Using Reshade you can fix a lot of the issues the game has with black floor
I made a quick video on it, I’ve since tweaked the numbers more and prefer 24 for the black point. 23 with those HDR settings is the value where you will see no clipping in every scenario but I prefer a tiny bit of clipping
as for 850nits in HDR menu, I’ve just ran the screenshots through HDR+WCG Image Viewer and it’s actually around 820 but I prefer a tiny bit of clipping anyway
SK HDR on Cyberpunk gives me similar color space and gamma to SDR while preserving the highlights. I think the “accurate” gamma using the in-game slider in SDR is a tad darker, but SK seems to be the best way to get good HDR in the game currently.
I have toyed around with Nvidia Game Filter without SK and had good results manually bumping gamma down using that. The game seems to artifically stretch the gamma curve or as HDTV Test youtuber Vincent Teoh described, it elevates the black floor. Using SK or Game Filter to lower the black floor helps the HDR output immensely.
You can also use Nvidia game filter to do the same thing. It works pretty well IMO. I think I prefer SK’s implementation, but it actually is difficult for me to say which one I like better.
scRGB’s not an anomaly. It gets quantized down to Rec 2020 PQ at the end of the render chain, but in the meantime it keeps overall precision and range as high as possible until the final image is scanned-out. scRGB has the benefit of not destroying precision above 10-bits on displays that can do more than 10-bpc.
It’s also got the benefit of handling game UI rendering better. It’s straight up better, just with a potentially small additional overhead due to additional GPU VRAM requirements for storage and memory bandwidth.
This thread and Cyberpunk HDR has me so confused. I perceive the native HDR on PC to have all the same problems as the HDTVTest video points out. Adjusting the max/paper white values with SK helps a bit, but still looks awful to me. But Kaldaien (who I trust to have much more knowledge in this area than I do) seems to be happy with it?
Meanwhile turning off the in-game HDR and using SK’s is up there with the best HDR experiences I’ve had.
Kaldaien just curious but how do you deal with VSYNC when running without VRR on the C9, i can basically still notice a pretty big difference in how fast games react with VSYNC ON VS OFF even with your framerate limiter active at VSYNC rate with flip mode at 60hz BFI + waitable swapchain.
The best way to do it is to manually set the max luminance to 75 as well as paper white in SK. Use the in-game luminance setting combined with MAX-Average-Local-Y visualization and adjust it until it starts to cycle colors and then back it down until it doesn’t. I have cyberpunk in-game tonemap set to .8. Use the “Passthrough” setting and set in-game to SCRGB.
I find the gamma and shadow detail to be very comparable to SDR using it while having the awesome highlights of neon Night City.
No real reason, that is actually the recommendation from EvilBoris, I’ll try it without I thought it looked pretty good.
Edit: In-game tonemap appears to do nothing with SK implemented. I haven’t tried this on my OLED but best balance on my x35 (~1000 peak nits) seems to be 900 maximum brightness in-game on SK manually set both paper white and max luminance to 75 nits. If I go to 1100 nits in-game the Max-Average-Y cycles on > half the screen so probably losing detail from what I understand. I realize the Max-Local-Y is more important.
I’ve done all that. It still seems to me the entire image is just brightened. So yes, the neon lights and other highlights are nice and bright (also extremely saturated compared to SDR or SK’s HDR, but maybe that is expected or a separate issue) but shadows are straight up grey. Latest Nvidia driver seems to have an issue with raised blacks in HDR but I don’t think that’s accounting for it all; SK’s HDR preserves blacks much better for me.
Edit: And adjusting gamma with SK on native HDR until shadows are closer to true black crushes detail.
In sRGB HDR Tonemap mode, you can change the Max Luminance / Paper white ever so slightly to bring the range down a little lower and avoid blown-out details without crushing black.
You have to be very subtle with this adjustment though, we’re talking probably a range of 75 - 85. The slider isn’t even designed to work that way, it’s not a normal thing to do. But it could possibly help you. You’d have to Ctrl+Click and enter values < 80
And be aware, that while typing in manual values, it has an annoying thing where it lowers the paper white setting (i.e. you’re typing out 75 manually, and because you first type 7 and paper white can’t be greater than max, that brings paper white down to 7).
You should do manual adjustments to the paper white setting (SK’s setting, not the game’s) first.
what nits do you use in the game menu? I used to be able to get it to 900 without color cycling but now it starts to cycle. My max is about 500 with the build you linked above.
I appreciate the update. I wasn’t able to try the settings you suggested in the earlier post because I’m away from my gaming pc for a few weeks. But I wouldn’t be surprised if we can get a superior result from starting with a fresh HDR implementation than working with CD Projekt’s broken grading. I look forward to coming back to the game next month, maybe CD Projekt will update the HDR.
740 Maximum Luminance,
210 Paper White,
4.50 Tone-Mapping Midpoint.
I would give my left to know what the hell the tone-mapping midpoint is supposed to do. I have all sorts of fancy image analysis shaders written and it has never done a damn thing. It’s broken, a placebo option, or both.
Yup, I settled on 75 for both values. Game set to HDR scRGB, game max brightness at 1499 or 799. SK in scRGB tonemap. Noticed the issue with manually typing values lowering the paper white.
Blacks are better than unmodified native HDR, but still elevated compared to doing HDR through SK. Which itself has elevated blacks compared to SDR, seemingly due to an Nvidia driver bug.
Edit: not sure how I replied to myself lol, meant as a reply to Kaldaien
If I weren’t stuck in D3D12 compat. hell right now, I’d add some extra analysis features to monitor black level since everyone seems adamant that there’s something wrong. I have analysis for peak luminance, but it would need some overhauling to also look for long-term black level issues.
One thing I can say, is that scRGB, unlike PQ actually lets you store pixels with brightness values < than your display can do anything with. By that, I mean, in PQ HDR, 0.0 is pure black and anything above 0.0 has some degree of brightness.
In scRGB, 0.0 is also pure black, but there’s a range of values in the signal above 0.0 that are still also black
I had to do some math to correct for that a while back. I was crushing black detail by not setting the correct zero-point for the display’s capabilities.
Tl;Dr:
| Min Luminance.. | 0.010000
| Max Luminance.. | 1499.000000
| " FullFrame.. | 799.000000
+-----------------+---------------------
See the very slightly, not exactly, 0.0 number reported as “Min Luminance?” If you don’t do math to correct for that when rendering in scRGB, you’re starting with the wrong black level