#Silent Hill 2 Remake

496 messages · Page 1 of 1 (latest)

magic frigate
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@gloomy jacinth getting crashing when loading up silent hill 2 with only devkit

gloomy jacinth
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debug build?

magic frigate
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release

gloomy jacinth
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can't debug release, do debug and attach debugger, it'll say where

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i'm assuming recently?

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like old builds work?

magic frigate
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i would assume they worked since i'm pretty sure there was a lutbuilder added to the generic mod

magic frigate
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ok got it to crash when i pressed start to continue after shader comp

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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
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resource.hpp line 558

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        assert(resource_info != nullptr);
gloomy jacinth
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it'll crash if you hit retry

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but viewport resize

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something about how it resizes buffer

magic frigate
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i'll try windowed

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oh right no hdr in windowed

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and still crashes with windowed

gloomy jacinth
magic frigate
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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

gloomy jacinth
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an assert is not a crash

magic frigate
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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);
  }
}
gloomy jacinth
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just stops the application from continuing so you manually step

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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

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because it's unclear what is calling PopulateUnknownResourceViewDesc

magic frigate
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getting this with retry

gloomy jacinth
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yeah, just keep going until it crashes

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or actually

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check the stacktrace to see why it's calling there

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how it got there

magic frigate
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retry crashed it

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actually no just a black screen

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the second one is this

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step into?

gloomy jacinth
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ah

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acceleration structure

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raytracing, i'm guessing

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i must have missed a commit or stashed it somewhere

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we don't care about buffer or raytracing views

gloomy jacinth
# magic frigate the second one is this
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);
}
magic frigate
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would that potentially fix the games that had crashing issues with cbuffers

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many of them were RT

gloomy jacinth
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probably not

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that's some descriptor table validation stuff

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that shouldn't fix the crash, just silence the debugger

magic frigate
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alright well now it's just crashing immediately on launchj

gloomy jacinth
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add assert(IsDebuggerPresent()); somewhere in the Dllmain in addon.cpp of the devkit so you can catch the crash

magic frigate
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alright

      if (!reshade::register_addon(h_module)) return FALSE;

      assert(IsDebuggerPresent());

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hmm just crashed

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didn't hit the assertion

gloomy jacinth
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just hit the assert now in oblivion with one of the shaders i guess

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runs...... every frame

magic frigate
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@gloomy jacinth

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oh wait

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let me switch to new decomp

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0x405B3AFD.cs_6_6 decomps now but it has issues with -inf

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and these

static const i32 _global_0[4] = { , , ,  };
static const i32 _global_1[4] = { , , ,  };
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but I also don't need this shader anyway

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don't need any of them actually

magic frigate
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@silent valve if I want to adjust fixcolorfade to target darker shadows more, what value should I adjust

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since now it has both ACES and SDR EOTF Emulation after it

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it needs to be more targeted towards darker shadows

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lower FogCorrectionAverageBrightness?

silent valve
silent valve
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Try with ucs or something better than oklab if it's already in reno.

magic frigate
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unfortunately devkit crashes

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have to add sliders to test stuff

silent valve
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Target dark shadow more than bright shadow?

magic frigate
silent valve
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It was so raised that the minimum brightness was beyond the usual sRGB 2.2 raise.

magic frigate
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2.2 correction still makes a noticeable difference

silent valve
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Of course, especially after you remove the lift.

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But it's likely gonna crush blacks too.

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And to balance it out, you'll need to put different parameters

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Just sounds like an unnecessary path.

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Given it's technically "wrong" to begin with.

silent valve
magic frigate
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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);
}
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seems I need to increase it

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maybe the shadow color offset thing ersh has can be replaced

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setting it to ~6-7.5 seems to work well

magic frigate
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bff off / on

silent valve
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I think the code is fine.

silent valve
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I wrote it blindly. Never tested myself.

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Checked many times though,

magic frigate
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ya i have it at 6 now

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looks good

silent valve
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Ok. It'd quite high, it will correct it a lot more.

magic frigate
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its opposite

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higher brings down darker shadows

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while leaving lighter shadows intact

silent valve
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K

silent valve
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one notable thing is that i think the offsets set in the post process volumes in UE are directly set as AP1

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and that would be D60

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so 0.1 0.1 0.1 wouldn't be grey scale anymore in D65

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hence removing the offset will change the yellowness of the scene.

magic frigate
magic frigate
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SDR / RenoDX Defaults / Recommended Settings

gloomy jacinth
magic frigate
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I changed defaults for the black floor scaling and it’s looking good now

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My recommended has gamma correction off

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But the defaults are with gamma correction on

gloomy jacinth
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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

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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

silent valve
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recipe for disaster

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it's not like gamma correction is technically correct and should objectively be default

magic frigate
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Ersh doesn’t wanna have gamma correction off for sdr

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Have to support SDR and HDR

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He wants accurate defaults I guess

gloomy jacinth
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@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

magic frigate
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And before RRT

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The adjusted scaling looks much better than the last pic i uploaded

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Most of the sliders are gonna be gone for sdr anyway

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203 game brightness
SDR / New Defaults / Recommended

silent valve
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would be nicer to not make a new page

magic frigate
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there are multiple lutbuilders

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but apparently the game only uses 1

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i'll do those later

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for now I'll just upload what I have here

mortal swan
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time to reinstall the game

mortal swan
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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.

dusky obsidian
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looks nice

magic frigate
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@vagrant wagon mod is done

hallow garnet
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Thanks for the New mod. Looks great.

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But crazy that still on a 5090 the game laggs 😄

magic frigate
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It was unbearable on launch

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I was using an i5-12400 and 4070

dapper plinth
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great news! thanks.
now if only there was a way to fix VRR flicker in this game 🙁

magic frigate
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Now that I have a core 7 265k and 5080 it’s fine enough

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I only played a little bit and locked it to 60

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Not using any ini edits except for enabling ray reconstruction

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Not great but I’m not getting noticeable flickering

dapper plinth
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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 🙁

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Chronos New Dawn is even worse (something about blooper team and shitty UE optimization i guess)

mortal swan
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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

slender shell
dapper plinth
dusky obsidian
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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

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same happens during cutscene where u talk with Eddie

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looks like not all lutbuilder uve got , or this is how it should be

dusky obsidian
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well there autosave is a bit far from that area, and u will need to progress a bit

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u still want it?

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there is no manual save there

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u will have to progress a bit

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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

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on video is not notiecable

magic frigate
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if it suddenly changes and looks normal then we know for sure its a missing lutbuilder

dusky obsidian
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this time its clearly vidsible in the video

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its like having eye adaptation but in dark room'

main mantle
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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?

magic frigate
main mantle
magic frigate
floral condor
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@magic frigate will the mod be ready for Halloween? 🙂 I'm gonna do Silnt Hill week, playing F and Remake together

dapper plinth
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for me game crashes on startup as soon as reshade is installed? any ideas?

floral condor
mortal swan
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yes, scroll up a bit and you'll see Musa uploaded the file

floral condor
mortal swan
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no problem 🙂

floral condor
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@magic frigate recommended setting looks so damn good!

floral condor
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@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?

magic frigate
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idk

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at this point the mod is already changing the image pretty drastically

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their art direction clearly has issues

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so just do what you like

silent valve
dusky obsidian
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@magic frigate have u seen that error that I showed?

magic frigate
floral condor
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Just to understand the process a bit

magic frigate
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The black floor scaling stuff

glacial sundial
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appreciate the work

glacial sundial
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@magic frigate sorry to bother but the latest build is causing my game to crash on boot

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it seems that SH2 starts in SDR on boot, and does not swap to HDR until it reaches the main menu

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im using 6.6.1 reshade, it works if i dont have any renodx addon loaded

floral condor
glacial sundial
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what version of reshade are you using

floral condor
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Try to check if any conflict on some old Reshade Ini file with the new mod

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Have you cleaned manually the folder?

glacial sundial
floral condor
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I don't know if this could help you but it was a solution for me

glacial sundial
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I think I found a workaround

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I used display commander addon to force hdr10 swapchain and color space at all times

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reshades window gets silly bright but the game didnt crash

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oh nice the reshade window also fixed after doing an alt tab once

floral condor
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That's great

glacial sundial
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maybe in my instance it was more unstable because of framegen?

floral condor
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I don't use frame Gen cause it goes above my display refresh rate and I start stuttering so I have no idea

glacial sundial
floral condor
glacial sundial
floral condor
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And it works properly?

glacial sundial
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Yep

slender shell
floral condor
floral condor
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@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

oak solstice
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Dumb question, what are the recommended settings? Just the defaults?

magic frigate
oak solstice
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.... clearly I am not looking close enough lol. I'll go check that...

magic frigate
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nexus hasn't been updated yet, check pins for the latest file

oak solstice
summer summit
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just curious whats the technicalities/reasoning behind gamma correction being off in recommended settings?

magic frigate
formal igloo
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have in-game hdr slider recommendations changed?

magic frigate
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unless you select vanilla tonemapper

sharp otter
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Hk

Is it working with the PC version of the Xbox Store? Because the changes are locked in the games on the store. Thanks

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Does anyone know how to run scenes at 60 fps? Because that FPS unlocker doesn't work for me.

plush ruin
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what are the recommended in game settings for the november build on wiki?

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is min luminance still -4 and does anything else need to be changed?

plush ruin
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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?

magic frigate
magic frigate
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pinned is the newest currently

plush ruin
# magic frigate 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

magic frigate
magic frigate
magic frigate
oak scaffold
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minecraft

glacial sundial
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Just in time for the revamped silent hill 2 ultra+ mod

plush ruin
magic frigate
plush ruin
magic frigate
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Ya

plush ruin
magic frigate
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they changed the hdr settings in an update

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the original ones the game launched with

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looked fine with the mod

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like min nits set to -4

slender shell
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sdr is even more crushed

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the shots here arent that crushed though imo

slender shell
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which raises the black floor ofc

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use the recommended settings

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reset all gives you a fairly crushed image imo

plush ruin
# slender shell its how that game is graded

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.

plush ruin
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Reno Recommended preset | Native HDR + U+ & My minor Black floor fix

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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.

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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.

slender shell
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hdr doesnt mean everything being brighter than sdr

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native is 300nits paper white

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renodx recommended is 203nits

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so bad comparison there

slender shell
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well maybe more than 300

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ya vanilla hdr uses hdr mid luminance 50

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which is set to 46 in sdr iirc

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recommended with game brightness 300 / native hdr with mid luminance 46 and min luminance -4

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actually looks pretty similar except renodx has better skintones and lowered black levels

magic frigate
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I had some settings for the vanilla tonemapper that looked somewhat close to sdr

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It was like 5 midtone luminance or something

slender shell
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just forget about sdr for this game imo

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looks crushed to hell in 2.2

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(with raised blacks

plush ruin
# slender shell actually looks pretty similar except renodx has better skintones and lowered bla...

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.

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Also there is no game brightness in native settings. It’s ui brightness

slender shell
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your right image is 226nits maximum

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you are only getting higher midtones

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see the comparison i posted, when you increase the paper white to 300 on renodx recommended

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they look quite the same

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in terms of brightness

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specular highlights is a wrong term btw

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stop using it

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what i mean is that the images you posted above are not even exceeding the sdr range

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you are just getting a brighter sdr image in native hdr

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its not about specular or pop

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its just brighter midtones

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if you do like that

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increasing the paper white to 350nits with the recommended preset

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should look fairly similar

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this image is just sdr range no highlights at all

plush ruin
slender shell
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the opposite is diffuse

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highlights dont have to be one of them

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like the sun is neither of them

plush ruin
# slender shell your right image is 226nits maximum

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"

slender shell
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post the images then

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where renodx has no highlights

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compared to native

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and ill prove its not

plush ruin
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Whatever you wanna call them specular reflections or whatever else. Doesn't cahnge my point. Specular highlights is the widely used term though

slender shell
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it is

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but its not here

plush ruin
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google ai would beg to differ 🤣

slender shell
#

its an incorrect term in your screenshots

plush ruin
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what?

slender shell
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your screenshots dont have specular highlights

plush ruin
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I think you're getting caught up in semantics here

slender shell
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can you show the comparison pls

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where renodx has no highlights

plush ruin
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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

slender shell
#

where

plush ruin
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"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.”"

slender shell
#

what dark interior screenshots

plush ruin
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you can scroll up a bit

slender shell
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🤷‍♂️

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and yes vanilla looks more saturated and contrasty here

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due to per channel tonemapping

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which makes skintones bad

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just check how red james' face is

plush ruin
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I mean we can't have a proper conversation if you're not even reading my responses

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or reading only half of them

slender shell
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bru

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you are trolling

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where are your specular highlights

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post it

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or im leaving now

plush ruin
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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?

slender shell
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where

plush ruin
#

and its a png. you know that right?

slender shell
#

lol

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its an hdr png

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which i can read value

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no highlights there sorry

slender shell
plush ruin
slender shell
#

leave now

plush ruin
#

stop trolling this is not the place

slender shell
#

as if its not you thats trolling

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and i was so dumb to waste my time arguing with you

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with that double digits nits specular highlights

magic frigate
#

wood turns red with per channel

slender shell
#

he likes 350nits paper white and per channel oversaturation

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and ask you to add a preset to do that

magic frigate
#

I can probably match it so you get similar brightness and saturation levels but without hue shifting

plush ruin
#

I never said i wanted same brightness levels

exotic island
slender shell
#

just call it highlights if you mean how a highlight should be called

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specular is a just a term to describe mirror like surfaces

exotic island
#

why did everyone start to call them specular highlights on the first place? haha

exotic island
#

ohh

slender shell
#

he is the biggest hdr gaming tuber

exotic island
#

Do you know which are the "best" or "standard" HDR in-game settings to use with this mod?

slender shell
#

like the reflection of the sun on the water is specular highlights

slender shell
#

mod disables in game settings

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if thats you ask

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unless you choose UE ACES as the tonemapper option

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that one is vanilla hdr

exotic island
#

oh, thanks, i thought they would affect black level etc.

plush ruin
#

Native | Reno 350 paperwhite. Don't know why I did this but here it is. Reno is just bright here but still flat so...

plush ruin
#

highlights is just a general term

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don't know what that guy was on about though.

ivory dust
#

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".

gloomy jacinth
#

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.

slender shell
#

just check james' skintone for instance

gloomy jacinth
#

Per channel has red and blue smear.

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Shadows turn to sludge

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Also per channel blows out highlights to white

magic frigate
#

I'm still doing per channel in the ue mods

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cause of the blue correct stuff

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I leave it per channel and then hue correct afterwards optionally

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in pumbo black floor fix

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the setting called chrominance restoration or whatever

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you can turn that up

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for more shadow saturation

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I left hue correct at 100 for midtones and shadows

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the way I have it right now is

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if you have hue correct set to midtones and shadows

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it does full hue correction up to 0.18

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then it rolls off strength to 0 from 0.18-1

gloomy jacinth
#

Is this with the contrast slope at f'''(x) ? Does it have weaker highlights than UE HDR? I don't think we checked that

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Just SDR

magic frigate
gloomy jacinth
#

Then that should be extra. Yeah

magic frigate
#

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

magic frigate
#

they do some shoulder/toe matching stuff to make 0.18 input always give 0.18 output

gloomy jacinth
#

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

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Because some people don't know the game based on its SDR implementation. UE's grading bypass is I think jacked up ACES contrast

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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

slender shell
#

it doesnt use any luts

magic frigate
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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

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I think they're not using default parameters though

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so grading is lost

plush ruin
# gloomy jacinth Me. Fight me

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.

gloomy jacinth
#

I already explained things to you.

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If you choose to gaslight me or others you will be timed out

plush ruin
gloomy jacinth
#

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.

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(using "you" generally here)

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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.

plush ruin
gloomy jacinth
#

Yes, feel free to leave.

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If you know something is wrong but share it anyway, that violates the Discord rules.

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Specifically Rule 5

fathom knoll
#

Just read a bit over the discussion. So... default settings are the most accurate to SDR?

fathom knoll
magic frigate
#

this update is the same updated file I posted a few weeks ago

brave elm
#

Thank you @magic frigate 🙂

storm juniper
#

does this need game HDR to be on or off? Thanks

storm juniper
#

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.

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This is the error i get:

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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

exotic island
#

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.

storm juniper
#

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.

magic frigate
storm juniper
#

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

dusky obsidian
#

I think it must be common issue for crashing ue games with renodx

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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

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also in sh2 too but not anymore

magic frigate
magic frigate
fathom knoll
#

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?

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Also controller doesnt work properly

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Seems like its a frequent issue, bizarre. Not sure how to circumvent it tho

fathom knoll
#

Ok reinstalling somehow fixed it, weird

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Framegen also seems borked. I get 75fps without it and I only go up to 100 with it?

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Feels like it’s capping to 100 for some arbitrary reason I don’t understand

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Oh I see this mod actually touches up FG, wonder if somethings wrong there

magic frigate
#

Haven’t run into any issues on my single monitor setup

fathom knoll
dusky obsidian
young fern
#

Hey, what's the difference between the Lite and full version?

vital spoke
#

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.

spice mica
# vital spoke note sure wheres best to post.. so im playing silent hill 2 with Rendox and the ...

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

vital spoke
#

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

spice mica
west bear
#

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

magic frigate
upper ermine
#

Tried lite version but Mid luminance at only 5 makes everything incredibly dark. I was previously at 50.

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probably no easy way to show but according to the mod these are the expected settings. it’s just so dark overall

magic frigate
#

turn up hdr brightness

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I liked 4.6 but if you want brighter then go ahead

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can't remember if the mid luminance slider allows you to set it to 4.8

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but that's the actual correct value for ACES

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the curve straight up breaks if you set it to anything else

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if it's not set to 4.8, then the curve compresses midtones when you raise peak

upper ermine