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[Rise of the Tomb Raider] sRGB Bypass needs Apply #43
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Apparently this is not that simple to fix as configuring SK to use 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). |
An older version of Special K, such as v22.4.9.1, works to bypass the issue for D3D11, though here the sRGB https://cdn.discordapp.com/attachments/792979353117524009/961821541878886420/SpecialK.7z |
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:
|
This issue touches upon #14 as well, of course. |
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 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. |
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. |
There is a similar issue with Company of Heroes 2. |
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
)W/o Special K or sRGB
Apply
The D3D12 mode of the game is unaffected and works properly.
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