Isn’t HDR currently supposed to be DCI-P3 packaged in a REC2020/BT2020 color space due to no current display having the required color gamut?
HDR monitors when switch over to HDR mode actually use a Wide Gamut profile. Not the one that is installed for SDR. So by using that CIE XYZ or whatever profile it is that will use your monitor’s Wide Gamut Mode.
SK detects your max Luminence and such. And slider will only go as high as your monitor is good for.
SK widget requires that you have an actual HDR monitor connected. Otherwise it will not work and cannot be forced.
Edit:
IN my case my monitor doesn’t use Color Profile when in HDR mode. It switches it to Wide Gamut mode. So yeah in a way it does that naturally.
That is more or less accurate for film content, color grading in HDR will be done with DCI-P3 as the target output.
For games, it’s different. There are tons of textures and shaders that artists viewed in Rec 709 and blending these things together will cause color shifting if the primary points are not uniformly scaled.
scRGB has the exact same White, Red, Green and Blue primary points as sRGB (Rec 709) and has no gamma curve. It’s basically SDR with expanded luminance. Adding two colors together in scRGB behaves the same way it did in sRGB, just without clipping brightness if values go beyond 1.0.
Speaking of HDR textures…
I don’t remember the last time I saw an actual HDR texture in D3D11. They blow through VRAM fast enough to make the 20 GiB version of the RTX 3080 almost seem sensible
That texture weighs in at over 40 MiB and it is compressed.
Wow that mod is amazing, 60fps at 1440p with my 980ti. Latest SK is not loading but that may be due to rawr version xd. Anyway HDR mode looks good enough
Hmm speaking of Color profiles, i wonder how it would be possible to get both Wide color content, like adobeRGB/DCI-P3 photographs with embedded color profiles, and SRGB content to work together with monitors that have 3DLUT support, i cant imagine needing to switch 3DLUT/OSD settings each time you are gonna view stuff with different embedded profiles on the net… and browser/OS doesn’t know anything about the display itself having a 3DLUT so the only way i can see it working is to use a ICC profile instead of relying on the built-in 3DLUT but then only color managed programs will show the correct gamut…
Yeah almost a 10% CPU usage reduction on average and freeing up all the resources it’d otherwise be wasting on constant cycling through this check and a number of memory data.
I say Capcom greatly overdid it with this plus setting the game deliberately to crash on any one miss is not very good either so this loader as long as it’s updated to meet possible future updates and compatibility and this companion plugin makes for a really good base for the game while also unlocking other mods or plugins.
And there’s also this as another recommended plugin.
Because of this.
Iceborne with fun loving encounters like Velkhana and after that the whole end-game and add-on content like Furious Rajang and Fatalis have a lot of health and other conditions and a few are outright DPS races which you will fail if you can’t put out enough damage to weaken the monster first.
(Mostly the new raid but also one other enemy in Iceborne late-game.)
Unique little fight that but yeah the DLC or well the content update beasts are pretty tuned since post-game Iceborne makes for a pretty strong character in terms of equipment…plus a endless grind for support gems and upgrades and stuff ha ha.
EDIT: And for other games well so far no problems with SpecialK in Horizon Zero Dawn there’s no GUI but the log files give good info and even ReShade is working just fine what little I’ve got from the obligatory gated tutorial area.
https://www.proshop.se/RTX-30series-overview
Bit of a overview there although this is just one store.
Evidently this store does not like eVGA
The one vendor that exclusively sells NVIDIA GPUs is missing.
Yeah they’re rare outside of the US for some reason, not entirely missing but I haven’t found a good explanation for why.
https://forums.evga.com/RTX-3080-EU-Delivery-UK-Support-number-not-working-m3100113.aspx
EDIT: Scan has a few incoming.
https://www.scan.co.uk/shops/nvidia/rtx-30-series-faqs
No exact numbers given though other than a lot of outstanding orders still waiting to be filled.
EDIT: The EVGA cards are very popular though when stock is available.
(They’re not missing entirely or anything just lower numbers of incoming stock plus the very high demand.)
RTX IO is not just Direct Storage, it is also specifically the hardware decompression technique, similar to the dedicated hardware that both PS5 and XSX have.
Is there a preferred setup for Unity engine games? I’m playing a game with terrible frame-pacing right now.
Flip model presentation does wonders in most Unity titles.
Already have that enabled.
It does wonders in all games It’s basically the first thing anyone should do when injecting Special K.
I’d make it automatically apply, but since it has a small chance to break games I need it to be something that the user actively changes so they know how to unbreak their game Microsoft’s “fullscreen optimization” made the mistake of applying by default and leaving users very confused.
The general policy is just to turn Flip Model on, increase the BackBuffer count and set Max Device Latency to BackBuffers+1.
Try adding additional BackBuffers and restarting the game, these increase the maximum framerate the game can render @ with V-Sync enabled. They would also increase latency, but the “Drop Late Frames” option fixes that problem. The only problem you will encounter by adding extra backbuffers is running out of VRAM.
I also find you need to turn on the option to ignore textures without mipmaps. Not having that on seems to cause UI issues in almost every Unity game I’ve ever tried.
I refunded the game lol, well i’m hoping Steam refunds it since i went just over 3 hours of play-time.
Probably an issue with the camera of the game not updating properly at the same tick rate as the frame rate. Unity’s camera apparently updates by default at 50 Hz, which caused major stuttering in e.g. My Friend Pedro at release unless the frame rate was capped to 50.
And on that note, if you don’t get it refunded it’s worth trying it at 50 FPS if you had a G-Sync monitor.
On some occasions with a manual process, automated and if the playtime is over 2 hours it’s usually auto denied but then that’s immediate too whereas a manual review and process for the refund can take a while though it usually follows the same rules with playtime as a very stringent criteria unfortunately.
Unless you’re in Australia where the legal ruling allows refunding for some additional reasons.
(Would be nice with some of these as a standard but I can see it getting abused a bit.)
EDIT: Think the EU one over digital game ownership is still stalling and Valve is appealing the earlier court ruling here, not too sure on how it’s going at the moment.
EDIT: Huh with the value of some uncommon somehow-often-JRPG-like trading cards wonder what some of the actual games would end up worth on the community market.
Might even make double digit number of cents back!
(What’s the non-full Euro value even called, is there such a thing due to the power of rounding up? )
(EDIT: Also a cent. They do exist! Even if it might be mostly digital and maybe mostly for rounding purposes ha ha.)