Real Color Image

Discussion in 'General Discussion' started by joaocs_web, Jun 12, 2018.

  1. joaocs_web

    joaocs_web Registered

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    Hello everyone. this is my 1 post and my 1 time in rfactor 2. I made some changes to my taste in the color of the image. I called it Real Color. I wonder if anyone can discuss it. No software editing was done. Only changes with the Reshader. "(After / Before)
     

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  2. Nitrometh

    Nitrometh Registered

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    Yep, it looks better.
    I used to use reshade one or two years ago. But with the updates done by isi and later S397 I was satisfied with the look we got :)
     
  3. doddynco

    doddynco Registered

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    Great job - yours looks much nicer.

    I much prefered the colour balance in the last iteration of DX9 than what is current. It's now too blue and very garish. I hope the devs can give us image balance control because it is seemingly preferential and we all have different monitior/settings to adjust the game to. In Oculus VR, there are no settings to change the image balance so it really needs to be game side. Please devs :)
     
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  4. Daniele Vidimari

    Daniele Vidimari Registered

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    Can you share how to? I would like to try in my rF2.
     
  5. joaocs_web

    joaocs_web Registered

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    certainly. hence a 2 hour I post
     
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  6. joaocs_web

    joaocs_web Registered

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    Step by step
    1. Calibrate your monitor with Calibrize software. Link: http://www.calibrize.com/
    2. Install the Reshade 3.0 software (Bin64). Link: https://reshade.me/
    3. Install LiftGammaGain.fx and Tonemap.fx only.
    4. Shift + F2
    5. Ënable the modules and enter the following values.

    6. [LiftGammaGain.fx]
      RGB_Lift=1.000000,1.000000,1.000000
      RGB_Gamma=0.860000,0.760000,0.760000
      RGB_Gain=1.000000,1.000000,1.000000
    7. [Tonemap.fx]
      Defog=0.000000
      Bleach=0.080000
      Gamma=0.800000
      Exposure=-0.200000
      Saturation=-0.040000
      FogColor=0.357651,0.598039,0.548547
     
    Last edited: Jun 13, 2018
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  7. joaocs_web

    joaocs_web Registered

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    a more practical form. Extract and just copy the file to the address: \SteamLibrary\steamapps\common\rFactor 2\Bin64
     

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  8. Goanna

    Goanna Registered

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    Loved the typo, spat my coffee all over the place. :D:D:D
     
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  9. joaocs_web

    joaocs_web Registered

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    Google translator. Thanks for the tip, it has been fixed.
     
  10. joaocs_web

    joaocs_web Registered

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  11. Filip

    Filip Registered

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    Does it have any fps impact?
     
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  12. Flaux

    Flaux Registered

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    rf2 has done multiple changes throughout the last 6 years regarding it's color palette.

    Here is a nice round-up from a member on another forum regarding rf2's visuals:

     
    Last edited: Jun 13, 2018
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  13. joaocs_web

    joaocs_web Registered

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    [QUOTE = "Filip, post: 948142, member: 46843"] Tem algum impacto fps? [/ QUOTE]
    1% em 1050ti
     
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  14. joaocs_web

    joaocs_web Registered

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    January 2013 looks cool in the color aspect and exposure.
     
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  15. Flaux

    Flaux Registered

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    Sadly it was never good for the forum people... so it got changed again and again and again...
     
  16. stonec

    stonec Registered

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    True, but remember these pics only show one static condition. The real engine has to work well over 24 hours. It depends entirely on the time of day how good a screenshot looks. rF2 in 2013 had its moments, but looked, well, let's just say ugly under certain conditions:

    [​IMG]
     
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  17. joaocs_web

    joaocs_web Registered

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    I focus on the white balance. White balance and correct Levels. the rest will also look cool. If the devs change everything that was requested will be bad for RF2. if the pattern is the histogram, everything would have worked out fine.
     
  18. stonec

    stonec Registered

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    The thing is that rF2 doesn't use auto exposure in HDR, so histograms will never be perfect under all conditions. Auto exposure was used few years ago but it caused issues with overbright track when inside a dark closed wheel cockpit. Because there is no auto exposure, things like white balance depend a lot on track textures, which are not always 100% consistent either (see discussions about albedo maps).
     
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  19. Tuttle

    Tuttle Technical Art Director - Env Lead

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    Wrong.

    We do have AE in the Tonemapper, and it's totally working. The fact you don't see the "exposure pumping" it's because this version does use multiple image targets to create the balance, and has dedicated profiles for night and day conditions.

    If you don't know something for sure, I would avoid telling other users what we have and what we don't.
     
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  20. Will Mazeo

    Will Mazeo Registered

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    I was using this and my game froze, got a d3d11.dll error log in windows events, not sure if crash was due to this or due to recent game updates, removed it just due to the doubt. So be aware.
    I hope it was this tho, dont want my game freezing in online races >_<
     
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