Topic-Free Mega Thread - v 1.11.2020

That’s all to do with the Multiplane Overlay API. It doesn’t automagically happen, it takes a bit of work and requires writing DirectComposition code. It’s on a TODO list of mine, but no idea when I’ll get around to it.

1 Like

This list of broken things seems complete enough now…

Now… how to bring this to Ubisoft’s attention without something horrible happening? The last time I fixed something for Ubisoft, I got a system-wide ban on Steam for malware.

My stance on their DRM and anti-debug, evidently, makes me malicious :man_shrugging:. But I’m pretty firm on this; Ubisoft’s got to do more than fix their game, they need to stop being so hostile w/ their customers. Some of these things are broken precisely because they have so many layers of self-destruct in all of their software.

And how about when using G-Sync, same thing?

Hmm does anyone if it’s normal to get stuttering/skipping in flip mode in both fullscreen, and borderless when game bar is recording? CPU/GPU usage is fine.

EDIT: seems like it’s because some overlay is shown while recording, i need to find a way to disable it.

(Final?) Test Release of SK 0.11.1

+ Corrected near-black noise when processing sRGB LDR images for HDR tonemapping
 --------------------
 * Care must be taken when using sRGB gamma if the input image may have negative
     color values, because sRGB gamma's x*x*x property preserves negative values.
 --------------------
+ Added support for HDR10 image processing so that SK's HDR widget can control
    games with official HDR support now (usually does a better job :P)

  >> When running a game with official HDR support, most are HDR10 and you
       will need to run SK's HDR widget in HDR10 Passthrough or Filmic mode,

       Expect to target ~10,000 nits because games that use HDR10 don't
         actually bother to encode luminance levels into the signal.

+ Boosted black level when using ACEScg tonemap mode for more shadow detail

+ Fixed issues preventing Ys8 from starting (again...)
+ Fixed a bunch of anti-debug problems in various Ubisoft games

+ Added more details to latency monitoring in framepacing widget

+ Framerate Limiter now defaults to Screen Refresh if no limit is set,
    for the framepacing widget's scale

+ Added Gamut Overshoot Visualization
+ Added HDR Overbright Bit Visualization

This should improve automatic HDR retrofit black performance significantly, and also add support for visualizing and correcting HDR in titles that have official HDR support (e.g. Watch Dogs Legion). Please make sure you reset any HDR widget image profiles because gamma, contrast and saturation have different zero-points now.

SpecialK32.7z (6.3 MB) SpecialK64.7z (7.6 MB)

3 Likes

Yep, that’s normal. It causes the DWM compositor to enable. You can also see added frames of latency because of the game bar.

can you post this update with fix for uplay games? wanna try this with ac odyssey/origins and the crew

Huh? It’s already posted.

Use the HDR10 ACEScg (Double Rainbow All the Way) tonemap mode for those engines.

oh thanks, I thought it had to be a special version with the fix that you shared earlier

Hah… I just found out that the process I use for HDR tonemapping is roughly the same thing Unreal Engine does when you turn on its HDR in the command console a game may or may not make it easy to access.

Both solutions use ACES Filmic tonemapping, and that’s practically all that Unreal Engine does when it comes time for HDR. That’s I guess, why, it’s as simple as changing a console variable to turn HDR on and doesn’t require any real color grading.

Don’t know if Unreal Engine 5 does anything more sophisticated, but this definitely explains why the ‘HDR Overbright Bits’ visualization lights up like a Christmas tree in Unreal Engine games, they’re designed to leave that information in the framebuffer because they more or less work the same way SK does (just with UE having a less precise framebuffer image format, sadly).

Got some issues with ac odyssey. Game HDR off, and it looks like this


game HDR ON

I feel like with every new update configuring HDR gets more complicated and the end result looks worse than before. Before I would just have to adjust 1 or 2 things and the image looked great in my eyes. What shpuld we aim for to get a good HDR image ? I’m reading about avoiding the “bright pink pixels” and stuff like that. Would it be possible to get a reference picture or something like that ?

There’s a few more options and I think you also have to set it for sRGB or scRGB and pass-through modes if the game itself can do HDR which I assume is something that Assassin’s Creed Odyssey has to be tuned against now going by the above results.

Maybe game HDR to enabled and then configuring it through the widget in SpecialK.

This from the above quote by Kaldaien.

The results get better but the setup and tweaking becomes more complicated until the user becomes familiar with it plus I would expect the user to not be immediately aware of what HDR the game itself is doing and what format the game is rendering through so it at worst becomes trial and error testing a few different settings.

Or having to disable flip model which introduces having to restart the game as well.
Don’t have the proper HDR hardware to give most of this a go so I can’t say much on it or give a good answer.

EDIT: Think it’s a breaking change from some of the earlier versions and presets too for some of the settings and how these apply.

It’s closer to a full on calibration suite and you get a lot of options and tools like the histogram and overlays and all sorts of ways to compare and check and get the settings right once the correct options and modes are set.

Pretty advanced and some really good results I would imagine but a bit more work to calibrate or set up at least initially getting used to it all. :slight_smile:

I don’t know what a perfectly calibrated HDR image should look like and therefore I need some help to guide me in the right direction.:sweat_smile: I know that for every game the configuration process is different but a baseline would be nice.

Yeah the only thing I hear is to calibrate against a bright area like the sun or sky box that’s going to be the peak brightness and base but then there’s color balancing and modes plus your own hardware capabilities and it quickly becomes a bit more complicated.

The earlier images Kaldaien showcased are for aiding in this setup so you can use the histogram and other data to get immediate real-time feedback which is also a lot more in-depth than merely adjusting towards brightness.

That’s what the XBox app is updated to handle far as I know but on a closed system where it’s intended to be done a certain way against PC and separated modes and implementation and wildly varying results yeah.

Hopefully once he’s online Kaldaien can provide a better answer and once 0.11.x itself is ready the wiki, PC Gaming hub and other resources will have the documentation and information to get started plus for the PC Gaming wiki you could then have settings that would be a good baseline which can then be calibrated from for brightness and gamma once the main bits per channel and HDR settings are covered for. :slight_smile:

You cannot use a 1/2 gamma power and get correct colors, especially not in HDR10. Set that to 1.0


As for the UI glow-through, I suppose I should do something about that. SK’s internal HDR doesn’t ever go that aggressive with dynamic range to be in a position where the scene underneath the UI is that much brighter. I know how to fix this, I just never have had the need to do it :slight_smile:

It’s not really that complicated at all. For Special K’s SDR → HDR conversion, you can get away without knowing how any of this works. I’ve gotten it now to the point where you just set the luminance slider to max and you’re done.

The problem is when post-processing a game’s official HDR. Games aren’t being completely honest with their metadata and the mastering ranges are way out of whack. I’ll solve that problem over time, should just be a matter of a really long luminance histogram. SK’s equivalent of machine learned HDR I suppose – learn how inaccurate the metadata is :stuck_out_tongue:


Here’s as good an example as any, what out-of-range luminance looks like.

Developer never tonemapped their game, so it’s all out-of-range technically, it only stops being out-of-range when HDR is introduced lol.

2 Likes

Hmm maybe recommended HDR settings per game should be added to PCgaming wiki, or something.

Kaldaien how does the HDR PQ curve work on monitors, does it do 2.2, or 2.4 gamma as a base and then do the neccesary proccesing, what happens if 2.2, or 2.4 gamma is more like 2.0/2.1 or 2.4 being more like 2.3/2.5+ on the display, wouldn’t that lead to in accurate HDR EOTF?

should I enable game HDR?

I have a few issues with the current form of SK , the first is that the SDR slider is 80nits and whilst it may technically correct, it was very useful to be able to compare the HDR image to the original SDR (or something that was very very close to it), older versions allowed me to double check that I am not crushing too much detail by setting it to a brightness that someone would actually use

This is only really an issue as it’s a result of my 2nd issue: Everything is far too contrast-y. Testing in Prey, TW3 and to a lesser extent Control, I can never dial the image correctly. 800 nits on my C9+HGIG always looks too dim and at 1500 I have to lower the mid-grey to -15% - -20% for the image to look somewhat normal in every title

I am not really sure how Gamma is meant to work. I usually fine around .8 to .9 fine as it allows me to back off on the mid-grey to -5% to -10% but in dark scenes (TW3) it just clips the entire low end and lowering it more makes it looks trash

What I find odd is that with all the improvements it feels as if it is more complicated to setup, when I found the forum I would just set max brightness to 1000 and adjusted gamma from 1.15 to 1.25 on a per game basis using the SDR slider @ 400nits and called it a day, every scene looked good.

Or maybe I am just expecting far too much / being extra picky, i dno