DLSS mods for Batman: Arkham Knight, Deus Ex: Mankind Divided, Dying Light and FF15 coming soon!
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Granblue Fantasy: Relink just got DLSS/FSR & HDR through a new Luma mod from Izueh
The implementation is extremely high quality: all post processing was moved to run after TAA (DoF, Bloom, Tonemap, ...), and supports resolution scaling.
DL: tinyurl.com/2ra95sbd
TAA vs DLSS
I'm not the one doing it.
The Luma Watch Dogs DLSS/FSR mod is making huge progress, aliasing and blur with it are now gone.
We are still working on adding motion vectors to vegetation, and a mip bias to decals and asphalt, but it's already looking phenomenal, even in motion.
Zoom in closer. This is perfect showcase of TAA.
Maybe some ar bots, but many seem real.
There, the view is the same, but the tooltip says: "Adjust the light/dark balance. Default is recommended".
A basic change in wording fixed it almost entirely.
Somehow, this fix was not backported to the following games.
We can determine what CAPCOM actually intended from this screen by looking at Devil May Cry 5, the only game that managed to escape this issue.
It's quite surprising this lasted through 7+ games and 8 years, without seemingly anybody internally questioning its design. It speaks volumes as to why players hate HDR and calibration menus.
This part seems to confuse everyone. The game has already chosen the size at which to display them, why ask the user to match them? And even if not that, what do they represent? What is the user supposed to do? And how about the images in the background?
One thing that genuinely puzzled me for years is the logic behind HDR calibration menus in Resident Evil games
From RE7 to RE4 & Dead Rising Remastered, almost all RE Engine games ask you to calibrate your HDR peak brightness, and then proceed to ask to match the size of the blue and red bars (?)
Persona 5 recently got a Luma mod (from Idarion) to add DLSS and FSR support, download here:
github.com/Filoppi/Luma...
HDR is possible through RenoDX.
You can how much the game shimmered in the video, DLSS also adds a lot of texture detail!
Shadow maps resolution is also increased.
can't cuz the word limit is different, and HDR pics are handled differently.
As much as I love the idea of not using X, it feels like bluesky is kinda dying and activity on X is growing. Am I wrong?
Not sure maintaining two platforms is worth the effort.
If you are thirsty for old games with a graphical makeover, Call of Duty Black Ops 3 recently received a Luma mod (from DabVeed) with HDR and DLSS: nexusmods.com/callofdutybl...
CONTROL had DLSS before many other games.
QB was an early example of TAA, and I think at launch on PC you couldn't set native res, but now you can.
The following new DLSS/FSR upscaling mods are in the works:
- Watch Dogs
- Watch Dogs 2
- Mafia III
- Batman: Arkham Knight
- Quantum Break
- Dying Light
- Kingdom Come: Deliverance
- Granblue Fantasy Relink
The Luma Framework modding community keeps growing: we now have a handful of dedicated modders adding HDR, DLSS/FSR and other rendering features (GTAO, bloom, ...) to games
You are welcome to join us: code makes it simple to add these and there's people ready to help
Watch Dogs DLSS comparison:
It's not exactly inverse tonemapping no. It has a real HDR pipeline but it's mostly twisting the SDR code to work in HDR.
However, if calibrated properly, it looks great.
I still believe Rockstar did a good job here for being one of the first games to support HDR. They probably just had some miscommunication between the graphics and UI team.
I believe this was ironically one of the major factors that caused a general negative perception of HDR in the public early on.
No matter where you go, most RDR2 HDR comments will claim it looks terrible.
Fun thing: to this day, one of the biggest "sins" of HDR is the Red Dead Redemption 2 calibration menu literally giving you wrong instructions, making most players set it extremely dark (the logo would never disappear!), and leading them to think HDR looks bad.
It reminds of "Whore of the Orient", a canned spiritual sequel to L.A. Noire that I was always sad to see go:
www.youtube.com/watch?v=tzlV...
By comparison, the new trailer looks more user friendly, although less crazy!
There's something that just doesn't sit well with me with LUTs that make shadow blue. My brain struggles to accept them. RE 4 has some wonky math in the HDR grading path that makes LUTs tint shadow a lot more aggressively
The blue tint in the shadows felt like it was coming out of the screen. It gave a strong vibe, but also broke gradients and perception
You can see in the 4th image the guy’s clothes literally change color depending on how much light hits them (no, he’s not a Batman villain!) (it's gold and blue!!!)
The grading there was extreme! It was probably done quickly and for maximum impact in the trailer, but it really stood out to me. I don’t think you’d be able to play something that looks like that for long without your eyes hurting.
www.youtube.com/watch?v=5L3X...
Glad to see the Stranger Than Heaven game tackling the weird color grading from the first trailer:
youtu.be/SfPXD0rAxGI
I think they will tone it down further for the final release, but either way, the game looks amazing!
I don't think I heard anybody claim layoffs were due to AI, even if they were, it wouldn't appear great to say that :D