With Aemony's version, SK's colors at least look right. Also, the SK windows starts bugging out in the classic Win cascade fashion, and I can tell from the tone mapping that HDR is incorrect. I tried with two other versions of SK, and if HDR is enabled in Windows, there's no image in the game - only audio. After replacing the current SK with the one you provided, using the global injector and enabling HDR in Windows before starting the game, it crashes a couple seconds after it loads. I know it's been a while, but I never tried SK's implementation of HDR, and decided to give it a go. Hope to help someone! Enjoy this gorgeous game HDR: on (you need to do that on rgb 8 bit, on ycbcr422 10 bit it enables HDR automatically) If this mod doesn't let your game boot, remove the game from the nvidia control panel and set from dxgi.in: silent=true Game native HDR: on (rgb 8 bit because with ycbcr422 10 bit i didn't notice differences, except slow down in framerate at least on my tv)įirst and last settings needs game reboot Msi 970 gaming 4g (overclock +190 core +450 vram)ĭynamic resolution: on (vertical and horizontal 50%) These are my configuration and settings if someone needs them on a 970: Waiting for the updates paid off really well. With the last beta of the game I'm managing to play it in 4k on a solid 60 fps + hdr with only a gtx 970 even in heavy cutscenes and combat and i still can't believe it, considering how unstable and laggy was before with this resolution. I absolutely wanted to tank you for this mod. I am in a position to override all this stuff and use the correct high-performance windowed mode rendering though and am absolutely doing so. Microsoft is strongly urging developers to get with the program and use windowed mode flip model, sadly very few engines do. You can read about it here, but it is technical. This uses flip model, which has the same performance characteristics as fullscreen exclusive. Is there a way to let this be running in true exclusive fullscreen? No, it doesn't matter though. I noticed i puts the game in bordeless windowed and i loose a bit of performance when there is a lot of particles ect on the screen during chase sequences ect. The base range represents your display's reported peak brightness across the entire screen. I suggest leaving the range limited, the expanded range is only achievable in localized highlights. This shouldn't happen unless you ctrl+click and enter a manual value _way_ out of range. If something's "too bright" it just becomes one indistinguishable shade of white with all the other pixels that are too bright. Originally posted by Kaldaien:This is floating-point HDR, there is no overflow :) I extracted to my documents and ran it then launch and im not seeing any options. But both of them work in the same way so that shouldn't matter.Įdit: I've confirmed that this works for me with the Microsoft Store version. I haven't been able to test it myself (I'm not at home right now) but I basically used this approach yesterday when I confirmed it worked except that I used the newer SKIF tool (not released to the public yet) instead of this older SKIM tool. Oh, and be sure to enable HDR in Windows first. Extract it to your Documents folder, then open Documents\My Mods\SpecialK and run SKIM64.exe and hit "Start injection". This should hopefully work with the Microsoft Store version of the game. Originally posted by EeK:Kal, any way to get this working on the MS Store version of the game? I have no access to the game's folder and can't extract the files there.
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