Cyberpunk 2077

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danyalzia

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danyalzia

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17 comments

  1. dyltavio
    dyltavio
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    Thanks for the mod. I've been waiting forever for something like this to fix the HDR black floor without using reshade.

    0.001 min worked best for my HDR OLED. Lower than that had no benefit and started adding posterization. I added before/after pics to the gallery.
    1. danyalzia
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      Thank you for the images!
    2. theCyanideX
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      Not sure where you got your default values but MinRange = 0.001000 should be the default. 😅
    3. danyalzia
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      @theCyanideX that's my fault. I indeed set 0.01 as default value for MinRange. It's fixed now.
  2. irulannaba
    irulannaba
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    Any idea why lowering the min instead causing more black clipping? checked this using reshade lighroom shader and I was suprised that any other value other than default causes clipping
  3. theCyanideX
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    Min and max ranges have a working value between 0-1 (where you'll see the most drastic differences when adjusting the values). Why CDPR set a max of 100 is unknown to me.

    Ideally, you would want to set min range to 0.000000000001 and max range around 10 (negligible differences thereafter) but depends on the LUT you're using and the look you're going for.
    1. Leona101
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      Do you have a minium value to combine with that?

      Also, don't think too hard about why CDPR did certain things. Down that path lies only madness.
    2. theCyanideX
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      It's more noticeable in HDR but you can see the difference these min values have to the shadows:

    3. danyalzia
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      What do you mean by "working value"? Because at max range of 1, highlights become too dull, 2 makes it less dull and there are noticeable differences in subsequent values albeit negligible after like 10.

      Max range 1


      Max range 2
    4. danyalzia
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      Unfortunately, setting Min range that low causes posterized look on certain textures (i.e., ground/asphalt) and more noticeable color banding (which can be reduced by decreasing Gamma a bit). Will post screenshots later for demonstration.
    5. theCyanideX
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      Whoops, I made a typo; should have said max of 10 for max range. After that, there are negligible differences. By working range, I just mean the range in which the parameter changes will have the greatest visual impact.

      Regarding the min range, this was more from testing in HDR and I haven't really had a chance to experiment with SDR. Just thought I would mention it for those looking to increase shadow fidelity. 😉

      Having this tool available will certainly be handy for fine tuning things.

      PS. You images above are a better example than the ones in the mod page. You should add them!
    6. danyalzia
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      Thank you for your comment :D You are right that after Max range 10 the difference is negligible and it takes a very large value (>1000000) to have some small differences.
    7. danyalzia
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      @theCyanideX Thanks for the suggestion :) Can I also add your image under your name? :)
    8. theCyanideX
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      Of course!
    9. nullfractal
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      [...] after Max range 10 the difference is negligible and it takes a very large value (>1000000) to have some small differences.

      Could be that this var in specific is affected in a logarithmic manner, considering that continuously smaller numbers have a harsh effect.

      The derivative/slope at 0.000000000001 (10⁻¹²) of a log₁₀ curve is 4.342944819·10¹¹ (~434.3 billions), while at 1000000 it is 4.342944819·10⁻⁷ (~0.434 millionths).

      What that means is that every change at a small value affects MUCH MORE than a change at a very large value, which tracks with how the variable behaves. You could try and use an exp₁₀ function (or: 10ⁿ) on the max value to try and counter the logarithmic nature.
    10. theCyanideX
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      Could be that this var in specific is affected in a logarithmic manner

      The way it scales now is a flat multiplier. Its range is very strange, though. I'm not sure why they would have it at that scale.
    11. danyalzia
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      @nullfractal You are right. I also thought about adding exp/pow function instead of fixed step value for those ranges. Will test it.