Topic-Free Mega Thread - v 1.11.2020

How do I check max nits? Im looking at my tv LG UJ6560 specs but didnt found anything. Its HDR10

Special K already handles this stuff. The range of your HDR luminance slider is a piece-wise setting.

If you have ‘Enable FULL HDR Luminance’ ticked, the range of this slider is MaxLightLevel. If you do not have that turned on, then the slider caps out at MaxLocalLightLevel.

The difference between these two limits is that one is a maximum output in a “small window” (a tiny patch of the screen can get that bright) and the other represents luminance output for the entire screen all at once.

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In addition to the slider, the new HDR Luminance Visualization for EDID-Max-Local-Y and EDID-Max-Avg-Y represent the same characteristics and will tint anything too bright for your display dayglow red.

Done some more testing, the update to middle grey is very helpful. One thing I still don’t know other than the pink / orange colour to avoid. What am I aiming direct lights / sun to be for Max Average Y?

Also how do I know when I am going about it correctly, for example I can make 3 profiles, one 800nits, another 1000 and another 1500, I can adjust them so they look near identical, should I just be setting it to the limit of my display (800), enable HGIG and adjust middlegrey to what I like?

I believe a lot of the more budget-orientated HDR TVs don’t list there spec anywhere, or at least anywhere you can find it. I remember my friend asking me to find him one within a set budget, but none of the ones i found listed their luminance anywhere.

Also, did you spell the model correctly? I can’t find the LG UJ6560.

I unfortunately don’t have a new enough display to test HGIG yet :-\

There’s a lot of overlap in what I’m doing in my own work and what HGIG tries to eliminate from the display-referred content mastering pipeline. I don’t think HGIG-display modes are absolutely critical for now, and all of my testing has been done on display devices with either no picture processing at all or with picture modes that cannot distinguish a game/application from a movie.

I personally prefer the clipped look in HDR so I leave HGIG enabled unless I’m watching films as I cannot manually adjust the top end (ofc)

Question still stands, what colours should I aim for a sun / direct light to be in the MaxAvgY view? Red/Blue/Green? I love having the choice but at the same time I am constantly adjusting as I don’t know what technically is the most correct :S

I think that might be difficult to answer? Some games “probably” tint the sun ever so slightly, mostly due to colour grading, but i don’t know for certain. They should logically be peak white though.

None, I have not defined color ranges in any sensible way for the current luminance validators. This is because they serve a little bit of a different purpose than most of these heatmaps you’ll see:

I will create a visualization to match that (it measures exposure, attempting to create clear color bands for every 1 stop of light difference).

Right now, SK’s visualization is just showing whether the current scene fits the constraints of your display and the only thing it does with consistency is draw 0-100 nits in grayscale and use pink for pixels that don’t fit. The range of the intermediate red,green,blue bands is not defined.

Speaking of displays, what’s happening about the PG27UQ?

I’m trying to hold onto it until NVIDIA gets off their asses and sends me the LDAT. That monitor is the only LCD I have, and I need to use it briefly for testing. There’s been little word from NV other than to expect a shipment in their next batch. I thought that would be by the end of this month, but now I don’t even know anymore.

The one thing that I do know, is LDAT’s not going to be an easy tool to work with on my OLED or Plasmas. I expect lots of invalid data from it since it works by measuring changes in luminance and needs a full persistence display.

Okay, avoid pink try and keep most of scene grey apart from obv highlights

Thanks :slight_smile:

I think BG3 has a memory leak. Watching my ram go upto like 30GB now and if I don’t load or go back to main menu it will eventually lock up pc and crash.

Just head ups about this new game Raji: an ancient epic. Hindu mithology hack/slash with beautiful visuals

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I just learned that D3DKMT, Microsoft’s undocumented kernel/user-mode graphics API that every other API is built on top of, got some vendor-agnostic HW monitoring capabilities at some point.

Those stats are coming directly from D3DKMT and not NvAPI or AGS. They’re lacking a bit, but the power scaling info is interesting, and this works on Intel GPUs (!!). I’m going to add some rudimentary HW stats for Intel users and fix many missing stats for AMD in the next build (don’t worry, I’m not going to bury that stuff in a stupid debug UI like this, lol).

For users with non-NV GPUs, this should just manifest in a few sensors in the GPU widget and the stats overlay that used to read all 0’s actually having data. Nothing special will be required by the end-user.


Working with D3DKMT is weird, too. Because it exists at the boundary between user-mode / kernel-mode graphics, it’s a frequent target for virus / malware / security researchers and it has performance overhead on some stuff where they inserted a lot of protection to try and plug some of its security holes.

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Looks really nice, some of the earlier JRPG’s delved a lot into Indian mythology but unfortunately a lot of these were untranslated or old to where they never made a release or re-release on newer systems.

Feels like it’s faded a bit since then despite there being a lot of material to draw from though part of it occasionally makes a reference or appearance. :slight_smile:

EDIT: Hmm interesting, wonder if that’s an extension of the task manager and getting some GPU properties, didn’t know it had stuff like GPU temperature though and a few others not exposed here.

Fantastic…

image

Time to break out the anti-anti-debug and snuff out this awful DRM.

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10/19/2020 09:23:14.609: [DLL Loader]   ( Raji-Win64-Shipping.exe      ) loaded 'C:\Program Files (x86)\Steam\steamapps\common\Raji An Ancient Epic\Engine\Binaries\ThirdParty\PhysX3\Win64\VS2015\Apex_Destructible_x64.dll' <  LoadLibraryW> { ' PrintScriptCallstack' }
10/19/2020 09:23:14.736: [DebugUtils] [!] > First Call:  CheckRemoteDebuggerPresent_Detour
10/19/2020 09:23:14.736: [DieAntiDbg] tid=723c () tried to hide itself from debuggers; please attach one and investigate!
10/19/2020 09:23:15.441: [Window Mgr] [!] > First Call:  SystemParametersInfoForDpi_Detour

Special K’s not a debugger you stupid game (!!). But you’re about to be debugged.


Here’s a workaround:

SpecialK64.7z (7.6 MB)

I’ll create a more permanent solution tomorrow, for now this turns off some low-level reverse engineering features inside of SK. I didn’t feel like debugging which ones are the problem.

1603103173.jxr (7.4 MB)

Weird file, some VM stuff I think if that info is true but nothing like Denuvo.
https://steamdb.info/depot/730391/
Raji/Binaries/Win64/Drm.SDK.Integration.dll

EDIT: Separate prologue part too, not too much from the Super Dot Com publisher either in case this is their little protection method for what they’ve published.

Forgive my stupid question. Can Special K HDR only be injected into Vulkan games which support HDR natively? I’m confused on how to activate it.

It’s not complicated DRM by any means, and it shoots itself in the foot with completely understandable error messages when it detects something like a debugger. It all amounts to a giant waste of everyone’s time, as the supposed ■■■■■ for DRM that I am, I can at least recognize when an implementation of it has zero potential to do anything of value to anyone.

This is one such case, I’m sure the game’s already been pirated, now the remaining anti-debug stuff is just preventing the game from running for the user-base with zero interest in pirating anything.

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Yeah without other protection mechanics these things don’t fare too well and are easily circumvented and you end up in a situation where it just bothers legitimate users, stuff like the DRM gets worked around or bypassed but anti-debugger code tends to be removed or disabled making the modified exe less problematic though that doesn’t quite apply for extras like side loading in variants of Steam API functionality ha ha.

How fitting for Steam to throw up some new releases just as I was reading this too.

Another weird indie game but not an NSFW one at least. Ha ha.

Now back to clearing that backlog.
Almost all the Mega Man games and Capcom can’t port the Legends games while at it.

Also don’t do these in a row either classic, X or the newer ones it makes you think terrible things about developers implementing cheap death situations in games. :stuck_out_tongue: