#Cyberpunk 2077

1 messages · Page 2 of 1

alpine spruce
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sdr looks fairly raised there

tame canopy
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can you take screenshot of SDR with graph and HDR with graph?

alpine spruce
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sdr in hdr you mean ?

tame canopy
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yeah, that's fine, the graph is what matters

alpine spruce
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sure with gamma correction off

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right

tame canopy
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i think?

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you might have to put game nits to 100

alpine spruce
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i have my own way to do that

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use mpv to force sdr in hdr container

tame canopy
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i mean or else the graph won't align

alpine spruce
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no need to use mod

tame canopy
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i need to see the sdr graph and the hdr graph

alpine spruce
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right wait a sec

tame canopy
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for example #1434377434022809610 message

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that's with tonemapper none

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so i get an idea of how off from SDR hdr is

alpine spruce
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you mean sdr analysis graph ?

tame canopy
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this graph

alpine spruce
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ok

tame canopy
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vanilla sdr with 100 nits slider and with lut scaling 0, vs vanilla hdr none and lut scaling 95. (both gamma correction off)

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that's how i did the comparisons

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essentally both in srgb

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the HDR luts are just the SDR luts "transformed" for HDR, whatever the hell that is. it still has baked ACES.

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i have no idea what they did to transform the SDR luts but i would love to be able to undo it

alpine spruce
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do i need game brightness 100nits for hdr

tame canopy
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or else the mid gray doesn't align iirc

alpine spruce
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do i need to turn off dlss ui ?

tame canopy
# alpine spruce

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

alpine spruce
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with sliders shown

tame canopy
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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"

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maybe a hair darker in this region

alpine spruce
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this is hdr none with lut scaling 0

tame canopy
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when everything is the same, then it's just a blob of one color, no detail in this area is SDR

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so that's an SDR lut for sure in HDR

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as in

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no peaks

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hard clip, pretty broken

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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

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(HDR and SDR share the same SDR-peak luts)

alpine spruce
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325nits ?

tame canopy
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so the match i use for scaling that situation should be different

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move the peak nits slider and you'll see where it happens

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you have at 4000 and when blue hits the line that'll be what it's graded to

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looks like a well built SDR lut, so probably 100, my guess

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might be under 100, meaning in SDR it wouldn't even hit peak sdr 100%

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could be like 90 nits

alpine spruce
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sdr with peak set to 4000

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by blue hit the line do you mean this ?

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72 nits

tame canopy
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if you drag down peak nits while in HDR does the blue area move?

alpine spruce
tame canopy
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yeah... so their SDR lut doesn't go to 100%

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goes to 72%, oof

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so the lut scaling for SDR-in-HDR LUTs needs work, 95 isn't right

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and LUT Order is the same if you pick Before or After?

alpine spruce
tame canopy
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try with RenoDRT tonemapper, or Vanilla tonemapper when in HDR

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at least to get a sense if it's done before/after (which of the two matches the "Vanilla" option)

alpine spruce
tame canopy
# alpine spruce 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)

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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

tame canopy
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🙏 so this isn't the same as the Map luminance issue because that has lut order After

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so LutOrder before with SDR-in-HDR lut with HDR ON needs better scaling

alpine spruce
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the map is only correct with after ?

tame canopy
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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

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it's likely nonsense, like their entire HDR path

alpine spruce
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uh...maybe map was their last process to make ?

tame canopy
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in most games now we just mod the SDR path because it's unusable nonsense in HDR

alpine spruce
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so they just did some random things do make it look ok-ish

tame canopy
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yeah, and trying to make sense out of random is super rough

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lut order before, lut order after, sdr luts in srgb, sdr luts in arri c3, stretched sdr-to-hdr in arri c3

alpine spruce
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is cyberpunk doable with sdr path

alpine spruce
tame canopy
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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

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most of the time when I see the RenoDX / SDR / HDR-ini / RTX comparisons, RenoDX is faster than HDR-ini

alpine spruce
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didnt know that ue hdr costs so much

tame canopy
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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

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RenoDX HDR on cyberpunk SDR might be faster than native HDR

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it shouldn't be but could be

alpine spruce
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makes sense

tame canopy
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but when you deal with this level of incompetence, big oof

alpine spruce
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they did too many different things that made the workflow really complicated

tame canopy
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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

alpine spruce
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some games with rt just dont work with cbuffer

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do you have any idea about that

tame canopy
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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

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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

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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

alpine spruce
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lut scaling 48 seems to be the best here based on the graph

mint ridge
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So I'm still tweaking and trying to find a new fav but thanks to contrast slider working again it's way easier

tame canopy
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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

tame canopy
mint ridge
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As for the glitchy mess from earlier, it's caused by vanilla grain

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Perceptual is all fine

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Thanks CDPR

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not

tame canopy
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i tried to add back in vanilla grain in shader, might now be broken

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like fixing their code

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might be referencing garbage because something else changed in a patch

alpine spruce
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ya open world maps definitely needs more

mint ridge
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Dat dyn exp is powerful af

tame canopy
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it's probably at double exposure (2.0)

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i left it a slider because i don't know if scenes will use a custom value

mint ridge
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Yeah, was at 2.0, at 1.0 slider doesn't do anything

tame canopy
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in theory it uses that Tonemapper Midpoint slider and then mixes it with scene grading because god knows what they were doing in HDR

alpine spruce
tame canopy
alpine spruce
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didnt check sdr though

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65 is for blacks not being clipped

tame canopy
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and lut scaling 0 is what? 1900 nits peak?

alpine spruce
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let me check

tame canopy
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because i know that sdr-stretched luts usually target 1900 nits

alpine spruce
tame canopy
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and i'm assuming 203?

alpine spruce
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wait do i need to check with tonemap none ?

tame canopy
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yeah

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None at neutral settings

alpine spruce
tame canopy
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and with 100 game nits?

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no other boosts (highlights?)

alpine spruce
alpine spruce
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actually its 71nits in hdr for some reason

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ive heard that the silverhand sections were made later so they probably just forgot about hdr there

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even native hdr with midpoint 1.0 is only around 155nits here

mint ridge
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It seems to be back with wip addon, even at 50

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Though not as pronounced

olive cloak
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you should pin this somewhere

hardy atlas
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Opposite. Original was deep fried to hell

mint ridge
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To each their own

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Thankfully the contrast slider is now working and I can somewhat get that look I'm after

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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 ❤️

ashen ether
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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.

vital junco
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@alpine spruce did you settle on 65 LUT scaling?

alpine spruce
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it depends on the scene

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but theres no perfect settings

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mod needs more work

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The whole silverhand section requires 48 to not crush blacks

vital junco
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at least those only make up a tiny portion of the game, I guess

tepid galleon
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and it is scary, haha. A very good example to shock people awake.

novel hinge
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hi Renodx working with framegen on CP?

tame canopy
novel hinge
tame canopy
novel hinge
tame canopy
# novel hinge 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

tame canopy
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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

alpine spruce
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unless its fixed recently ?

novel hinge
alpine spruce
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and one of them is sdr-in-hdr that shortfuse wasnt aware of

tame canopy
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yeah lut sclaing is either 95 or 45, depending on the area

alpine spruce
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this type of luts doesnt work well with the build

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when lut scaling set to 95

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you need the debug layer

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to check

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if that crushes blacks

alpine spruce
novel hinge
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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

alpine spruce
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sdr uses per channel tonemapping

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in hdr it results in broken highlights colors

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but that build is neutral mostly

novel hinge
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Okok

tame canopy
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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

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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

alpine spruce
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need a SDR path mod to fully reproduce the sdr look

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i think

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their hdr is bloated

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with different kinds of nonsense

tame canopy
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you can massage the sliders well enough to replicate SDR, but the inconsistent lut scaling is the current main issue

novel hinge
novel hinge
tame canopy
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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)"

alpine spruce
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if this mod is being made now, sdr patch is probably the way to go

tame canopy
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and vanilla hdr, in all their stretching and deepfrying still managed to have more raised black than vanilla sdr

novel hinge
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some renodx have bottons like hdr look or sdr look

alpine spruce
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also in vanilla

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the silverhand sections

novel hinge
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I think that good for everyone

alpine spruce
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are all present with sdr-in-hdr luts

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peak brightness doesnt even go above 200nits

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im surprised that nobody talked about this

tame canopy
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i think there are some pure SDR luts, like when you have your visor thing enabled (green visuals)

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when you press Tab IIRC

alpine spruce
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all missions that you play as silverhand are completely capped to sdr range basically

novel hinge
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we are using now ptnextv3 with U+ and sdr colors works better imo

alpine spruce
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ya

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even pt20 looks better

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restir gi was introduced to reduce noise before RR came out

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but the quality is actually lower than pt20 with settings cranked up

novel hinge
alpine spruce
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i know that

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im talking that even the pt20 looks better

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with maxed settings

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the current official method was implemented to solve the denoise issue

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before RR

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but RR came after

novel hinge
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for now I have SHARC off

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cuz is not consistent

alpine spruce
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which not only looks mega raised

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but also caps the brightness under 200nits

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insanely low dynamic range

novel hinge
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gonna try now this pinned

alpine spruce
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default settings with manually tweaked lut scaling scene by scene is the best rn

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highlights 75 looks clipped

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no need to simulate clipped sdr look

novel hinge
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ya this looks better but not sure about bloom imo

tame canopy
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bloom is almost always reduced in hdr contexts

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because bloom is used to fake brightness in SDR and not needed as much in HDR

novel hinge
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I think 50 is high

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but looks better thx

tame canopy
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50 is default/stock. i think i use 20/25

novel hinge
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ya i like 40 better

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lut scaling 50 looks good

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problems in interiors?

tame canopy
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what peak nits are you using?

novel hinge
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1000

tame canopy
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it's symmetrical, both black and white scaling

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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

novel hinge
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i like this one a lot

worthy isle
tame canopy
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Using HSV is horrible

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You can ask chatgpt to rewrite as a reshade and it'll possibly be able to do it

worthy isle
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Damn. For some reason, agx just has that look I love.

worthy isle
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^^ lol Is it really that easy now days?

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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

olive cloak
worthy isle
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That's perfectly fair. Time to get with the times 🙂

olive cloak
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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

tame canopy
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doesn't make sense to do HSV from linear, but this is all just eyeballed stuff

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it's per channel tonemapping using HSV in linear (which is built for SRGB) to hue correct

olive cloak
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curious how it would look with dkl instead

tame canopy
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//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

olive cloak
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oh lol

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might as well use lottes at that point, no?

tame canopy
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idk why you guys chase things like that

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it's just an s curve

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shoulder, linear, toe. and in per channel

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// 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);
  }

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tonescale is what i said, just an s curve, and it's per channel

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and wrongly uses HSV in linear for hue correction. if this were a game shader we'd be criticizing it

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if hdr, stretch to peak, but also lower exposure beforehand if hdr

tame canopy
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reinhard with contrast 2.4, and black lift and some offset for shadows (didn't want to port shadows slider)

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per channel

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can probably lerp contrast over x, start at 2.2 , end at 2.75

olive cloak
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reinhard filmic?

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pretty cool

ashen ether
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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

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Some LUTs used in specific phases may look very different.

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||Due to a bug in a certain mod, I unexpectedly entered this scene prematurely.||

modern wigeon
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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

alpine spruce
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this game has non-stretched sdr luts in hdr

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which needs different scaling from hdr luts

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so you have to constantly change the lut scaling to get a perfect image

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until shortfuse updates the mod

alpine spruce
modern wigeon
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oh boy so it's down the rabbit hole again
thanks @alpine spruce for the write-up

alpine spruce
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if you dont mind raised blacks you can just slap 48 on it

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would look better than sdr in some cases and native hdr all the time but you will see raised blacks for sure

modern wigeon
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will check that out, thanks
but will that change daylight scenes as well? bc the g5 is already so bright in those^^

alpine spruce
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their luts cap the peak

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so lut scaling increase that limit

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its capped to around 1600nits with lut scaling 0

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in open world areas

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just use that debug layer to check if you are dynamic range-limited by luts

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like if blue on the right side hits the white

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you are limited by the luts

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or pink on the very left side is above the horizon

modern wigeon
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great thanks for the detailled explanation. will have to see that first hand to make sense of it all tonight 🙂

alpine spruce
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right 165hz on g5 also needs some fixes

modern wigeon
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nope, 120hz, works better with VRR flicker for me

formal orbit
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Good

modern wigeon
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yeah and all that too

alpine spruce
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ya then just forget about it

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120hz is the ultimate fix

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lol

modern wigeon
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i don't see a reason for 165hz on these type of games (at least w/o superhuman hardware that is)

formal orbit
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Yep I ended up on 120hz too for best black levels

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The workarounds with black lvl 52 n stuff at 165hz don’t work for me as well as just doing 120

modern wigeon
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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 :()

formal orbit
lavish sand
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Oh g5

formal orbit
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G5 has mad black crush on 165hz

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While on 120hz it’s flawless

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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

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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

grand pulsar
formal orbit
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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

grand pulsar
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ahh interesting

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i have VRR disabled, the only thing i have is ABL dimming but i dont think thats black level shifting

formal orbit
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nah thats a diff issue

whole zinc
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is there recommended in game HDR settings to apply for this renodx mod?

grand pulsar
whole zinc
grand pulsar
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what hdr settings can u even set ingame tho? theres only 1-2, and its reccomended to leave them default

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its like midpoint and peak brightness, thats about it

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and renodx's midpoint brightness overrides the ingame one afaik

hardy atlas
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theres the cursed pq saturation slider

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and ui brightness

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peak has some effect, shortfuse said to keep it at the same setting as reno

whole zinc
hardy atlas
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ya shortfuse says midpoint at 1

whole zinc
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which is not the default (2)

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also HDR10PQ or HDR10scRGB?

hardy atlas
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pq and scrgb will look the same

alpine spruce
whole zinc
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Ok thanks

whole zinc
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can i still run RenoDX with Midpoint at 2.0 or does that break what it's trying to achieve?

grand pulsar
#

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

whole zinc
#

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.

hardy atlas
#

Is the color precision setting set to high on both?

#

Or whatever it’s called

whole zinc
#

Where is that setting? I'll check it tomorrow

tame canopy
whole zinc
# tame canopy 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.

whole zinc
wintry bolt
#

Does anyone use Nova City 2 + env tuner and have good settings for Reno?

forest echo
#

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. 🙂

alpine spruce
#

(with baked ACES removed so its less contrasty by default)

ashen ether
forest echo
# alpine spruce its still based on vanilla hdr

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!! 🫡

hardy atlas
#

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

wary ember
#

Which is respectable tbh

#

But imo yeah, all LUTs kill the vibe

forest echo
#

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...

mint ridge
#

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

forest echo
#

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

forest echo
# mint ridge There's the Vanilla Plus no green tint LUT mod if you want tho, I've been using ...

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.

modern wigeon
#

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

wary ember
#

Bump shadows

#

54 or so should be good

modern wigeon
#

will try, gracias!

modern wigeon
formal orbit
#

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

modern wigeon
#

hehe okay yea that's exactly it

tame canopy
#

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

unkempt plume
#

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?

gleaming parrot
#

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.

brisk zodiac
#

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

modern wigeon
floral bone
#

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?

brisk zodiac
#

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

modern wigeon
#

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

cobalt junco
# gleaming parrot Are you using 165hz mode on your G5? It’s inaccurate and has black crush. Switch...

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

wary ember
#

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

formal orbit
wary ember
formal orbit
#

yeah pretty much same shit as the black level thing soo..

#

same issues

#

120hz is the way

floral bone
# brisk zodiac ENV tuner allows you to disable eye adaptation and the vignette entirely

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?

modern wigeon
#

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?

gleaming parrot
# modern wigeon hey guys so i have tried the Preem Optics mod for instant exposure adaptation wh...

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

Nexus Mods :: Cyberpunk 2077

Bring Night City to life with a weather system that includes brand new weather states, natural transitions, and overhauled exposure.

noble willow
#

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

noble willow
#

first is hdr, second is sdr

brisk zodiac
#

midpoint set to 1 in-game menu?

brisk zodiac
#

I just took your HDR screenshot and ran 50% brightness in SKIV

noble willow
ashen ether
# noble willow

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

arctic tide
#

m,.dsfjkdfsjlkfkl;lkjlk;skldklkdkdkkdlsl;;hje;;po oil lovd tra

formal orbit
#

same bro, same

noble willow
#

nothing is changed except installing renodx

#

stock settings on renodx

ashen ether
noble willow
#

problem solved

#

thanks for the help

modern wigeon
gleaming parrot
modern wigeon
#

color precision is in reno/reshade OSD?

gleaming parrot
#

Ingame graphics settings

modern wigeon
#

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

alpine spruce
#

increase the black level setting on your tv to 53

#

if you want the absolute accurate image then you have to compromise with 120hz

modern wigeon
#

VRR yes + 165hz disabled in G5 osd (supposedly only dropping windows to 120hz doesn't get you around the problem)

modern wigeon
alpine spruce
#

165hz with VRR

#

for 120hz with vrr or 165 without vrr its not needed

modern wigeon
#

yeah since i am not using that anyway i think my tv settings are correct

alpine spruce
#

not sure about the issue then

modern wigeon
#

@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

formal orbit
#

wha

modern wigeon
#

(how) did you mitigate these in Cyberpunk?

formal orbit
#

i dont remember complaining about it in cyberpunk

#

i use my G5 with 120hz VRR, works flawlessly

modern wigeon
#

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 ?

formal orbit
#

fmm

modern wigeon
#

all enhancements off / FTDA, black details, etc -everything default?

formal orbit
#

at 120hz, yes.

jaunty river
formal orbit
#

How would I know

#

Id hope so

grand pulsar
formal orbit
open yew
#

is that dci-p3 ratio of 67 normal or did I mess something up heihachiPlasma never seen this high gamut usage before in any game

tame canopy
#

Render is in bt709 and lut is in bt709. Vanilla HDR is cooked Saturation in AP1

scenic pumice
#

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

alpine spruce
#

everything else is personal preference (dont forget to set in game midpoint to 1.0)

scenic pumice
#

you mean for every single place I go to?

hardy atlas
scenic pumice
alpine spruce
#

0 looks terrible, all John Silverhand missions would be completely capped to sdr range

alpine spruce
scenic pumice
#

sooooo 0 or 48 lol

#

hahahahaha

#

or should i just try both

alpine spruce
#

48

#

they have some sdr luts in hdr

#

0 does not match sdr

scenic pumice
#

will try that

#

later

open yew
ashen ether
# open yew 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

open yew
#

this shit is getting really complicated with all the luts envs mods and etc patrickNotes

ashen ether
open yew
scenic pumice
#

wait as I can see whjen it is lower it makes shadows brighter I guess?

ashen ether
# open yew I have novacity 2, relux and want to have a "fixed" experience in hdr, what do I...

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

ashen ether
#

0 simply ruins it, guess no lut can use this value

open yew
#

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

scenic pumice
#

also I feel as though there is too much sharpness I think

#

with default settings

ashen ether
#

reno should not affect sharpenpepemodding

scenic pumice
#

I think it is because of my upscaling settings

#

yeah it does not have to do with reno

#

dlss sharpness was set to .80

alpine spruce
#

100 for sdr luts is crushed to hell

minor compass
ashen ether
# minor compass what settings were u running in reno with preem? all default except the ones you...

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 misunderstandingscatheart

minor compass
# ashen ether I think whatever’s left just comes down to personal preference even the ones I r...

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

scenic pumice
#

any way to fix this level of brightness?

#

ok i lowered exposure from 1.0 to 0.5

young tide
brisk zodiac
#

Disable the graph

#

It's in Reno menu, should be the last setting If I remember

young tide
#

worked thanks

scenic pumice
#

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

alpine spruce
alpine spruce
#

not actually a "preset"

scenic pumice
#

but what is the default settings then? preset #1?

alpine spruce
#

you can think of them as different save slots

scenic pumice
#

yeah but all are different though

alpine spruce
#

do you mean the hdr look button

#

and just preset 1/2/3

scenic pumice
alpine spruce
#

they are the same

scenic pumice
#

those

#

huh

#

for me they are different last time i checked

alpine spruce
#

it always uses preset 1 when you start the game

scenic pumice
#

ok then nvm

#

thanks

alpine spruce
#

preset 2/3 is just for comparison

scenic pumice
#

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

floral bone
#

Can Lossless Scaling be used alongside renodx?

formal orbit
#

Afaik that shouldnt be a problem, just need HDR enabled in Lossless

floral bone
formal orbit
brisk zodiac
#

Frameslopmaxxing

minor turret
velvet cargo
#

should I enable the HDR10+ Gaming option with Reno?

tame canopy
vagrant condor
#

should i use github version or wip version? @tame canopy

tame canopy
#

basically wip is closer to SDR and repo/nexus is closer to the cooked vanilla HDR

vagrant condor
#

why dont you upload this better version on github? like i was playing with cooked hdr for 20 hours 🙁

past locust
#

also decouple the midpoint tonemap slider from reno

#

tkekpepehands

tame canopy
#

Last I checked the stuff I did for packed flags was buggy. Never got around to fixing it.

past locust
#

do you know why the mod would crash the game on an amd gpu ?

tame canopy
#

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

alpine spruce
tame canopy
#

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

alpine spruce
#

let me check

hardy atlas
#

nvapi game, doesn't upgrade any textures and doesn't inject cbuffers. outputs black screen

alpine spruce
tame canopy
#

FSR is probably the culprit if it exists, but I got FSR working on Starfield with custom swapchain

alpine spruce
#

there you go

#

instantly found one

tame canopy
hardy atlas
#

ya

alpine spruce
#

doesnt work on amd

tame canopy
#

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

hardy atlas
#

ya its dx12

#

not sure if the residetn evil games have issues on amd

alpine spruce
#

atelier games are dx11

hardy atlas
#

those are also dx12, nvapi (except for 4), and have rt like hitman

alpine spruce
#

with no native hdr

#

upgrades dont work on amd i guess

hardy atlas
#

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

tame canopy
#

I think @torn bone had to do something for monster hunter wilds for AMD, but could have been missing shaders

hardy atlas
#

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;
      };
tame canopy
#

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

alpine spruce
tame canopy
#

Cp2077 only looks for one specific root signature, so it did work afaik

alpine spruce
#

marat told me that their games despite using different engines

tame canopy
#

Might be some specific AMD code in the game

alpine spruce
#

they all use similar or the same shaders for tonemapping and grading

tame canopy
#

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

alpine spruce
#

ya but i think all modders have nvidia gpus

alpine spruce
#

old nvidia gpus dont work

#

someone reported one mod doesnt work for him on his 1080ti

#

forgot which

past locust
#

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

alpine spruce
#

my guess is that

#

those mods probably dont work on an old nvidia gpu either

past locust
#

in case you can figure something out

tame canopy
#
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.

past locust
#

can freesync premium pro do something like that ? heihachiPlasma

alpine spruce
#

its the same thing as gsync

alpine spruce
past locust
#

I Know freesync premium pro does weird stuff

alpine spruce
past locust
#

sometimes u have to nuke it with cru

alpine spruce
#

shouldnt have anything to do with shaders

#

or the rendering

tame canopy
#

i can force no dx11 on cyberpunk

#

and it should be pipeline cloning anyway

#

but it is probably a reshade bug somewhere

past locust
#

Could try a prior reshade version ?

past locust
#

no success

#

hmm

#

6.5.1 crashes

velvet cargo
#

should I be changing the in-game settings?

wary ember
#

Just set the correct settings in Reno

hardy atlas
hardy atlas
wary ember
#

I have mine wrong then lol

hardy atlas
#

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

velvet cargo
hardy atlas
ashen pendant
#

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?

alpine spruce
ashen pendant
vital junco
#

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

alpine spruce
ashen pendant
#

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.

tender meteor
# past locust

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

alpine spruce
#

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

alpine spruce
ashen pendant
vital junco
#

you want this sliver of pink on the left to be just about visible like so if you're doing it per scene

past locust
#

@tame canopy my friend with amd gpu fxed his crashes by running the game as admin

hoary forge
#

Hi! Should i use the wip version that's pinned or the github version?

velvet cargo
alpine spruce
#

theres no one single best value

velvet cargo
#

also, should I edit reno to these values or keep the defaults as you said? I'm using the WIP version

velvet cargo
#

okay so what values do you think are best to set and forget? lol

alpine spruce
#

you do get some raised blacks

velvet cargo
#

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?

ashen pendant
#

What's the big thing about the WIP version that you guys started talking this much about Cybeprunk HDR again?

alpine spruce
alpine spruce
#

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)

ashen pendant
#

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.

ashen pendant
#

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.

tame canopy
#

2.2 is for consumption, not comparison

alpine spruce
tame canopy
ashen pendant
#

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?

alpine spruce
#

also fromsoftware games (not sure if they are out of luts)

ashen pendant
velvet cargo
ashen pendant
velvet cargo
#

I see, any by the SDR look you're referring to the WIP version

ashen pendant
#

To this toggle here.

#

This are my settings now on an LG C9.

hardy atlas
hardy atlas
ashen pendant
alpine spruce
hardy atlas
alpine spruce
#

vanilla hdr is double aces iirc

alpine spruce
#

i know its 2.2

hardy atlas
#

2.2 encode before lut, 2.2 decode after lut

#

then 2.2 encode again at the end

ashen pendant
#

SDR/RenoDX LUT scal. 65/Native HDR

alpine spruce
ashen pendant
alpine spruce
#

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

ashen pendant
#

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.

alpine spruce
#

that would actually be a good fix though

velvet cargo
alpine spruce
#

turn on the debug graph to check

ashen pendant
alpine spruce
#

vanilla highlights look desaturated a lot

velvet cargo
#

oh wait

alpine spruce
#

its not too bad

alpine spruce
#

you are crushing shadows

#

if the graph looks like that

hardy atlas
ashen pendant
velvet cargo
#

here's a better comparison

Default Reno / Pinned Values

velvet cargo
ashen pendant
#

I'd personally go for crushed in this game rather that trying to achieve a perfect value. Fits more Night City.

ashen pendant
velvet cargo
ashen pendant
#

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.

velvet cargo
#

left looks better, so right is probably the "correct" one

ashen pendant
#

Anyways. Thies new WIP version, even at LUT scaling 100, is way less crushed than previous releases, right?

alpine spruce
#

which is about 60 contrast on the wip build

ashen pendant
#

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.

ashen pendant
#

Lol this was me as soon as I booted WIP mod haha...

ashen pendant
#

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?

alpine spruce
#

no need to match sdr

#

their sdr is bad

ashen pendant
#

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.

ashen pendant
#

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 😅

alpine spruce
#

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

ashen pendant
#

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.

ashen pendant
#

Any reports about UI brightness going past specified nits in the game's menu? It's happening to me.

tame canopy
#

I don't touch the UI implementation

ashen pendant
#

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.

mint ridge
#

Sometimes you can see it not settled in just yet when getting in game

hardy atlas
#

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

ashen pendant
ashen pendant
mint ridge
#

But it's mostly with RT or PT enabled iirc

hardy atlas
ashen pendant
#

Map with RenoDX WIP is still cursed right? Not a big deal though.

brisk zodiac
#

Cursed in what way?

alpine spruce
#

so its looks fucked

brisk zodiac
#

ahh

#

Look forward to seeing W4 shenanigans

#

triple ACES

alpine spruce
#

ACES isnt the issue anymore though

#

ACES2.0 is just reinhard by luminance

#

i doubt they will use it though

mint ridge
#

Only in some cases but so far his mod has been mostly uneffective for me with that "nuke like flashbang" sadge

brisk zodiac
#

welp oof

#

RedEngine 4 keeps on giving

formal orbit
ashen pendant
#

Would something like this fix the map for RenoDX WIP?

#

Not very vanilla, but let's be real: vanilla map is disgusting haha.

tame canopy
#

so a new lut/env for it would probably work

#

the first thing they ever built was probably the map

ashen pendant
ashen pendant
#

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.

obtuse python
#

should i use this or the one from nexus mods, im new to hdr

vital junco
#

the pinned one in this channel

obtuse python
#

this is what i get using this addon

ashen pendant
#

This last setting here.

#

#1434377434022809610 message

obtuse python
#

are there any settings i should correct in renodx for better image

and can i use this addon with any reshade i want

vital junco
#

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

obtuse python
vital junco
#

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

obtuse python
vital junco
#

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

ashen pendant
obtuse python
#

for hdr

obtuse python
vital junco
#

no, the in-game setting, not via RenoDX

ashen pendant
# obtuse python for hdr

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.

vital junco
ashen pendant
ashen pendant
vital junco
#

I think you can just disable it and set it to 0 via Reno nowadays if you don't want it

obtuse python
#

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

vital junco
#

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

ashen pendant
vital junco
#

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

obtuse python
#

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

vital junco
#

scrgb won't work with frame generation, just something to keep in mind if you're using frame gen

obtuse python
#

ah nah i dont, my 5070ti maxes this game out on path tracing ultra 1440p

vital junco
#

oh, in-game colour precision needs to be set to high, too

obtuse python
#

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

ashen pendant
vital junco
#

I find the default 50 a bit heavy, I use 30 - 40 in Cyberpunk and 20 with Musa's RDR2 mod

wary ember
#

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

mint ridge
#

Is yesterday's snapshot based on the old one or the wip one ?

loud magnet
#

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?

wary ember
past locust
#

installed reshade normally with reno

#

renamed dxgi.dll to reshade64.dll

#

launch game from sk

wary ember
#

Gotcha, will try that thanks!

#

Welp, doesnt even launch for me like that

#

I crash lol

wary ember
#

I really don´t know why people uses SK without issues and I can´t use it in any game lol

ashen pendant
minor compass
#

in cyberpunk i set a injection delay for SK, crashes only rarely on startup

wary ember
#

Tried adding 5.0 global delay and nah still crashes

loud magnet
ashen pendant
#

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

mint ridge
loud magnet
ashen pendant
tame canopy
#

which was just metadata stuff

minor compass
#

so the pinned wip is still the newest technically right?

minor compass
# wary ember How do you do that?

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

loud magnet
wary ember
#

Thanks a bunch man

wary ember
#

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

tame canopy
olive cloak
#

did you ever strip the aces out of the luts?

#

looking through old messages and you said that using upgrade tonemap could maybe work

ashen pendant
wary ember
thick summit
thick summit
#

Reno HDR Wip + No LUT/Vanilla looks pretty good to me

wary ember
thick summit
scenic pumice
#

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?

thick summit
#

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.

scenic pumice
#

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

thick summit
#

Pretty sure you just manually drop it in your game folder

scenic pumice
#

yeah did that, will try to restart now

thick summit
#

I think I renamed it to the same name as the old version I had, not sure if that is a necessary step though

scenic pumice
#

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

thick summit
#

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

scenic pumice
#

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

thick summit
#

Fair enough!

wicked zinc
#

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

vital junco
hardy atlas
#

also requires tonemap midpoint set to 1 and color precision set to high

wary ember
#

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

remote karma
#

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.

novel hinge
#

can RenoDX work with Nova Lut 3.0?

worthy isle
#

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.

novel hinge
worthy isle
#

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 🙂

noble willow
#

it’s more accurate to the original

remote karma
#

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.

noble willow
#

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

vital junco
#

I'd say the WIP build is the best Cyberpunk's ever looked

wicked zinc
vital junco
#

set LUT Scaling to 48 or 65 if you find it too dark

#

and the in-game HDR settings midpoint should be 1.0

vital junco
#

here's what mine looks like at 203 brightness/1000 peak at 65 LUT scaling with defaults for everything else

wicked zinc
#

The settings

vital junco
#

@wicked zinc change the tone mapper at the top from ACES to RenoDRT

#

that's the latest pinned one in this channel

alpine spruce
#

ya i risread

alpine spruce
#

thought its from 2024

vital junco
wicked zinc
vital junco
#

yes, that's expected, it's based on the SDR look of the game, not the original HDR look

#

put LUT scaling at 65 or 95 and see if you like that more