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filoppi.bsky.social

@filoppi.bsky.social
234 followers 11 following 182 posts

Gamma Studios Programmer @ Remedy HDR enthusiast

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filoppi.bsky.social @filoppi.bsky.social · 06/07/2026
All the guys in the UE5 Matrix city demo just came back from Turkey 😅
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filoppi.bsky.social @filoppi.bsky.social · 12/06/2026
Did you just assume I don't wear a cape?
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filoppi.bsky.social @filoppi.bsky.social · 12/06/2026
Yes it is. This issue has been present for years. I don't know why nobody cares about fixing this stuff. Makes me feel like I'm crazy.
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filoppi.bsky.social @filoppi.bsky.social · 12/06/2026
Hopefully Epic merges this. if you are a game developer, I suggest importing this change too. I don't see what good the current default does 😀. @unrealengine.bsky.social
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filoppi.bsky.social @filoppi.bsky.social · 12/06/2026
Games absolutely need to render at a 1:1 pixel ratio, with no spatial scaling from the OS increasing lag & blurriness. Especially when many games don't even show the borderless resolution, so gamers aren't informed of the limitation. If they are lucky enough to notice, they are forced to use FSE.
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filoppi.bsky.social @filoppi.bsky.social · 12/06/2026
If you've also noticed Unreal Engine games being blurry in borderless mode unless your monitor uses a DPI scale of 100%, then make sure to change the "bAllowHighDPIInGameMode" config! I made a PR for it: github.com/EpicGames/Un...
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filoppi.bsky.social @filoppi.bsky.social · 07/06/2026
I don't think it can work because I have twitter premium which has a very different post length, so I have to curate them per platform. Also HDR screenshots are a mess.
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filoppi.bsky.social @filoppi.bsky.social · 07/06/2026
But it takes me precious time. I understand the hate towards giving Musk money & power, but if the move has ultimately failed, maybe it's time to just come back? A split community doesn't do much good.
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filoppi.bsky.social @filoppi.bsky.social · 07/06/2026
Would you like me to keep posting here? I'd love to, but it takes me time and only the usual 3 people see it. Not sure it's worth it.
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filoppi.bsky.social @filoppi.bsky.social · 02/06/2026
There's no perfect solution, but given gaming is moving beyond 30/60FPS, we shall also update our engines to reflect that, and make sure our games will feel good on future hardware.
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filoppi.bsky.social @filoppi.bsky.social · 02/06/2026
Film Grain is similar, because at high FPS the grain persists for so little it becomes impossible to see, but if you lower its update rate, it feels disconnected from the scene frames!
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filoppi.bsky.social @filoppi.bsky.social · 02/06/2026
Regarding cutscenes, there's nothing to worry about. Devs can still force motion blur to 30fps, or 24fps, to have a more "filmic" look. This is yet another controversial post processing topic, which is ultimately down to artistic choices.
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filoppi.bsky.social @filoppi.bsky.social · 02/06/2026
However, for that to work as intended, the shutter speed needs to be based on the current frame's length UE doesnt adhere to this principle, instead going for a fixed 30FPS length At high FPS games feel more blurry than they should, given that blur travels faster than the camera, with jittery motion
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filoppi.bsky.social @filoppi.bsky.social · 02/06/2026
The purpose of motion blur is to fill in the gaps between frames, adding information on the speed each object had. This mirrors the behaviour of film, but it can also look good in games (it creates the perception of continuity).
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filoppi.bsky.social @filoppi.bsky.social · 02/06/2026
A common complaint about Unreal is that Motion Blur defaults to a fixed 30FPS shutter speed, meaning most devs leave it untouched. I made a PR to fix it: github.com/EpicGames/Un...
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filoppi.bsky.social @filoppi.bsky.social · 27/05/2026
The Film Grain HDR peak brightness bug is exposed here, it overshoots the highlights peak calibration. Hopefully IOInteractive can fix this!
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filoppi.bsky.social @filoppi.bsky.social · 27/05/2026
The code is similar to @musaqh.bsky.social's Hitman 3 RenoDX mod, which improved that game’s HDR. We’d be glad if the developers took feedback from our community!
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filoppi.bsky.social @filoppi.bsky.social · 27/05/2026
Results look good. However, the pipeline is still SDR, with HDR retrofitted. Colors are limited to Rec.709, so no Rec.2020 sadly. Banding can also appear due to the low quality LUT, and Film Grain currently has a bug where it affects HDR highlights incorrectly (video below).
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filoppi.bsky.social @filoppi.bsky.social · 27/05/2026
HDR in 007 First Light seems fine from a technical pov: - UE inspired Filmic Tonemap (w/ custom params for HDR highlights) - 16x sRGB SDR Grading LUT - Luminance based SDR->HDR restoration - Unnecessary (?) small shadow lift in HDR - Proper UI blend for both SDR & HDR - Output encoding done properly
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filoppi.bsky.social @filoppi.bsky.social · 26/05/2026
Beyond achieving a filmic look, strong bloom can help bright objects feel more grounded in the scene, by softening hard edges, or even hiding aliasing. The downside is that it's all screen space, so when the camera turns, you easily see the bloom disappear, which can be jarring.
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filoppi.bsky.social @filoppi.bsky.social · 26/05/2026
007 First Light has some crazy bloom! The radius and intensity might even be stronger than the Xbox 360 gen, or the average film, but its smoothness makes it nice to look at and strongly contributes to the heavily authored vibe. The tonemap look is quite filmic but not to an annoying degree!
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filoppi.bsky.social @filoppi.bsky.social · 06/05/2026
Glad to announce Gamma Studios is working with 17-BIT, Inc. to bring you the best HDR experience on Awaysis! The game is wonderful and unique, check out the trailer: www.youtube.com/watch?v=QpgT... Coop demo is already available on Steam, go try it!
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filoppi.bsky.social @filoppi.bsky.social · 01/05/2026
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filoppi.bsky.social @filoppi.bsky.social · 01/05/2026
A Luma HDR mod for Metro 2033 Redux and Metro: Last Light Redux from modder Jon is now available: github.com/Filoppi/Luma... The mod truly makes these games shine, given they had a huge HDR potential! We've also slightly improved the anti aliasing.
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filoppi.bsky.social @filoppi.bsky.social · 01/05/2026
Glad to announce that Gamma Studios did the HDR & Ultrawide implementation on REANIMAL! Working with Tarsier was a dream, huge fan of Little Nightmares There's not much light in this game, but when there is, it hits hard! Go enjoy it in coop, it's wonderful Plenty more Gamma Studios collabs coming
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filoppi.bsky.social @filoppi.bsky.social · 15/04/2026
DLSS mods for Batman: Arkham Knight, Deus Ex: Mankind Divided, Dying Light and FF15 coming soon!
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filoppi.bsky.social @filoppi.bsky.social · 15/04/2026
Granblue Fantasy: Relink just got DLSS/FSR & HDR through a new Luma mod from Izueh The implementation is extremely high quality: all post processing was moved to run after TAA (DoF, Bloom, Tonemap, ...), and supports resolution scaling. DL: tinyurl.com/2ra95sbd TAA vs DLSS
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filoppi.bsky.social @filoppi.bsky.social · 09/04/2026
I'm not the one doing it.
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filoppi.bsky.social @filoppi.bsky.social · 09/04/2026
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filoppi.bsky.social @filoppi.bsky.social · 09/04/2026
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filoppi.bsky.social @filoppi.bsky.social · 09/04/2026
The Luma Watch Dogs DLSS/FSR mod is making huge progress, aliasing and blur with it are now gone. We are still working on adding motion vectors to vegetation, and a mip bias to decals and asphalt, but it's already looking phenomenal, even in motion. Zoom in closer. This is perfect showcase of TAA.
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filoppi.bsky.social @filoppi.bsky.social · 08/04/2026
Maybe some ar bots, but many seem real.
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filoppi.bsky.social @filoppi.bsky.social · 08/04/2026
There, the view is the same, but the tooltip says: "Adjust the light/dark balance. Default is recommended". A basic change in wording fixed it almost entirely. Somehow, this fix was not backported to the following games.
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filoppi.bsky.social @filoppi.bsky.social · 08/04/2026
We can determine what CAPCOM actually intended from this screen by looking at Devil May Cry 5, the only game that managed to escape this issue.
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filoppi.bsky.social @filoppi.bsky.social · 08/04/2026
It's quite surprising this lasted through 7+ games and 8 years, without seemingly anybody internally questioning its design. It speaks volumes as to why players hate HDR and calibration menus.
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filoppi.bsky.social @filoppi.bsky.social · 08/04/2026
This part seems to confuse everyone. The game has already chosen the size at which to display them, why ask the user to match them? And even if not that, what do they represent? What is the user supposed to do? And how about the images in the background?
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filoppi.bsky.social @filoppi.bsky.social · 08/04/2026
One thing that genuinely puzzled me for years is the logic behind HDR calibration menus in Resident Evil games From RE7 to RE4 & Dead Rising Remastered, almost all RE Engine games ask you to calibrate your HDR peak brightness, and then proceed to ask to match the size of the blue and red bars (?)
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filoppi.bsky.social @filoppi.bsky.social · 06/04/2026
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filoppi.bsky.social @filoppi.bsky.social · 06/04/2026
Persona 5 recently got a Luma mod (from Idarion) to add DLSS and FSR support, download here: github.com/Filoppi/Luma... HDR is possible through RenoDX. You can how much the game shimmered in the video, DLSS also adds a lot of texture detail! Shadow maps resolution is also increased.
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filoppi.bsky.social @filoppi.bsky.social · 06/04/2026
can't cuz the word limit is different, and HDR pics are handled differently.
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filoppi.bsky.social @filoppi.bsky.social · 06/04/2026
As much as I love the idea of not using X, it feels like bluesky is kinda dying and activity on X is growing. Am I wrong? Not sure maintaining two platforms is worth the effort.
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filoppi.bsky.social @filoppi.bsky.social · 06/04/2026
If you are thirsty for old games with a graphical makeover, Call of Duty Black Ops 3 recently received a Luma mod (from DabVeed) with HDR and DLSS: nexusmods.com/callofdutybl...
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filoppi.bsky.social @filoppi.bsky.social · 05/04/2026
CONTROL had DLSS before many other games. QB was an early example of TAA, and I think at launch on PC you couldn't set native res, but now you can.
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filoppi.bsky.social @filoppi.bsky.social · 05/04/2026
The following new DLSS/FSR upscaling mods are in the works: - Watch Dogs - Watch Dogs 2 - Mafia III - Batman: Arkham Knight - Quantum Break - Dying Light - Kingdom Come: Deliverance - Granblue Fantasy Relink
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filoppi.bsky.social @filoppi.bsky.social · 05/04/2026
The Luma Framework modding community keeps growing: we now have a handful of dedicated modders adding HDR, DLSS/FSR and other rendering features (GTAO, bloom, ...) to games You are welcome to join us: code makes it simple to add these and there's people ready to help Watch Dogs DLSS comparison:
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filoppi.bsky.social @filoppi.bsky.social · 03/04/2026
It's not exactly inverse tonemapping no. It has a real HDR pipeline but it's mostly twisting the SDR code to work in HDR.
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filoppi.bsky.social @filoppi.bsky.social · 03/04/2026
However, if calibrated properly, it looks great. I still believe Rockstar did a good job here for being one of the first games to support HDR. They probably just had some miscommunication between the graphics and UI team.
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filoppi.bsky.social @filoppi.bsky.social · 03/04/2026
I believe this was ironically one of the major factors that caused a general negative perception of HDR in the public early on. No matter where you go, most RDR2 HDR comments will claim it looks terrible.
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filoppi.bsky.social @filoppi.bsky.social · 03/04/2026
Fun thing: to this day, one of the biggest "sins" of HDR is the Red Dead Redemption 2 calibration menu literally giving you wrong instructions, making most players set it extremely dark (the logo would never disappear!), and leading them to think HDR looks bad.
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filoppi.bsky.social @filoppi.bsky.social · 26/03/2026
It reminds of "Whore of the Orient", a canned spiritual sequel to L.A. Noire that I was always sad to see go: www.youtube.com/watch?v=tzlV...
youtube.com
Whore of the Orient Leaked Gameplay Footage
YouTube video by Xeltser
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