Hidden Deep

Hidden Deep

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Cogwheel Software  [developer] Aug 26, 2022 @ 12:57pm
Washed / faded colors while playing
On some monitors especially 120Hz+ colours can be washed out while in other games all is OK. This is because game switches refresh rate to 60Hz and on some PC's there are different colors settings for 60Hz. If you have NVIDIA GPU open NVIDIA Panel and select "Change Resolution". Then in the right window change refresh rate to 60Hz for a while. At the bottom you will have "Apply the following settings" and below there is "Output dynamic range". It should be set to "Full". Save changes then switch back to your usual refresh rate.

This problem will be fixed in the next update. The game will now automatically set higher refresh rates if monitor supports it.
Last edited by Cogwheel Software; Aug 26, 2022 @ 1:06pm
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89xx5yy0 Nov 14, 2022 @ 5:25am 
Had a color issue in Day 31 Lost the player need to dive into the water, water become white color and covered everything, makes it hard to proceed. How to fix it and i hv a Intel iris(R) graphics not Nvidia GPU.
Last edited by 89xx5yy0; Nov 14, 2022 @ 5:31am
Draconus Dec 10, 2022 @ 7:09pm 
Originally posted by Cogwheel Software:
On some monitors especially 120Hz+ colours can be washed out while in other games all is OK. This is because game switches refresh rate to 60Hz and on some PC's there are different colors settings for 60Hz. If you have NVIDIA GPU open NVIDIA Panel and select "Change Resolution". Then in the right window change refresh rate to 60Hz for a while. At the bottom you will have "Apply the following settings" and below there is "Output dynamic range". It should be set to "Full". Save changes then switch back to your usual refresh rate.

This problem will be fixed in the next update. The game will now automatically set higher refresh rates if monitor supports it.


Massive supporter here love the game, great concept too ...i just fully looked at the road map ohhh a editor would be flipping awesome something i would be interested in ...i have dev back ground currently working in UE4 on armoured tank game project and have couple jobs under my belt for past stuff...I have massive back ground knowledge in real time physics so u knew i worked with Havok alot and even built a real time weather system entirely on Havok engine....similar to Tru Sky by Simul that is used on UE4...Took 4 years of R&D to even pull off...

Can i make a game suggestion here that would really make the lights much nicer...adding a lens flare effect that reacts to main game camera so u get this subtile lens flare towards camera as u walk past the lights and camera follows....


some sort of shadow system would be nice too so player has a shadow on the wall as he walks coming off the lights themselves...the water itself i would improve on as well so it looks like water bit shiny on the surface and better under water caustics and u can add a water drop effect coming off player when he crawls out of it simulating hes wet and soaked...just little nice touch the water bouency is proper but the look of it is very drab bland and doesnt feel like your swiming in water....something too some SSAO be nice to add ambient shadows around objects....

I took a look at the game files the structure is very sound over all solid game concept layout ect...well done but was just curious on if its self built game engine or uses a open source one...anyways thanks for the great experience im on day 68 know... i also use a xbox 1 controller so far been great playing it...


another little tid bit...i looked at the game EXE itself .....EXE wont support higher mem usage meaning u wont be able to really mod the game (if some one wanted to do a texture pack ect) as EXE only uses less than 2 gigs due to LAA flag not being checked...I did do a texture improvement mod already improving the resolution of the game textures...they are 2048 know for all enviorment textures and rock textures some are 1024...i had to enable the LAA flag due to engine not liking the higher res textures and game runs smooth as butter know....

IF you use CFF File Explorer itl allow u to look at the game exe....there is section called File Header to the far left under that youl see characteristics tab in blue click on that box pops up showing what can be enabled disabled on exe... one is to use 2+ gig memoy which is the LAA flag...save exe know game will allow higher res textures ect being throwing at rendering side of game engine....

Almost all of your games textures just a word of some game dev knowledge i have myself on rendering are not even in the proper size formats and i looked game uses opengl api in windows dependecies section but game config says its dx9????

Proper textures sizes for rendering are as follows---

32x32
32x64
64x64
1024x1024
2048x2048
4096x4096
8192x8192

Just simple examples this way texture is properly sized X and properly sized Y
If your going to use dx9 i would look into DDS texture support there smaller in file size but u can have a higher resolution compared to PNG format which is high in file size when you start getting bigger higher res textures....I am curious is the dx9 hacked through open gl????why the game exe dependacies show opengl no dx 9...


game textures are all over the place resolution size wise ....i added you on here if youd like to chat dev ect and think i can help with feedback on rendering and other aspects ...other that excellent work for a one man dev setup u got a rock solid design here...... :steamthumbsup:
Cogwheel Software  [developer] Jan 16, 2023 @ 2:24pm 
Originally posted by Draconus:
Originally posted by Cogwheel Software:
On some monitors especially 120Hz+ colours can be washed out while in other games all is OK. This is because game switches refresh rate to 60Hz and on some PC's there are different colors settings for 60Hz. If you have NVIDIA GPU open NVIDIA Panel and select "Change Resolution". Then in the right window change refresh rate to 60Hz for a while. At the bottom you will have "Apply the following settings" and below there is "Output dynamic range". It should be set to "Full". Save changes then switch back to your usual refresh rate........

Hi, sorry for the late answer I somehow didn't spot your post.
Yes for most of the time I was using Directx9 and just recently switched to 11 as default.
About texture sizes, AFAIK the power of 2 rule was required before Dx9 or on very old video cards. Now you can have any dimensions. It is useful when tiling so you don't have to fit your graphics to forced size.

About other suggestions, I agree especially with the water. I need to write shader for it but I'm shader coding beginner so it will take some tries :)
Draconus Jan 16, 2023 @ 2:45pm 
Originally posted by Cogwheel Software:
Originally posted by Draconus:

Hi, sorry for the late answer I somehow didn't spot your post.
Yes for most of the time I was using Directx9 and just recently switched to 11 as default.
About texture sizes, AFAIK the power of 2 rule was required before Dx9 or on very old video cards. Now you can have any dimensions. It is useful when tiling so you don't have to fit your graphics to forced size.

About other suggestions, I agree especially with the water. I need to write shader for it but I'm shader coding beginner so it will take some tries :)


Hello thanx for the reply..Really awesome work on this it is a great design that is solid
Here is something that may help ect its a youtube channel dedicated to direct x 11 shader coding ....this link is for a vertex shader....


I noticed game uses physics u can get the nvdia physx sdk developer suite from nvdia its free which allows devs to properly add physx physics to any game engine...

you can also find videos on dx11 water shader rendering vids on youtube...hope this helps :steamthumbsup:

https://youtu.be/ma8KGpoSjWM
Cogwheel Software  [developer] Jan 17, 2023 @ 1:28pm 
Originally posted by Draconus:
Originally posted by Cogwheel Software:


Hello thanx for the reply..Really awesome work on this it is a great design that is solid
Here is something that may help ect its a youtube channel dedicated to direct x 11 shader coding ....this link is for a vertex shader....


I noticed game uses physics u can get the nvdia physx sdk developer suite from nvdia its free which allows devs to properly add physx physics to any game engine...

you can also find videos on dx11 water shader rendering vids on youtube...hope this helps :steamthumbsup:

https://youtu.be/ma8KGpoSjWM
Thanks, I will look into that. I already have the code for adding shaders I only need to code shader fx itself.
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