That’s odd b/c the videos I am testing are h264 not h265. And Yeah I replicating the issues on my end too as well. Weird that SK can’t actually rescale footage and such.
Lmao, yeah i’ve been there too when i first dipped my hands into editing. I used to obsess over After Effects, i still have so many VFX projects i’ve never finished.
Btw i see your video and raise you this. I was like 14 okay?
Damn that’s good actually. Especially for your age lol. I couldn’t do stuff like that.
Edit:
Funny story actually. I had an amv hit over 800K views and this was before those special channels were made to host all those ppl’s good work. My video went kinda semi-viral in AMV world sense. But YT didn’t like the content and took it down due to certain Adultish material lol. So had a friend who worked in YT and got my video fixed but only at cost of reuploading it with certain disclaimer. It was crazy b/c after video went down tons of other users tried reuploading it.
Its The Sexy Samurai Girl AMV.
Heh, the song is oldschool btw. Which I think its why it got so many views on top of the fact that the footage pretty much matches the meaning of song lol. This was a raw edit version I ended up doing.
I got it to work with Potplayer. Make sure you use this one from lav filters install.
Put in whitelist for SK and place: zuikaku.exe in the whitelist. It now works. Hmm gotta make Folder not have admin rights lol. Wonderful. B/c no way in oblivion am I running SK as Admin.
Gotta change Lav Filters folder rights for user to make it fully available.
Well, you have the sort of thumbnail that has statistically proven to get a lot of clicks. Speaking of views, i didn’t even know the Special K trailer surpassed a thousand.
And i already want to make a new one because this feel mediocre to me now. I don’t think i can top this though:
In the case of a new trailer, HDR Shadowplay is now a thing. And i found some music that might be suitable Berlin Minimal - YouTube
Finally figured out how to fix Potplayer problem I basically removed all permissions and took sole ownership of the exe and all is all good. lol. And it rescales correctly without issue. GUI even works now.
How, this would be awesome!
So it has similar issues as freaking MPC-HC to some degree. But you need to changes the security settings on the folder / app for potplayer from inside the lav filters folder. Where you installed the megamix lav filters.
Right now I am trying to see how I can get the GUI to come up. There is a few tweaks I have to do to make it work. Still working on it.
@GPUnity
I figured out the rescaling issues. Might work with MPC-HC too.
[Compatibility.General]
DisableBloatWare_NVIDIA=false
RehookLoadLibrary=false
[SpecialK.System]
ShowEULA=false
Silent=false
LogLevel=0
IgnoreRTSSHookDelay=false
UseCrashHandler=true
GameOutput=true
EnableCEGUI=true
SafeInitCEGUI=true
TraceLoadLibrary=true
StrictCompliant=false
Version=0.11.1
[ImGui.Render]
DisableAlpha=false
AntialiasLines=true
AntialiasContours=true
[API.Hook]
LastKnown=64
d3d9=true
d3d9ex=true
d3d11=true
OpenGL=true
d3d12=true
Vulkan=true
[NVIDIA.API]
DisableHDR=false
Disable=false
[NVIDIA.Bugs]
AnselSleepsWithFishes=false
[Input.Keyboard]
CatchAltF4=true
DisabledToGame=false
[Input.Mouse]
DisabledToGame=false
[Input.Cursor]
Manage=false
KeyboardActivates=true
Timeout=1.5
ForceCaptureInUI=false
UseHardwareCursor=true
BlockInvisibleCursorInput=false
NoWarpUI=true
NoWarpVisibleGameCursor=true
FixSynapticsTouchpadScroll=false
AntiwarpDeadzonePercent=2.5
UseRelativeInput=true
[Input.Gamepad]
DisabledToGame=false
DisablePS4HID=false
AllowHapticUI=true
DisableRumble=false
[Input.XInput]
Rehook=false
PlaceholderMask=0
UISlot=0
SlotReassignment=0,1,2,3
[Input.Steam]
UISlot=0
[Threads.Analyze]
MemoryAllocation=false
FileActivity=false
[Window.System]
Borderless=false
Center=true
RenderInBackground=false
MuteInBackground=false
XOffset=0.0%
YOffset=0.0%
ConfineCursor=false
UnconfineCursor=false
PersistentDragPos=true
Fullscreen=false
FixMouseCoords=true
AlwaysOnTop=0
DisableScreensaver=true
DontHookWndProc=false
OverrideRes=0x0
[Display.Output]
ForceFullscreen=false
ForceWindowed=false
[Render.FrameRate]
TargetFPS=60.0
BackgroundFPS=0.0
SleeplessRenderThread=false
SleeplessWindowThread=false
EnableMMCSS=true
MaxBusyWaitPercent=0.0
WaitForVBLANK=false
PreRenderLimit=-1
BackBufferCount=-1
PresentationInterval=1
RescanRatio=-1/1
RefreshRate=-1.0
LimitEnforcementPolicy=4
[FrameRate.Control]
OverrideCPUCoreCount=-1
[Render.DXGI]
MaxDeltaTime=0
UseFlipDiscard=false
DisableFlipModel=false
AllowTearingInDWM=true
DropLateFrames=true
MaxRes=0x0
MinRes=0x0
SwapChainWait=0
Scaling=DontCare
ScanlineOrder=DontCare
ExceptionMode=DontCare
EnableDebugLayer=false
SafeFullscreenMode=false
Use64BitDepthStencil=false
IsolateD3D11DeferredContexts=false
SkipSwapChainPresentTest=false
OverrideMSAA=-1
[Textures.D3D11]
Cache=false
PreciseHash=false
Inject=false
InjectionKeepsFormat=false
GenerateMipmaps=false
[Textures.Cache]
MaxEntries=65536
MinEntries=512
MaxEvict=1024
MinEvict=64
MaxSizeInMiB=2048
MinSizeInMiB=384
IgnoreNonMipmapped=false
AllowStaging=false
AllowUnsafeRefCounting=false
ManageResidency=false
[Render.D3D9]
ForceD3D9Ex=false
EnableTextureMods=false
[Textures.General]
ResourceRoot=SK_Res
DumpOnFirstLoad=false
[DPI.Scaling]
Disable=false
PerMonitorAware=false
MonitorAwareOnAllThreads=false
[Steam.Achievements]
SoundFile=
[Steam.System]
AppID=0
AutoInitDelay=0
AutoPumpCallbacks=true
BlockUserStatsCallback=false
FilterExternalDataFromCallbacks=false
PreLoadSteamClient=false
PreLoadSteamOverlay=false
ForceLoadSteamAPI=false
AutoInjectSteamAPI=true
NotifyCorner=DontCare
ReuseOverlayPause=true
SteamPipeDLL=
CallbackThrottle=-1
[Steam.Social]
OnlineStatus=-1
[Steam.Log]
Silent=true
[Steam.DRMWorks]
SpoofBLoggedOn=false
[Steam.Screenshots]
EnableSmartCapture=true
[AMD.ADL]
Disable=false
[SpecialK.HDR]
scRGBLuminance_[0]=12.5
scRGBGamma_[0]=1.0
ToneMapper_[0]=1
Saturation_[0]=1.0
MiddleGray_[0]=1.25
scRGBLuminance_[1]=1.25
scRGBGamma_[1]=1.0
ToneMapper_[1]=1
Saturation_[1]=1.0
MiddleGray_[1]=1.25
scRGBLuminance_[2]=1.0
scRGBGamma_[2]=1.0
ToneMapper_[2]=1
Saturation_[2]=1.0
MiddleGray_[2]=1.25
scRGBLuminance_[3]=2.5
scRGBGamma_[3]=1.0
ToneMapper_[3]=1
Saturation_[3]=1.0
MiddleGray_[3]=1.25
Use10BitSwapChain=false
Use16BitSwapChain=false
Promote8BitRTsTo16=false
Promote10BitRTsTo16=true
Promote11BitRTsTo16=true
AllowFullLuminance=true
Preset=0
[HDR.Presets]
Activate0=Shift+F1
Activate1=Shift+F2
Activate2=Shift+F3
Activate3=Shift+F4
[D3D11.Hooks]
EnableGlobalCache=false
EnableLocalCache=false
D3D11CreateDevice=c:\windows\system32\d3d11.dll?4fc80
c:\windows\system32\d3d11.dll=Direct3D 11 Runtime 10.0.19041.546 (WinBuild.160101.0800)
D3D11CreateDeviceAndSwapChain=c:\windows\system32\d3d11.dll?4fdf0
[DXGI.Hooks]
EnableGlobalCache=false
EnableLocalCache=false
IDXGIFactory_CreateSwapChain=c:\windows\system32\dxgi.dll?5ef10
c:\windows\system32\dxgi.dll=DirectX Graphics Infrastructure 10.0.19041.546 (WinBuild.160101.0800)
IDXGIFactory2_CreateSwapChainForHwnd=c:\windows\system32\dxgi.dll?5f7f0
IDXGISwapChain_Present=c:\windows\system32\dxgi.dll?4f80
IDXGISwapChain1_Present1=c:\windows\system32\dxgi.dll?69640
IDXGIFactory2_CreateSwapChainForCoreWindow=c:\windows\system32\dxgi.dll?5f620
[Render.OSD]
ShowInVideoCapture=true
HDRLuminance=4.0625
For potplayer go to the players exe where lav filters is installed and use these as security settings:
To do that right click on exe go to security tab press advanced. Then go to bottom and remove all inheritence stuff and make it look like that. The 2nd user would be the one you use on your pc.
Edit:
Moment I turned on HDR mode it broke every video with SK running in background. That’s wonderful can’t even get it to show but black screen now.
Edit2:
Trying different rendering mode:
@Kaldaien
Well this is quite fascinating:
Lets see how this works out lol.
Wow, this new version looks so much better! It basically fixes all of the issues I have had with the other versions.
BTW, what does the saturation slider do? Is it “just” a saturation slider? Or is it a proper conversion into WCG?
Yeah in games this latest build is damn nice looking. lol. Love it considering it does wonders now. Even in Baldur’s Gate III.
Oh, don’t even get me started on “proper conversion into WCG”
There’s no such thing, gamut mapping is a very immature science and the only thing WCG does is ensure colors never look correct anywhere – period.
It is not that. What it actually is, is a bit of a digital vibrancy-like feature… but I didn’t add this for the purpose of tweaking the image to one’s liking. There’s a more interesting role it plays.
Part of the path to HDR luminance in real-time rendering takes an interesting trek through the wacky world of raising / lowering perceived brightness by changing color rather than directly finding a pixel roughly the same color only brighter.
Basically, HDR tonemapping and Perceptual Quantization (replacement for gamma) built-in to HDR10 / Dolby Vision are doing fancy math that finds signal values for colors that can satisfy multiple luminance characteristics. Some engines take advantage of this internally and are dithering colors to manipulate luminance.
The saturation slider allows you to tighten up the saturation and prevent quantization errors when a display device receives pixels manipulated with these color grading tricks. You can pull the slider back a bit and eliminate some dithering noise / signal values that incur additional processing on the display device.
Oh I see. While I agree that WCG may be over exaggerated in many cases, I also think that it’s fairly important for the look of HDR. It’s like when people say they want photo-realistic video games, they really don’t. Photo-realism is boring, they want something that looks like a fantasy / sci-fi movie, not photo-realism. I feel like WCG is the same way.
And also, what saturation value would you recommend then? I see that in your videos, you use 105%.
I don’t have any recommendations at the moment, adjusting the saturation / contrast will be something you can do if you validate a scene’s HDR Visualization vs. EDID-Max-Local/AvgY (limits of your display’s localized processing / uniform luminance) and discover the signal is outside the capabilities of your display.
That situaton will show up as dayglow red patches of color on the luminance visualizer. You should be able to reduce saturation / contrast or add some positive gamma to get the signal back into your display’s working range.
Here I have deliberately gone and screwed with the color grading properties to produce an image my OLED cannot do localized HDR on:
Due to the saturation and contrast in the HDR preset, this is blowing the signal way beyond device-referred limits. It’s in everyone’s best interest to reduce SK’s settings until their visualization doesn’t look like that.
I see, thanks! I’ll definitely test that, interesting that saturation would mess up HDR a lot of times. I guess since technically HDR is closely tied with color, it’s to be expected.
Here’s the same scene with luminance and contrast turned down:
The only remaining red areas are actually a lake in this scene, and you’d lose all HDR detail in the rest of the scene if you tried to prevent reflective surfaces from going off the charts in luminance. Water’s always the brightest thing in an HDR signal, let it stay that way
The EDID Max-Avg-Y view is where most effort should focus. When you get the image down to mostly just localized patches of extreme HDR, take a second look at the Max-Local-Y view, if it’s grayscale then the signal is healthy and you just have some nice HDR highlights in regions and no further correction is needed.
Finally, I should point out that there are two different types of red that will show up in that visualization. The one that is problematic has a super handy property that it bleeds-through SK’s UI. What you should be looking for is the red pixels that are brighter than the SK UI on top of them. Your display cannot process those.
I see. I think that perhaps Special K doesn’t work well with my relatively low nit display (600 nits peak brightness), because if I play around with the settings until I get the result that you suggest (using 600 nit peak brightness in HDR settings), the highlights become that “grey” again. For highlights to actually be bright, I usually have to use around 105 - 110 middle-grey. Though I have only tested in Deep Rock Galactic which has a very peculiar artstyle, so perhaps it’s different for a game with a more realistic artstyle.
Almost nothing HDR-related works “well” with less than 1,000 nits to play with. Your display needs to have some heavy display-side processing to do anything that would be characterized as HDR.
For now, SK is trying to tailor to the least common factor, displays that do not have dynamic tonemapping capabilities. If I can sensibly classify display performance on devices doing dynamic tonemapping, I’ll expand things for them later.
While I do agree that 600 nits is fairly low for HDR support and anything higher would be preferable, nearly every good HDR implementation in games and movies looks great with the correct settings. While of course my display could be better, if it was entirely an issue with my display, then other HDR content would have the same issues.
And why do you think that it needs heavy display-side processing to look decent (other than local dimming, which is standard)? I’m not sure I understand what kind of processing you’re implying, if not local dimming. Or are you talking about tone-mapping from higher nit values to the monitor’s peak brightness?