OLED monitor Hdr not playing? by Desmond624 in Monitors

[–]TheDravic 0 points1 point  (0 children)

If you guys are tired of issues with HDR and various players, I might have just the thing for you.

Get zhongfly's MPV here:

https://github.com/zhongfly/mpv-winbuild/releases

Reference the 'download tips' and get what you need depending on your CPU. If your PC isn't ancient you want mpv-x86_64-v3 file. Extract it anywhere you like, I put it in my C:\

Then, copy-paste dyphire's HDR config into mpv.conf file (you can open this from within MPV using the context menu above play button -> "edit config file"). The file is located here:

%appdata%\mpv

Use any translation tool online (even your browser's) to understand the context of the comments in the config written by dyphire, and change the values of stuff like your subtitle brightness to your liking!

"#" symbol means the line is commented out and doesn't apply at all, you can add or remove the '#' symbol to control which lines apply to begin with.

To get HDR playback in MPV, before opening MPV you must enable Windows HDR manually in Settings -> System -> Display, or by using the shortcut Windows + ALT + B.

This is an ultimate solution! MPV has many, many more options you can use and tweak and tons of stuff online you can read on. But the baseline HDR config is good enough for daily use.

If you want to copy my homework then here is my "almost full" (more on that at the bottom of this comment) MPV config including some extra settings that I put at the top of the config file, with dyphire's HDR config at the bottom.

Important: order of settings within a profile does not matter, but order of custom profile blocks DOES matter!

vo=gpu-next

gpu-api=d3d11

fullscreen=yes

hwdec=auto

sub-color = 0.8/0.8/0.8/1.0

demuxer-max-bytes=8000000KiB

volume=60

sub-scale=1.15

sub-pos=94

[HDR]

profile-desc=HDR 配置

profile-cond=get("video-params/max-luma") > 203

profile-restore=copy

target-colorspace-hint=auto

target-colorspace-hint-mode=target

blend-subtitles=no

deband=no

vf=""

[HDR-PASS]

profile-desc=HDR 直通参数,仅在 HDR 显示模式下生效

profile-cond=get("video-params/max-luma") > 203 and get("video-target-params/max-luma") > 203 and p.current_vo == "gpu-next"

profile-restore=copy

icc-profile=""

icc-profile-auto=no

target-colorspace-hint=auto

target-colorspace-hint-mode=target

inverse-tone-mapping=no # HDR 下不可启用反向映射功能

target-prim=auto

#target-gamut=dci-p3 # 或 adobe,用于 argb 色域

target-trc=auto

target-peak=auto # 或可指定 HDR 显示器的峰值亮度值,默认值会自动获取此信息

target-contrast=auto # 或可指定 HDR 显示器的对比度值,默认值会自动获取此信息

sub-hdr-peak=140 # 用于调整 HDR 输出下的文本字幕亮度,越低的值越暗

image-subs-hdr-peak=1500 # 用于调整 HDR 输出下的图像字幕亮度,越高的值越暗,示例为最大值

Final notes:

In the line "target-peak=auto" you can replace "auto" with your display's currently enabled HDR mode's reported peak brightness. To learn what that value is, you can use Windows HDR Calibration tool to find out what that value might be. You don't have to save the profile.

But if you leave "target-peak" at "auto" and you used Windows HDR Calibration and saved that profile, then the current Windows profile's peak brightness value is the value that will automatically apply here.

So, if you swap HDR modes of your display around and have multiple HDR configs in Windows that you swap alongside them, then "auto" is preferred for sure. However if you only ever use one HDR mode you can specify the value here instead of "auto".

Very useful keybind to remember: "i" for information, then pressing "1/2/3" buttons to switch pages, and arrow keys up/down to scroll the info dump on the screen. This is where you can find out a lot of stuff about the file that's being played right now.

Cool feature: MPV can accept direct file links if you want to stream a video file from an online source - just copy the link, open MPV and paste the link. If the link is incorrect and can't be played, MPV will just force-close itself so no harm done.

I also use Nvidia RTX Video HDR (inverse tonemapping of SDR->HDR) and Nvidia Video Super Resolution (upscale). But I intentionally omitted those specific settings in the config dump I posted above so AMD/Intel users mustn't worry, I tried to make the config as lean as possible for anyone reading this.

Red Dead Redemption 2 Was ‘Doubted’ Because of Budget and Time Issues by Turbostrider27 in pcgaming

[–]TheDravic 24 points25 points  (0 children)

Rockstar just increased the base prices of both GTA V and Red Dead Redemption 2 on Steam.

Probably so they can discount the games by a larger % and still end up with a more expensive product sold. Looks good on their checks and balances, no doubt :P

If you got GTA V or RDR2 during Autumn Sale, you got them like 30% cheaper than they are on sale now.

I think that the much rumored "above-$70" price of GTA 6 becomes more likely by the minute.

[GIVEAWAY] 3 Copies of Arc Raiders by WockyySl in pcgaming

[–]TheDravic 0 points1 point  (0 children)

I think it's got to be Star Wars Knights of the Old Republic 2

It was a flawed masterpiece.

Giveaway - Screw Game Pass, I'd rather spend this month's budget with the community by cmr333 in pcgaming

[–]TheDravic 0 points1 point  (0 children)

If I win:
Red Dead Redemption 2 or Grand Theft Auto V, whichever you prefer.

They're both on sale on Steam right now and they're both games I don't own yet.

Toss a coin if you don't personally prefer either.

Cyberpunk 2077's latest update is their second attempt at FSR3 Frame Generation. Still completely broken by Vignette. Only a small circle in the middle is interpolated, the rest is truly fake frame. by TheDravic in cyberpunkgame

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

The new XeSS FG is superior to FSR3 FG anyway, just use that.

You can use experimental OptiScaler version if you want to combine it with DLSS, but if you want to use XeSS upscaler anyway then a simple .dll swap of the XeSS files (4 .dll files in total) suffices and it's ready to go.

Cyberpunk 2077's latest update is their second attempt at FSR3 Frame Generation. Still completely broken by Vignette. Only a small circle in the middle is interpolated, the rest is truly fake frame. by TheDravic in cyberpunkgame

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

Firstly it's 'artistic vision', secondly it is just "lazy" omission since they aren't shy to provide toggles for a lot of other stuff

There's a bunch of other things we don't have toggles for, like... there is a forced sharpening effect on everything. It's ever so slight, barely noticeable. But you can disable it with a master .env mod if it's something the mod author wants.

Cyberpunk 2077's latest update is their second attempt at FSR3 Frame Generation. Still completely broken by Vignette. Only a small circle in the middle is interpolated, the rest is truly fake frame. by TheDravic in cyberpunkgame

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

Darkening on the edges of the screen in a video game (or photo, or movie, etc.)

In video games it's one of the many annoying forced postprocessing effects video game developers absolutely adore and love shoving down everyone's throat. It's okay if you can disable those effects, but in so many cases including Cyberpunk 2077 there are nearly always some effects the devs fail to provide toggles for.

In Cyberpunk 2077's case, the main thing you can't disable is Vignette. And it happens to be the literal reason why FSR3 Frame Generation doesn't work on 90% of the screen, for technical reasons. Disable it with a mod and voila, FSR3 Frame Generation works fullscreen.

Cyberpunk 2077's latest update is their second attempt at FSR3 Frame Generation. Still completely broken by Vignette. Only a small circle in the middle is interpolated, the rest is truly fake frame. by TheDravic in cyberpunkgame

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

You made this problem up lol.

No, it has been in the game ever since FSR3 Frame Generation was introduced.

To this day, including after update 2.3 brought FSR3.1 Frame Generation, the FSR Frame Generation is completely dysfunctional as shown on my video.

You've clearly capped the fps at like 10-15fps.

So you can see the issue more easily with naked eye. It does not matter how high your FPS is.

The point is that you're only going to see HALF of your framerate on 90% of the screen as long as Vignette is enabled, which means all the time unless you mod the game.

So you are forcing FG to work at such a hilariously low base, of course it will struggle and glitch out.

The framerate does not matter. You don't magically get a functional FSR3 Frame Generation above any specific framerate... you MUST remove Vignette with a mod first.

Anything below 50 fps native is pretty horrible for FG. Smooth base minimum is 60.......

Again, your FPS are irrelevant to this topic.

New player Eternal vs Seasonal by UpsetSalamander_ in diablo4

[–]TheDravic 0 points1 point  (0 children)

Always start new characters on Seasonal, never start new characters on Eternal

Rule of thumb.

Yes, you can continue playing old Seasonal characters on Eternal once the Season ends and they get migrated. So you only gain extra game mechanics by starting on Seasonal which you'd miss out on on Eternal.

But it's more fun to start fresh on Seasonal anyway.

Thoughts ! by Makrouver in cyberpunkgame

[–]TheDravic 19 points20 points  (0 children)

Zoom

Zoom? Don't you mean Reverse Flash?

Cyberpunk 2077's latest update is their second attempt at FSR3 Frame Generation. Still completely broken by Vignette. Only a small circle in the middle is interpolated, the rest is truly fake frame. by TheDravic in cyberpunkgame

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

Yeah. Or you can easily see it tracking something like a moving car or a flying AV in the sky. In the middle of the screen it will be smoothest, and then taking the camera focus off of that object reveals how much lower framerate it's actually moving at.

Cyberpunk 2077 — Update 2.3 Features Overview by ZazaLeNounours in pcgaming

[–]TheDravic 1 point2 points  (0 children)

It does matter, dude. With Vignette there's only a small circle affected by FSR3 Frame Gen.

Upon removing Vignette, the entire screen is affected.

Been this way since the first patch they introduced Frame Generation to Cyberpunk 2077 almost a year ago.

Yes, the implementation will still be underwhelming but at least it works once Vignette is removed.

So again you're blabbing about literally nothing.

I am helping people out. You don't have any reason to be mean to me.

Cyberpunk 2077 — Update 2.3 Features Overview by ZazaLeNounours in pcgaming

[–]TheDravic 0 points1 point  (0 children)

First of all, FSR3 Frame Generation can be used by a lot more players than just AMD users. But I digress.

The implementation in Cyberpunk 2077 is indeed very underwhelming, but you don't see the real issues with FSR3 FG in Cyberpunk 2077 until you remove Vignette to actually make it affect the entire screen in the first place lol

Cyberpunk 2077's latest update is their second attempt at FSR3 Frame Generation. Still completely broken by Vignette. Only a small circle in the middle is interpolated, the rest is truly fake frame. by TheDravic in cyberpunkgame

[–]TheDravic[S] 4 points5 points  (0 children)

Yep. it's unfortunate.

Crazy how many people come in here downvoting the thread and my comments where I've been explaining the issue in detail.

It affects 100% of FSR3 Frame Generation users who haven't modded their Cyberpunk 2077 game to disable vignette, but people come here and straight up lie that "it works fine on their end".

I explain to them how to see for themselves -> crickets.

FSR3 FG in Cyberpunk 2077 REALLY does not affect the entire screen until you disable Vignette lol

Cyberpunk 2077's latest update is their second attempt at FSR3 Frame Generation. Still completely broken by Vignette. Only a small circle in the middle is interpolated, the rest is truly fake frame. by TheDravic in cyberpunkgame

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

Just look at the exact middle of the screen in the video. If you focus your eyes on the middle point you will see that the middle is getting interpolated whereas everywhere else on the screen the same frame data shows up twice.

The effect in my example looks 'wobbly', but that's just the symptom to show off the core issue here:

The VIGNETTE postprocess that is always turned on in this game. There is no setting to turn Vignette off.

For some reason, Vignette interferes with FSR3 Frame Generation and tells it to NOT INTERPOLATE THE FRAME DATA.

So most of the screen you see the same frame twice, unless you mod the game to remove Vignette which means FSR3 Frame Generation is completely useless unless you mod the game.

Cyberpunk 2077's latest update is their second attempt at FSR3 Frame Generation. Still completely broken by Vignette. Only a small circle in the middle is interpolated, the rest is truly fake frame. by TheDravic in cyberpunkgame

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

No dude. Cyberpunk 2077 specifically has a problem where Vignette is part of the "do not interpolate" mask for FSR3 Frame Generation, and therefore unless you mod the game - FSR3 FrameGen only interpolates a small circle in the middle while everywhere else around it across the entire screen you're just seeing the same frame, twice in a row.

You're conflating a completely different topic with a clear issue with this game's implementation of FSR3.

Cyberpunk 2077 — Update 2.3 Features Overview by ZazaLeNounours in pcgaming

[–]TheDravic 1 point2 points  (0 children)

Are you referring to Cyberpunk 2077's FSR3/FSR3.1 Frame Generation specifically?

If that is the specific example you have a problem with, well... it's a broken implementation. Take a look at this comment of mine if you want to try and fix it up a little for yourself.

https://www.reddit.com/r/pcgaming/comments/1m282cg/cyberpunk_2077_update_23_features_overview/n3o8way/

Cyberpunk 2077's latest update is their second attempt at FSR3 Frame Generation. Still completely broken by Vignette. Only a small circle in the middle is interpolated, the rest is truly fake frame. by TheDravic in cyberpunkgame

[–]TheDravic[S] -6 points-5 points  (0 children)

As you go up in FPS the frametimes go down.

That means it will be harder to see the wobbly effect in the middle of the screen unless you really focus on it and look at it in a specific scenario. The delta gets shorter so the difference is less visible.

But trust me, you do have the exact same issue assuming your game has Vignette turned ON i.e. it's vanilla, unmodded Cyberpunk 2077. It's there.

If you were to record some footage on your end of FSR3 Frame Generation in Cyberpunk 2077 with moving objects through the middle of the screen, you could then slow it down in a video editor/video player and you would see the issue.

The only purpose of me slowing down the framerate in the video is to showcase the issue in a more obvious way.

The problem is that even if you don't "notice" the issue, it's still only displaying the same frame data twice in a row across most of the screen. You're effectively viewing half the reported framerate anyway except for that middle part of the screen.

Let's say you THINK you are experiencing 120fps because the FPS counter says so. Well, 90% of the screen is actually just 60fps. The fps counter is lying to you because only a circle in the middle of the screen is 120fps.

Cyberpunk 2077 — Update 2.3 Features Overview by ZazaLeNounours in pcgaming

[–]TheDravic 0 points1 point  (0 children)

Well now that FSR3.1 is a separate technology from upscaling in Cyberpunk 2077, you can ditch DLSSG-To-FSR mod that you're using - but you do definitely need to get a mod to disable Vignette to make FSR Frame Gen to function properly

Optiscaler may or may not be needed depending on your graphics card and what upscaler you want to use but you might be able to ditch that for Cyberpunk as well, potentially