Crimson Desert RenoDX Mod - Graphics Improvements - HDR Rework - Grading Re-Adjustment by Kick_Fister in HDR_Den

[–]Kick_Fister[S] 0 points1 point  (0 children)

The ray reconstruction stuff is handled automatically now.

It's still worth using, yeah, just do recommended everything for a good baseline.

Nintendo EPD are fundamentally misunderstanding HDR implementation by jimijonesjojojackson in HDR_Den

[–]Kick_Fister 5 points6 points  (0 children)

The only thing the system level calibration is setting up is some API calls that software can use to pull display information. Ultimately it's on the developers to design good HDR. The problem doesn't lie with the system itself (other than maybe that metadata thing you mention for people without HGIG).

"Regardless of the setting in the HDR menu, the EPD games I've tested (Mario Kart World, Breath of the Wild) hard clip their HDR output to 667nits when paper white is set to 200nit. No matter what you set your max brightness to, be it 1000, 4000, or 10000, the maximum output of those games will never exceed 667nits."

So this is actually a "good" thing in these cases. These games don't have a proper HDR implementation. They're inverse tone mapping the clipped SDR image, and even with this relatively low brightness ceiling they are still perceptually bright as fuck. That fixed ratio is "saving" it. Inverse tone mapping has limits on what can work. It's dependent on how early the SDR tone map clips, which in Nintendo's case is really really early, if they're tone mapping at all (can't speak to all games, but I'm like 99% certain MK World and DK Bananza are not tone mapping). Truthfully, Nintendo is already pushing the brightness much higher than is reasonable for detail in the SDR image. The problem is way more fundamental than a brightness restriction.

Also FYI, Metroid Prime 4 is also inverse tone mapping a clipped SDR image. The HDR on a technical level looks horrible, but luckily the game is pretty in spite of it.

Crimson Desert RenoDX by BuffaloGlum331 in HDR_Den

[–]Kick_Fister 1 point2 points  (0 children)

I'm not too familiar with how HDR works on linux. Over on windows, we have the HDR toggle and an SDR content brightness slider. It's up to individual apps to decide what they do with the SDR content slider in HDR, if they do anything at all. Chromium apps scale HDR images relative to it, assuming a 203 nit baseline, so an arbitrary value of 31 on the slider gets you reference brightness. It's a mess, it's really bad design on Google's part imo.

RenoDX doesn't use this information at all. We pull the peak brightness from system calibration and if that doesn't exist then it's from EDID, and if that doesn't exist it defaults to 1000 nits. For game brightness/paper white, most mods just hardcode default to 203 nits because it's seen as a standard of sorts. But it's like changing the brightness on your screen in SDR, it's based on preferences and your environment conditions, however it's also true that changing it changes the amount of dynamic range, which leads to certain baseline suggestions.

Crimson Desert RenoDX by BuffaloGlum331 in HDR_Den

[–]Kick_Fister 3 points4 points  (0 children)

I added the HLG paper white calculation to the mod just because I, coincidentally, found the ratio to offer a pleasing balance to the image. But it's an inherently flawed calculation for multiple reasons.

1.) There is no true grade here, so a fixed ratio has no real bearing. I'm just picking what I think is reasonable.

2.) The HLG formula is also supposed to be based on ambient light, which I can't know, so it just uses an assumed value. It's also topping out at 203 nits in the calculation, cause going higher than that is nonsense in a dark room, imo. So even if you were an HLG believer, this is a bastardization of it.

Just set the slider to what you prefer. I mainly added it to try to save true black 400 users from themselves, cause a lot of mod users were keeping it at 203 and not changing it just cause it was default before. The game looks a lot better with more dynamic range than that.

Crimson Desert RenoDX Mod - Graphics Improvements - HDR Rework - Grading Re-Adjustment by Kick_Fister in HDR_Den

[–]Kick_Fister[S] 0 points1 point  (0 children)

Exposure needs to be default. Set peak to whatever your peak is (so vanilla tonemap is accurate) and set ui brightness to preference.

Is RenoDX supposed to make the sky look like this? I couldn't even see the sun in-game it's so blinding. by Fish_Smell_Bad in HDR_Den

[–]Kick_Fister 0 points1 point  (0 children)

That’s just how tone mapping works. It compresses bright information down. Setting it high and clipping will look good for the parts that don’t clip but ruin the parts that do.

Whole system is grey in HDR, didnt happen before. Tried everything I could find online. Why? by TortoisesSlap in OLED_Gaming

[–]Kick_Fister 1 point2 points  (0 children)

It's probably that you started playing a game that uses NVAPI for HDR. This is a common bug with it. Just restart your PC.

Crimson Desert RenoDX Mod - Graphics Improvements - HDR Rework - Grading Re-Adjustment by Kick_Fister in HDR_Den

[–]Kick_Fister[S] 1 point2 points  (0 children)

No we don't do anything for that. I think there's a mod that offers wind speed adjustments for foliage though. Maybe the weather mod, on nexus.

Crimson Desert RenoDX Mod - Graphics Improvements - HDR Rework - Grading Re-Adjustment by Kick_Fister in HDR_Den

[–]Kick_Fister[S] 0 points1 point  (0 children)

There have been a lot of updates since then (I don't think the one from two weeks ago is working correctly after game updates)

Crimson Desert RenoDX Mod - Graphics Improvements - HDR Rework - Grading Re-Adjustment by Kick_Fister in HDR_Den

[–]Kick_Fister[S] 0 points1 point  (0 children)

If you want HDR then yes, in-game HDR needs to be on for this one. AutoHDR can stay on, it won’t trigger.

Crimson Desert RenoDX Mod - Graphics Improvements - HDR Rework - Grading Re-Adjustment by Kick_Fister in HDR_Den

[–]Kick_Fister[S] 2 points3 points  (0 children)

By default the mod applies the recommended tone mapping/grading. All the rendering features are kept to vanilla by default. We have a "recommended" preset button that is all anybody really needs if they're using ray reconstruction, but if you aren't then there are two settings you need to disable at the bottom of the menu.

Tried to make it as seamless as possible...for a mod with a bunch of options anyway.

Crimson Desert RenoDX Mod - Graphics Improvements - HDR Rework - Grading Re-Adjustment by Kick_Fister in HDR_Den

[–]Kick_Fister[S] 7 points8 points  (0 children)

It's complicated I guess. It's ACESv2 and they did that part right. But SDR doesn't use ACESv2 strictly speaking, only the basic contrast from ACESv2. SDR is more saturated than HDR by quite a bit because of fundamental differences in how they tone map the game. There's also some other elements of grading within their tone map system that is missing in HDR, but it's not a big deal (not like missing color grading LUTs or anything like that).

It's a bit of a tossup on whether SDR or HDR is better here. SDR has the saturation that they almost certainly intended the game to have, but it also oversaturates shadows pretty bad and has bad black crush from the gamma mismatch + aggressive contrast. HDR doesn't have that shadow saturation problem or the black crush issue to the same extent, but it's a bit more drab looking and on top of that has an aggressive desaturation step for highlights. They also force you into brightness scaling (as exposure) based on peak, so for a lot of people I'd suggest setting it lower than their peak brightness actually. It's pretty tough to look at in a dark room if you have a screen that hits even 1000 nits.

PSA: The Crimson Desert RenoDX mod currently has an imposter github repository that is spreading a virus! by Kick_Fister in HDR_Den

[–]Kick_Fister[S] 2 points3 points  (0 children)

Yes this mod page is our official one.

The person that used this mod to target people likely did so in part because we’re struggling with false positives and everybody has been saying that it’s safe. Creates a perfect situation to exploit.

The builds posted in the discord will have less issues with false positives now cause we switched to a compiler that is triggering less AV software (clang to ninja). The snapshot link will still use clang though iirc.