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https://www.nexusmods.com/ysxnordics/mods/4
I have used your HDR mods before but this time I want try the HD textures.
rename dxgi.dll/dxgi.ini to d3d11.dll and d3d11.ini from the 4k texture mod
that mod just uses SpecialK, and local installation at that
Yeah, the native HDR in this game... is awful. No offense to Durante, but even various inverse tonemapping solutions work better. The only thing it has going for it is the fact that you can control the UI's luminance separately, and that sounds good on paper, but when the rest of the game's HDR is so washed out and bright, might as well have shipped the game SDR-only and let users find their own solution.
Atleast this game has fp11/fp16 rendering internally.
The Legend of Heroes Trails through Daybreak does fp16, and then throws it all away and outputs rgba8_unorm -- so it does all that work and wastes all that ram for nothing
And to top it off, the native hdr just stretching the image. Like the render targets in a native hdr game arnt even hdr like cammon.
https://reshade.me/forum/general-discussion/5639-changing-keybiding-to-start-tutorial
Hopefully this helps
https://www.reddit.com/r/ReShade/comments/thjjw2/comment/i1lhqd3/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button
Good find!
Recently added a few features, and an option to swap between 2.2 and 2.3 gamma
all feedback is welcome!
I am using 6.3.2 w/ Addon Support, I actually dont have a copy of 6.3.0, i'll try and find it.
edit: does the same thing with 6.3.0.
https://steamcommunity.com/sharedfiles/filedetails/?id=3356210931
lol, "strange black spoopy".
That's most likely a pixel that was divided by zero. That's the main cause of these artifacts in scRGB HDR games. Whether that division by zero is part of the game's original shaders or something Marat did, harder to say :-\
https://github.com/marat569/renodx/actions/runs/11536366376
It just overwrites a single deployed version for every commit you do. I have to build it from source code to go back and grab an earlier version.
---
Here's how that would ideally work :)
https://github.com/SpecialKO/SpecialK/actions/runs/11544637577
Artifacts available for every single check-in, no need for anyone to grab the source and compile by hand to go back to an earlier version.
https://sk-data.special-k.info/misc/renodx-ys10.addon64
Let me know if that improves things.