Hey, man. You did quite a nice job with this preset. I can tell you put a lot of time and effort in it, so thanks for sharing, that's much appreciated. I'm trying to either tweak it (for personal use only, of course) or create my own and there's one thing you managed to do that really impressed me. Since switching to HDR mode, I've been having red lights blow-out and act very weird, like the tone/brightness is too high or oversaturated, I don't know. It bothers the hell out of me and it doesn't happen when I switch back to SDR, but I really wanted to continue playing on HDR. Here's some pics to illustrate what I'm talking about:
I was wondering if you know what .fx fixed the orange mess behind the neon sign and gave it a softer aura/bloom. The light source/highlight seems to keep the same brightness, which is really important, but the blown-out effect on the wall is what really bothers me. Let me show you another two examples just to make sure you understand what I'm talking about:
01 / 02 (picture 02 is a comparison between HDR vs SDR, HDR looks weird to me)
By the way, this only happens to red colors. However, with your ReShade profile on, it seems to fix the issue with red lights and cause the issue to blue-ish lights. I saw that you asked someone down below which colors he found to be oversaturated so maybe that answers that question.
When your fix is off and you're on HDR mode, do red lights get orange-y and reflect that way on the wall for you too? Can you tell me how you fixed it, what .fx did the job and what should I be looking to adjust? Thanks in advance, and I'm sorry if this comment is too long, I actually enjoy discussing this game's HDR and learning other people's experience with it.
hi first off ill start looking into the blue oversaturation
second the coloring has basically in a way been broken slightly and then worked back up the ones responsible for coloring are prod80_01_Color_Gamut, Prod80_04_SelectiveColor, Prod80_04_SelectiveColor v2 selectivecolor v2 is the one that does most of the recoloring the color gamut has been changed to wide gamut rgb which in theory gives a little amount more of reds, greens and blues variants to work with
for now you can play around with the selectivecolor v2 and find the blue's in there and fix them a bit if you want to make slight changes you can use selective color (without a v2) as a correcting filter for the blue
as for did i experience the same orangy reflects yes but not as exposed as you had it mine were a little more mild were at a glance you knew its not the right color
hopefully version 1.2 fixes the oversaturation a bit let me know if any color stands out too strong one comes to mind as its a personal preference the reds i prefer the text actualy being red then the original game i have found a area during night which becomes red light district lowering the reds there does improve overal shades of color also by doing so removes the vibrant red from text but found it not that bothersome afther leaving the area
that said im still playing through the game changes might still apply in the future as i need to be in the area were the color is most dominant to know if it needs to be fixed
would you not just adjust the black levels instead ? considering thats the issue atm , im confused and no offense why you need all the other crap running its just gonna overblow specular highlights and lighting in general and take away detail kinda debunking the point of hdr in the first place.
Fair point, but you know, you could just disable or tweak the other "crap" to your liking. Colors frankly look fine for the most part on my OLED C9, it's just the raised blacks... and you can easily f*#@ this up by overdoing it and loosing detail in the blacks.
here is a problem i know how to actualy get it right to balance but i cant seperate the ui interface from the ingame enviroment either i fix it on the ui interface and the world looks more awful or i fix it in the ingame enviroment and the ui gets blown out as i noticed in other hdr fixes
for it to be anywhere near true hdr since i allready experienced it in devil may cry 5 i wil have to break color blacks and whites to rebuild them agian i puzzled more then enough with reshade to make this possible but due to the ui not being seperated from the game when using reshade one or the other wil look overdone to the point it becomes garbage
it comes more down to the developers to fix hdr as reshade doesnt send hdr metadata only sdr metadata even a rebuild of color blacks and whites would make it close to hdr but highlights and shadows still wont be perfect i got no way to send that data into hdr only mimic it
for now this is the fix im currently using its a decent boost in color blacks and whites if the blacks are to strong on some monitors then use the tonemap option in hdr to fix this the hdr was created on a samsung oddysey g7 monitor i wont know how it wil look on a tv or any other 1000 nits monitor as i dont have one at my disposal i can only offer what looks good at my end the goal was to have a boost without taking a crap on the ui interfaces
11 comments
Without the fix / With the fix
Without the fix / With the fix
I was wondering if you know what .fx fixed the orange mess behind the neon sign and gave it a softer aura/bloom. The light source/highlight seems to keep the same brightness, which is really important, but the blown-out effect on the wall is what really bothers me. Let me show you another two examples just to make sure you understand what I'm talking about:
01 / 02 (picture 02 is a comparison between HDR vs SDR, HDR looks weird to me)
By the way, this only happens to red colors. However, with your ReShade profile on, it seems to fix the issue with red lights and cause the issue to blue-ish lights. I saw that you asked someone down below which colors he found to be oversaturated so maybe that answers that question.
When your fix is off and you're on HDR mode, do red lights get orange-y and reflect that way on the wall for you too? Can you tell me how you fixed it, what .fx did the job and what should I be looking to adjust? Thanks in advance, and I'm sorry if this comment is too long, I actually enjoy discussing this game's HDR and learning other people's experience with it.
second the coloring has basically in a way been broken slightly and then worked back up the ones responsible for coloring are prod80_01_Color_Gamut, Prod80_04_SelectiveColor, Prod80_04_SelectiveColor v2
selectivecolor v2 is the one that does most of the recoloring the color gamut has been changed to wide gamut rgb which in theory gives a little amount more of reds, greens and blues variants to work with
for now you can play around with the selectivecolor v2 and find the blue's in there and fix them a bit if you want to make slight changes you can use selective color (without a v2) as a correcting filter for the blue
as for did i experience the same orangy reflects yes but not as exposed as you had it mine were a little more mild were at a glance you knew its not the right color
that said im still playing through the game changes might still apply in the future as i need to be in the area were the color is most dominant to know if it needs to be fixed
for it to be anywhere near true hdr since i allready experienced it in devil may cry 5 i wil have to break color blacks and whites to rebuild them agian i puzzled more then enough with reshade to make this possible but due to the ui not being seperated from the game when using reshade one or the other wil look overdone to the point it becomes garbage
it comes more down to the developers to fix hdr as reshade doesnt send hdr metadata only sdr metadata even a rebuild of color blacks and whites would make it close to hdr but highlights and shadows still wont be perfect i got no way to send that data into hdr only mimic it
for now this is the fix im currently using its a decent boost in color blacks and whites if the blacks are to strong on some monitors then use the tonemap option in hdr to fix this the hdr was created on a samsung oddysey g7 monitor i wont know how it wil look on a tv or any other 1000 nits monitor as i dont have one at my disposal i can only offer what looks good at my end the goal was to have a boost without taking a crap on the ui interfaces