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spooglebiff snart

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Spooglebiff

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9 comments

  1. HeyJoeHUN81
    HeyJoeHUN81
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    I use NVidia GeForce cards only for a while now. I also just use NVidia Ansel to fix smaller pity things like this and it's just works. But always great to have another option, ofc.

    Nice pics anyway but for me, for my taste for example I don't like the dark areas pitch black, I use less contrast than on these pictures, so the areas in shadow for example still not only a black silhouette. Plus the very bright areas don't blind me, more pleasant for the eyes even during longer gaming sessions and just overall looks better but again it's just me, my 2 cents on this topic
  2. timmahr
    timmahr
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    we put this in root folder correct?
    1. rogueang3l
      rogueang3l
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      Yeah, its a reshade. Use it like any other reshade.
    2. timmahr
      timmahr
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      thank you for your help
      and all you do 
  3. Spooglebiff
    Spooglebiff
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    If anyone cares, I've redone the adaptive tonemapping and lighting curve to be more adaptive to medium light conditions and have removed all highlighting as it is no longer necessary with the new adaptive tonemap, image should be pretty close to the current version but without the large spikes in contrast towards the edges of the reshades exposute limits
    currently testing it in different locations and will update the file tomorrow with a few more changes to nudge it even closer to the vanilla image :D
  4. KUB04
    KUB04
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    Could you add screenshots of before/after the trees you talk about in the description? It sounds good but from those screenshots it doesn't really look any different, just sharper and more saturated. I can't see how the lights are dynamic
    1. Spooglebiff
      Spooglebiff
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      It's going to come off more saturated as there are a lot of lights in that room, however, if you were to do a back to back (at least in my current version with fixes coming tonight) you will see that white light will desaturate things properly, colored lights will saturate surrounding areas and the screen space will slightly expose and re-color adapt (again, fixed a few values that definitely threw things off) to light values. To be honest, a large issue of the game's graphics that threw me off immediately was the lack of saturation and sharpness changes based on light and this reshade was made aimed at only adding those things which it did, but I also threw on some sharpness passes there for myself as I mostly play remote on a 1080p projector that adds a ton of noise and desharpens the image. 

      If you want I can tone down a few things to be even closer to the original image, but I did take a few liberties to make the reshade look unique.
  5. Soylencer
    Soylencer
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    Don't take this the wrong way, but I was attempting to be a colorist/calibrator for a long time, and I have to ask, "tonally accurate" against what?
    1. Spooglebiff
      Spooglebiff
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      It should be pretty accurate, however I do know the reason's you would look to be improper color grading and have a few fixes coming later tonight :)
      Other fixes are in place for a few black/white levels getting crushed as well as a slightly lower exposure to non-colored lighting. 

      If you are wondering why I say "tonally accurate" it's because the HDR and Tonemap were graded against the game's white point and color banding, however I did not fully tune the contrast stretch against it (or at all, really tbh) and will be doing that tonight :>

      Edit: The reason there are minor discrepancies is because I had streched the contrast manually and then streched that further without tuning to the fixed white point and adaptive tinting, should be simple enough to fix.