.exr/.hdr converted HDRIs with the NVIDIA Texture Tools Exporter using the BC6S format have severe clipping and artifacts inside the toolkit and runtime (with RR off, its a black dot, with RR on, the denoiser freaks out, causing artificing as seen in the video below)
https://github.com/user-attachments/assets/626e968f-45e9-433c-a4c2-960183fc7d47 (video)
Import the HDRI into NVIDIA Texture Tools, set the Format to BC6S HDR RGB, Save As... a DDS file in a place where both the toolkit and runtime can see it
In the toolkit, select a sphere/dome or other sky-like object, remove albedo map, set albedo color to 0, select the converted HDRI as a emissive map with the emissive intensity at 1 (changing it does not fix the issue)
Map gets lit as you would expect for a HDRI, but has black clipping or denoiser artifacts from areas of high luminance such as the sun or a bright light. This is observable in both the toolkit and in-game
What is the expected behavior?
The runtime should display the HDRI without clipping as shown inside NVIDIA Texture Tools/Photoshop
Describe the bug
.exr
/.hdr
converted HDRIs with the NVIDIA Texture Tools Exporter using the BC6S format have severe clipping and artifacts inside the toolkit and runtime (with RR off, its a black dot, with RR on, the denoiser freaks out, causing artificing as seen in the video below) https://github.com/user-attachments/assets/626e968f-45e9-433c-a4c2-960183fc7d47 (video)How do you reproduce the bug?
Format
toBC6S HDR RGB
,Save As...
a DDS file in a place where both the toolkit and runtime can see itWhat is the expected behavior?
The runtime should display the HDRI without clipping as shown inside NVIDIA Texture Tools/Photoshop
Version
dxvk-remix: 3b321ad / bridge-remix: 3e91886
Logs
No response
Crash dumps
No response
Media
No response