Bloom, HDR, smoke in games.
In recent years, game developers have gone too far with post processing. Well, when there are suitable settings for these effects. Is it possible to reduce Bloom, HDR, smoke available to the average user ways? Perhaps there is software?there is a set time the Shader is called ReShade. there are subotka this project is called SweetFX. is project ENB. graphics cards from nvidia, if you put driver geforce exrepience, there is a technology freestyle, but it is not supported in all games. there are also handymen who on address offsets of the memory rule of the game files and exe files.
in the settings of drienov graphics card is also virtual modes of superresolution, which make the picture crisper at the expense of upscaling (nvidia DSR, AMD VSR), the same can be done by setting manually setting the screen resolution higher than native.
reshadehttps://reshade.me/
sweetfxhttps://sfx.thelazy.net/games/
enbhttp://enbdev.com/index_en.html
how can I add the permission manually on nvidia
support geforce experiencehttps://www.nvidia.com/EN-us/geforce/geforce-experience/games/
nvidia freestylehttp://talkdevice.ru/nvidia-freestyle-kak-vklyuchit-i-nastroit.html
nvidia DSRhttps://www.nvidia.com.ua/object/dsr-technology-ru.html
amd VSRhttps://www.amd.com/EN/technologies/vsr
learn, try.
VIPn1
HDR got to do with anything? If you have a monitor HDR no support, and won't see him.
In reality ( in practice ) too much HDR in the game is artificial, very strong changes in illumination, contrast, color near and distant objects. For example, look at the room in the far corner - there is darkness; you come back - it's okay to be seen, but in the last corner can not see anything. All must have noticed the unreality of the lighting when entering or exiting tunnels, caves.
The Internet says that there is no common means of changing these posteffects. In different games they are implemented differently. There are separate patches. Craftsmen something has changed in the game files. It's not that.
Practically to establish an image below with the settings in the game and with additional graphics settings.
as that I did not notice that in modern games and grafana much post-processing
it was a lot for example in the last-gen consoles because it seemed that this game and the next-gen. schA is like the more I think the emphasis on photometric materials and there is that failure of PBR and gamma correction.
perhaps what really gives myltse fragrant is a different kind of antialaising screen space and not the stage and supersampling and all sorts of technology down abseiling.
to win soap Nada will change the monitor to the monitor the higher pixel density and resolution with support vistapanel (or close to semi-professional with a good coverage of the RSL if the problem is specifically in color grading), and ( or) translate it in this mode when an incoming signal on it is actually higher than its resolution (e.g., 1080p to use 2K or 4K resolution) without resorting to JEM that converts the number of pixels back to that meter for the resolution of the matrix screen