TEKKEN 7

TEKKEN 7

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How do we REALLY remove the film grain?
Sadly, many people seem to be experiencing a placebo effect. The variable "r.Tonemapper.GrainQuantization=0" does absolutely nothing to remove the film grain. Please stop spreading this misinformation. Many people changed two variables at the same time, without testing which one does what exactly. What they are experiencing is purely the removal of chromatic aberration (r.SceneColorFringeQuality=0), that variable works perfectly. The film grain variable (r.Tonemapper.GrainQuantization=0) however, does NOT remove the film grain. You can see this very clearly in the stage Abandoned Temple, for example, when the sky is orange. The film grain is still there. Lowering post processing to medium DOES remove the film grain, but lowers some other settings as well. Please take a look at the following screenshots (not mine) to see what "no film grain" actually looks like (medium post processing settings).

http://imgur.com/a/4tR0m
Last edited by Henry Swanson; Jun 3, 2017 @ 6:44am
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Showing 16-27 of 27 comments
Zeikar Jun 3, 2017 @ 10:59pm 
Last edited by Zeikar; Jun 3, 2017 @ 10:59pm
Thatisdifficult Jun 3, 2017 @ 11:11pm 
Originally posted by Zeikar:
Here:
http://steamcommunity.com/app/389730/discussions/0/1291817837629632658/
Is that correct?
I tried it out. This is the correct one. I have post-processing at Ultra and see no film grain. For reals.
Eminem™ Jun 4, 2017 @ 8:41am 
Originally posted by Zeikar:
Here:
http://steamcommunity.com/app/389730/discussions/0/1291817837629632658/
Is that correct?

Duddde thanks!!
Henry Swanson Jun 4, 2017 @ 4:21pm 
Originally posted by Zeikar:
Here:
http://steamcommunity.com/app/389730/discussions/0/1291817837629632658/
Is that correct?

Hi Zeikar,

I have replied in the thread you linked to and meanwhile it has also been mentioned on the NeoGAF forums. Yes, this variable works, but sadly, it also lowers some other settings, so it is still not the correct variable for removing film grain only.
Thatisdifficult Jun 4, 2017 @ 9:07pm 
Originally posted by AngelAbove:
Originally posted by Zeikar:
Here:
http://steamcommunity.com/app/389730/discussions/0/1291817837629632658/
Is that correct?

Hi Zeikar,

I have replied in the thread you linked to and meanwhile it has also been mentioned on the NeoGAF forums. Yes, this variable works, but sadly, it also lowers some other settings, so it is still not the correct variable for removing film grain only.
Oh man. So close, yet so far.
Henry Swanson Jun 5, 2017 @ 2:31pm 
Originally posted by Thatisdifficult:
Originally posted by AngelAbove:

Hi Zeikar,

I have replied in the thread you linked to and meanwhile it has also been mentioned on the NeoGAF forums. Yes, this variable works, but sadly, it also lowers some other settings, so it is still not the correct variable for removing film grain only.
Oh man. So close, yet so far.

I know right? Such a shame! I have asked JimSifu to update his guide with this information. At this moment his guide mentions "r.Tonemapper.Quality" as being the variable for removing film grain. I hope he updates it to avoid confusion about this variable.

EDIT: JimSifu has updated his quide and removed the variable.
Last edited by Henry Swanson; Jun 6, 2017 @ 3:43am
PrettyboyGODHAND Jul 11, 2017 @ 7:17am 
Originally posted by Henry Swanson:
Originally posted by Thatisdifficult:
Oh man. So close, yet so far.

I know right? Such a shame! I have asked JimSifu to update his guide with this information. At this moment his guide mentions "r.Tonemapper.Quality" as being the variable for removing film grain. I hope he updates it to avoid confusion about this variable.

EDIT: JimSifu has updated his quide and removed the variable.

I've been reading a bunch of your posts and a few others on the matter of using r.Tonemapper.Quality on level 3, and how it removes the film grain from the game but also lessens other post processing effects. Now I know that if you set post processing to medium without editing the scalability.ini file at all, your tone mapper quality will be at level 2 (see scalability break down on http://m.neogaf.com/showthread.php?t=1384128&page=10).

What I would like to know is what other post processing effects exactly get affected by setting tone mapping from the default (5 on stock ultra setting) to 3 other than a lessened blur effect? And with the little I know on tone mapping, does the HDR color range between quality level 3 to 5 differ that much to be noticable?

Having it set to 3 presumably is better than the stock medium post processing setting of 2 overall right? That being the tone mapping, blur effect, and these unknown post processing effects.

Appreciate any insight you can give on this matter. If you feel someone else may know more about this matter, could you please let me know who I could ask?

Thanks
Last edited by PrettyboyGODHAND; Jul 11, 2017 @ 7:30am
Henry Swanson Jul 11, 2017 @ 7:50am 
Originally posted by MSFBalanceWolf:
I've been reading a bunch of your posts and a few others on the matter of using r.Tonemapper.Quality on level 3, and how it removes the film grain from the game but also lessens other post processing effects. Now I know that if you set post processing to medium without editing the scalability.ini file at all, your tone mapper quality will be at level 2 (see scalability break down on http://m.neogaf.com/showthread.php?t=1384128&page=10).

Indeed.

What I would like to know is what other post processing effects exactly get affected by setting tone mapping from the default (5 on stock ultra setting) to 3 other than a lessened blur effect? And with the little I know on tone mapping, does the HDR color range between quality level 3 to 5 differ that much to be noticable?

I see no noticable difference in the color range between settings 3 and 5. Apart from a difference in motion blur and film grain, I personally see no difference at all. The reason I assume that more than just film grain and motion blur are affected by the variable, is that in tutorials about the engine (UE4), you can read about how the variable r.Tonemapper.Quality encompasses more settings than just film grain and motion blur quality. Which of those settings are being used by Tekken 7, I do not know.

Having it set to 3 presumably is better than the stock medium post processing setting of 2 overall right? That being the tone mapping, blur effect, and these unknown post processing effects.

Yes indeed, setting it to 3 is better than the stock medium post processing setting of 2.

Appreciate any insight you can give on this matter. If you feel someone else may know more about this matter, could you please let me know who I could ask?

Thanks

No problem! I'm sorry I can't really help you any further. I have also been looking for someone who knows more about it, but to no avail.
PrettyboyGODHAND Jul 11, 2017 @ 8:24am 
Thanks for getting back so quickly ^_^

This is all good info. I just wish there was a way to tell from that scalibility.ini breakdown chart which of the post processing effects get affected by changing the level to the tone mapping setting. If we can turn off the chromatic abberation with it not affecting any of the other post processing effects, you would think the tonemapper wouldn't effect a lot of the post processing effects. But from I heard, film grain is built into the environment and screen of the game so it would make sense also why you can't turn it off without messing with environmental and scene post processing effects like tone mapping, motion blur, etc etc.
Henry Swanson Jul 11, 2017 @ 8:55am 
Hi Gworzor, it's good to see you again!

I wanted to let you know that I have submitted that bug you posted about, about the lighting issue in the Twilight Conflict stage when trading hits, in the bug submit forum. I hope this gets fixed, because right now I never really want to have a match in that stage because of that bug. It happens often. I have also submitted your YouTube clip.

EDIT:

Originally posted by Henry Swanson:
[Graphics] - [Gameplay] - [Every game mode] - [Twilight Conflict stage gets wrong color grading when fighters trade hits]

Description:
In the stage Twilight Conflict, the color grading effect that is normally only applied for a short period of time when the fighters trade hits, gets permanently applied once hits are traded. The Steam user Gworzor has prepared a video to demonstrate this effect. The bug is completely reproducible and happens on multiple systems.

Specs:
Windows 7
CPU: INTEL i7 5930k @ 3,5 ghz (4 ghz turbo mode)
RAM: 16 GB @ 2400 mhz
GPU: NVIDIA GTX 980Ti OC Gamer Edition

Attachments:

https://www.youtube.com/watch?v=86YbxLONaJo

DxDiag: pastebin.com/HWJvVNkY
Last edited by Henry Swanson; Jul 11, 2017 @ 8:59am
PrettyboyGODHAND Jul 12, 2017 @ 8:38am 
A somewhat related question: with just the chromatic abberation off and the post processing set to ultra, does anyone notice that the shadows on certain characters hair, on certain stages, and when facing certain directions during your victory pose animation look blotchy? Specifically the soft shadows between the layers of hair. Since Leo is my main, I've noticed this with his hair mainly; particularly on his bangs once his he stays still after his victory pose animation.

Is this just how to the hair shadows are on all ultra settings without chromatic abberation? Or is there some kinda tweak I can do to fix it? I'm more so curious about all this than actually concerned just so you know lol.
Henry Swanson Jul 12, 2017 @ 1:17pm 
Originally posted by MSFBalanceWolf:
A somewhat related question: with just the chromatic abberation off and the post processing set to ultra, does anyone notice that the shadows on certain characters hair, on certain stages, and when facing certain directions during your victory pose animation look blotchy? Specifically the soft shadows between the layers of hair. Since Leo is my main, I've noticed this with his hair mainly; particularly on his bangs once his he stays still after his victory pose animation.

Is this just how to the hair shadows are on all ultra settings without chromatic abberation? Or is there some kinda tweak I can do to fix it? I'm more so curious about all this than actually concerned just so you know lol.

Yes, I notice the same. I believe that this is just how the game was made, and that it's also there with chromatic aberration on, just less noticable because of the blur. It seems most noticable when looking at certain haircuts indeed. It looks a little off. I know of no way to improve this. It's just the game its graphics, if you ask me. They look good enough, but not that good.
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Date Posted: Jun 2, 2017 @ 4:22pm
Posts: 27