Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[Rise of the Tomb Raider] sRGB Bypass needs Apply #43

Open
Aemony opened this issue Dec 17, 2022 · 7 comments
Open

[Rise of the Tomb Raider] sRGB Bypass needs Apply #43

Aemony opened this issue Dec 17, 2022 · 7 comments

Comments

@Aemony
Copy link
Member

Aemony commented Dec 17, 2022

Special K needs to use the sRGB Bypass Apply mode for Direct3D 11 in this game as otherwise it results in a much too dark image.

Special K defaults (sRGB Passthrough)
20221217105245_1

W/o Special K or sRGB Apply
20221217105325_1

The D3D12 mode of the game is unaffected and works properly.

@Aemony
Copy link
Member Author

Aemony commented Dec 17, 2022

Apparently this is not that simple to fix as configuring SK to use Apply then makes the game crash on launch (without any crash details captured).

SpecialK.log
modules.log

For now, it seems the most compatible way of using SK in this game is to either delay global injection or disable the flip override (and instead e.g. use Windows 11's built-in flip override), or configure the game to use D3D12 (DirectX 12).

@Aemony
Copy link
Member Author

Aemony commented Jan 2, 2023

An older version of Special K, such as v22.4.9.1, works to bypass the issue for D3D11, though here the sRGB Passthrough setting must be used instead:

https://cdn.discordapp.com/attachments/792979353117524009/961821541878886420/SpecialK.7z

@Aemony Aemony changed the title [Rise of the Tomb Raider] scRGB Bypass needs Apply [Rise of the Tomb Raider] sRGB Bypass needs Apply Jan 2, 2023
@Aemony
Copy link
Member Author

Aemony commented Jan 2, 2023

Edited the previous posts to indicate this issue only affects the D3D11 (DX11) mode of the game. D3D12 (DX12) works flawlessly.

The D3D11 (DX11) mode of the game might be desirable for players due to the following reasons:

  • Nvidia's VXAO ambient occlusion tech is exclusive to the D3D11 (DX11) mode.
  • Might perform better or be more stable on Nvidia hardware.

@Aemony
Copy link
Member Author

Aemony commented Jan 2, 2023

This issue touches upon #14 as well, of course.

@darklinkpower
Copy link

I've been testing and for me none of the different modes seem to provide the same image output as the original

v22.11.1.1

Original:
ROTTR_OD405tdDWR

Passthrough:
ROTTR_2attKDDi1p

Strip:
ROTTR_GYhEiR6HAN

Apply:
ROTTR_41h0dPfAla


Apply seems to be correct but it introduces heavy color shifts and artifacting, most noticeable in the dark areas. Your image with this mode applied looks correct so I'm not sure what could be the reason of the change.

image

@MaZT3Rz
Copy link

MaZT3Rz commented Oct 6, 2023

Having the same issue I noticed today. Unfortunately I need SpecialK for my texture mod as the mod tools don't support custom compression formats for the textures. When I select "Apply", the game just instantly crashes and won't let me open it until I remove the whole SpecialK.ini file from the profile folder.

@zachrd
Copy link

zachrd commented Oct 24, 2023

There is a similar issue with Company of Heroes 2.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

4 participants