ReGraded appears to be a Reshade preset utilizing LUT, but this mod is applying the LUT through the game's internal post-process, as a pak mod, similar to No Color Filters' approch.
Does this mod work with grand hub? I noticed this area is VERY bright compared to the rest of the areas. It seems that no color filter mod doesn't work with this area, so I don't know if this mod works or not .
This is good. I'm using HDR and utilized disable post processing mod to disable color correction because it makes the game so washed out and bright. My game looks better now with color correction thanks to this mod. Looking forward to seeing improvements. Endorsed!
I just compared before and after applying your mod and it doesn't seem to change anything for me. I'm currently using a 4070super graphics card, DLSS is turned on, and I'm using three graphic enhancement mods: 'Disable processing, Fog removal mod, and reshade mod'
Hmmm. While I like the approach of having it internal, what this lacks is customizability, ReShade is highly personal. I think the ideal solution would be :
1. Internal color grade disable Blank canvas to work on rather than, as you say, slapping on a ReShade on top of the terrible color grade.
2. Monster Hunter Wilds Zone change hook to Reshade I'm pretty sure each zone of the game has a Unique Identifier (UID), and so you could have a script that listens to that field and updates a trigger whenever it changes
3. Tweaked Reshade presets The user has multiple preset files they have tweaked for each zone that get triggered / activated by the script.
The base color is so bland but with decent lighting it's easily customizable with Reshade tho. Although can't be entirely zone/weather specific but you can tweaks color balance and it looks so much better than what you have here
@huy98vn Yeah. I use ReShade myself with Disable Post Process and I managed to make it look great. Though I do realize the universal nature of ReShade makes it a tad annoying (like with the interface being affected) and different biomes being hit or miss (setting that make Forest looks amazing, make Wyveria look boring). That's where I think there's room for improvement.
1. All color space manipulations(brightness/contrast/shift/vibrant etc) can be merged in one cLut(color lookup table). In ps/gimp/krita/paint/or any other photo process program, put the neutral LUT above an example image, all you did with the image in color space will be reflect in the LUT.
2. A modern game will use different LUT for different palace/time of day/weather/season. Reshade can not read this internal game data. If you've played tes/fallout series, you will noticed the difference between enb and reshade.
3. If you not disable post-processing, reshade will have to use a "dirty" image as input. If you disable post-processing, some internal functions break.
4. DD2, MHW already have LUT mods, if you have tried one you will forget the reshade.
@FinnBough So, to summarize, ReShade => Subpar because happens too late in the chain. Right?
disable post-processing, some internal functions break.
I have not noticed any functions breaking on my end (SDR), so *may break.
So, better solution : RenoDX + LUTs to change the Grading of the game with the cleanest image possible while hooking into the game to respond to biome changes.
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also RenoDX basically makes this s#*! pointless
This initial release is mostly just looking for people to report major graphical issues this might cause since I can only test so much myself
I've only done significant testing on HDR, tried to test SDR but it's late and swapping between causes a lot of issues on windows these days
In the coming weeks I plan to release a proper project using this approach
https://www.nexusmods.com/monsterhunterwilds/mods/594
This doesn't disable any of the vanilla LUTs, it's just replacing what I believe is the first pass LUT with my own
I think the ideal solution would be :
1. Internal color grade disable
Blank canvas to work on rather than, as you say, slapping on a ReShade on top of the terrible color grade.
2. Monster Hunter Wilds Zone change hook to Reshade
I'm pretty sure each zone of the game has a Unique Identifier (UID), and so you could have a script that listens to that field and updates a trigger whenever it changes
3. Tweaked Reshade presets
The user has multiple preset files they have tweaked for each zone that get triggered / activated by the script.
Yeah. I use ReShade myself with Disable Post Process and I managed to make it look great.
Though I do realize the universal nature of ReShade makes it a tad annoying (like with the interface being affected) and different biomes being hit or miss (setting that make Forest looks amazing, make Wyveria look boring). That's where I think there's room for improvement.
In ps/gimp/krita/paint/or any other photo process program, put the neutral LUT above an example image, all you did with the image in color space will be reflect in the LUT.
2. A modern game will use different LUT for different palace/time of day/weather/season. Reshade can not read this internal game data. If you've played tes/fallout series, you will noticed the difference between enb and reshade.
3. If you not disable post-processing, reshade will have to use a "dirty" image as input. If you disable post-processing, some internal functions break.
4. DD2, MHW already have LUT mods, if you have tried one you will forget the reshade.
Huh. Yeah that looks like it. [RenoDX Github]
@FinnBough
So, to summarize,
ReShade => Subpar because happens too late in the chain.
Right?
So, better solution :
RenoDX + LUTs to change the Grading of the game with the cleanest image possible while hooking into the game to respond to biome changes.