wise? it looks like you mentioned they are ovverriden now so they don't matter anymore. correct? I installed the one on wiki. looks good though. night and day difference over vanilla. that shit looks ugly
ya it overrides in-game settings menu now unless you select vanilla tonemapper
should finally be done
minecraft
Just in time for the revamped silent hill 2 ultra+ mod
What’s changed in this version vs the previous version that was on the wiki?
Nexus has original version of the mod which just lowered the black floor, then 2 weeks ago I merged a change to GitHub which overhauls it to make it a full renodx mod and now the last update here which hasn’t been merged yet changes the tonemapping to a new method that looks better
That sounds great. Does it have grading options as well now?
Ya
I was getting severe black crush with reno in some scenes
they changed the hdr settings in an update
the original ones the game launched with
looked fine with the mod
like min nits set to -4
its how that game is graded
sdr is even more crushed
the shots here arent that crushed though imo
so they add a shadow color offset to "fix" that
which raises the black floor ofc
use the recommended settings
reset all gives you a fairly crushed image imo
Yes, it looks like it’s a combination of poor indirect lighting and autoexposure causing on top of that. I have it set to -4 in the game unless there is some other setting I missed.
Reno Recommended preset | Native HDR + U+ & My minor Black floor fix
Imo Reno looks a lot flatter. Not many specular highlights and both shadows and highlights feel toned down. It basically looks more like SDR than HDR so I’m not really impressed right now.
Native HDR on the other hand looks great on my current setup with nice specular pops and good contrast so I'll stick with that.
hdr doesnt mean everything being brighter than sdr
native is 300nits paper white
renodx recommended is 203nits
so bad comparison there
like it shouldnt be this bright here
well maybe more than 300
ya vanilla hdr uses hdr mid luminance 50
which is set to 46 in sdr iirc
recommended with game brightness 300 / native hdr with mid luminance 46 and min luminance -4
actually looks pretty similar except renodx has better skintones and lowered black levels
I had some settings for the vanilla tonemapper that looked somewhat close to sdr
It was like 5 midtone luminance or something
just forget about sdr for this game imo
looks crushed to hell in 2.2
(with raised blacks
My point isn’t “HDR = brighter”; it’s that native HDR still has stronger specular highlights and better contrast than the Reno preset on my setup. Paper-white numbers alone don’t explain that. The game doesn’t even have an in-game paper white slider so I can’t confirm the 300 nit value you’re quoting or change it directly.
You could say my native shot was a tad overexposed but I already dropped HDR Brightness from 1.2 to 1.0 and that still doesn’t change anything I was talking about.
If you look at the dark interior screenshots I posted, you can see it pretty clearly. In the native HDR shot the small white picture frame and the vinyl labels have more sparkle instead of just being dull grey patches. In the Reno shot those same areas look flatter. The white frame and labels are dimmer and the mid-tones feel more compressed so the room ends up looking murkier instead of “dark but readable.”
The color grading also feels off in the Reno shot. Browns of the wood and the wall have warmer and more natural tones whereas colors are more desaturated and cooler. wood and wall tones drift toward the same muddy brown/grey in the Reno shot. So it’s not just about overall brightness. The whole image looks flatter and less natural.
And not every game has to be locked to 200 nits paper white anyway that’s one calibration target not some universal rule. My display can comfortably handle higher paper-white / peak brightness levels anyways.
If there’s a Reno preset that keeps the specular pop, contrast and grading closer to native, I’m happy to try it but right now native just looks way better on my setup.
Also there is no game brightness in native settings. It’s ui brightness
there are no highlights here
your right image is 226nits maximum
you are only getting higher midtones
see the comparison i posted, when you increase the paper white to 300 on renodx recommended
they look quite the same
in terms of brightness
specular highlights is a wrong term btw
stop using it
what i mean is that the images you posted above are not even exceeding the sdr range
you are just getting a brighter sdr image in native hdr
its not about specular or pop
its just brighter midtones
if you do like that
increasing the paper white to 350nits with the recommended preset
should look fairly similar
this image is just sdr range no highlights at all
Who told you specular highlights is an incorrect term?
specular is just a term to describe the property of reflections
the opposite is diffuse
highlights dont have to be one of them
like the sun is neither of them
What do you mean by 226 nits max? Are you saying this specific frame only peaks at 226 nits then sure, that shot isn’t some 1000 nit sun glint scene and we’re mostly in SDRish territory there. But that doesn’t really change my point because I’m talking about local contrast and tonemapping not just “how many nits is the single brightest pixel"
post the images then
where renodx has no highlights
compared to native
and ill prove its not
Whatever you wanna call them specular reflections or whatever else. Doesn't cahnge my point. Specular highlights is the widely used term though
google ai would beg to differ 🤣
its an incorrect term in your screenshots
what?
your screenshots dont have specular highlights
I think you're getting caught up in semantics here
OMG dude read my response, I specifically pointed out the specular highlights in that dark interior scene. Look at the comparison and see for yourself
where
"If you look at the dark interior screenshots I posted, you can see it pretty clearly. In the native HDR shot the small white picture frame and the vinyl labels have more sparkle instead of just being dull grey patches. In the Reno shot those same areas look flatter. The white frame and labels are dimmer and the mid-tones feel more compressed so the room ends up looking murkier instead of “dark but readable.”"
what dark interior screenshots
this ?
nothing is over 60nits here
🤷♂️
and yes vanilla looks more saturated and contrasty here
due to per channel tonemapping
which makes skintones bad
just check how red james' face is
I mean we can't have a proper conversation if you're not even reading my responses
or reading only half of them
bru
you are trolling
where are your specular highlights
post it
or im leaving now
dude I mentioned it right there. just read the para or you want me to literally draw a circle. Come on, now it feels like you are certainly trolling me. its a dark scene, do you expect to see a 1000 nit value here?
where
and its a png. you know that right?
if you mean this
agree to disagree
leave now
stop trolling this is not the place
as if its not you thats trolling

and i was so dumb to waste my time arguing with you
with that double digits nits specular highlights
wood turns red with per channel
he wont listen i guess because I’m happy to try it but right now native just looks way better on my setup
he likes 350nits paper white and per channel oversaturation
and ask you to add a preset to do that
I can probably match it so you get similar brightness and saturation levels but without hue shifting
My initial comparison was actually not meant for a random person here actually. I just provided my input that it looks very off to me. It looked a lot murkier, different grading with wood accents looking off and flat with loss of specular highlights. I never claimed Native is the best ever. I said, compared to this Reno, native is much better. Why would I even try Reno otherwise?
I never said i wanted same brightness levels
which is the correct term? just curious
in his screenshots, there are no highlights
just call it highlights if you mean how a highlight should be called
specular is a just a term to describe mirror like surfaces
why did everyone start to call them specular highlights on the first place? haha
gamingtech
ohh
he is the biggest hdr gaming tuber
Do you know which are the "best" or "standard" HDR in-game settings to use with this mod?
like the reflection of the sun on the water is specular highlights
recommended preset
mod disables in game settings
if thats you ask
unless you choose UE ACES as the tonemapper option
that one is vanilla hdr
oh, thanks, i thought they would affect black level etc.
Native | Reno 350 paperwhite. Don't know why I did this but here it is. Reno is just bright here but still flat so...
Specular highlights is just a bit more precise term for bright reflections on a surface (shiny).
highlights is just a general term
don't know what that guy was on about though.
I'm just a punter but Reno looks better to me in your comparisons, when you match paper white they have the same dynamic range but Reno just has more natural looking colours. Don't agree it's "flat".
Me. Fight me
Specular literal means mirror. Highlights is generally a term used in film and photography. Kodak puts highlights are about ~89% reflectivity, which is already below 100% diffuse white. In 3D modeling that follow Phong reflection model, they break up lighting into three phases: ambient, diffuse and specular. But output is not just Phong model. It's also emissive lighting, bloom, and added color grading such as post processing.
Just saying "specular highlights" refers to just one part of the rendering pipeline which is incomplete when talking about tonemapping and the final present.
Ive already told you the extra saturation in native comes from per channel tonemapping which renodx mods generally avoid
just check james' skintone for instance
Per channel has red and blue smear.
Shadows turn to sludge
Also per channel blows out highlights to white
I'm still doing per channel in the ue mods
cause of the blue correct stuff
I leave it per channel and then hue correct afterwards optionally
in pumbo black floor fix
the setting called chrominance restoration or whatever
you can turn that up
for more shadow saturation
I left hue correct at 100 for midtones and shadows
the way I have it right now is
if you have hue correct set to midtones and shadows
it does full hue correction up to 0.18
then it rolls off strength to 0 from 0.18-1
Is this with the contrast slope at f'''(x) ? Does it have weaker highlights than UE HDR? I don't think we checked that
Just SDR
I have the divergence point set to 0.18
Then that should be extra. Yeah
it adds a lot of contrast so 100 input gives you over 100 output so I just lerp 0.2 strength back to sdr so it isn't as overly bright
since ue filmic is centered around 0.18
they do some shoulder/toe matching stuff to make 0.18 input always give 0.18 output
Yeah, that's probably right. But I didn't consider games with shipped HDR. Have the problem with Cyberpunk where I had to make an HDR Match button for the new version
Because some people don't know the game based on its SDR implementation. UE's grading bypass is I think jacked up ACES contrast
Though UE HDR is 250 nits.
I think Oblivion was basically the same because the game was mostly ungraded, just better control of highlights and hues
this game does not bypass grading in hdr though
it doesnt use any luts
the game has some shaders with LUTs but as far as I know those are entirely unused
it does still have those parameters in the tonemapper
I think they're not using default parameters though
so grading is lost
If you've got something substantive to add, I'll read it. If its just "fight me" and pretending I didn't already explain things, I'm not interested in being gaslit.
Choose your next words carefully. I have little tolerance for intentionally misinformation
I already explained things to you.
If you choose to gaslight me or others you will be timed out
You're overfocusing on etymology of "specular" here and ignoring how the term is actually used in CG and HDR grading. In practice, its just a shorthand for bright reflective surfaces in the scene. Pointing out that those are getting pulled by tonemapping is perfectly valid even if the rest of the pipeline also matters.
Terms are misused all the time. Doesn't automatically make it right.
That's the definition of misinformation. And being dogmatic about it because it's "popular" just makes the spread worse. Then you acknowledge it's being *used wrong and then willfully spreading that *which you know is wrong.
(using "you" generally here)
People will likely get corrected a lot in this discord and that's a good thing. I get corrected all the time on stuff I don't know.
If you’re going to treat disagreement as “misinformation” and threaten timeouts instead of actually engaging, that’s not a discussion, it’s an echo chamber. I’m out. Enjoy the server!
Yes, feel free to leave.
If you know something is wrong but share it anyway, that violates the Discord rules.
Specifically Rule 5
Just read a bit over the discussion. So... default settings are the most accurate to SDR?
Also, is this the go to mod for uncapping fps? https://github.com/RoseTheFlower/UltrawideIndex/releases/tag/silenthill2remake
updated on nexus:
https://www.nexusmods.com/silenthill2/mods/145
this update is the same updated file I posted a few weeks ago
Thank you @magic frigate 🙂
does this need game HDR to be on or off? Thanks
on
Any help? Tried the mod. Game goes up to unreal engine logo and then crashes. I followed the instructions on nexus. Framegeneration was active before installing reshade and the mod. Is that relevant? Installed reshade in the directory mentioned in nexus instructions and then copied the add on there as well.
This is the error i get:
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff
SHProto_Win64_Shipping
SHProto_Win64_Shipping
SHProto_Win64_Shipping
SHProto_Win64_Shipping
SHProto_Win64_Shipping
SHProto_Win64_Shipping
SHProto_Win64_Shipping
SHProto_Win64_Shipping
kernel32
ntdll
do you have any other mod or change?
I started the game a few days ago and I had a few changes in Engine.ini such as Ray Reconstruction, better reflections, etc, and the game crashed after a few minutes playing. I reverted it to default with Reno and now it's stable.
No no other mods. latest patch 1.07 and dlss 4 though the nvidia app nothing else
If I only install Reshade with nothing selected in the installation menus the game boots. After i copy the add on the game crashes at the ue logo again.
Some people had crashes with the older version of the mod as well so Ersh had created a lite version that applies the fix without any sliders. I can make a version that does that today
Oh ok i see. I also tried another version fron 09/25 i think without the sliders and still crashes with that one. If that is possible and not too much trouble?? How would i set 1000 nits lets say with no sliders though? Thanks a million
I think it must be common issue for crashing ue games with renodx
I had crashes with nobody wants to die and banishers. in sh2 only at logos. if game didn't crash during logo presentation everything worked fine for me
also in sh2 too but not anymore
It would be using the vanilla tonemapper. I have some settings for that tonemapper that match the custom one in Reno
Anyone knows why on earth SH2 opens in my secondary monitor before switching to the main one and then I can´t properly control the resolution and menus look sub 720p?
Also controller doesnt work properly
Seems like its a frequent issue, bizarre. Not sure how to circumvent it tho
Ok reinstalling somehow fixed it, weird
Framegen also seems borked. I get 75fps without it and I only go up to 100 with it?
Feels like it’s capping to 100 for some arbitrary reason I don’t understand
Oh I see this mod actually touches up FG, wonder if somethings wrong there
It also seems like turning off HAGS helps? Wtf dude https://steamcommunity.com/app/2124490/discussions/0/4700161359561333878/
Haven’t run into any issues on my single monitor setup
Funny enough all my issues were cause I had 3 monitors. Win+P to leave only main one active fixed all my issues, included VRR flicker
I use dual monitor setup but I usually turn Off second one while playing. This way nothing distracts me
Hey, what's the difference between the Lite and full version?
note sure wheres best to post.. so im playing silent hill 2 with Rendox and the ultrawide patch. everything working correctly. i turn on framgen (nivida) and the frame rate doesnt change at all.
FPS capped anywhere you've missed checking by chance? Not the most familiar with troubleshooting but I'm playing SH2 right now with nvidia frame gen on and it's working without issue for me, using the ultrawide patch and the cutscene fps unlock as well and I don't recall doing much fancy stuff to get it working.
I did manually update all the DLSS and streamline files rather than trusting override mode though AFAIK override modes work fine for SH2
Don't know what it was, removed it and reinstalled it. Seemed to fix it. Very odd. Maybe some GOG shenanigans
Override does work. But tempted to throw in the ray reconstruction dlss but I think 4.5 mitigates most issues so I read
I've been doing RR so far and I think it looks better, though admittedly the thing that convinced me might seem super minor; the first gate you come across in the game, entering the cemetery, with 4.5 L or M it was ghosting somewhat badly, with RR it was almost entirely gone even at 50% scaling
tested and works great with dynamic FG. I am a renodx newbie, so not sure if I am doing everything right... but totally fixes the framegen gibberish
lite version doesn't have any sliders, it hardcodes the black floor stuff in their color grading and uses the vanilla tonemapper
Tried lite version but Mid luminance at only 5 makes everything incredibly dark. I was previously at 50.
probably no easy way to show but according to the mod these are the expected settings. it’s just so dark overall
turn up hdr brightness
I liked 4.6 but if you want brighter then go ahead
can't remember if the mid luminance slider allows you to set it to 4.8
but that's the actual correct value for ACES
the curve straight up breaks if you set it to anything else
if it's not set to 4.8, then the curve compresses midtones when you raise peak
Just wanted to say thank you, the HDR brightness was absolutely the key. I had to go a bit higher on my setup (5.2 I think) but it looks spectacular now.