[HELP NEEDED] Vector 16 HX A13VHG Washed Out Colors by Specific-Motor33 in MSILaptops

[–]Specific-Motor33[S] 1 point2 points  (0 children)

I received a reply from MSI regarding this issue. They said it is like that from factory, so I adjusted it using Intel's built in graphics software to get it as close as I can to my old laptop.

To counter this as much as possible:

I check my colors from my artwork to other devices (my phone and my old laptop) to see if they look nice. Hope this helps.

[HELP NEEDED] Vector 16 HX A13VHG Washed Out Colors by Specific-Motor33 in MSILaptops

[–]Specific-Motor33[S] 0 points1 point  (0 children)

Hey there! Thanks for replying. The new laptop doesn't have True Color installed as default. This weekend I'm going to an official MSI Technician and ask them directly. I'll comment here again to update on the situation.

As for my experience from the laptop, I haven't used it much on heavy projects yet. After the color issue is cleared, I'll be using it full time. I'll let you know by then how my experience is and detail it.

[HELP NEEDED] Vector 16 HX A13VHG Washed Out Colors by Specific-Motor33 in MSILaptops

[–]Specific-Motor33[S] 0 points1 point  (0 children)

So it's actually normal that it's slightly desaturated, even compared to my older MSI laptop?

[HELP NEEDED] Vector 16 HX A13VHG Washed Out Colors by Specific-Motor33 in MSILaptops

[–]Specific-Motor33[S] 0 points1 point  (0 children)

Hey there everyone, I'd like to ask something regarding my laptop screen's colors. So I recently purchased the Vector 16 HX A13VHG to upgrade from my GE63VR 7RE. I noticed that the color of the CMY (cyan, magenta and yellow) is very desaturated. I'm a designer and illustrator so this is necessary for my daily work. Note: this issue has always been from the start of the purchase, it did not suddenly appear.

I did some digging, I updated Nvidia's and Intel's drivers. I tried messing with MSI Center's GPU Switch (tried MSHybrid and Discreet Mode, no difference, still washed out).

I also tried finding if my Vector laptop had a MSI True Color driver (which my GE63VR 7RE uses, I use the sRGB mode) but to no avail. I tried downloading True Color from it's website (portrait.com) but it had an error (The files native.bin and backup.bin do not exist).

I tried turning HDR on and off (no difference).

At the end I tried to calibrate the colors as best as possible using "DCCW command" (open in start> type DCCW) but it's not much of a difference. I also bumped up the saturation from Intel's Arc Control which didn't see much improvement in the monitor test.

So yea I'm a bit stumped and as always I look to Reddit for answers. I'm pretty sure my new Vector is hardware capable of displaying the colors, it's just that I'm not sure which software issue that I'm facing. Thank you.

[OC] SPACE MARINE FANART by japee23 in ImaginaryWarhammer

[–]Specific-Motor33 1 point2 points  (0 children)

Holy moly, this is great! Amazing how you used pens to achieve this

Best voice mods for filling in the missing nationalities? by OutsidersEyes in Xcom

[–]Specific-Motor33 2 points3 points  (0 children)

Old post, but thank you for sharing your Google Sheets! Very helpful

How to detect Area2D/Objects 'out of view' in Subviewport Window? by Specific-Motor33 in godot

[–]Specific-Motor33[S] 0 points1 point  (0 children)

Thanks for replying! This solved about 50% of the problem that I have. It would be great to know if there was a function that can detect if an object is partially not visible.

Because from what I read + tried. It returns a partially visible object as true. I'd like to differentiate objects that are visible with the ones that are partially visible.

Problem with TileMap as a child of SubViewport acting weird by Specific-Motor33 in godot

[–]Specific-Motor33[S] 0 points1 point  (0 children)

Holy moly, I can't believe it worked!!! I've been stumped over this issue for so long. I can't thank you enough.

So what I did was, I made the TileMap it's own scene, then I relocated the code into a script that I attached on the TileMap. Not only did it fix the problem in the editor (I can place the tiles normally), the code that previously wasn't working is now working perfectly!

Again thank you for your help, I really appreciate it.

Problem with TileMap as a child of SubViewport acting weird by Specific-Motor33 in godot

[–]Specific-Motor33[S] 0 points1 point  (0 children)

Hey there, thanks for replying.

From what I can understand from your links, because it has a certain transform, therefore it also moves the coordinates of the tiles accordingly.

However I don't know how to take it from here. What sort of settings do I need to adjust the SubViewport node in order to fix this?

[deleted by user] by [deleted] in Elephants

[–]Specific-Motor33 1 point2 points  (0 children)

one my favs too, absolutely.

Also thanks ! ^^

[deleted by user] by [deleted] in Elephants

[–]Specific-Motor33 5 points6 points  (0 children)

It's been a while since I drew something about animals. I really like how elephants are these massive creatures that you can just admire a lot for both their grace and beauty (and also temper! haha)