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Replies: 4 comments 1 reply
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Mmh let's hope Renodx could somewhat improve the situation |
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I would add that the game, even on brightness set to zero, fires over 400 nits in bright scenes, like looking at the sky, which makes it unplayable at night without mods. |
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1.4 Update is out, they mentioned some fixes for over saturation with the AgX tonemapper. Please have a look again? Love your work! |
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HDR is more impressive than all these ray tracing stuff but devs just don't care about it. We need games that are made HDR in mind from the ground up. Not a second thought. |
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Technical Info:
Note
Peak brightness can be overridden with
m_fHDRMaxOutputNitsOverridecommand in therenderer.inifile, located in%LOCALAPPDATA%\Remedy\CONTROLResonantHDR Settings:
HDR Brightness- screen brightness / paper whiteNote
HDR Brightnesscan be overridden withm_fHDRGamePaperWhiteNitscommand in therenderer.inifile, located in%LOCALAPPDATA%\Remedy\CONTROLResonantHDR UI Brightness- self-explanatoryNote
Same values as above
Note
HDR UI Brightnesscan be overridden withm_fHDRUIPaperWhiteNitscommand in therenderer.inifile, located in%LOCALAPPDATA%\Remedy\CONTROLResonantReview:
I've been very much impressed with the HDR presentation in previous Remedy titles, and while Resonant inherits a lot of their positive elements (like the options menu, or the ability to overwrite values with .ini commands), it takes a massive step back in the most crucial area.
The main issue stems from the devs switching to an offshoot of the increasingly popular AgX tonemapper. The problem is, AgX does not support HDR natively, so it has to be added by the devs themselves. Sadly, Remedy has opted not to do that, and instead used a per-channel (red, green, and blue channels separately) inverse tonemapping algorithm (I will refer to it as ITM from now on) to stretch the SDR image to the HDR display's capabilities.
If that sounds a lot like AutoHDR or RTX HDR to you, it's basically the same idea, though better integrated into the engine. What that means is the game retains the SDR clipping point, artificially stretching the brighter parts of the image up to whatever peak brightness value is provided. Meanwhile, per-channel color unnaturally distorts characters' skin tones, leading to oversaturation and hue shifts.
The good news is that the game's color grading LUTs are actually created with a wide color gamut in mind. The bad news is, the wide gamut from the LUTs is clipped in the AgX input, resulting in the clipping of colors going outside the SDR gamut. Color banding is sadly still an issue, though the game's film grain shader does dither the transitions to a degree, improving the situation somewhat.
Overall, whether the HDR presentation looks good here is highly contextual; some scenes can look excellent, while others look very deep-fried. I would say it's still usable, especially if you tone down the peak brightness, but seeing as most major dev studios have finally started to treat HDR seriously this year, Remedy getting it so wrong this time is a major disappointment.
Update Oct 1st:
Patch 1.4 has been released, promising to address the oversaturated highlights with HDR enabled. And it does exactly that.
Sadly, it's still ITM, so expect huge chunks of the image to be undetailed blobs of light. But now, instead of using per-channel mapping like previously (which oversaturates brighter parts of the image) or per-luminance mapping like The Witcher 3 Remastered (which desaturates brighter parts of the image), the game is using max-channel mapping, which tries to preserve the original colors as much as possible.
Overall, it's more usable now, especially at lower peak brightness, but it's still a far cry from what it should be.
Comparisons
Warning
In order to view them correctly on Windows, you must use a Chromium browser with Windows HDR enabled and the brightness slider set to the value of 31
Highlights comparison
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