Caporegime
I notice a lot of flickering in game especially on the moss on rocks. Not sure if it's to do with frame generation.
before he realised that lying to the internet will plummet your game's player base which it did
Ok so tried out HDR (as well as RTX HDR) and there's something off with both. The built in HDR overblows highlights, look at the yellow sections of wall below, HDR should balance these out with the brightest points being actual light sources such as the Sun.
RTX HDR is more balanced but lacks the brightness of the Sun that you would otherwise expect. I suspect this is because the base game's tonal range and exposure data for HDR isn't accurate hence why the built in HDR mode isn't looking right, and RTX DR uses the baseline data to build the AI HDR. You can do only so much with the baseline if the data is incomplete, like upscaling at 1080p is far worse than upscaling at 1440p due to having less data to upscale with.
As far as colours and dynamic range goes, SDR looks better. For reference I am in my monitor's most colour accurate mode for this observation as I don't like seeing things unnaturally vibrant or anything like that. I am also in native 10-bit colur so nohting is being missed assuming the game uses 10-bit output.
I'll take accurate/balanced SDR over inaccurate HDR any day
Native HDR is working fine in the game. Only one of the settings is broken and it's most likely an accident. Hopefully it gets fixed soon in a patch, but until that's done, you can use this mod to enjoy the game in HDR as intended instead of using worse solutions like RTX HDR.
Maybe you missed the interview with Nixxes that I posted earlier in the thread, they specifically toothcombed the entire game and cinematics for ultrawide presentation, for all intents and purposes the PC version of this game is made for ultrawideYet you use ultrawide though, when you know games are made for 16:9
Maybe you missed the interview with Nixxes that I posted earlier in the thread, they specifically toothcombed the entire game and cinematics for ultrawide presentation, for all intents and purposes the PC version of this game is made for ultrawide
All but one game in memory? There was that one game you bigged up but it was forced 16:9 so I refunded it, I forgot the name it was that bad lol. Every other game I have played has been correctly 21:9 either out of the box or with a slight tweak in the game folder via a mod which corrected the FOV
Patrick Den Bekker - Nixxes: Obviously, on all projects we like to have an ultrawide option, and the game content isn't built for that.
Nuf said really
Patrick Den Bekker - Nixxes: Obviously, on all projects we like to have an ultrawide option, and the game content isn't built for that. So we have animators and designers that go through all the cinematic content to make sure it's all clean on the sides - so you don't see popping, or characters not animating. That's usually the most time-intensive part. But it's always a really great addition to PC, so that's why we try to do it.
At last, good luminance once again!
Cherry picking a portion of a quote making it out of context, what is this, speaker's corner?!
He was referring to the base game obviously for those reading this without prior knowledge of the interview, the PC port has been redone from start to finish to cater to ultrawide output up to 32:9