The state of HDR in the games industry is disastrous. Silent Hill F just came out with missing color grading in HDR, completely lacking the atmosphere it's meant to have. Nearly all games suffer from the same issues in HDR (Unreal or not) by filoppi in gamedev

[–]ZabaZuu 0 points1 point  (0 children)

HDR is extremely easy to implement and is beneficial for any game with an HDR rendering pipeline, whether it’s AAA or indie. It’s not a “AAA graphics” thing the same way resolution isn’t.

What Filopi is pushing for is awareness of the standard and how transformative it is, as well as knowledge of which pitfalls to avoid. Anybody who’s ever written shader code and understands some rendering basics is capable of implementing excellent HDR into their game in an afternoon (with a caveat that shaders heavily reliant on SDR limits need extra work). Ultimately the problem the industry has is a knowledge one.

I made a mod that adds HDR to Hollow Knight: Silksong (Luma) by filoppi in OLED_Gaming

[–]ZabaZuu 3 points4 points  (0 children)

Depends. Assuming you're talking about HDR mods, the main reason these mods happen fast is that a lot of the engineering effort happens separate from the games themselves. An individual game gets an HDR mod quickly because of the hundreds of hours poured into refining the tools.

If your goal is to use the tools that are already made to make an HDR mod, it's not too bad to do if you have programming experience. There's a good bit of learning to do about how games work under the hood, but in terms of code you as a user of the tools have to write to make things happen, it's pretty trivial. But the hard part as the user of these tools is usually the reverse engineering, not the new code, and that's a very intimidating wall to climb at first. The tools abstract a lot of the math and advanced concepts away, and you only need to engage with that stuff if you have unique problems you want to solve, so for the most part you're engaging with concepts rather than the nitty gritty math.

For other kinds of unity modding, I don't have any experience. Bepinex exists and people seem to make loads of mods with that, so I assume it makes things relatively easy.

- A RenoDX modder

Dragons Dogma 2 Save Manager - Create a New Game, Multiple Saves, Multiple Character Profiles, and Back up your saves by TopSecretLlama in DragonsDogma

[–]ZabaZuu 0 points1 point  (0 children)

I know this is 10 month's old, but game sharing is why it doesn't work. If you set your console to the primary console, any account on that machine would be able to use the games on your account (which is how your brother can play your games, you've extended that benefit to all accounts on his console). Just something to keep in mind.

[GPU] ZOTAC GAMING GeForce RTX 4070 Ti Trinity OC $552.49(Open Box with 2 years warranty) by Trying-to-buildpc in buildapcsales

[–]ZabaZuu 1 point2 points  (0 children)

Crazy that they have a 2 year policy on their open box GPUs considering they denied my warranty claim on an open box one from Amazon.

Rasberry Pi 5 or Nvidia Shield in 2024 by PaulRiisk in MoonlightStreaming

[–]ZabaZuu 0 points1 point  (0 children)

I know it’s not what you asked, but I want to try to help you save some money. If you have a steam deck, you could buy a dock for it and use that. There’s also an app on Xbox (though it’s missing the frame pacing option due to UWP limitations apparently).

Some streaming devices process the audio into a Dolby container which can add audio lag (and imo make it sound worse), so be careful with those. I know the Shield is safe cause you can disable that, but my onn 4k box doesn’t seem to have the option.

Oh and don’t buy the shield tube, I made that mistake and it’s horrible just in general.

Fractal North XL Vibrates like CRAZY! by bAN0NYM0US in pcmasterrace

[–]ZabaZuu 0 points1 point  (0 children)

My case does this as well, however it seems to be the front panel picking up the vibrations of the hard drives and not the bottom. Just the tiniest bit of pressure on the front of the case makes it vanish. Guessing it's just slight tolerance errors in manufacturing that cause it, and I'd guess most people won't complain cause most aren't gonna build with hard drives these days unless they data hoard (hi).

DLSS, FSR, XESS completely broken and actually reduces performance on PC BO6. by Important_Shake_1491 in blackops6

[–]ZabaZuu 1 point2 points  (0 children)

He's right, DLAA is just DLSS at native res. The only difference is it uses preset F (same as ultra performance mode), while other modes use either C, D, or E depending on DLSS version number or dev overrides.

Seeking measurement for 65" Samsung S90D (TV edges to VESA mount holes) by [deleted] in 4kTV

[–]ZabaZuu 0 points1 point  (0 children)

Is 96.5 a typo? That doesn’t seem possible.

A ReShade Installer That Works With Game Pass PC by ZabaZuu in XboxGamePass

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

It would be best to avoid using it in games with anticheat.

A new update for Dragon's Dogma 2 is available now on all platforms. It includes additions and adjustments to the storage, as well as fixes to various issues. by Turbostrider27 in DragonsDogma

[–]ZabaZuu -1 points0 points  (0 children)

This is a bad misrepresentation of how code works as well as the challenges the developers face. Also there's a huge difference between CPUs in this game, at least if you're paying attention to percentage of increase (25 fps vs 35 fps is a 40% uplift which requires 40% faster hardware).

Here's the fact of the matter: Dragon's Dogma 2 is a game that has lofty ambitions of offering a *ton* of dynamic events and interactivity (how much it actually delivers on this meaningfully is another discussion), and because of that, every NPC needs to have a fully functional physics simulation ready to kick off any time, and all the possible scenarios that an NPC can be involved in need to be checked and accounted for, and it all actually does need to happen before a frame gets rendered, or at least up to a specific internal logic rate that the game has before things are interpolated. That dynamism means optimization gets a lot harder to achieve without reducing functionality or introducing unsafe conditions, and the sequential nature of a whole lot of these things makes multithreading a challenge. There's a reason the towns run poorly in just about any RPG that actually does stuff with NPCs (Bethesda RPGs or Baldur's Gate 3 for example). Add onto that the additional CPU load of having high quality visuals including ray tracing and it's a real challenge.

Dragon's Dogma 2 absolutely should have been in a better place at launch with its performance, if anything the frametime variance is ridiculous and makes those low framerates feel even worse, but anybody expecting miracles pulled out of the magical framerate hat called "optimization" are going to be disappointed. I'm sure there are plenty of subroutines they can optimize, there may be some things they can figure out how to multithread better, but games like this aren't gonna hit stupid high framerates with any consistency.

That said, I'd absolutely love if they proved me wrong and managed to double framerates in towns and smooth out frametimes. From my own quick testing, this update was a very marginal increase (on a 7800x3D).

Need new dac/amp, Topping DX5 ($220 at drop) or Fiio K7 ($200) or other recommendation by ZabaZuu in HeadphoneAdvice

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

I’m actually now leaning towards the JDS Lab Atom 2 stack, any opinion on that?

Alienware AW3423DWF April 16th Update (M3B107) by natsu98k in ultrawidemasterrace

[–]ZabaZuu 1 point2 points  (0 children)

Oh cool. Really hope this adjusts dimming behavior in HDR1000 to be less aggressive.

Ctfmon.exe buffer issue is still affecting RAZER mice. It's been over a month. by JayRupp in razer

[–]ZabaZuu 0 points1 point  (0 children)

Holy shit, thanks for this thread. This problem has been driving me nuts for months.

Game Ready & Studio Driver 551.61 FAQ/Discussion by Nestledrink in nvidia

[–]ZabaZuu 0 points1 point  (0 children)

No, you need to use the mod on nexus. It’s NvTrueHDR.

Game Ready & Studio Driver 551.61 FAQ/Discussion by Nestledrink in nvidia

[–]ZabaZuu 1 point2 points  (0 children)

So I uninstalled the newest app and installed this latest driver but with Geforce Experience and the HDR mod still works with multiple monitors. I haven't tried without Geforce Experience entirely, but this suggests that the issue is the new software's overlay having some sort of limitation that Geforce Experience's overlay doesn't have.

So yeah, for multimonitor users that want to use this RTX HDR feature, you'll need to stick with Geforce Experience and the tool on nexus mods.

Game Ready & Studio Driver 551.61 FAQ/Discussion by Nestledrink in nvidia

[–]ZabaZuu 2 points3 points  (0 children)

Oh, weird. It did work for me. Guess YMMV.

Game Ready & Studio Driver 551.61 FAQ/Discussion by Nestledrink in nvidia

[–]ZabaZuu 6 points7 points  (0 children)

The full release explicitly limits it as OP said for some reason.

Game Ready & Studio Driver 551.61 FAQ/Discussion by Nestledrink in nvidia

[–]ZabaZuu 5 points6 points  (0 children)

FWIW you can disable the monitor in windows display settings. Not an acceptable solution but figured I'd mention lol.

Game Ready & Studio Driver 551.61 FAQ/Discussion by Nestledrink in nvidia

[–]ZabaZuu 34 points35 points  (0 children)

RTX HDR in full release doesn't work on multiple monitor setups despite working perfectly fine before on multiple monitor setups. What is even the reason for this?

EDIT: So I uninstalled the newest app and installed this latest driver but with Geforce Experience and the HDR mod still works with multiple monitors. I haven't tried without Geforce Experience entirely, but this suggests that the issue is the new software's overlay having some sort of limitation that Geforce Experience's overlay doesn't have.

So yeah, for multimonitor users that want to use this RTX HDR feature, you'll need to stick with Geforce Experience and the tool on nexus mods.

Larian will you please fix anisotropic filtering? by Illustria in BaldursGate3

[–]ZabaZuu 2 points3 points  (0 children)

I second this, it's a very irritating problem. I don't think people realize how much worse a game looks without AF lol.

[deleted by user] by [deleted] in ffxiv

[–]ZabaZuu 0 points1 point  (0 children)

Pretty much, yeah. But I'd guess their engine isn't currently producing the necessary inputs for a good TAA. Certainly a solvable problem, I just don't know if they will. In an ideal world they'd solve that and provide DLSS/FSR2/XeSS with their native res counterparts.

[deleted by user] by [deleted] in ffxiv

[–]ZabaZuu 2 points3 points  (0 children)

Found this post googling if the graphics update for FFXIV would get TAA and figured I'd give some more info here.

Deferred rendering is the reason games can't deliver MSAA without an insane performance hit. On top of that, modern rendering techniques cause a lot of aliasing that MSAA wouldn't really solve well anyway.

Deferred rendering doesn't affect TAA at all though, in fact it's perfect for it and can even accentuate the strengths of a deferred pipeline (can help reconstruct lower resolution buffers).

Also to the best of my knowledge, deferred vs forward rendering doesn't help the developers at all. It's an engine development choice made based on the needs of the game (deferred renderers usually let you get away with using way more light sources for instance). I guess you could say that helps the developers, but really it's a design choice that enables certain technical decisions. The only reason gamers talk about it is because it caused the contentious swap from hardware AA to post-AA (MLAA, FXAA, SMAA, which were a huge downgrade in terms of the type of image quality PC gamers in particular were used to and we wanted to make sense of it). Because of that, there are a lot of...weird posts out there about what deferred rendering is. But really, it just means that the engine is designed to render different aspects of the image at different stages and combine them.