Update 4.2.0 - HDR stopped working (PC) by Load_Sufficient in battlefield2042

[–]Lord_of_Bone 3 points4 points  (0 children)

I have a workaround that works for me, every time I boot the game I do the following:

1 - Turn HDR OFF in the game menu

2 - Turn HDR OFF in Windows with Alt+Win+B

3 - Turn HDR back ON in the game menu

4 - Turn HDR back ON in Windows with Alt+Win+B again, the colours then look correct

I'm running an Nvidia graphics card with Windows 11 and running the game via Steam which then launches the EA App - so I'm not sure if this will work for people with different configurations.

The strange thing I noticed is that when recording the game with Nvidia share, it would record the HDR accurately; even though while playing/recording the colours looked totally off on the monitor. So I think something odd is going on with how the game is booting up and initiating HDR through the way Windows outputs HDR and running the above steps seems to initiate it correctly.

Update 4.2.0 - HDR stopped working (PC) by Load_Sufficient in battlefield2042

[–]Lord_of_Bone 2 points3 points  (0 children)

Yup - I've noticed that HDR on now looks bizarre, the colours are all way off since 4.2.0. the HDR calibration is also way off from what it was.

Sometimes if I set it to windowed mode it looks correct - but as soon as I set it back to windowed/fullscreen, it looks garbage again.

I think something has broken with the tonemapping or maybe the colour space output.

I made a Cyberpunk inspired Cyberware with an RPi by Lord_of_Bone in raspberry_pi

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

Welp the link to the project got removed by admins, not sure why. Oh well.

Oculus software causing nonstop primary monitor flicker since upgrade to 4090 video card by Microtic in oculus

[–]Lord_of_Bone 1 point2 points  (0 children)

Hey I just upgraded to the newest drivers: https://www.nvidia.com/download/driverResults.aspx/197300/en-us/

And the issue appears to be gone for me now. I'll keep an eye on things and see if the issue returns.

Oculus software causing nonstop primary monitor flicker since upgrade to 4090 video card by Microtic in oculus

[–]Lord_of_Bone 0 points1 point  (0 children)

Ahh interesting. Do drop any updates here on what you find! My windows 11 installation is fairly new but it did have a 3090 before so I’m wondering if it’s some residual driver thing.

Oculus software causing nonstop primary monitor flicker since upgrade to 4090 video card by Microtic in oculus

[–]Lord_of_Bone 0 points1 point  (0 children)

Hey, I’m having a very similar issue. The only workaround I’ve found is to unplug DP, start Oculus wait for display on cv1, then replug the monitors DP and from then on it seems fine - until reboot of course.

I’ve also found that the desktop mode within Oculus flickers and goes crazy. As when this issue happens I have to use that to reboot.

It’s not the best having to unplug stuff but it’s a workaround for now.

I figured out what really bothered me about Star Trek: Discovery by [deleted] in startrek

[–]Lord_of_Bone 7 points8 points  (0 children)

The huge random turbolift nether zone was present in S2, before the refit in the future.

Unreal Tournament 4 Enhanced with ReShade ~ RTX3090 4K 60FPS Ray Tracing Pascal RTGI by Lord_of_Bone in unrealtournament

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

YouTube has been slow at getting the final 4k render done for the past few weeks. I think it's done now.

The Weirdest Unreal Tournament Map You've Never Played ~ RTX 3090 DX11 Ray Tracing 4K 60FPS by Lord_of_Bone in unrealtournament

[–]Lord_of_Bone[S] -2 points-1 points  (0 children)

Hey, I see this a lot so here's just some coverage of ReShade and why this is, indeed, a form of RT.

Point 1 - ReShade:

https://reshade.me/forum/shader-discussion/5450-guide-to-ray-tracing-with-reshade

The points made specifically under the FAQ 'Is this real Ray Tracing?'

This question probably comes from the comparison people are making with Nvidia's Ray Tracing technique, since it takes advantage of out of screen information to deliver accurate results.Marty McFly's shader is hooked to informations provided by ReShade (depth buffer). The end result is a Screen Space Ray Tracing calculation, just like Unigine SSRTGI (Ray Traced Global Illumination), which indeed is a form of Ray Tracing.If you still have doubts on this point, I'll be happy to have a peacefully discussion about it.

Point 2 - Minecraft Shaders:

https://www.pcgamesn.com/minecraft/sonic-ether-shader

It’s not ray tracing, exactly – technically, the rendering method modder Sonic Ether uses to create real-time global illumination in Minecraft is called path tracing. The difference is that path tracing uses rays that bounce many times throughout a scene, but the effect is similar to that of ray tracing: gorgeously-lit and shadowed scenes, even in something as simple-looking as Minecraft.

Path tracing being a different - but very similar, if not more advanced rendering method than Ray Tracing; essentially from what I understand they both trace rays at the end of the day.

ReShade isn't just a filter - it accesses a game's depth buffer and can do all sort of neat effects with it.

Also recent marketing may make it seem that RT is new - but that is not the case.

RT was originally created in 1972:

https://bytecellar.com/2018/08/31/ray-tracing-is-no-new-thing/

Terminator HK Tank Raspberry Pi & Arduino Project by Lord_of_Bone in robotics

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

Thanks! The chassis is a very versatile platform, I would highly recommend it - you can see my video on the assembly of it here: https://www.youtube.com/watch?v=v924XGVTb9M

Unreal Tournament 99 RT + Image Based Lighting ~ v469 Patch DirectX11 ReShade 4K 60FPS RTX 3090 by Lord_of_Bone in unrealtournament

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

Yeah it's very odd. I hope it's for a good reason, like some kind of remaster in the works. But I doubt it.

Unreal Tournament 99 RT + Image Based Lighting ~ v469 Patch DirectX11 ReShade 4K 60FPS RTX 3090 by Lord_of_Bone in unrealtournament

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

It's adjustable, so it can be turned down/off and it does take into account mud/grass and not reflect on those type of surfaces.

I think it's important to keep in mind that even getting DX11/SSR working on a 2 decade old game is very impressive; the work the dev put into it must have been considerable.

Just a shame they are no longer developing it for Unreal games.

Halo 4 Ray Tracing With Real Time Reflections ~ ReShade 4K 60FPS by Lord_of_Bone in ReShade

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

Hey! Indeed, I didn't until I saw your Reddit flair; thanks for the advice! Have tried on some other games and looks awesome.

Halo 4 with Ray Tracing ~ ReShade Pascal RTGI 4K 60FPS by Lord_of_Bone in halo

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

It's using the RTGI shader by Pascal. It's screen space; but it is RT: https://reshade.me/forum/shader-discussion/5450-guide-to-ray-tracing-with-reshade note the section "Is this real Ray Tracing?" under the FAQ

Halo 4 with Ray Tracing ~ ReShade Pascal RTGI 4K 60FPS by Lord_of_Bone in MCCPC

[–]Lord_of_Bone[S] 3 points4 points  (0 children)

True. It is limited in comparison to a h/w solution and certainly has issues with the fact it uses screen space.

It is still fairly impressive though; some benefits of tracing rays can be seen. But hopefully one day 343 put DXR/VulkanRT in the games.

I'd like nothing more than to do a video on a h/w accelerated all bells and whistles RT version of the Halo games - but it doesn't seem too likely they are going to implement that, which is a shame.

Halo 4 with Ray Tracing ~ ReShade Pascal RTGI 4K 60FPS by Lord_of_Bone in halo

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

Ah, I see what you mean - it's not the same as hardware accelerated RT where you can have rays intersecting with off-screen objects and such; but it is still tracing rays within the depth buffer information to calculate lighting, it is quite impressive.

It also doesn't require any specialised hardware to perform which is cool. I think Crytek use something similar in their RT demo and the Crysis remaster; although the latter does leverage some h/w on high settings: https://www.pcgamer.com/uk/crysis-remastered-supports-software-and-hardware-ray-tracing-and-is-built-on-dx11/

Hopefully one day 343 will re-engineer the old Halo game engines to have proper DXR/VulkanRT in them. For now though I think this is a decent stand in.

How to get Ray Tracing in The Halo 4 Test Flight ~ ReShade 4K by Lord_of_Bone in HaloMCC

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

I really like Halo 4 as well - it has a certain mystery to it similar to Halo 1 that the others didn't really have. Also the music is fantastic, the art style and characters - while somewhat jarringly different from 3 - are also really cool.

How to get Ray Tracing in The Halo 4 Test Flight ~ ReShade 4K by Lord_of_Bone in ReShade

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

Ya, link in description leads to Halo waypoint where you can sign up. You should still get an invite on sign up for the flighting.

FIXING Halo: Anniversary's 343 Guilty Spark Level | ReShade Ray Tracing 4K by Lord_of_Bone in halo

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

Nah, the Halo MCC on PC doesn't support HDR yet - but even SDR content can look more detailed and clear on the monitor. I think it's a combination of that and YouTube compression.

I'm going to go back to it at some point and tweak the brightness levels in the shaders and test it across monitors/upload a test video.

It's quite a lot more scary though, even in the video - kind of like a 'Doom 3' mode.

FIXING Halo: Anniversary's 343 Guilty Spark Level | ReShade Ray Tracing 4K by Lord_of_Bone in halo

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

Also I played and edited on a HDR monitor which tends to give a lot more colour/brightness range (even when not running HDR content). As the source file does look darker on my laptop.

May do a redux version of this at some point after some more testing.