HDR - hdrsettings / hdr.tzfx.json (no big deal)

Tags: #<Tag:0x00007fa0cf556c30> #<Tag:0x00007fa0cf556b68>

Hiya, I just started this up on my HDR OLED with Windows colour set to HDR, and had to turn it off because of the posterization on screen … (i think that’s the right word)

Anyway, I turned off W10 HDR, and it all looks fine. However I have found these JSON files … has anyone else played around with them, yet?

hdrsettings.json

{
   "hdrAmbienceContribution" : 7.0,
   "hdrAmbienceScale" : 0.5,
   "hdrBlackScale" : 2.0,
   "hdrBlackShift" : 0.039999999105930328,
   "hdrBrightBlendRate" : 1.2000000476837158,
   "hdrDarkBlendRate" : 2.2000000476837158,
   "hdrForceValue" : 0.0,
   "hdrHeldLightAmbienceScale" : 0.21500000357627869,
   "hdrHighPercent" : 0.94999998807907104,
   "hdrLinearAngle" : 0.48199999332427979,
   "hdrLinearStrength" : 0.40700000524520874,
   "hdrLogScale" : 0.10000000149011612,
   "hdrLowPercent" : 0.69999998807907104,
   "hdrMaxLuminance" : 2.5,
   "hdrMinLuminance" : 0.25,
   "hdrMinLuminanceRange" : 0.15000000596046448,
   "hdrShoulderStrength" : 0.89999997615814209,
   "hdrToeDenominator" : 0.51700001955032349,
   "hdrToeNumerator" : 0.18700000643730164,
   "hdrToeStrength" : 0.28600001335144043,
   "hdrWhiteLevel" : 8.0
}

hdr.tzfx.json

{
   "name" : "hdr",
   "parameters" : {
      "ambience" : {
         "columns" : 3,
         "type" : "float"
      },
      "ambienceContribution" : {
         "type" : "float"
      },
      "ambienceScale" : {
         "type" : "float"
      },
      "blackScale" : {
         "type" : "float"
      },
      "blackShift" : {
         "type" : "float"
      },
      "brightBlendRate" : {
         "type" : "float"
      },
      "darkBlendRate" : {
         "type" : "float"
      },
      "debugMask" : {
         "columns" : 4,
         "type" : "float"
      },
      "debugTexture" : {
         "type" : "sampler2D"
      },
      "forceHdr" : {
         "type" : "float"
      },
      "frameTexture" : {
         "type" : "sampler2D"
      },
      "hdrA" : {
         "type" : "float"
      },
      "hdrB" : {
         "type" : "float"
      },
      "hdrDF" : {
         "type" : "float"
      },
      "hdrInvLogScale" : {
         "type" : "float"
      },
      "hdrLogScale" : {
         "type" : "float"
      },
      "hdrTexture" : {
         "type" : "sampler2D"
      },
      "hdrW" : {

… etc

EDIT:

Oooh, this file looks promising … posteffectsettings.json:

{
   "bloomBlend" : 5.0,
   "bloomBlurRadius" : 25.0,
   "bloomOriginalSaturation" : 1.0,
   "bloomSaturation" : 1.0,
   "bloomThreshold" : 0.20000000298023224,
   "bloomThresholdCutoff" : 5.0,
   "bloomThresholdHDRScale" : 3.0,
   "blurRadius" : 25.0,
   "distortionBlurRadius" : 10.0,
   "distortionStrength" : 100.0,
   "dofApertureScale" : 0.0040000001899898052,
   "dofBlurRadius" : 5.0,
   "dofFarBlendRate" : 1.0,
   "dofFocalLength" : 0.40000000596046448,
   "dofNearBlendRate" : 4.0,
   "dofStartBlurDistance" : 32.0,
   "fxaaQualityDebug" : 0.0,
   "fxaaQualityEdgeThreshold" : 0.14000000059604645,
   "fxaaQualityEdgeThresholdMin" : 0.035000000149011612,
   "fxaaQualitySubpix" : 0.85000002384185791,
   "godRaysBlendLimit" : 0.5,
   "godRaysBlendRate" : 32.0,
   "godRaysDisabled" : false,
   "godRaysMoonRadiusScale" : 1.5,
   "godRaysNoise" : [ 0.10000000149011612, 40.0, 20.0 ],
   "godRaysSunRadiusScale" : 2.7999999523162842,
   "lensFlareBlendRate" : 36.0,
   "lensFlareDisabled" : false,
   "lensGlowBlendRate" : 4.8000001907348633,
   "lensGlowDisabled" : false
}

The game doesn’t support HDR monitors iirc, I think these are settings to mimic HDR on SDR screens.

Probably the best solution is just to keep hdr off when playing boundless?

1 Like

Oh, yeah, I completely understand, mate.

Yeah, I should’ve mentioned that I saw these settings and my immediate thought were that they were for general lighting / colour settings in game.

That said, I would imagine that if I get bored enough one day I might experiment with them to see if I can find a decent medium for Boundless in HDR. They might assist in doing that, right?

I mean, for a very bad example (if it actually did this), if one were to pump up hdrMinLuminance to a certain level, and scale the hdrMaxLuminance accordingly, then perhaps the intended light output would ramp up enough that HDR screens benefit from it.

Again, please don’t read that last, example, paragraph literally, I’m pretending that those settings would actually change how much the game pushes the luminance that’s a big factor in HDR.

Windows Display and Sound are STILL such a cluster fudge that I can’t see them ever sorting it all out to be anything close to useful. In many ways I do wish that GPU manufacturers would do more to help with that absolute rubbish in their settings programs. I mean, the NVidia one is awful, but does the job, but holy hell is the AMD one useful, and even Intel’s allows more common sense access to dealing … oh I’ve dyed cress again, haven’t I. :sweat_smile:

ANYHOO!!
CasualWhistle

1 Like

Please feel free to completely ignore this, I’m not asking with any entitlement or expectation of response.

@Developer / @Wonderstruck, just curious, would playing with some of the above settings adjust the saturation and brightness of certain parts of the graphical engine?

I only came back to this because I’ve been playing with reshade wanting to get a bit of a subtle boost, and I’ve actually had a little luck.

Examples With Bad Specular Highlights Amongst Other Stuff

first up is @Samski’s glass room …

Off

On

then this lovely tower in Cat Town …

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On

now @bucfanpaka’s lovely tree on a hill from @georgegroeg

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On

now @Shadykatt34’s underwater spectacular

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On

and this awesome pyramid on trung!

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On

and finally EZPZ hub on sochi …

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On

I’m looking to get one or the other of the following two scenarios, preferrably with game files, but otherwise I’ll keep fiddling with reshade:

  • Essentially get the game to tonemap an HDR like experience on a non-HDR monitor (very keen to include ridding the posterisation/colour banding in that).

or

  • Ensure that the game outputs correctly for an actual HDR screen.

I’m not sure how ‘normal’ I am with my setup, but my monitor is a 60Hz 10-bit monitor, and the HDR screen I’m using is my ‘trusty’ old LG B7 OLED ( also 60Hz ).

I do realise that this is a complex question ( hence the opening caveat ) but I thought I’d just see if there’s stuff in the above, and maybe some other ( lightcubesettings.json? or posteffectsettings.json looks good … ) JSON files.