Open IShadowDukeI opened 1 month ago
If it can be enabled (and stays enabled) via Engine.ini then it's probably not something I'd add. The main benefit of setting these other CVars in code is that we can override ones that are changed by the game script/code.
"BMWK - SPF" mod is pure snake oil
"MWK - SPF" mod is pure snake oil
Is it this mod https://www.nexusmods.com/blackmythwukong/mods/13 ?
"MWK - SPF" mod is pure snake oil
Is it this mod https://www.nexusmods.com/blackmythwukong/mods/13 ?
Yes
"BMWK - SPF" mod is pure snake oil
Yeah, figures. :D i only saw that with the prev. addition of the RT shadows, so i thought i mention it. ;)
If it can be enabled (and stays enabled) via Engine.ini then it's probably not something I'd add. The main benefit of setting these other CVars in code is that we can override ones that are changed by the game script/code.
Right. And yes, it stays enabled. Could cause shadow flickering in some scenes, also depending on your settings. But since i like HDR a lot, i like the benefit.
BTW you can always use SpecialK to inject HDR.
It's usually really good (not fake HDR) as it inject into the engine, and is highly customizable.
Le lun. 26 août 2024, 22:12, IShadowDukeI @.***> a écrit :
If it can be enabled (and stays enabled) via Engine.ini then it's probably not something I'd add. The main benefit of setting these other CVars in code is that we can override ones that are changed by the game script/code.
Right. And yes, it stays enabled. Could cause shadow flickering in some scenes, also depending on your settings. But since i like HDR a lot, i like the benefit.
— Reply to this email directly, view it on GitHub https://github.com/Lyall/WukongTweak/issues/10#issuecomment-2311000954, or unsubscribe https://github.com/notifications/unsubscribe-auth/AZVYVBQRTYHGS46PF4QZG73ZTOD4HAVCNFSM6AAAAABNDCL2XSVHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMZDGMJRGAYDAOJVGQ . You are receiving this because you commented.Message ID: @.***>
I know, not a fan tho. There is "native" HDR in Wukong, its just not enabled, probably because of these shadow glitches, maybe its coming properly with a patch.
Is it possible to make the dark areas lighter on SDR screen? The contrast is really annoying
From engine.ini. This will enable HDR support, only set by ini. So people can use this with MWK - SPF
[SystemSettings] r.allowhdr=1 r.HDR.EnableHDROutput=1 r.HDR.Display.OutputDevice=5 r.HDR.Display.ColorGamut=2 r.HDR.UI.CompositeMode=1 r.FullScreenMode=0 r.HDR.UI.Level=1.5 r.HDR.Display.MidLuminance=54 r.HDR.Display.MaxLuminance=750
r.AllowHDR Creates an HDR compatible swap-chain and enables HDR display output.0: Disabled (default) 1: Allow HDR, if supported by the platform and display
r.HDR.Aces.SceneColorMultiplier Multiplier applied to scene color. Helps to reduce over saturation
r.HDR.Display.ColorGamut Color gamut of the output display: 0: Rec709 / sRGB, D65 (default) 1: DCI-P3, D65 2: Rec2020 / BT2020, D65 3: ACES, D60 4: ACEScg, D60
r.HDR.Display.MaxLuminance The configured display output nit level, assuming HDR output is enabled.
r.HDR.Display.MidLuminance The configured display output nit level for 18% gray
r.HDR.Display.MinLuminanceLog10 The configured minimum display output nit level (log10 value)
r.HDR.Display.OutputDevice Device format of the output display: 0: sRGB (LDR) 1: Rec709 (LDR) 2: Explicit gamma mapping (LDR) 3: ACES 1000 nit ST-2084 (Dolby PQ) (HDR) 4: ACES 2000 nit ST-2084 (Dolby PQ) (HDR) 5: ACES 1000 nit ScRGB (HDR) 6: ACES 2000 nit ScRGB (HDR) 7: Linear EXR (HDR) 8: Linear final color, no tone curve (HDR) 9: Linear final color with tone curve
r.HDR.EnableHDROutput Creates an HDR compatible swap-chain and enables HDR display output.0: Disabled (default) 1: Enable hardware-specific implementation
r.HDR.UI.CompositeMode Mode used when compositing the UI layer: 0: Standard compositing 1: Shader pass to improve HDR blending
r.HDR.UI.Level Luminance level for UI elements when compositing into HDR framebuffer (default: 1.0).
r.HDR.UI.Luminance Base Luminance in nits for UI elements when compositing into HDR framebuffer. Gets multiplied by r.HDR.UI.Level