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It looks exactly the same for me. Windows 10 22H2, 19045.3570. Samsung TV 65NU8072 (HDMI). Latest NVidia drivers. Steam overlay looks the same as in SDR. I am not using any other overlay software. And I have no problems with the game DESORDRE, which also uses UE5 and HDR.
It looks exactly the same for me aswell.
https://github.com/EndlesslyFlowering/ReShade_HDR_shaders
Here is a YouTube video about it:
https://youtu.be/mohENNn-F4Q?si=55bOJBT_vjunzoVq
I remember with Unreal Engine 4 some games used the default built-in HDR and it used the wrong colour space, perhaps that's the issue here given that colours are washed out. The tool will give you an accurate representation of the game's colour space in HDR.
There's no reason not to include the fix in the demo.
News is that I had an email back and forth with one of the people in this thread and they sent me a great HDR video recording of the issue as it happens on their screen, which confirmed that the issue is not internal to the rendering or color spaces or anything like that, but it's that some miscommunication happens somehow between the game and Windows. Game signals to Windows that it's switching to HDR, but Windows for some reason keeps thinking that game is an SDR application, which results in Windows interpreting game's HDR signal as if it was an SDR signal, leading to obvious gamma mismatch, and the signature washed out look of what the raw HDR signal looks like in SDR.
Still have to figure out why this works for some people, but doesn't work for others.
[SystemSettings]
r.AllowHDR=1
r.HDR.EnableHDROutput=1
r.HDR.Display.OutputDevice=3
r.HDR.Display.ColorGamut=2
HDR in Windows and in game is enabled, and when I start the game, HDR with beautiful colors engages for about two seconds during Croteam logo, and then it switches to washed out.
If I remove these lines, picture is washed out from the begining.
Mod does also seem to fix the broken HDR for me in Talos2, but only in main menu, going ingame seems to make things even worse sadly.. think that might just be some incompatibility with the rest of the mod though (it uses some old ReShade code to handle hooking stuff), or maybe UE is overriding colorspace after this mod had ran.
https://www.nexusmods.com/eldenring/mods/2794 is the mod, the download there includes the source for it, looks like the main change it makes is in dxgi_swapchain.cpp, there it added the following inside DXGISwapChain ctor which I guess is ran whenever game creates a swap chain:
Maybe there's some way Talos2 could call into SetColorSpace1? I know nothing about UE programming though, probably more involved than that.
In any case hope some solution can be found for it, for now SpecialK works great for upgrading the SDR game to HDR, but I'm praying SK won't get broken by antipiracy in the release like it is in Talos 1 :/
How did you get SK to work? I replaced a file (sl.interposer.dll) because SK said it needed to do so to launch, but I can't turn HDR on in SK or else the game crashes.
You haven't disabled the Game Bar have you?
This was around when demo first released tho, there's been a few updates to game & SK since then, really hoping it'll work fine come release date.