Did this ever get updated? I just went to try this on undertale, which is directx9 and got the same error mentioned here. error X3535: Bitwise operations not supported on target ps_3_0
for pc stuff that uses older direct x versions I’ve been using dgvoodoo which translates it to directx 11. then reshade is able to pick it up.
Anyone willing to assist in trying to figure out how to replicate what Sony Megatron and RetroArch does with respect to HDR Metadata, tonemapping/Inverse tonemapping and colourspace transforms in order to trigger the display to switch into HDR mode and pass the appropriate Peak Luminance and Paper White Luminance values to the display?
I’d like to be able to replicate this pipeline behaviour using video editing software in order to share my SDR captures of my Sony Megatron Color Video Monitor presets in use and convert them to HDR like Sony Megatron Color Video Monitor or even Windows AutoHDR does so that a user who has an HDR display can view them and the TV will automatically switch to HDR and set its brightness appropriately without any further user interaction.
It wouldn’t be as flexible as the software solution since Peak and Paper White Luminance values might have to remain static and may not be optimal for every HDR display but it’s a start.
This shader rules, but I can only get the Reshade version working with the DirectX 10/11/12 API, anything else doesn’t let autohdr function. Is that a bug with the add-on or something on my end? I know it’s not working because my inverse tonemapping is saying there’s an error, which it only does on OpenGL, d3d9, and Vulkan. Cheers for any help in advance.
Is this an issue with getting the HDR working or the shader itself? I’ve had my own struggles and worked out a few solutions but not sure what your issue is specifically
Also knowing the game could help
The HDR specifically. Some games allow me to use the Sony Megatron shader itself, but the Liilium’s inverse tone mapping and HDR in the add-on part don’t work. I’ve had it happen with any game that isn’t DirectX 10 and above. OpenGL, Vulkan, DIrectX 9-- none of them seem to get the HDR element working, which I can also not just tell by the inverse tone mapping not working, but by how dim the image is in general compared to when it does work.
Have you read from this post?
I have but far as I can tell it doesn’t fix my issue. When I run the autohdr stuff on any game that’s not directx11, the reverse tonemapping looks like this. Is that just an issue that’s unfixable or am I doing something wrong?
I’ve had some luck using Special K for HDR and implementing the reshade shader using instructions here, this is how I’m currently playing Silent Hill 2 on PCSX2. I’m using Special K’s HDR implementation on its own but it references lillium’s HDR shader on that page as well
Additionally, and this might vary depending on what version of PCSX2 you’re using, but I had to implement a workaround found here from tompatomp at the bottom of the page, since when going fullscreen it disabled HDR when it uses exclusive bullscreen instead of borderless for me
I’ve dabbled in SpecialK in the past for HDR but trying it for Reshade is a good idea. Unfortunately I can’t get Reshade to appear in the OpenGL game I tried it with so I don’t know if that just doesn’t work or I’m doing something wrong. The HDR works, though, so I’ve sort of traded one issue for another lol. Cheers for the idea, anyway.
What’s the game by the way?
I’d been trying a couple but the one I used for the SpecialK test was Noita.
I managed to get it working with Noita using the SpecialK method I mentioned earlier here
I enabled Sonymegatron shader by using Special K’s plugin feature after adding the required files and shaders as mentioned on that page
One of the nice things I’ve found with this method is you don’t always have to reinstall reshade over and over, it will be baked into SpecialK itself (though I’m 100% positive there are going to be some games where it’s not as easy as it was in this case and another way will be needed)
Oh hey, I got it working! I changed the SpecialK ini to ‘When=Plugin’ and I think that did it. Cheers for the help man
I use that one when autohdr works like normal. I just did the regular version of Reshade for Noita though, since I was using SpecialK’s HDR which still works with the lilium reverse tonemapping. I didn’t want to risk any conflicts or anything, hence I just used the regular version, but on stuff like PCSX2 where I don’t need to use SpecialK, I use the add-on version so the autohdr plugin works.
Actually for posterity I want to add that I tried with another game and it didn’t work without the add-on version so there’s a chance I didn’t properly uninstall the add-on version from Noita and it using that version still is why it worked. With that in mind, in that situation I’d say install the add-on version but don’t install the autohdr addon itself, let SpecialK appear under the addon section instead.
Is there any good way to use the megatron (reshade version or otherwise) with MPV or a video player like that? I want to try using my physical vita with something like udcd-uvc but with the megatron shader
This has absolutely become my go-to shader, and I love how flexible it is.
I’ve got it running on MPV. For me I set it up to work with DirectX11, so that’s the version of Reshade I installed to it. If you use MPV I’ll assume some level of familiarity with it, but feel free to ask questions if you’re lost on something.
In my mpv.conf file I naturally have ‘gpu-api=d3d11’ so it’s compatible with the Reshade installation. I usually have ‘vo=gpu-next’ in it for HDR compatability, but because I wanted to use ‘autohdr’ and ‘Lilium’s Inverse-Tonemapping’ as the shader recommends, I delete that line whenever I want to use Megatron. This prevents the autohdr add-on and MPV’s HDR conflicting.
I guess alternatively, you could make another mpv.conf and overwrite whenever you want to switch between using the shader and not, because whenever I’m not it makes more sense to have ‘vo=gpu-next’ active. You’ll also have to uncheck the shaders and autohdr when you want to switch back as well.
Once that’s done, I’ve noticed you can only bring up Reshade via the hotkey while a video is playing, not while it’s paused.
Other than that, you just do everything else you’ve normally done to get the shader settings how you want. Once Reshade’s menu is up you activate autohdr in the add-on section, turn on the Megatron shader and a blur if you want-- everything else works the same as it does when you use it in a game.
To recap:
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Install Reshade to MPV as a DirectX11 API.
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In your mpv.conf, set the render API to: gpu-api=d3d11
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Make sure your ‘vo=’ line, if you have one, isn’t one that enables HDR, to avoid conflict issues with autohdr and Lilium’s-Reverse Tonemapping. If you don’t know a good setting, do what I do and just delete the line entirely. Don’t forget to save it once you’re done.
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Whenever you want to open Reshade’s menu in MPV, make sure the video is playing. If it’s paused it won’t come up.
Who says Sony Megatron Colour Video Monitor/CRT-Guest-Advanced-NTSC (Filtering Section)/Grade/Super-XBR/img_mod are for playing games only?
Zoom out until any artifacts disappear. I use a very bright screen. If these appear dark for you, you can try brightening your display.
CyberLab Megatron NX W420M 4K SDR Game Video Composite Shadow Mask Smooth Advanced.slangp
CyberLab Megatron miniLED W420M 4K SDR Game Video Composite Shadow Mask Smooth Ultra Advanced.slangp