Love the way it looks but it totally breaks almost every reshade shader. I can't live without DOF and not a single DOF shader seems compatible. If this is fixed, then this mod would be god tier.
Same. Seems Marty's RTGI (post process ray tracing) is incompatible.
I use RenoDX in Oblivion Remastered and it is phenomenal. As an alternative here, the NVIDIA App included RTX HDR actually works pretty well for this game, and is still compatible with all non-HDR shaders.
I want to say that Opti Scaler had an advanced option to run after shaders in the pipeline
After some testing can confirm, this looks great when used on it's own with no other shaders in reshade. However if you have any basic colour affecting shaders such as lightroom, which a lot of people use to get rid of the green wash the game has, it appears to clamp the top values added by this plugin. I don't know if there's any workarounds to allow for colour correcting shaders to work with this plugin?
As others have mentioned - using REST seems to clamp values reported by HDR analysis tool. Unless I'm missing something specific that needs to be done within that plugin itself? If the author could explain further in the decription it would help other users
Doesn't feel right. Other games with HDR provide a serious "wow" factor. This feels more like any normal, subtle Reshade preset. I can't really say for certain any light sources or highlights ever truly look HDR with this.
edit: Make sure your gamma is exactly 50. 49 was my folly.
I'm having some trouble making it look right with HDR 400 True Black. The image is a bit dark and depressing when compared to AutoHDR with the gamma fix reshade on, or even with SDR. Even if I turn the peak brightness up well above 400, and play with the settings to make it a bit more vibrant. Does anyone have advice?
Regarding the RenoDX settings in the game, how should they be set up? Am I correct in assuming that you should set peak white to whatever your monitor's peak brightness is? (So, e.g.: My monitor in HDR Peak 1000 would mean setting it to 1000, and HDR 400 True Black would mean setting to 400)
And what about the average white setting? That's set to 203 by default. How should that be calibrated? Or is 203 always the correct value?
im curious about this too.. at 203/203 for the game and ui brightness, the game seems quite dark for hdr. i set them both to 500 and it definietly makes it brighter, but still a lil unsure what theyre supposed to be set to. my monitor can do 1100 nits peak, so 203 nits for 100% white seems a little low?
also, not sure if its just me, but fhe whole game has a sort of green tint to it with this.
100% is the diffuse white level not the peak white level. 203 is generally considered a good value for dim to moderately lit room. Personally 500 nits diffuse white sounds insanely high, but depending on your display settings then maybe it dims the entire screen, making 500 not actually that bright. My samsung G80SD OLED has a 1000 nit mode but its entirely useless as it dims the entire screen when I use it, so I use the true black 400 mode. Ultimately, what matters is that it looks good to you.
From my testing REST seem to not be fully compatible with RenoDX? The HDR analysis shader prints SDR with UI and proper HDR without the UI enabled. Even though the images look the same. There maybe is a portion of the reason why many shaders don't work correctly.
I use REST from here of course: https://github.com/4lex4nder/ReshadeEffectShaderToggler-FFXIV
With this configuration I tested many shaders and can savely assume that over 95 % of shaders don't work correctly and/or show widely different results/glitches with/without HDR. Even the HDR ones by Lilium, who made the HDR analysis.
You have adjusted your REST shader settings, by default all reshade shaders will run before specific game shaders such as UI. This causes analysis tool to not capture the end output of the scene, only whatever shaders before the UI processing. Game updates might also shuffle certain shaders, I had this happen with 7.0 to 7.1 and had to find the new ones.
Go over to REST and make sure that HDR analysis is unchecked from the various before rendering draws.
SDR shaders are going to cause visuals glitches for the most part as they've not been made with HDR in mind. REST's xeGTAO works together with Reno
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I use RenoDX in Oblivion Remastered and it is phenomenal. As an alternative here, the NVIDIA App included RTX HDR actually works pretty well for this game, and is still compatible with all non-HDR shaders.
I want to say that Opti Scaler had an advanced option to run after shaders in the pipeline
Also for the people saying shaders don't work: most normal shaders don't support native HDR, you have to use shaders with HDR support.
https://github.com/GimleLarpes/potatoFX
https://github.com/MaxG2D/ReshadeSimpleHDRShaders
These 2 shaderpacks support HDR and can also be downloaded via the reshade installer
https://github.com/clshortfuse/renodx/wiki/Mods
I don't know if there's any workarounds to allow for colour correcting shaders to work with this plugin?
As others have mentioned - using REST seems to clamp values reported by HDR analysis tool. Unless I'm missing something specific that needs to be done within that plugin itself? If the author could explain further in the decription it would help other users
edit: Make sure your gamma is exactly 50. 49 was my folly.
And what about the average white setting? That's set to 203 by default. How should that be calibrated? Or is 203 always the correct value?
also, not sure if its just me, but fhe whole game has a sort of green tint to it with this.
The HDR analysis shader prints SDR with UI and proper HDR without the UI enabled. Even though the images look the same. There maybe is a portion of the reason why many shaders don't work correctly.
https://imgur.com/DSP9mOf
https://imgur.com/bSWFh2N
I use REST from here of course:
https://github.com/4lex4nder/ReshadeEffectShaderToggler-FFXIV
With this configuration I tested many shaders and can savely assume that over 95 % of shaders don't work correctly and/or show widely different results/glitches with/without HDR. Even the HDR ones by Lilium, who made the HDR analysis.
Go over to REST and make sure that HDR analysis is unchecked from the various before rendering draws.
SDR shaders are going to cause visuals glitches for the most part as they've not been made with HDR in mind. REST's xeGTAO works together with Reno