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Shadows way too dark/black, intended?(screenshot) **SOLVED**


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#51
M_e_t_A

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getdls wrote...

Nice -Draikin-  return linear everytime works fine.  

As for the function, my guess is that it takes LinearColour out of that returns a start - end of gamma/brightness curve. This probably means that it also fixes some white crushing we haven't noticed.  That would explain why bloom effects around lights are more aggressive with the original setting, it simply overdraws more.  

No clue to what valid values are though, need to poke at half3 first. It may just be placebo but I think editing shader and returning linear gives better bloom response then replacing with ME1 shader. *Edit* Nope, checked again, they look the same.

half3 ApplyFilmicResponse( half3 InLinearColour )
{
#if ENABLE_FILMIC_RESPONSE
	float3 x = max(0,InLinearColour-0.004);
	float3 FilmicColour = (x*(6.2*x+0.5))/(x*(6.2*x+1.7)+0.06);

	// for now we don't have the algorithm for non-gamma fit, so we'll just
	// hack it
	//return (half3) ( FilmicColour * FilmicColour );
	return InLinearColour;
#else
	return InLinearColour;
#endif
}


I was ironically in the exact same place in the "Afterlife", trying to make due with the shoddy lighting and glare, and, well, EVERYTHING RELATING TO VIDEO. Then I decided to use google, and behold THIS comes up! xD

I tried some things and then they just ticked me off, so I took a break and tried the code change above, and since i have the brightness set to +6 already, it made everything just damn near PERFECT for me when I started the game after editing that " UberPostProcessPixelShader.usf " with Notepad++ (hey, I like the program now, alot nicer than notepad, that's for sure.)

I wanted to say THANK YOU for letting me have the ability to play the game as it was intended to be played. I can now see the lonely body of the asari table dancer and .....yea.

so Thanks a ton for the help, and now im going to go back to shooting people.

#52
mario1984237

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thank you

Modifié par mario1984237, 22 février 2010 - 07:57 .


#53
Sheldomaus

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where exactly can i find the #if ENABLE_FILMIC_RESPONSE? i tried looking guess i didnt try hard enough.

#54
GDahia

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Sheldomaus, You can find it here (on x64, if on x86 only take the (x86) from the program files) "C:\\Program Files (x86)\\Mass Effect 2\\Engine\\Shaders\\UberPostProcessBlendPixelShader.usf"
Thank you very much getdls!

Modifié par GDahia, 27 février 2010 - 12:15 .


#55
Sheldomaus

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the problem is solved thanks for the help.

#56
M_e_t_A

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So changing everything to fix the "blackness" within many areas such as squad screen to distribute points/etc and such will do the trick or which is the correct one to use to fix the problem?

#57
Zen Shot

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Ok here's what I got from this thread. The first proposed fix was to add the line "DepthOfField=False" to the config file. This worked for me as regards the dark/black textures but disabled the depth of field effect in the game. For me this was more of a workaround than a complete fix.

Later in this thread, some bright spark found that altering the file "UberPostProcessBlendPixelShader.usf" fixed the problem while still retaining depth of field within the game.

This is what I did:

Go to Program Files/Mass Effect 2/Engine/Shaders

Make a backup copy of "UberPostProcessBlendPixelShader.usf"

Paste a copy of "UberPostProcessBlendPixelShader.usf" to somewhere (desktop?)

Open the "UberPostProcessBlendPixelShader.usf" with notepad

Find the line "float3 x = max(0,InLinearColour-0.004)"

Change it to "float3 x = max(0,InLinearColour)"

Save the file over the one you copied to a new location (desktop?) and move it to Program Files/Mass Effect 2/Engine/Shaders

When prompted, overwrite the games original file (which you have of course made a backup of)

This worked for me. No more black textures and depth of field intact.

Modifié par Zen Shot, 15 avril 2010 - 03:21 .


#58
Falastur

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After looking through this (VERY HELPFUL) thread I tried both of the suggested solutions and while I feel that both of these techniques significantly improve the absolutely garish dark shadows of the game I still couldn't help feeling a bit unsatisfied. When I changed max(0,InLinearColour-0.004) to max(0,InLinearColour) I got relief from the shadow but not the "aggressive" bloom effects (as getdls most aptly described them). When I turned of the Depth of Field I had a feeling of intense relief because I wasn't squinting the heck out of my eyes to make out my character. The god awful shadows were gone and the blinding bloom was tempered. I was ecstatic until I started looking around and realized why it was called depth of field - things that were far away were just as crystal clear as the things that were close by and while some people might think that's cool it kind of put me on edge because my mind couldn't let go of the fact that THINGS FAR AWAY ARE SUPPOSED TO BE HARDER TO SEE! I started thinking that if we could find a way to keep the blurring effect of Depth of Field while turning of its overpowering shadow and bloom effects we would be golden. The guys with the UberPostProcess fix gave me the idea of going into one or more of the DOPandBloom files to do such a tweak. However I have absolutely no clue what I'm doing when it comes to these files and I was wondering if someone with the ability to actually READ these things could give me a hand. I figure this way we can get rid of the shadows and bloom that is annoying everyone while keeping the realism of Depth of Field.

#59
Cold0ne

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I get correct lighting as the one shown in syklonis01's post, but wow what a difference Depth of Field makes in this game. In most its just if you have your gun zoomed in everything will blur in the foreground, but here its more like "Depth of Field (complete lighting system change)" haha. Anyway it looks more realistic with it on as demonstrated by that screenshot.

#60
getdls

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Falastur
You can comment out/delete the gathering phase of the bloom shader and you will get a lot less scene bloom. Roughly the function checks if any colour range is above a limit for that scene and will then multiply the colour on top of the original pass. 

But its a bit of a hack
It doesn't filter lightsources (sprites?)
It messes a bit with the scene brightens balance (weighting is off)
The code path for bloom is different depending on your cards Pixel shader support.. this is only for PC/Dx9 or above cards. 

A cooler approach is probably add an aditional rendering pass that weighs in more of the unbloomed scene... but I really have no clue as to what it will do for stabillity or speed. Hack away and see what you can find. 


DOFAndBloomGatherPixelShader.usf
	for(int ChunkIndex = 0;ChunkIndex < NUM_SAMPLES / 2;ChunkIndex++)
	{
		half4 SceneColorAndDepth1 = CalcSceneColorAndDepth(OffsetUVs[ChunkIndex].xy);
		
		//accumulate bloom color and depth
		AvgSceneColorAndDepth += SceneColorAndDepth1;

  
		// BIOEND
	}


 

Modifié par getdls, 19 avril 2010 - 07:58 .


#61
getdls

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Next time on ME, will shepard survive... this and much more on the soap channel..



Posted Image

#62
Hurra_asbest

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I'm pretty sure it's supposed to have those shadows, and in my opinion it looks really good too.
Your "fixed" ones just look bland and washed out .
EDIT: I suppose it's a matter of taste, though I'd be both surprised and disappointed if they changed this officially.

Modifié par Hurra_asbest, 19 avril 2010 - 09:56 .


#63
FetchBois

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I'm just happy that the UberPostProcess fix worked. Thanks a lot guys (especially getdls) Posted Image

#64
onelifecrisis

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Zen Shot wrote...

Find the line "float3 x = max(0,InLinearColour-0.004)"

Change it to "float3 x = max(0,InLinearColour)"


Thanks for this!

Modifié par onelifecrisis, 30 avril 2010 - 10:22 .


#65
wkdlk

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 although i didnt have any issues with dark/"black" shadows i noticed that the game got significantly darker when i added DynamicLights=False to the gamersettings.ini file, so if some of you have DynamicLights set to false by default you should try enabling it by typing DynamicLights=True in the gamersettings.ini file located somewhere in my documents folder

#66
Crunchyinmilk

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You might try editing the coalesced.ini in the same fasion as was done to change dynamic shadows (and lights) in Mass Effect 1.

In Mass Effect 2, depthbias is still in [Engine.Engine], but just like Mass Effect 1, editing it there does nothing, you need to add it to

[Engine.GameEngine]
DepthBias=.912 //default is .012

Before (default .012)
Posted Image
Conversation just off the boat at Omega. Its looking ok to me.

After (extreme option of .912. A setting of 1 is completely off).
Posted Image
Area lighting still hits, by dynamic light/shadow less so. I'm not a big fan but then it is an extreme setting. In Mass Effect 1 the suggested setting was .030

Areas meant to be dark (like the passage into Afterlife) still are but you can reduce the dynamic shadows that add to it. Too much strips atmosphere though, Omega looks more like Illium with this setting.

Modifié par Crunchyinmilk, 09 juin 2010 - 11:24 .


#67
wkdlk

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getdls wrote...

Falastur
You can comment out/delete the gathering phase of the bloom shader and you will get a lot less scene bloom. Roughly the function checks if any colour range is above a limit for that scene and will then multiply the colour on top of the original pass. 

But its a bit of a hack
It doesn't filter lightsources (sprites?)
It messes a bit with the scene brightens balance (weighting is off)
The code path for bloom is different depending on your cards Pixel shader support.. this is only for PC/Dx9 or above cards. 

A cooler approach is probably add an aditional rendering pass that weighs in more of the unbloomed scene... but I really have no clue as to what it will do for stabillity or speed. Hack away and see what you can find. 


DOFAndBloomGatherPixelShader.usf

	for(int ChunkIndex = 0;ChunkIndex < NUM_SAMPLES / 2;ChunkIndex++)
	{
		half4 SceneColorAndDepth1 = CalcSceneColorAndDepth(OffsetUVs[ChunkIndex].xy);
		
		//accumulate bloom color and depth
		AvgSceneColorAndDepth += SceneColorAndDepth1;

  
		// BIOEND
	}


 


 I LOVE what that did to the game, but ... i like that blurry depth of field effect, so is there a way to hack that shader file (or another) so that it excludes the bloom lightning when blurring the image? i hope you understand what im saying, all i really want is that DOF effects only textures, and not the bloom lights. Id turn on 16AA in supersampling mode, to get a much smoother and realistic looking image but, i got a 8600gt, so unfortunately thats not an option ...

Modifié par wkdlk, 20 juin 2010 - 05:24 .


#68
hyperionxxx

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[quote]mamung wrote...

[quote]syklonis01 wrote...

To make it less dark and to me a better looking game...

Go into your users folder, example...



C:\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\Users\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\yourname\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\Documents\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\BioWare\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\Mass Effect 2\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\BIOGame\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\Config



open up the GamerSettings.ini and add this line under [systemsettings]



DepthOfField=False

Of course make a backup of your ini file before adding changes!! 

The changes are on the top image the bottom is normal.

g.imagehost.org/0926/dof.jpg

[/quote]

DepthOfField=False  to remove this option is unacceptable, an alternative could be this:

you add these lines in your GameSettings.ini, under [systemsettings]:

DepthOfField=True
DepthBias=0.20

*DepthBias=0.20 is acceptable but it can be tried until 0.30

others two lines to add are:

ShadowFilterRadius=5
ShadowFilterQualityBias=2

and still others two are:

MinShadowResolution=128
MaxShadowResolution=4096  (512;1024;2048;4096) according to your graphical card


aspect your results

bye

Modifié par hyperionxxx, 21 juin 2010 - 05:09 .


#69
JimmyGringoX

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I'm having the TC's problem on my xbox 360 version. Funny thing is, I don't remember it being this bad when I played it at release earlier this year. I have tried EVERY configuration on the monitor... maybe it's burned out the black levels or something?

#70
Guest_Sehgovia01_*

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i dont know if its me, but when im looking in my "C:\\\\Program Files (x86)\\\\Mass Effect 2\\\\" but i dont see an "Engine" folder. Am i suppose to make the folder or am i suppose to download something?

#71
getdls

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The folder should be there containing the shader files, you don't create it. For me its: 
e:\\Games\\Mass Effect 2\\Engine\\Shaders\\ ... 

Verify that you really have the game installed on C:, or just search the whole PC for the file UberPostProcessBlendPixelShader

Modifié par getdls, 20 septembre 2010 - 08:04 .


#72
Guest_Sehgovia01_*

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kk thanks bro. found it

#73
pure mercury

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One solution I found for this was to copy the DepthofFieldPixelShader.usf and the UberPostProcessPixelShader.usf files from the Mass Effect shader folder to Mass Effect 2. For me it completely eliminated the darkness problems.

#74
erjifo

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Okay, I tried changing the line

float3 x = max(0,InLinearColour-0.004); to float3 x = max(0,InLinearColour);

in UberPostProcessBlendPixelShader.usf as recommended in this thread for excessive dark shadows. And... nothing happened. Before and after screenshots showed no change whatsoever. So I set the number -0.004 to -0.4 which I figured should be enough to make any change obvious and tried again. And it does, it makes nearly the entire screen black... but only in the "Connect to the Cerberus Network" loading screen at the start of the game, and in some (not all) of the movie cutscenes. Never in the actual game itself. My conclusion is that the shader UberPostProcessBlendPixelShader.usf is never used in my game. Anybody care to guess why that might be?

I have an ATI Radeon HD 5750 video card with 1 GB of RAM, an AMD Phenom II X2 555 CPU, 4 GB of RAM total memory, and I am running Windows XP Pro if that helps.

EDIT: It would be more accurate to say that the ENABLE_FILMIC_RESPONSE "IF" statement is never true in my game, not that the shader is never used. If I tinker with the "ELSE" clause the results do show up in my game. In fact I can simply flip the "IF" and "ELSE" statements around and the shader seems to work correctly! Am I the only person the shader works ass-backwards with? What is going on?

Modifié par erjifo, 02 mars 2011 - 05:29 .


#75
ChrisValentine

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 Well,
like all of you I got very fast annoyed (like..the very first minute ingame) of these black shadows.
That's why I tried out all of your ideas, and, if anyone else wants to try out, i created a simple comparison-screen, may it be helpful. ;-)

Posted Image


kPlaying at 1920x1080.
At first I just could not decide between the pictures in the lower half of the picture, but then i got my playset: the right one at the bottom of the comparison screen.

see here:

Posted Image

I do like it that way. No special effects killed (Film 0 would mean "off" and i am not sure if there might be something killed out of the graphics. Would be a pitty! ;-)

Last word to say:   nope, changing "else" and "If" in the code does not match your hopes.