#Cyberpunk 2077
1 messages · Page 2 of 1
can you take screenshot of SDR with graph and HDR with graph?
sdr in hdr you mean ?
yeah, that's fine, the graph is what matters
i mean or else the graph won't align
no need to use mod
i need to see the sdr graph and the hdr graph
right wait a sec
for example #1434377434022809610 message
that's with tonemapper none
so i get an idea of how off from SDR hdr is
you mean sdr analysis graph ?
ok
vanilla sdr with 100 nits slider and with lut scaling 0, vs vanilla hdr none and lut scaling 95. (both gamma correction off)
that's how i did the comparisons
essentally both in srgb
the HDR luts are just the SDR luts "transformed" for HDR, whatever the hell that is. it still has baked ACES.
i have no idea what they did to transform the SDR luts but i would love to be able to undo it
do i need game brightness 100nits for hdr
yeah? i think
or else the mid gray doesn't align iirc
oof, yeah, that SDR lut is crazy raised. though to be fair, i think they're the same in terms of what you're seeing. just a flat raised color vs just black
with sliders shown
ya neither look good
it's not technically that much "darker", just replacing "i can't see anything but dark yellow" with "i can't see anything but black"
maybe a hair darker in this region
this is hdr none with lut scaling 0
when everything is the same, then it's just a blob of one color, no detail in this area is SDR
so that's an SDR lut for sure in HDR
as in
no peaks
hard clip, pretty broken
it's an SDR lut in HDR and you have no peak nits, so they didn't scale that SDR lut at all for HDR
(HDR and SDR share the same SDR-peak luts)
325nits ?
so the match i use for scaling that situation should be different
move the peak nits slider and you'll see where it happens
you have at 4000 and when blue hits the line that'll be what it's graded to
looks like a well built SDR lut, so probably 100, my guess
might be under 100, meaning in SDR it wouldn't even hit peak sdr 100%
could be like 90 nits
if you drag down peak nits while in HDR does the blue area move?
yeah... so their SDR lut doesn't go to 100%
goes to 72%, oof
so the lut scaling for SDR-in-HDR LUTs needs work, 95 isn't right
and LUT Order is the same if you pick Before or After?
nothing changes
try with RenoDRT tonemapper, or Vanilla tonemapper when in HDR
at least to get a sense if it's done before/after (which of the two matches the "Vanilla" option)
lut scaling at 95 ?
when you have a tonemapper enabled (Vanilla/ACES/RenoDRT), i just want to know which option matches LUT order Vanilla. when you have it as None, all 3 are the same (Before/Vanilla/After)
it's just to get a sense of what's broken, so far it's SDR-in-HDR lut but luts can run before or after HDR tonemapper in some game areas
before
🙏 so this isn't the same as the Map luminance issue because that has lut order After
so LutOrder before with SDR-in-HDR lut with HDR ON needs better scaling
the map is only correct with after ?
the map is After in vanilla, which i don't even understand in how that works in SDR, since i believe SDR only has one lut. in HDR they put an option to say tonemap to... something and then run lut after tonemap
it's likely nonsense, like their entire HDR path
uh...maybe map was their last process to make ?
in most games now we just mod the SDR path because it's unusable nonsense in HDR
so they just did some random things do make it look ok-ish
yeah, and trying to make sense out of random is super rough
lut order before, lut order after, sdr luts in srgb, sdr luts in arri c3, stretched sdr-to-hdr in arri c3
is cyberpunk doable with sdr path
this game took so much time to make, those were probably handled by completely different devs
i'd imagine the swapchain stuff would get really weird, but then again, it wouldn't be our first time. hell, i think UE SDR => RenoDX HDR is faster than native UE HDR
most of the time when I see the RenoDX / SDR / HDR-ini / RTX comparisons, RenoDX is faster than HDR-ini
didnt know that ue hdr costs so much
in theory the less you mod, the better, faster. but that only works if the HDR implementation is just as fast as the SDR implementation. and Unreal may have really borked a lot of code/logic/workflows just to get HDR out
RenoDX HDR on cyberpunk SDR might be faster than native HDR
it shouldn't be but could be
makes sense
but when you deal with this level of incompetence, big oof
they did too many different things that made the workflow really complicated
i'd have to fix my dlssfix to support RTX raytracing because i think it crashes, but generally the fear was that i would break DLSSFG if i started messing with swapchain
UE does this assertion to make sure the name of the root signature entry matches the one they built. and when you're rebuilding a root signature to inject cbuffers in DX12, it recompiles without the names
basically UE does a feature support test by seeing if an entry they created appears in the root signature, only they check by string name
i had a super complicated process of cloning the root signature, so the game can keep the original, intact root signature. we slip in and out our root signature when we want to inject buffers, except not only do you have to clone the root signature once on creation (easy), you have to do the same thing they do the original root signature to your clone which is super, super tedious (push srvs, push other constants, track when root signatures are copied, etc etc)
we similarly clone textures in the same "do everything to clone that it did to the original" way, but going back to root signature cloning doesn't seem needed as long as we can just, per-game, not modify root signatures that we suspect can't be modified safely
lut scaling 48 seems to be the best here based on the graph
So I'm still tweaking and trying to find a new fav but thanks to contrast slider working again it's way easier
48 is that's consistent with what people were saying before, about 50. with the issue being that SDR-in-HDR luts need a different scaling
60 contrast i think is vanilla hdr
As for the glitchy mess from earlier, it's caused by vanilla grain
Perceptual is all fine
Thanks CDPR
not
i tried to add back in vanilla grain in shader, might now be broken
like fixing their code
might be referencing garbage because something else changed in a patch
ya open world maps definitely needs more
Yeah but with Dynamic Exposure there are some more extreme tweaks worth making imo
Dat dyn exp is powerful af
dynamic exposure means you didn't set tonemap midpoint to 1.0
it's probably at double exposure (2.0)
i left it a slider because i don't know if scenes will use a custom value
Yeah, was at 2.0, at 1.0 slider doesn't do anything
in theory it uses that Tonemapper Midpoint slider and then mixes it with scene grading because god knows what they were doing in HDR
ya makes sense now, i kept saying lut scaling 95 looks crushed
more than 50, i assume? that would probably be the 95 for stretched HDR luts
65
didnt check sdr though
65 is for blacks not being clipped
and lut scaling 0 is what? 1900 nits peak?
let me check
because i know that sdr-stretched luts usually target 1900 nits
2900
and i'm assuming 203?
wait do i need to check with tonemap none ?
1613 with 203
1610
just retested here, in hdr with lutscaling 0 brightness is also capped to 72nits
actually its 71nits in hdr for some reason
ive heard that the silverhand sections were made later so they probably just forgot about hdr there
even native hdr with midpoint 1.0 is only around 155nits here
you should pin this somewhere
Opposite. Original was deep fried to hell
To each their own
Thankfully the contrast slider is now working and I can somewhat get that look I'm after
Can even push it to 70-80 and the parts lost in darks/blacks I can just use the flashlight or night vision mods to see so all in all, contrast was my most needed feat ❤️
Is there any in-game location or save file where I can test dynamic exposure?
It seems to be nulled by some mods, and I want to test if it can fix some weird exposure issues.
@alpine spruce did you settle on 65 LUT scaling?
it depends on the scene
but theres no perfect settings
mod needs more work
The whole silverhand section requires 48 to not crush blacks
at least those only make up a tiny portion of the game, I guess
and it is scary, haha. A very good example to shock people awake.
hi Renodx working with framegen on CP?
yes, it uses the original hdr path
means black level floor raised?
well, it fixes that
u have also SDR look?
there's a built floating around here that is sdr matched i htink. i just don't have it on the repo because it's not as deep fried as vanilla hdr by default
i prefer sdr color to hdr
yeah, check pins and use that build as well as the settings in the other pinned message. i haven't made the preset buttons in the mod itself yet
great thx
just remember lut scaling is inconsistent
unless its fixed recently ?
overdarkening some scenes u mean?
ya the game uses different types of luts
and one of them is sdr-in-hdr that shortfuse wasnt aware of
yeah lut sclaing is either 95 or 45, depending on the area
this type of luts doesnt work well with the build
when lut scaling set to 95
you need the debug layer
to check
if that crushes blacks
you want the left part of the graph looks like this
Renodx is def better than vanilla but still i prefer sdr colors if this mod is more in line with sdr for sure is better
its not possible to 100% match
sdr uses per channel tonemapping
in hdr it results in broken highlights colors
but that build is neutral mostly
Okok
sdr is baked lut with ACES tonemapping. HDR is that baked SDR lut which they overstretch by a lot. then they apply ACES ontop of the that already overstretched ACES SDR lut, and then stretch that even more
the version on the repo/nexus mods is me fixing the hdr somewhat blind. the build here is me starting over with SDR as reference
need a SDR path mod to fully reproduce the sdr look
i think
their hdr is bloated
with different kinds of nonsense
you can massage the sliders well enough to replicate SDR, but the inconsistent lut scaling is the current main issue
i kinda assumed that and now u confirmed
only game I play sdr cuz i hdr is pan fried
the issue is moreso that people are expecting a visual because deep fried hdr is what they expect, so i have to allow them to get deepfried without knee jerking "this looks worse than vanilla (hdr)"
if this mod is being made now, sdr patch is probably the way to go
and vanilla hdr, in all their stretching and deepfrying still managed to have more raised black than vanilla sdr
some renodx have bottons like hdr look or sdr look
I think that good for everyone
are all present with sdr-in-hdr luts
peak brightness doesnt even go above 200nits
im surprised that nobody talked about this
i think there are some pure SDR luts, like when you have your visor thing enabled (green visuals)
when you press Tab IIRC
all missions that you play as silverhand are completely capped to sdr range basically
we are using now ptnextv3 with U+ and sdr colors works better imo
ya
even pt20 looks better
restir gi was introduced to reduce noise before RR came out
but the quality is actually lower than pt20 with settings cranked up
try ptnextv3 with lighting fix
i know that
im talking that even the pt20 looks better
with maxed settings
the current official method was implemented to solve the denoise issue
before RR
but RR came after
i think all silverhand sections have those non stretched sdr luts
which not only looks mega raised
but also caps the brightness under 200nits
insanely low dynamic range
gonna try now this pinned
default settings with manually tweaked lut scaling scene by scene is the best rn
highlights 75 looks clipped
no need to simulate clipped sdr look
ya this looks better but not sure about bloom imo
bloom is almost always reduced in hdr contexts
because bloom is used to fake brightness in SDR and not needed as much in HDR
50 is default/stock. i think i use 20/25
what peak nits are you using?
1000
it's symmetrical, both black and white scaling
exteriors are probably almost always HDR LUTs, whereas interiors may be the sdr-in-hdr thing. there's a debug graph option to see what the slider is doing
ya maybe some interiors overdarkening but its fine
i like this one a lot
I noticed Blender 5.0 had an update to AgX HDR. Any thoughts on maybe bringing AgX into the renoDX mix? https://projects.blender.org/blender/blender/pulls/142758
Source scripts to generate the LUTs used in Eary's version of AgX - EaryChow/AgX_LUT_Gen
Looks like nonsense
Using HSV is horrible
You can ask chatgpt to rewrite as a reshade and it'll possibly be able to do it
Damn. For some reason, agx just has that look I love.
per channel contrast?
first pass copilot
Honestly I'm not too familiar with the shortcomings outside of the AgX's color issues.
^^ lol Is it really that easy now days?
I actually spent some time researching the GT-7 tonemapper yesterday after reading a recent presentation. Chatgpt did a pretty good job trying to create the tonemapper for resolve but keep having exposure and hue skews that were tough to fix. Honestly I had no idea what I was doing lol
honestly idk how much we'd get out of agx if it was in reno
agx has a pretty distinct look and I'd imagine it would look pretty odd if we tried to retrofit it into games compared to the tonemapping stuff we already have
That's perfectly fair. Time to get with the times 🙂
yeah
from what I've seen agx is better than aces but it's kinda like only a half step in the right direct imo
it's actually here https://github.com/EaryChow/Blender-AgX-Resolve/blob/main/Blender-AgX-Lib.h
doesn't make sense to do HSV from linear, but this is all just eyeballed stuff
it's per channel tonemapping using HSV in linear (which is built for SRGB) to hue correct
curious how it would look with dkl instead
//Based on Jed Smith Sigmoid
__DEVICE__ float tonescale(float in, float sp, float tp, float Pslope, float px, float py,float s0=1.0,float t0=0.0)
{
//calculate Shoulder
//float s0= 1.0;
//float t0= 0.0;
float ss =spowf(((spowf((Pslope*((s0-px)/(1-py))),sp)-1)*(spowf(Pslope*(s0-px),-sp))),-1/sp);
float ms = Pslope*(in-px)/ss;
float fs = ms/spowf(1+(spowf(ms,sp)),1/sp);
//calculate Toe
float ts =spowf(((spowf((Pslope*((px-t0)/(py))),tp)-1)*(spowf(Pslope*(px-t0),-tp))),-1/tp);
float mr = (Pslope*(in-px))/-ts;
float ft = mr/spowf(1+(spowf(mr,tp)),1/tp);
in = in>=px? ss*fs+py:-ts*ft+py;
return in;
}
it's just a normal filmic slope
idk why you guys chase things like that
it's just an s curve
shoulder, linear, toe. and in per channel
// Apply luminance compensation
if (use_compensate_low_side) {
rgb = compensate_low_side(rgb, false, working_chromaticities);
}
else {
rgb = maxf3(0.0f, rgb);
}
//apply inset matrix
rgb = mult_f3_f33(rgb, insetmat);
float3 pre_hsv = RGB_to_HSV(rgb);
rgb = lin2log(rgb, tf, generic_log2_min, generic_log2_max);
float3 log = rgb;
if (logoutput == 1)
rgb=agx;
if (log2_maintain_contrast == 1 && working_log == generic_log2) {
float base_exposure_range = 16.5f;
slope = ((fabsf(generic_log2_min) + generic_log2_max) / base_exposure_range) * slope;
}
if (use_hdr) {
float hdr_shoulder_power_multiplier = _powf(hdr_sdr_ratio, _log10f(hdr_shoulder_power));
sp = sp * hdr_shoulder_power_multiplier;}
rgb.x = tonescale(rgb.x, sp, tp, slope, lmg, mg,1,0);
rgb.y = tonescale(rgb.y, sp, tp, slope, lmg, mg,1,0);
rgb.z = tonescale(rgb.z, sp, tp, slope, lmg, mg,1,0);
//rgb = clampf3(rgb,0,1);
float3 img = rgb;
img = spowf3(img,2.4);
// HDR darken middle grey
if (use_hdr) {
float3 pre_darken_hsv = RGB_to_HSV(img);
img = lin2log(img, 14, -20.0, 2.47393118833);
float hdr_mg_pre_darken = lin2log(make_float3(0.18), 14, -20.0, 2.47393118833).x;
float hdr_mg_darkened = lin2log(make_float3(0.18/hdr_sdr_ratio), 14, -20.0, 2.47393118833).x;
// slope set to 1.000001 instead of 1.0 to prevent the curve from breaking when hdr_peak == sdr_peak
img.x = tonescale(img.x, 1, 3, 1.000001, hdr_mg_pre_darken, hdr_mg_darkened,1,0);
img.y = tonescale(img.y, 1, 3, 1.000001, hdr_mg_pre_darken, hdr_mg_darkened,1,0);
img.z = tonescale(img.z, 1, 3, 1.000001, hdr_mg_pre_darken, hdr_mg_darkened,1,0);
img = log2lin(img, 14, -20.0, 2.47393118833);
float3 post_darken_hsv = RGB_to_HSV(img);
post_darken_hsv.x = lerp_chromaticity_angle(pre_darken_hsv.x, post_darken_hsv.x, hdr_purity);
post_darken_hsv.y = lerp(pre_darken_hsv.y, post_darken_hsv.y, hdr_purity);
img = HSV_to_RGB(post_darken_hsv);
}
float3 post_hsv = RGB_to_HSV(img);
post_hsv.x = lerp_chromaticity_angle(pre_hsv.x, post_hsv.x, angle_lerp);
img = HSV_to_RGB(post_hsv);
img = mult_f3_f33(img, outsetmat);
img = mult_f3_f33(img, working_to_out);
// Apply luminance compensation
if (use_compensate_low_side) {
img = compensate_low_side(img, true, out_chromaticities);
}
else {
img = maxf3(0, img);
}
img = clampf3(img,0,1);
// prepare image for HDR encodings with SDR peak nits normalization
if (use_hdr == 1 && out_transfer == out_BT2100HLG_inverse_EOTF) {
img *= (hdr_peak/100);
}
else if (use_hdr == 1 && out_transfer == out_BT2100PQ_inverse_EOTF) {
img *= (hdr_peak/100);
}
else if (use_hdr == 1 && use_hdr_as_percent_for_sdr == 0) {
img *= (hdr_peak/100);
}
tonescale is what i said, just an s curve, and it's per channel
and wrongly uses HSV in linear for hue correction. if this were a game shader we'd be criticizing it
if hdr, stretch to peak, but also lower exposure beforehand if hdr
@olive cloak https://www.desmos.com/calculator/nigtzpdegt
reinhard with contrast 2.4, and black lift and some offset for shadows (didn't want to port shadows slider)
per channel
can probably lerp contrast over x, start at 2.2 , end at 2.75
I completed this game using Preem LUT 3, it looks pretty good (if u don't care about color at all).
Preem LUT 3 Exposure 0.5 D65 LUT Scaling 100 / Vanilla D65 LUT Scaling 95
Some LUTs used in specific phases may look very different.
||Due to a bug in a certain mod, I unexpectedly entered this scene prematurely.||
on an LG G5 it feels like blacks are being crushed a bit here. is this the TV or RenoDX?
from what i gather here decreasing "LUT scaling" (to?) is the way to go?
thanks
renodx
this game has non-stretched sdr luts in hdr
which needs different scaling from hdr luts
so you have to constantly change the lut scaling to get a perfect image
until shortfuse updates the mod
you want the left part of the debug layer looks like this (by adjusting the lut scaling slider)
oh boy so it's down the rabbit hole again
thanks @alpine spruce for the write-up
if you dont mind raised blacks you can just slap 48 on it
would look better than sdr in some cases and native hdr all the time but you will see raised blacks for sure
will check that out, thanks
but will that change daylight scenes as well? bc the g5 is already so bright in those^^
ya
their luts cap the peak
so lut scaling increase that limit
its capped to around 1600nits with lut scaling 0
in open world areas
just use that debug layer to check if you are dynamic range-limited by luts
like if blue on the right side hits the white
you are limited by the luts
or pink on the very left side is above the horizon
Are you in 165hz mode
great thanks for the detailled explanation. will have to see that first hand to make sense of it all tonight 🙂
right 165hz on g5 also needs some fixes
nope, 120hz, works better with VRR flicker for me
Good
yeah and all that too
i don't see a reason for 165hz on these type of games (at least w/o superhuman hardware that is)
Yep I ended up on 120hz too for best black levels
The workarounds with black lvl 52 n stuff at 165hz don’t work for me as well as just doing 120
since my fps is nowhere near that anyway there really is no reason
what i will say about the G5 though is that VRR flicker is SO MUCH better than on the S95F
(just missing the color luminance of the qd-oled :()
Yeah even on 4090 I can’t maintain my 156fps VRR Cap on all games at 4k
Lowering hz helps with black lvls??
Oh g5
G5 has mad black crush on 165hz
While on 120hz it’s flawless
You need to like raise black levels on 165hz to not crush, but it’s not good imo because blacks get too raised then when you play something at 100-130fps because the lower you go the brighter it gets, it’s super scuffed
So I just settled on 120hz, it’s not that big of a difference anyway, it’s not like I’m going from 240 to 120
do u know if this is a problem on any monitors or anything
the crushing i dont think so, but the black levels shifting on OLEDs in VRR depending on the FPS youre getting is, thats basically what the VRR flicker is afaik
ahh interesting
i have VRR disabled, the only thing i have is ABL dimming but i dont think thats black level shifting
nah thats a diff issue
is there recommended in game HDR settings to apply for this renodx mod?
pretty sure renodx overwrites most of them so no
midpoint 1.0
for me all the HDR settings apart from peak brightness are still active
what hdr settings can u even set ingame tho? theres only 1-2, and its reccomended to leave them default
its like midpoint and peak brightness, thats about it
and renodx's midpoint brightness overrides the ingame one afaik
theres the cursed pq saturation slider
and ui brightness
peak has some effect, shortfuse said to keep it at the same setting as reno
its not overridden by renodx
ya shortfuse says midpoint at 1
pq and scrgb will look the same
scrgb is not compatible with fg
Ok thanks
can i still run RenoDX with Midpoint at 2.0 or does that break what it's trying to achieve?
Do whatever looks visually better to you. It’s all subjective really
Renodx tries to get to the most “accurate” or neutral picture but accuracy doesn’t always look better
If u want more contrast or saturation or it to be darker, etc, go nuts
Midpoint 2 = Exposure 2
huh.. I have this renodx mod running on 2 different pc's with vastly different results. on one machine, the Internal Sampler set to PQ makes the image vastly brighter, while on the other machine the difference between PQ and Vanilla is unnoticeable. This is making one PC running this mod look completely different to the other. I have no idea what's goings on or which one is correct.
Where is that setting? I'll check it tomorrow
One of the graphics settings in the game menus
yes thanks just found it and tested it. Precision colour on medium vs high. I assume High is where it should be. It's interesting that I quite like the vibe of what happens when set to medium, I know its wrong but theres like a warm glow to it.
yup this was the culprit thanks
Does anyone use Nova City 2 + env tuner and have good settings for Reno?
So I played hours of Cyberpunk using the latest WIP RenoDX build and while I had to get used to the more accurate less overcooked look, I think it's miles better than the old mod which is based on the crappy vanilla HDR implementation. Shadows details are MUCH better and a lot of too dark crushed places are fixed now. I prefer how the new mod takes the less flawed base SDR image and really adds all the beloved HDR ingredients like insane highlight details, nits and wide gamut colors onto it. I love it! 👌
Only things like the World Map doesn't seem to render correctly and is washed out. Haven't come across other problems fortunately.
Some screenies with the latest mod for your enjoyment:
This is with default settings. There's just literally one thing I used to make it better. I tested pretty much all relevant LUT's as well as Nova City 2 using LUT Switcher and I think all of them are baaaaddddd!!! All LUT's screw things up considerably, like I really don't understand their popularity at all!!
There's just ONE exception. When installing the LUT Switcher you get two LUT's: the Vanilla one and a Vanilla Dogtown version. The second one is basically the vanilla look, but without the dreadful green mid and low tone tint. That's it! So that's what I'm using in these screenies.
You can clearly see how the improved Vanilla Dogtown LUT actually well... improves the image...
Left image Vanilla , Right image Vanilla Dogtown LUT.
All images are rendered at their highest settings with Path Tracing on a RTX 5070 Ti that I grabbed a few weeks ago. 🙂
its still based on vanilla hdr
(with baked ACES removed so its less contrasty by default)
Wdym? I thought that almost no one knew how to create HDR LUTs for cp77.
So almost all HDR LUTs have baked ACES (on Nexus)
Oh, I misread the line
I see now that I missworded my interpretation. 😅 I understand that the mod still uses vanilla HDR as a base, because we still need to enable the in-game HDR. But from what I gathered, it's now trying to be closer to the more accurate characteristics of SDR. And removing baked ACES is one piece of that puzzle.
Is this a more correct interpretation? 🤔
Besides that, I like the new approach very much!! 🫡
the sunkissed look is pretty essential to the game
i don't like any of the LUT mods
like the valentinos are obv based on la chicano gangs
needs to have that sunny vibe
or everything is off
People just doesn’t like artistic vision. They want “realism” ✨
Which is respectable tbh
But imo yeah, all LUTs kill the vibe
Okay I totally agree with you guys. I've played the game for a while now with the Vanilla Dogtown "Fixed" LUT, but even that one screws with some colors like less saturated reds and quite skewed blue's. So, now I know for sure... all LUT's are crap and indeed kill the vibe!
Still I wanted to get rid of the green tint to make the game seem more like I look directly into it and not through a greenish "filter" so to speak. So I downloaded the advanced version of ENV Tuner and quickly discovered that under the Color Grading tab, you'll find the right tools to get rid of this greenish tinge...
There's the Vanilla Plus no green tint LUT mod if you want tho, I've been using it for as long as I can remember, it's just fine
I changed the Green "Gain" from the default 85 to 70 and changed the "Shadow Offset" from 0.00 to -0.01 to get rid of the slightly washed out look. Bring this down further and you'll instantly crush shadow details, it's THAT sensitive!
The results are really good and do exactly what I want. Give me a vanilla look without the greenish washed out tint...
Before | After
Before | After > Now it looks more like actual garbage 🤣
Before | After
While it is cool that at least someone made a mod that purely gets rid of the green tint, I don't trust those mods. And they surely didn't use the HDR WIP RenoDX rendering I'm getting now, so I think it is best that you'll do it manually to get the best results. It's actually pretty easy!
I'm still fiddling with it a little bit, because at some places, the game deliberately has a greener graded look, which is totally fine. But I have to make a balance in how much green I'm subtracting from the image. A value of around 70 seems like a good balance, but maybe I'm leaning towards between 70 and 75 for a more neutral look. Anything above that is always too greenish.
does anyone have another solution to defeat the black crush apart from lut scaling?
on a LG G5 the highlights are eye-searingly bright while i cannot make out things in darkness
will try, gracias!
I feel you 😭
Why
I have a G5
I know what you mean
When something so bright is on the screen that you can’t see anything in shadowed areas
hehe okay yea that's exactly it
Human eye can only perceive 4.7 log units (credit: Reinhard)
0.04 - 2000 nits is 4.7 log units
2000 / 10e4.7 = 0.0399
0.02 * 10e4.7 = 1002.37 if we're talking maximum
but that's at the same time of course
then there's adaptation time
I have a PG32UCDM. I'm struggling to find the ideal settings for renodx. Is there a guide or just a screenshot somewhere of the current ideal settings?
Are you using 165hz mode on your G5? It’s inaccurate and has black crush. Switch back to 120hz if you are, 120hz is accurate. Its the same problem on my G4 with the 144hz mode.
Also try the WIP build pinned here, it looks much better and has an “sdr look” option which will match SDR’s contrast, you can bump it slightly more if you want a little more contrast than sdr but it should still look better than default 50.
Peak will be either 400 if using TB400 mode or 1000 if using 1000 peak
everything else is optional
if theres too much shadow crush on your end adjust lut scaling or raise Shadows in Reno menu to 55
default settings are already 'ideal', the rest is personal preferences
I'm on 100/120hz
Ty kindly for the build will check it out
A novice question: Can Preem Optics and the ENV Tuner be used together? Are there any other methods to accelerate the adaptation between light and dark areas and vignette removal?
ENV tuner allows you to disable eye adaptation and the vignette entirely
Or speed it up so it's instant or adjust to your taste
Reno also gives you controls
Since those two can do it, I think Preem optics is reduntant
Will try, thanks!
holy shit
Preem Optics = when you move the camera the screen doesn't take forever to adapt to changes in brightness of the rendered scene?
i need this now! thanks for sharing
another one with a G5 here. You can as well increase the FTDA option to +3-5 and you will restore the crushed blacks.
The problem is not the 165hz mode itself, but 165hz mode + VRR/Gsync. Since the VRR range is increased, you will have more VRR flicker and the lower your framerate is, the black level will raise a lot. It seems that LG crushed blacks to prevent this from happening if you are gaming at lower framerates at 165hz with VRR enabled, which makes sense because most AAA games won't run at 4k 150+fps unless you have a 5090.
But increasing FTDA to +3-5 you restore detail on blacks without raising them too much at lower framerates. You should give it a try
What on earth is FTDA
Also, 165hz is just bad in the G5. I wouldn’t use it even with adjustments. But it’s usable I guess if you really want those extra fps
Fine tune dark areas
thats what im saying

Oh gotcha
yeah pretty much same shit as the black level thing soo..
same issues
120hz is the way
I tried it out and found that the ENV Tuner addresses the issue of eye adaptation by adjusting the exposure settings. If you choose the default exposure configuration for the ENV Tuner and also use the default configuration for the Reno, there will be an overexposure issue. How should the default exposure configuration of the ENV Tuner be adjusted so that it only affects eye adaptation?
hey guys so i have tried the Preem Optics mod for instant exposure adaptation when turning the camera
alas it introduces some wild flickering when driving/running around the city (apparently due to RR or FG or DLSS or all combined)
is there a mod that works without flickering?
if you don't mind something less vanilla, nova city redoes the exposure system in a very nice way. it looks natural and far less blown out but still has noticeable cinematic auto exposure. it's just a very nice weather mod, definitely recommend trying it out if you haven't. https://www.nexusmods.com/cyberpunk2077/mods/12490
try nova city2.
ive been playing cp2077 for a few days now with this and it looks amazing but one thing ive noticed is that the nights are very bright
i cant tell if its intended for them to be like that or if something is wrong
like its clearly dark compared to daytime but theres still a lot of light around
midpoint set to 1 in-game menu?
yes
Is this vanilla LUT? It doesn't look like
If you're using a modded LUT, there's no way to know under what settings the author developed it
Exposure could end up completely inconsistent
#1434377434022809610 message
Refer, 0.5 matches the exposure of vanilla LUT
The game's exposure system is a complete mess—even opening different UIs triggers different exposure values
I discovered this issue because I modified the transparency of the main menu, only to find that it unexpectedly shares the same transparency setting with many other interfaces??
As a result, I could see the rendered scene behind the UI, and switching between them kept changing the exposure
Not to mention there are a ton of region-specific exposure issues on top of that
m,.dsfjkdfsjlkfkl;lkjlk;skldklkdkdkkdlsl;;hje;;po oil lovd tra
same bro, same
this is fully vanilla
nothing is changed except installing renodx
stock settings on renodx
dunno then
but the exposure was completely abnormal, to the point that even the green tint was gone
my color precision was on medium and not high
problem solved
thanks for the help
so i tried the WIP build but i think i am doing something wrong here: everything is overly bright and colors look very washed out.
do i have to disable ingame HDR for this or anything?
color precision high
Yeah color precision high, and make sure ingame hdr midpoint is set to 1 and pq saturation is set to 0
color precision is in reno/reshade OSD?
Ingame graphics settings
will check it out
not like you guys discussed this exact issue just above.... feeling mighty stupid 😄
in any case thanks!
btw there is a huge difference playing this game on a 800nits C9 oled and a ~2000nits G5
on the C9 the addon (not the wip) is perfect -- on the G5 the highlights burn out your retinas while i can hardly make out things in the shadows
165hz with VRR on g5 ?
increase the black level setting on your tv to 53
if you want the absolute accurate image then you have to compromise with 120hz
VRR yes + 165hz disabled in G5 osd (supposedly only dropping windows to 120hz doesn't get you around the problem)
this is only for 165hz mode?
yes
165hz with VRR
for 120hz with vrr or 165 without vrr its not needed
yeah since i am not using that anyway i think my tv settings are correct
not sure about the issue then
@formal orbit reported similar issues so i guess it is a thing about the G5 -- with cyberpunk specifically
will report back how the WIP mod fares
wha
oh just G5th-world-problems
(how) did you mitigate these in Cyberpunk?
i dont remember complaining about it in cyberpunk
i use my G5 with 120hz VRR, works flawlessly

oh then i misunderstood. maybe i am just too much of a wuss to embrace the nits...
but since you're here: are you using GameMode HGiG or FMM with pro100 ?
fmm
all enhancements off / FTDA, black details, etc -everything default?
at 120hz, yes.
any idea if future LG models can improve things in the above 120hz mode?
let me just call Mr. G and find out for u

is that dci-p3 ratio of 67 normal or did I mess something up
never seen this high gamut usage before in any game
Math error likely.
Render is in bt709 and lut is in bt709. Vanilla HDR is cooked Saturation in AP1
hello are there any recommended RenoDX settings for this game? or the defaults are ok? I lowered game brightness to 150 nits because 230 was way too bright for my eyes
lut scaling needs to be set per scene ideally
everything else is personal preference (dont forget to set in game midpoint to 1.0)
whats that?
you mean for every single place I go to?
you can just set it to 0
what does it do?
48 is the safest value ive found
0 looks terrible, all John Silverhand missions would be completely capped to sdr range
fixes raised black floor and clamped peak brightness
why is it 100 as default then?
that's for the default vanilla lut
refer
#🆘helpdesk message
there are notifiers or something in the game that, can't remember exactly, change lut and env for specific quest phases
this shit is getting really complicated with all the luts envs mods and etc 
they even use various envs to fk UI's exposure
ripperdoc, map, chip.u can't figure out what they gonna do
I have novacity 2, relux and want to have a "fixed" experience in hdr, what do I do? 
soooo should I keep it at 100 for the default?
wait as I can see whjen it is lower it makes shadows brighter I guess?
if u’ve played vanilla way too many times, could just grab LUT Switcher and lock one lut for the whole run tbh
env mods are optional ,imo they affect the overall vibe way more
that said, vanilla auto exposure is kinda broken in a lot of spots, it's recommend using an env mod that fixes it
Nova City 2 is fine, even though I don’t really like how it looks with some vanilla weathers
I remember there are places in base game where the exposure is just straight-up wrong (too dark), Cy didn't fix those, but most of the overexposed stuff is already sorted
It also messes up the final exposure transition in the scene for the secret ending. I’d love to explain, but spoilers + it’s hard to put into words anyway. CDPR absolutely nailed that moment, other lut/env mods just can’t recreate it
lowering it will slightly reduce contrast, and 48 is acceptable. below a certain point are completely unacceptable
0 simply ruins it, guess no lut can use this value
I haven't played vanilla, this is my first run, and your last sentence is why I prefer vanilla but also want the basic fixes like black floor fix, I just want the game to understand that I have some pixels which can go zero, but at the same time dont want to go too far from CDPR intention and cant see in total darkness while some lamps are in full blast. sorry for the dump
I did install novacity just because auto exposure was too much without it
I just tried 100 and 48 and I am liking 100 more for some reason, the shadows are more dark is what I noticed
also I feel as though there is too much sharpness I think
with default settings
huh? u mean film grain?
reno should not affect sharpen
I think it is because of my upscaling settings
yeah it does not have to do with reno
dlss sharpness was set to .80
it has different types of luts that need different scaling
100 for sdr luts is crushed to hell
what settings were u running in reno with preem? all default except the ones you mentioned?
I think whatever’s left just comes down to personal preference
even the ones I recommend are a bit biased toward my own taste
Preem has lower contrast than the vanilla lut — even with LUT Scaling at 100 — but honestly, I don’t really mind
roughly speaking, Preem at contrast 54 with LUT Scaling 45 looks almost the same as the vanilla lut at LUT Scaling 97
for exposure, I’d suggest sticking with 0.5
and don’t ask me why Cy later changed Preem to use double exposure, I’m worried that might just lead to unnecessary misunderstandings
im currently just experimenting with luts and reno and stuff, trying to find what i like. I completed the game before with just vanilla lut + reno and tbh i did like it a lot in most spots, idk why they hate on the vanilla lut so much (if fixed i think its good). saw a lot of people recommend Nova 3 or Preem 3 and ive been trying those 2 and they are great but its just hard to decide tbf, cuz they all look different to each other, especially compared to vanilla obv
hmm?
worked thanks
just noticed there are 3 presets, currently using the first one, what are the differences because I am not that smart to know what all the options do in RenoDX
no you actually need to keep it to adjust lut scaling scene by scene

its for you to compare your own settings
not actually a "preset"
but what is the default settings then? preset #1?
they are all default settings
you can think of them as different save slots
yeah but all are different though
yes
they are the same
it always uses preset 1 when you start the game
preset 2/3 is just for comparison
yeah i get it if you want to change some stuff and change it up
and compare
personally i only changed tone mapping or how was it called to 48 and exposure to 0.5 because the sun is a deadly lazer on 1.0
and gane and high brightness settings
Can Lossless Scaling be used alongside renodx?
Afaik that shouldnt be a problem, just need HDR enabled in Lossless
I’ll try it out later. I’m attempting to run Cyberpunk 2077 using dual graphics cards, employing Lossless Scaling to supplement frames with DLSS 3.

Frameslopmaxxing

should I enable the HDR10+ Gaming option with Reno?
Never tested it. But HDR10+ doesn't make sense for games, in general. Should be off
should i use github version or wip version? @tame canopy
wip since you're here
basically wip is closer to SDR and repo/nexus is closer to the cooked vanilla HDR
why dont you upload this better version on github? like i was playing with cooked hdr for 20 hours 🙁
disable
I agree with this shortfuse
also decouple the midpoint tonemap slider from reno
t
Last I checked the stuff I did for packed flags was buggy. Never got around to fixing it.
do you know why the mod would crash the game on an amd gpu ?
Not really. There's nothing that would violate AMD other than maybe some AMD specific code that doesn't run on Nvidia hardware. There's no texture or swapchain stuff going on
amd gpu theres your answer
There should be some error recorded somewhere, but haven't heard of a game not working on AMD yet in general.
At best I've seen swapchain stuff working better with scRGB than HDR10
i think there are some
let me check
hitman
nvapi game, doesn't upgrade any textures and doesn't inject cbuffers. outputs black screen
FSR is probably the culprit if it exists, but I got FSR working on Starfield with custom swapchain
Just shader replacement?
ya
Probably root signature jank. Some AMD code to validate it that not all games use, similar to Unreal checking for ray tracing via root signature
Dx12 I'm guessing
DX11 wouldn't have root signatures
atelier games are dx11
those are also dx12, nvapi (except for 4), and have rt like hitman
the root signature stuff might also be why cbuffer injections aren't working in various games
the from soft mod also break when rt is enabled
I think @torn bone had to do something for monster hunter wilds for AMD, but could have been missing shaders
mhwilds:
if (is_not_nvidia) {
// Give up for now
if (param_count <= 20) {
return true;
}
/* // AMD water bug
// outputs & post process
if (param_count == 15) {
return true;
}
// UI
if (param_count == 10 && params[1].descriptor_table.count == 1) {
return true;
} */
} else {
// err on the safe side for Nvidia
if (param_count <= 20) {
return true;
}
}
return false;
};
Atelier is probably the weirdest because it's dx11
But no dev here has AMD? I have some integrated AMD on my laptop but I always use the rtx 4050 on it
probably some other koei tecmo games
Cp2077 only looks for one specific root signature, so it did work afaik
marat told me that their games despite using different engines
Might be some specific AMD code in the game
they all use similar or the same shaders for tonemapping and grading
Like, check texture creation code
But there's likely code running on AMD and not Nvidia is the point
So until DevKit can say what it is we don't know
ya but i think all modders have nvidia gpus
theres also an issue
old nvidia gpus dont work
someone reported one mod doesnt work for him on his 1080ti
forgot which
trying to figure it out with my friend
could be that the driver overrides fsr3 to 4 and reno crashes
or could be smthin else entirely
not that
so idk
15:06:41:462 [26212] | WARN | [RenoDX] mods::shader::OnInitPipelineLayout(Using last slot for buffer injection 0x0000024cf23e03b0: 13 )
15:06:41:462 [26212] | INFO | [RenoDX] mods::shader::OnInitPipelineLayout(Creating D3D11 Layout 0x0000024cf23e0490: 1 )
15:06:41:462 [26212] | INFO | [RenoDX] mods::shader::OnInitPipelineLayout(0x0000024cf23e03b0, injection index: 0, injection layout: 0x0000024cf23e0490, cbvIndex:13 )
modding dx11 as well
probably some amd dx11 proxy overlay thing
this is weird as well ```cpp
15:06:42:189 [26212] | DEBUG | [RenoDX] mods::shader::OnCreatePipelineLayout(Skipping empty pipeline layout creation)
15:06:42:189 [26212] | WARN | [RenoDX] mods::shader::OnInitPipelineLayout(Params not created for: 0x0000026d7b94dab0)
an empty root signature is usually a support check
the game isn't using pipeline cloning? i thought it did
in either case, it's rewriting the shader pipeline, which could be buggy on reshade itself, but hard to track down. pipeline modification/cloning relies on being able to reconstruct the original pipeline. sometimes some options don't clone right. wouldn't be the first time. there was a dx12 pipeline clone issue that caused artifacts on GTA5 and Starfield, but i fixed it in reshade itself.
can freesync premium pro do something like that ? 
completely unrelated
its the same thing as gsync
do you have a friend who still owns a gtx 10 series gpu
I Know freesync premium pro does weird stuff

sometimes u have to nuke it with cru
i can force no dx11 on cyberpunk
and it should be pipeline cloning anyway
but it is probably a reshade bug somewhere
Could try a prior reshade version ?
should I be changing the in-game settings?
I think Reno overwrites all of em so doesn’t matter
Just set the correct settings in Reno
Not for this game
Peak matching whatever you set to in Reno, midpoint at 1, paper white is just ui brightness so it’s preference, and pq saturation at 0
The midpoint setting is a multiplier for exposure
Someone a while back had an issue with peak being different in game and in Reno’s menu
And pq saturation is just a bad saturation slider
thanks! I think this info should be also on github and nexus
Ya needs a GitHub discussion page, ShortFuse stopped uploading to nexus like a year ago since they don’t have a proper api for uploading
So 48 LUT scaling is the new meta? Haha. Always played vanilla with a mindset of raised black floor is an effect form Kiroshi's haha. Gave RenoDX a go but was playing with 95 LUT scaling which I found very crushed and showed a lot of dithering. Guess will have to try this latest version. Is it out for peasants yet or still early access?
adjusting it scene by scene is the best way rn
it's pinned
I see. What would you define as a scene though?
I have it set at 65. I know 48 covers more scenarios that would be crushed if it was set higher, but I just hop on to cruise around the city at this point as opposed to actually properly playing through the whole game
use the debug layer
Pinned says LUT at 95 though. Or are we talking just about LG G5? Did not read very closely haha. Was on phone killing time when I catch up with this thrread.
So it seems that i managed to find the fix (im the friend), turns out game crashes every single time when i start it normally, but if i start the .exe as admin it doesnt crash anymore and seems to work just fine
So if anyone has the same problem as i did (crash on startup, AMD 9070xt), here you go
this game has sdr luts in hdr
they need better scaling method
48 is the best value rn (for those)
until shortfuse updates the mod
the best you can do is using the debug layer
make the left part of the graph look like this
Don't know how to interpret that graph haha. So I'd rather stick to 48 than cluelessly tunning each scene. Don't even know about debug haha...
you want this sliver of pink on the left to be just about visible like so if you're doing it per scene
Hi! Should i use the wip version that's pinned or the github version?
.
do you mean 48 is the best overall, for all scenes? (atm)
no
theres no one single best value
also, should I edit reno to these values or keep the defaults as you said? I'm using the WIP version
vanilla isnt always good
okay so what values do you think are best to set and forget? lol
48 lut scaling
you do get some raised blacks
I have an OLED so blacks are important but I guess I have to accept some sacrifices which is fine
how about highlights, contrast, and saturation?
What's the big thing about the WIP version that you guys started talking this much about Cybeprunk HDR again?
personal preference
it now uses SDR as the baseline (which is basically all other mods do now)
before it only fixed the math error in native hdr
(because its the first renodx mod, and shortfuse was still trying to figure things out)
I see. I see. It was indeed now that you mention it... The amount of time ShortFuse and RenoDX people put into this game is crazy haha. But it definitely paid out. Now it's like a few hours until a new release have HDR working very close to an ideal implementation.
I've been checking SDR agains vanilla SDR and isnt van HDR way darker than SDR? Tjis is why I first found new RenoDX settings to ver kinf of "washed out" or way brighter?
SDR/RenoDX off/SDR look
I think it's almost there but it's so hard for me to compare SDR to HDR in windows with the toggle. How do you guys usually do it?
But I think I understand the adjusting per scene now haha. Some are really dark in SDR and HDR makes them brighter.
Stay in Windows HDR. Compare HDR with SRGB vs SDR in Windows HDR
2.2 is for consumption, not comparison
what if a game is encoded with 2.2
Nobody encodes with inverse 2.2 unless it's out of a lut. Very rare. Only Batman AK I've seen
Capturing with ReShade and opening the images with Chrome if SDR content slider is set to 31 would display the image as if I was watching it with HDR toggle off?
the witcher 3 ?
also fromsoftware games (not sure if they are out of luts)
Learned to play with the debugger and I found 65 likea really good value. Then I came searching for this thinking somebody mentioned that exact number. You not alone haha.
by RenoDX off, do you mean native HDR?
Yes. I think if you set like this it's like if you had it deactivated in the add-ons section of ReShade.
I see, any by the SDR look you're referring to the WIP version
vanilla hdr is deep fried
fromsoft uses 2.2 encode before lut and 2.2 decode after if hdr is enabled for the itm then back to 2.2 encode for ui compositing
I had no idea! Different everything now that I compare it.
what about tw3
sdr look makes no sense with the current build
they encode 2.2
vanilla hdr is double aces iirc
SDR/RenoDX LUT scal. 65/Native HDR
Colors a bit more dull in RenoDX against SDR? Like in the red graffiti.
sdr is per channel
which adds a lot of saturation to shadows
this game has a lot of shadowed regions
so its quite noticeable
skintones are pretty bad in sdr
colors wont match unfortunately
its another game thats plagued by per channel tonemapping
I used to check the per-channel setting looking at ads, it changes a lot there. Forgot about it so that might be it.What I did now is increasing saturation by 2 points to "fix" it for my brain.
that would actually be a good fix though
would you say 2 here is deep fried?
1 / 2
Default Reno / Values in the pinned messages by ShortFuse
both are 65 LUT
you might need more lut scaling here tbh
turn on the debug graph to check
Yeah. You guys have a crusade agains per-channel and always complain about it being a real problem in shadows. haha. I'm still not that sensitve to it but I'd love to learn where to look.
per channel also blows out highlights
vanilla highlights look desaturated a lot
I'm following the graph actually as you suggested before
oh wait
its not too bad
ya contrast slider affects it
you are crushing shadows
if the graph looks like that
looks a little crushed but the game often looks crushed in sdr
Yeah! Thanks for the rundown, I'm remembering my previous experiences now haha. This is why I decided to keep luminance. Vanilla neons and such looked "almost" white.
here's a better comparison
Default Reno / Pinned Values
true I was crushing shadows by mistake as polly pointed out
I'd personally go for crushed in this game rather that trying to achieve a perfect value. Fits more Night City.
Yeah, I wouldn't touch highlights, contrast or saturation either.
but if you'd go for crushed, you'll need to adjust these 3 settings
I mean between LUT scaling 48, 65 or 95 crush.
RenoDX LUT scal. 95/SDR
Thouths on this? I keep finding this area of the game way darker in SDR that anything I can try to march using RenoDX.
left looks better, so right is probably the "correct" one
Anyways. Thies new WIP version, even at LUT scaling 100, is way less crushed than previous releases, right?
previous version has like 1.2x contrast
which is about 60 contrast on the wip build
I see. Want to give this new WIP a shot, because previously it felt fatiguing at times playing Cyberpunk between squinting in the dark and being blinded by that many light sources haha.
My previous full playthrough to be honest was with Vanilla HDR. haha. Then gave RenoDX a shot but quit at about 20 hours in.
Lol this was me as soon as I booted WIP mod haha...
I've been trying to match SDR to RenoDX in this particular scene and not sure if it's supposed to look like this...
This is SDR. You cannot se much of the boxes to the right, cannot see the concrete in the ceiling. It's definitely crushed, but... "intended™"?
Now the supposedly correct one guided by the debug graph at LUT scaling 65 looks way brighter. While you can make every detail, I'm not sure if it was supposed to look like this.
So if we use the debug graph to tweak the scene that means we're matching the LUTs to its ideal values and if it does not match how I perceive it on SDR, then SDR has some weird stuff baked in making it look wrong?
just adjust the lut scaling based on the graph
no need to match sdr
their sdr is bad
At least now I can see how botched vanilla HDR was despite it giving you good first impressions, if you compare you see it's off in so many aspects. Vanilla SDR looks much clear and pleasing. I'm really looking for with another playthrough.
But even SDR baseline being kind of all over the place for RenoDX to enhance to HDR... Can it be ever fixed or is it broken beyond repair?
Also about film grain. It was confusing beofre but I never seen it affecting highlights. Can I just turn it off in the game menu and call it? I don't want gilm grain in this title at all.
SDR. No details in the very dark walls to the sides.
LUT scalling 95/ LUT Scalling 65.
I'm having a hard time trying to understand why having a raised black floor that does not match SDR is considered to be the best option due to debug graph saying so haha 😅
thats how the rendering is
when we talk about raised black floor
it generelly means a luts that raises the shadows
not the case here
real perfect black barely exists
both in games and irl
in games its mostly from grain or sharpening
But the so called intended look here would be crushed shadows, right? RenoDX gives the option to fix it, but at the same time it'd defy the purpose of matching SDR if I understand this whole thing correctly haha.
Fell asleep last night reading this thread trying to catch up and understand haha.
Any reports about UI brightness going past specified nits in the game's menu? It's happening to me.
I don't touch the UI implementation
Guess it's the game itself then. Never noticed, but always ran it al 100 nits. Now I had it set up at 180 until I realized it felt super bright and was shooting to 400 nits.
Even now at 100 as it's in the video it can go X2 brightness.
Feels like a brand new game with this RenoDX version though. Amazing once you get used to a more subtle tone.
If you're referring to loading screens or when loading back to main menu, it's because in the background the game world is loaded and the light accumulation thingy makes it all super bright which these loading steps get impacted by
Sometimes you can see it not settled in just yet when getting in game
the ui just clips in sdr
that's why text is orange in hdr but yellow in sdr
usually its the glowing effect on the ui elements that goes over sdr range
I noticed this about loading screen going super bright, but only since the latest update when they changed some HDR previewing menu stuff.
But notice the video how it increases brightness when I look to a birghter area. Might be just be because it's transparent? Although I've never noticed this kind of behavior in the UI in any game.
It's always been there in HDR tho (maybe in SDR too, idk)
But it's mostly with RT or PT enabled iirc
probably some behavior to keep it visible
https://www.nexusmods.com/cyberpunk2077/mods/23420
Suzie fixed that problem
Sosuine's mods are the best! Although that never happend to me that I recall.
Map with RenoDX WIP is still cursed right? Not a big deal though.
Cursed in what way?
double ITM

ACES isnt the issue anymore though
ACES2.0 is just reinhard by luminance
i doubt they will use it though
Alas he didn't really
Only in some cases but so far his mod has been mostly uneffective for me with that "nuke like flashbang" 
Yep same for me
pumbo gotta bully them into cooperating
Would something like this fix the map for RenoDX WIP?
Not very vanilla, but let's be real: vanilla map is disgusting haha.
map uses post tonemap lut i think
so a new lut/env for it would probably work
the first thing they ever built was probably the map
I just tried and... I does not. Might try different mods related to maps to see.
Tried many and this is the only one that works since it replaces the whole map. It's really neat though.
Paperwhite/UI at 100 and 200. 200 looks better, but since this game's UI brightness is doing whatever it wants... Better to keep it in check.
should i use this or the one from nexus mods, im new to hdr
the pinned one in this channel
You have to toggle Debug graph off in the settings.
This last setting here.
#1434377434022809610 message
ohh okay thanks
are there any settings i should correct in renodx for better image
and can i use this addon with any reshade i want
adjust game brightness to your own preferences (typically between 100 - 203) and set peak brightness to whatever your display is capable of; LUT scaling is a bit mixed, but try 48, 65 and 95 and use whichever you like the most
defaults for everything else are good
most reshades are made for SDR
i have hdr 400 and hdr 1000, but i think its recommended to use hdr 400 true black for my display, so is that important to set it to that exactly? and not leave at 1000?
it's up to you. 1000 will have brighter highlights, but at the cost of an overall dimmer image and vice versa for TB400
set in-game Cyberpunk HDR settings midpoint to 1.0, btw
where do i do that
uhhh think it's under the display tab of the menu, then HDR has its own section you have to press a button prompt to access
I'd say boost saturation slightly helps a bit matching SDR even at LUT scaling 95. I went for always LUT 95 unless I find the game really crushed. Which is way less common that in previous versions of this mod. Saturation 52.
so reshades not recommended then?
for hdr
you mean gamma correction? im confused
no, the in-game setting, not via RenoDX
If you want fidelity and as close as possible image to as developers designed the worlds ReShades are not the way to go. If you want a different look... Go crazy. People use LUT mods mostly I think.
just a random screen I grabbed from google, but the bottom left setting here set to 1.0
This in the bottom left.
Does film grain need to be toggled on or that a past thing?
I think you can just disable it and set it to 0 via Reno nowadays if you don't want it
aight i set it to 1.0
isnt the max brightness setting controlled by the monitor anyway, if i set it to 1k it would dim as mine is a qd oled, it would burn in seconds at full brightness 1000 nits lmao
burn in is a meme not worth worrying about
a lot of people here will recommend TB400 due to more accurate tracking, but just swap between the two modes in a few games and see whichever you like more
And if I disable completely in-game? If I disable it on RenoDX but have the effect on in-game when I try to compare vanilla SDR is another step I have to go to turn off.
I think that's fine? I'm a film grain enjoyer, so I can't say with certainty as I've not tried disabling it
and i should use scrgb yeah?
omg it looks so much better now
with these settings and this addon, i tried hdr before and it was horrible idk just a mess
scrgb won't work with frame generation, just something to keep in mind if you're using frame gen
ah nah i dont, my 5070ti maxes this game out on path tracing ultra 1440p
oh, in-game colour precision needs to be set to high, too
with dlss quality ofc
anyway uh things look pretty bright now, brighter than in sdr
though i am in city centre
i might like peak 1000 more just because the game is less bright giving more of that nightly feeling, anyway thanks for the help
Loved film grain and lens effects in a game like Star Wars Outlaws but it does not suit Cyberpunk too much for my taste. I might go 10 perceptual tops.
I find the default 50 a bit heavy, I use 30 - 40 in Cyberpunk and 20 with Musa's RDR2 mod
Does Reno work well with special K in this game? I’ve been trying to use Display commander but I can’t get it to work and special k always gives me issues
Is yesterday's snapshot based on the old one or the wip one ?
Noob question, sorry if its been asked before. But based on some comments I have been hearing that the defaults arent always the best settings. Any discussions on LG C2 or general guidance I can follow up optimize what I should I have set in the reshade menu?
Worked for me
How did you load both programs? I always get a bit confused by this process
installed reshade normally with reno
renamed dxgi.dll to reshade64.dll
launch game from sk
Gotcha, will try that thanks!
Welp, doesnt even launch for me like that
I crash lol
I really don´t know why people uses SK without issues and I can´t use it in any game lol
Are you using the pinned version?
in cyberpunk i set a injection delay for SK, crashes only rarely on startup
How do you do that?
Tried adding 5.0 global delay and nah still crashes
I’m using the snapshot from GitHub
Not sure if it's the latest. maybe @mint ridge found out.
But as for now. i'd say defaults are more than fine, they match SDR (grading?) and I'd just adjust film grain to your taste.
It is very important you do this as well.
#1434377434022809610 message
I must confess I have not, been toying with new DLSS but didn't swap addons to check
latest from github is from yesterday
Guess it'd be the one pinned here then.
that's by last commit in the folder
which was just metadata stuff
so the pinned wip is still the newest technically right?
just click open on the SpecialK.ini when ur on cyberpunk, i have global delay on 10 secs rn, but i dont always run cyberpunk with sk lately
Is it worth adjust game brightness option at all?
Will try 10. 5 didn’t work
Oh shit 10s worked!
Thanks a bunch man
Just tried the new WIP Reno and I gotta say... I don´t like it lol
I know its more accurate and whatnot
But I guess Im too used to the vanilla HDR/old Reno
there should be an HDR Look button no?
did you ever strip the aces out of the luts?
looking through old messages and you said that using upgrade tonemap could maybe work
There is an SDR button which lowers sat. and contrast even more so people might be confused haha...
Only sdr
Reno HDR Wip + No LUT/Vanilla looks pretty good to me
Ok yeah this is better
ah fuck
I just wanted to rephrase didnt think I asked correctly
nvm
thanks
I do not have some of the settings that you have, do I have to add an add-on?
I found with any of the LUTs the debug graph with Reno was all over the place, so I settled with no LUT (or I guess, Vanilla), then tweaked thew settings a touch so the graph looked good for my set up.
I'm using this one
I also have all the graphics settings maxed out, with Path Tracing etc.
yeah that obviously changes stuff
I dont have the power for path tracing lol
how can I even add this add on? I put it in the search path but I still cant find it
Pretty sure you just manually drop it in your game folder
yeah did that, will try to restart now
I think I renamed it to the same name as the old version I had, not sure if that is a necessary step though
yeah it shows an error
that it is the same name as the default add on
how do I cahnge the name?
because I kinda want to compare them and have both of them here
I'd imagine you won't be able to have both versions in there at the same time unfortunately, but I don't really know enough to troubleshoot that
well this is not working lol
I moved the default one and put the wip
now it looks weird
I will just reverse to the default lol
Fair enough!
Is this how RenoDX supposed to look? I tried both from nexus and the github snapshot, but it darkens too much on my end
This is vanilla
use the pinned version in this channel
also requires tonemap midpoint set to 1 and color precision set to high
I just ran around with the 60 and 60 contrast and sat settings and it looks damn good
So damn impressive in the G5 also with the neons
For some reason I find that the regular version on github looks much better than the wip here on my G5. The wip is kind of washed out no matter the settings compared to the regular. There is also a difference in how the game brightness is handled between the 2. At 203 night time is handled better on regular whereas wip is very brightened, I found game brightness on 100 looks better at night in wip but then not quite right at day. Could not find a reasonable compromise. I obviousness did play extensively with the settings including lut scaling using the debug graph but besides near black improvements it did not change much else. Once I slap the regular version the overall presentation is easily seen much balanced even with the defaults.
can RenoDX work with Nova Lut 3.0?
Works just fine. Set lut scaling to 1 though as it was already mastered for certain nits for it's intended look. You need to set it at 1 to make sure the sun shows up.
Would you recommend it over Vanilla? I'm still undecided
Personally I think RenoDRT is a much better option than the stock aces horror show but that's just me. Cyanide made it with the vanilla tone mapping solution in mind so it's kind of up to you if you want more control or would prefer to see the author's intent. Either way it'll look great 🙂
wip is based on sdr
it’s more accurate to the original
I know this of course that’s why I’m a bit puzzled. I’ve been beta testing renodx since its inception couple of years ago.
if you compare wip to sdr it looks close
if you compare the github build to sdr it looks completely different
which isn’t the point of hdr
I'd say the WIP build is the best Cyberpunk's ever looked
Tried the pinned version now, but it's still is very dark and I see black crush. There's also that colored box on top right corner of the screen for some reason
bring up the Reno settings and disable the show debug option at the very bottom
set LUT Scaling to 48 or 65 if you find it too dark
and the in-game HDR settings midpoint should be 1.0
here's what mine looks like at 203 brightness/1000 peak at 65 LUT scaling with defaults for everything else
I did as you said, but still looks off and overly dark, my monitor is Alienware AW2725D if that makes a difference
The settings
@wicked zinc change the tone mapper at the top from ACES to RenoDRT
that's the latest pinned one in this channel
ya i risread
thought its from 2024
Did as you said, dark areas improved but vibrancy is reduced and kinda looks a bit washed out
