![]() ![]() ![]() I'd be glad to discuss this with you over PM either here or on the Nexus. Even then, if someone is using a post process injector or even an ENB config that brightens/darkens the image, the 16-235 color range can be defeated.ĮDIT: We are getting a bit OT here though, and I don't want to make Boris mad. I'm not clipping the color but rather compressing the output range. For that set I'm compressing sRGB output from the game into Rec.709 colorspace for those who want it. My Rec.709 LUTs do move the black and white points, but they are supposed to since Rec.709 is 16-235. Setting "UseOriginalColorFilter" to "False" in ENB essentially does the same thing. This is to be expected since I used an untouched LUT image for these. My sRGB LUTs do nothing to the image and the output is as it would be raw from the game camera before hitting Bethesda's LUTs. The game is outputting sRGB full range 0-255 already before Bethesda's LUTs kick in and add contrast and saturation. I'm just saying they are not neutral in that they do in fact modify the image and add some contrast and move the white point. So will VX AO be available future Fallout 4 ENB releases? If not, then how are we going to get it? BTW, from what I read about HBAO+, it actually performs faster than many SSAO implementations! The source of this information is very credible - NVidia. ![]() It adjusts overly bright lighting, which Neutral LUT's also remove by default. Does it make much sense to use Neutral LUT's with Fr4nsson's Light Tweaks? Here's the link to the mod itself. Neutral LUT's do serve a great purpose for ENB and ReShade modding, but does it make much sense to use them for vanilla ENB presets? They make the game overly color-less and gloomy, which is what Fallout is all about, but maybe its taking it a bit too far.Ģ. I have 2 major dilemma's about Neutral LUT's:ġ. The game could've been badly mastered, like some films that use high grayscale levels for blacks instead of using level 0. Seeing, how these true Neutral LUT's brightened night times, I figured that maybe those Non-Neutral LUT's were somehow adjusted to use the game's blackest level, which could be above 0. If previous Non-Neutral LUT's had added contrast and ceiling at level 235 instead of 255, then there should've been a pronounced black crush/clipping. Whites didn't get any whiter, but Night-Time got extremely bright even with the Darkest setting with Darker Nights mod. I guess I can just capture an image with those older Non-Neutral LUT's and these newer Neutral LUT's and compare because it doesn't seem very different on my monitor. ![]()
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