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Showing results for tags 'hdr'.
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Currently Darkmod does not utilize the full potential of its high dynamic range rendering. When light gets bright colors get clipped. As I mentioned before, this makes highlights hard to manage and makes bloom option less useful (in my opinion). At least that's what I see on my old ass monitor that doesn't support HDR. I'll preface this with a disclaimer, that I have no idea what I'm doing. I also do not claim, that this code is ideal, or even good. I simply asked MS Copilot to modify the tonemap.frag.glsl file for me. It added a new color curve, that can be modified: Alternative set of ABCDEF values, should give slightly more contrast: All the footage and screenshots below were done with bloom set to the max.
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- color management
- tonemapping
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https://www.anandtech.com/show/13756/vesa-rolls-out-displayhdr-true-black-standard-for-oled If you aren't playing The Dark Mod on a DisplayHDR True Black 500 screen, you might as well gouge out your own eyes.
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- displayhdr
- hdr
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Lately, I was searching the wiki to see if there's any way to tweak Bloom settings a bit more, and I found this page: http://wiki.thedarkmod.com/index.php?title=Advanced_TDM_Visuals_Tweaking All the cvars described there can be put in your autoexec.cfg, so you can use them in your map, but you can also bind them to keys or paste in console to tweak settings in real time. All variables are interdependent, and apart from bloom strength and settings you can tweak things like image contrast. There's even a kind of depth of field effect, but it's not camera-dependent, i.e. you can either make lit areas or shadows blurry. It's kind of weird, but maybe it could be useful in some cases. Example settings: TDS-like milky bloom: r_postprocess_bloomIntensity 2 r_postprocess_brightPassThreshold .2 r_postprocess_brightPassOffset 2 r_postprocess_colorCurveBias .4 r_postprocess_colorCorrection 0 r_postprocess_colorCorrectBias 0 High-contrast image: r_postprocess_bloomIntensity 0 r_postprocess_brightPassThreshold 0 r_postprocess_brightPassOffset 0 r_postprocess_colorCurveBias 1.4 r_postprocess_colorCorrection 10 r_postprocess_colorCorrectBias 1 Me playing without glasses: r_postprocess_bloomIntensity 1 r_postprocess_brightPassThreshold 0 r_postprocess_brightPassOffset 1 r_postprocess_colorCurveBias 0 r_postprocess_colorCorrection 0 r_postprocess_colorCorrectBias 1 Light-based DOF: r_postprocess_bloomIntensity 1 r_postprocess_brightPassThreshold 0 r_postprocess_brightPassOffset 1 r_postprocess_colorCurveBias 2 r_postprocess_colorCorrection 1 r_postprocess_colorCorrectBias 0 I hope you'll come up with some other uses as well