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TOPIC: qUINT

qUINT 1 month 2 weeks ago #261

That LUT option is slowly driving me insane. I verified again that the displayed LUT is by default 100% identical with a neutral LUT I have here, yet it seems to produce other results for some users. I can only think of API differences that for whatever reason, the values being displayed are different in DX9. This would explain why there's a static color adjustment with default values which @Marty reported. What game are you using @F D B and which API is it? For this theory go be true it should also be DX9.
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qUINT 1 month 2 weeks ago #262

Marty McFly wrote:
That LUT option is slowly driving me insane. I verified again that the displayed LUT is by default 100% identical with a neutral LUT I have here, yet it seems to produce other results for some users. I can only think of API differences that for whatever reason, the values being displayed are different in DX9. This would explain why there's a static color adjustment with default values which @Marty reported. What game are you using @F D B and which API is it? For this theory go be true it should also be DX9.

No clue at all if it's related but if you missed it there seemed to be a problem with tex2Dfetch in DX9 that crosire fixed with a recent build. See: reshade.me/forum/shader-suggestions/5032...our-cast-neutralizer
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qUINT 1 month 2 weeks ago #263

Marty McFly wrote:
That LUT option is slowly driving me insane. I verified again that the displayed LUT is by default 100% identical with a neutral LUT I have here, yet it seems to produce other results for some users. I can only think of API differences that for whatever reason, the values being displayed are different in DX9. This would explain why there's a static color adjustment with default values which @Marty reported. What game are you using @F D B and which API is it? For this theory go be true it should also be DX9.

I'm sorry to be the one to slap you in the face with it but... your Theory isn't good :(
It's a DX11 game: Pro Evolution Soccer 2019.

If I manually edit the LUT using Photoshop adjusment layers, when I import it back to the game, everything works fine. The in-game result is exactly like what I see in Photoshop. With qUINT's Lightroom, it's like it adds an extra % of vibrancy or something. Which looks even better to be frank.
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qUINT 1 month 2 weeks ago #264

I remember months ago, when you first introduced us to Lightroom, I asked in this very same thread if there was a way to export the LUT as we see it on the screen right within the game+Lightroom. I was told that was not possible.
But could you guys make it so that there's some sort of 'temp' folder in which luts get stored as we generate them? Maybe that would be a good workaround.

Also, I was using ReShade's original 32x32 LUT texture, which is the same as Lightroom's as far as I know.
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qUINT 1 month 2 weeks ago #265

@Uncle Crassius Yeah, I thought that it might be issue with the internal lut/texture the newest Lightroom uses for better performance, combined with this bug.

I verified it on other DX9 games, and the issue is there. Darker black levels + blue tint and whoknows what else on default values. I tried to nullify it by adjusting the values but it's still not correct...

As for the problem with the effect applied to LUT, try using Fubaxes LUTTools, It might help/work. Just put it at the top OFC.
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qUINT 1 month 2 weeks ago #266

Marty wrote:
@Uncle Crassius Yeah, I thought that it might be issue with the internal lut/texture the newest Lightroom uses for better performance, combined with this bug.

I verified it on other DX9 games, and the issue is there. Darker black levels + blue tint and whoknows what else on default values. I tried to nullify it by adjusting the values but it's still not correct...

As for the problem with the effect applied to LUT, try using Fubaxes LUTTools, It might help/work. Just put it at the top OFC.

You mean I should use Lightroom with LUTTools on top of it?
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qUINT 1 month 2 weeks ago #267

F D B wrote:
You mean I should use Lightroom with LUTTools on top of it?

Just an idea, yeah. Just don't use the Lightroom LUT generator, and try the LUTTools one. Grab it on top of the shader list. Might try it myself with the older Lightroom.
MIGHT be temporary solution, who knows.

Offtopic : How do I change my goddamn avatar here ? :lol:
Last Edit: 1 month 2 weeks ago by Marty.
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qUINT 1 month 2 weeks ago #268

u have to change it @Gravatar i think, its an outsourced avatar hoster or something..dunno, i dont use it.. :P (i block gravatar with UMatrix, i only allow the reshade domain and the 3rd party pictures that are needed, im not a Big Fan of Data Mining)
Last Edit: 1 month 2 weeks ago by BeTa.
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qUINT 1 month 2 weeks ago #269

Marty wrote:
@Uncle Crassius Yeah, I thought that it might be issue with the internal lut/texture the newest Lightroom uses for better performance, combined with this bug.

I verified it on other DX9 games, and the issue is there. Darker black levels + blue tint and whoknows what else on default values. I tried to nullify it by adjusting the values but it's still not correct...

As for the problem with the effect applied to LUT, try using Fubaxes LUTTools, It might help/work. Just put it at the top OFC.

I tried your workaround but the same thing happens. Even if I use Lightroom to create the LUT and then Fubaxes LUTTOOL to take the screenshot.
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qUINT 1 month 2 weeks ago #270

I'm more and more convinced that this got something to do with ICC by the minute.
Either ReShade isn't injecting the current monitor color profile or something like that.
But I'm not an expert so take it with a pinch of salt.
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qUINT 1 month 2 weeks ago #271

F D B wrote:
Marty wrote:
@Uncle Crassius Yeah, I thought that it might be issue with the internal lut/texture the newest Lightroom uses for better performance, combined with this bug.

I verified it on other DX9 games, and the issue is there. Darker black levels + blue tint and whoknows what else on default values. I tried to nullify it by adjusting the values but it's still not correct...

As for the problem with the effect applied to LUT, try using Fubaxes LUTTools, It might help/work. Just put it at the top OFC.

I tried your workaround but the same thing happens. Even if I use Lightroom to create the LUT and then Fubaxes LUTTOOL to take the screenshot.

Weird. I had the same issue, but LUTTools seems to have solved it for me. Are you sure you're doing it right? Don't use Lightroom's own LUT generator; instead place "DisplayLUT" from LUTTools above Lightroom in the UI and use it take the screenshot, then crop the LUT and load it using "ApplyLUT", NOT the LUT.fx shader.
Last Edit: 1 month 2 weeks ago by Viper_Joe.
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The following user(s) said Thank You: jas01

qUINT 1 month 2 weeks ago #272

Yes I did everything right up to the cropping part.
Because the "ApplyLUT" part is not necessary in my case since I'm importing the generated LUT directly into the game.

But still the results change.
I will post video or something soon so you can see exactly the whole process and see what I mean.
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qUINT 1 month 2 weeks ago #273

F D B wrote:
Yes I did everything right up to the cropping part.
Because the "ApplyLUT" part is not necessary in my case since I'm importing the generated LUT directly into the game.

But still the results change.
I will post video or something soon so you can see exactly the whole process and see what I mean.

Then this coud very well be a problem with the game not the shaders. I don't have any of your problems...
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qUINT 1 month 2 weeks ago #274

Marty wrote:
F D B wrote:
Yes I did everything right up to the cropping part.
Because the "ApplyLUT" part is not necessary in my case since I'm importing the generated LUT directly into the game.

But still the results change.
I will post video or something soon so you can see exactly the whole process and see what I mean.

Then this coud very well be a problem with the game not the shaders. I don't have any of your problems...

Hmmm, no.
When I edit the LUT only via Photoshop Adjustment layers, and then export the DDS the same way I would using Lightroom or LUTTools, the results ingame are exactly the same as in Photoshop.

So the problem lies in the generated LUT within the game by Lightroom. It adds or substracts some kind of color information.Or, like I said, it's got something to do with ReShade/Lightroom and Monitor ICC.
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qUINT 1 month 2 weeks ago #275

So I've dug a bit into this issue...
What Lightroom basically does is this:
  • Render all color correction to 4096x64 LUT internally
  • Draw custom LUT size onscreen
  • Apply previously generated 4096x64 LUT

So the code to compute and read the 4K LUT is basically identical to the LUTTools shader (has to be), I checked. The only difference I do when drawing the custom LUT, I forcefully quantize to 255 levels but that shouldn't be an issue. I'm a bit out of ideas here, since

-the old version had definitely a bug that the LUT it generated had a static error in green channel
-the new version doesn't have that one and instead uses same code as LUTTools

Now Marty reports that the old one worked fine but new one creates static tint with no sliders changed.
F D B reports that the LUT Lightroom produces isn't correct.

See why I don't get what happens here? Old one was confirmed to be buggy. New one uses same code as LUTTools and apparently still causes problems, different kind. The static color change in the new code could come from reading/writing using buggy code, but it's same code as LUTTools. I can only assume there's some API differences in coordinates that is shooting me in the foot here.

Since this needs some more in-depth testing, join me on my Discord here: discord.gg/HCz9DCq
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The following user(s) said Thank You: F D B, Marty

qUINT 1 month 2 weeks ago #276

I joined the Discord and showing you a few screenshots with a detailed explanation there, Marty. Thank you.
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qUINT 1 month 2 weeks ago #277

Just to clarify, I thought of the LUTTools as a workaround for Lightroom generating LUT and applying the color-correction to it wrong.
And as to my DX9 issue, I thought that since it happens only with the newest Lightroom, it must be problem with DX9 code appling the internal LUT wrong. Like I said earlier to response to Uncle Crassius.
Now I didn't have much time to test the non-internal LUT texture-applying... I only tested few other DX9 games for the tint in default values.
I'll test it as soon as I have time, it's quite late now...
Last Edit: 1 month 2 weeks ago by Marty.
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qUINT 1 month 1 week ago #278

Is there any way to have this automatically imported using the Reshade Setup program (like the SweetFX shaders are)?
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qUINT 1 month 1 week ago #279

I had a similar issue while using Lightroom. Red coloring in some dark spots of the image (without altered LUT's colors it was bright blue). LUTTools shader is working correctly. Sadly with my screen I can't no longer create nothing above 1024x32 (for me/other people). I'm aware that there is very little you can do about this unknown issue, but maybe you could find some time to upgrade LUTTools, so we can move the image (with our custom LUT) and capture LUTs that are wider than our own screens (like in your Lightroom).
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qUINT 1 month 1 week ago #280

You can scroll the lut and just take 2 screenshots, jas01
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