Aeon

9.4K posts

Aeon banner
Aeon

Aeon

@AeonMW2

Lead QA Engineer @ Gamedev | PC hardware, OC | High Refresh Rate, VRR, HDR, Ray Tracing

Belgrade, Serbia Katılım Nisan 2011
121 Takip Edilen98 Takipçiler
Aeon
Aeon@AeonMW2·
@great_laziness @D0CT0EBCKNN в этом году выходят RGB stripe оледы в обоих вариантах (QD/WOLED), проблема с текстом тоже решена некоторые модели уже есть в продаже
Русский
0
0
0
83
Vadim Elistratov
Vadim Elistratov@great_laziness·
Да, это же буквально суть технологии. На больших диагоналях разницу кое-как сократили зональной подсветкой типа miniLED, но на маленьких лучше OLED ничего нет в плане контраста, HDR и скорости матрицы. Только для работы с текстом такой монитор на очень подходит, больше для игр. Из-за особенностей матрицы мелкий текст выглядит хуже, чем на IPS
Русский
6
0
34
8.9K
Митя Достоевский
купить что ли всё-таки олед моник. я уже даже не знаю. у кого олед - реально такая разница?
Русский
70
1
145
59.6K
Aeon
Aeon@AeonMW2·
@GeForce_JacobF while environments may look good the big issue here is that all the games with it looks the same. it averages out all the different lightning into the same high-exposure/high-contrast overcast look
English
0
1
3
892
Jacob Freeman
Jacob Freeman@GeForce_JacobF·
DLSS 5 off vs on example in Zorah, check out the improved occlusion, shadowing and material detail
Jacob Freeman tweet mediaJacob Freeman tweet media
English
232
38
691
214.1K
Aeon
Aeon@AeonMW2·
@turbojedi надеюсь к релизной версии лица хоть немного потюнят, или сделают этот yassify-фильтр как-то кастомизируемым. для освещения окружений есть потенциал
Русский
0
0
2
490
yurikrupenin.bsky.social
Я понимаю что назад никак и в будущем у этого возможно появятся применения с большей степенью художественного контроля. Но сейчас это всё пока выглядит очень плохо.
NVIDIA GeForce@NVIDIAGeForce

Announcing NVIDIA DLSS 5, an AI-powered breakthrough in visual fidelity for games, coming this fall. DLSS 5 infuses pixels with photorealistic lighting and materials, bridging the gap between rendering and reality. Learn More → nvidia.com/en-us/geforce/…

Русский
23
1
210
14.8K
Aeon
Aeon@AeonMW2·
this tech probably has a future if they will leave the ability to fine tune it by devs. with the current heavy AI look on the faces it will produce a lot of negative feedback
English
0
0
0
20
Aeon
Aeon@AeonMW2·
not sure how I feel about this. there are some genuine lightning improvements especially for environments. but it is also a bit too high-contrast and changes characters appearance too much
English
1
0
0
27
Aeon retweetledi
Links
Links@lihks·
ZXX
19
164
2.5K
113.1K
Aeon retweetledi
shmowder 🇺🇦🇵🇸
shmowder 🇺🇦🇵🇸@shmowder_yt·
Самая постыдная часть моей биографии заключается в том, что когда-то мне было не похуй, что он думает про игровую индустрию.
kier-a@cow_punk666

wtf

Русский
19
9
708
42.3K
Aeon retweetledi
n x d
n x d@nxd1979·
man russians have gentrified belgrade in the best way imaginable
n x d tweet media
English
27
62
3.3K
674.8K
Aeon
Aeon@AeonMW2·
@DS2LightingMod I feel like it's a bit too dark and maybe additional bounces may light up the shadows a bit
English
0
0
0
28
Aeon
Aeon@AeonMW2·
@DS2LightingMod great work, have a question - I know you are targeting RTX 3060 with performance of the mod. will there be any scaling possibilities above that? for users with 5090 - to increase ray count or amount of bounces?
English
3
0
0
58
Dark Souls Lighting Engine
Dark Souls Lighting Engine@DS2LightingMod·
Working on Freya in PT, DS2 always does cave openings well, I didn't realize earlier this arena was open to sky, now the spot lights are disabled here and arena lighting is done with Boosted sky light + low sun, the sun specifically only falls on the dragon
English
4
5
61
2.5K
Aeon retweetledi
Filippo Tarpini
Filippo Tarpini@FilippoTarpini·
How does Resident Evil Requiem, and more generally the latest RE Engine games, handle HDR? Here’s a technical breakdown of the defects we think it has. Obviously the game has HDR grading so that's already great in itself, and the on final screen results are good. For context: I’m a big RE fan, so this is not meant as hate or criticism; just a technical analysis! @MusaRenoDX, a fellow modder and collaborator, has been making mods to improve HDR and grading most of their games, and did for this one too (REverse engineering and replacing game shaders). They are pretty popular in the PC gaming community! Biggest problems: - Wrong transfer function used for SDR, which shifts the look unintentionally in SDR only, this gets baked into the default look of the game and assets, and is not transposed in HDR, hence HDR has a very different look on shadow (more raised). - HDR LUTs are pre tonemapped to 1k nits, and then re-tonemapped to your display peak. This means that if you set it to 1k nits, you actually get less as it tonemaps twice. This also means you can't get more than ~1k nits. - Improper paper white scaling. The user brightness is scaled in the wrong place, which skews all the colors sampled from the LUT. For example if the LUT tinted shadow red and midtones blue, if you double you brightness setting, shadow will start to be tinted blue, which breaks the game intended look. Minor problems: - They use separate LUT files for SDR and HDR, including one for each SDR gamma/OETF settings. The SDR one bakes in tonemapping, while the HDR one does display mapping after. A IMO simpler and more reliable workflow would be to have a single HDR LUT and neutrally compress to SDR or HDR at the end. - Setting the Gamma/OETF to Rec.709 apparently causes major banding. Either way it shouldn't be used if as it's not a transfer function used by displays. - LUTs input is in the AP0 (ACES storage) color space which means much of the input range is wasted as the game renders in Rec.709, a much smaller gamut. - There's no separate control for UI brightness which isn't ideal for UI visibility or OLED in general. - UI transparency blending looks a bit different between SDR and HDR which makes it unreliable from an artistic point of view, but it's not bad here. Previous games used SDR LUTs all the way and stretched them to HDR with sub optimal math, hence in HDR you'd have some weird hue shifts on shadow and broken gradients. They recently improved on that. The tonemapper here seems to be ACES (per channel + hue shifts) but we can't confirm as it's within LUTs. I really wish I could reach out to CAPCOM :D! SDR vs HDR pics.
Filippo Tarpini tweet mediaFilippo Tarpini tweet media
English
4
14
145
11.5K
Aeon
Aeon@AeonMW2·
since SDR doesn't do the justice and we still don't have a way to share HDR images in twitter in a year of our lord 2026 I've also uploaded some on g-drive drive.google.com/drive/folders/…
English
0
0
0
35
Aeon
Aeon@AeonMW2·
*RE Requiem mild locations spoilers* this game looks absolutely CGI-like sometimes
Aeon tweet mediaAeon tweet mediaAeon tweet mediaAeon tweet media
English
1
0
0
42
Aeon
Aeon@AeonMW2·
@FilippoTarpini hi, by any chance have you seen the HDR implementation in Resident Evil Requiem? there's a consensus that HDR is washed out and the black floor is raised but it gives the game a bit of a different look with more details in the shadows what's your opinion?
English
2
0
1
523
Filippo Tarpini
Filippo Tarpini@FilippoTarpini·
I've seen a lot of attention for AgX and dislike for ACES lately. I'm quite in line with that, but I'm fairly shocked that in 2026 ppl are still trying to solve problems sourced by SDR limitations through SDR tonemappers, instead of simply adopting HDR, which most sold TVs have by now. This is not a bad video but HDR isn't mentioned once in it: youtu.be/ciCRiQmwTrs There's simply no way around it. SDR was too limited to have detail in both shadow and highlight. AgX (SDR focused in concept) tries to solve this by reducing chrominance, to retain more detail in highlights, but it's not a win-win. In HDR, there's kinda no need to do much of that, as you can afford to have both colorful and detailed highlights, at any exposure. My Unreal Engine extension adds proper HDR and improved SDR, offering both an HDR version of its default filmic tonemapper, and an alternative "neutral" display mapper. Get in contact if you need help!
YouTube video
YouTube
English
14
13
185
20.2K
Aeon
Aeon@AeonMW2·
@UnderTheMayo enable path tracing (or disable ray tracing)
English
0
0
0
323
Under The Mayo
Under The Mayo@UnderTheMayo·
What's the graphics setting to make this ugliness stop in RE9?
English
70
0
131
26.5K
Aeon retweetledi
BenchmarKing
BenchmarKing@BMKing23·
REFramework now supports #ResidentEvilRequiem, which opened the gate for a lot of mods. The first mod I highly recommend checking out is “No Film Grain”: nexusmods.com/residentevilre… It removes the forced, overly aggressive film grain effect and gives a much cleaner looking image.
English
18
22
278
16.4K
Aeon
Aeon@AeonMW2·
it also has the best looking FPS-hands I've ever seen
English
0
0
0
14
Aeon
Aeon@AeonMW2·
The only issue I have with it is the fact that Ray Reconstruction is forced ON in PT mode and unfortunately nvidia still haven't updated RR to new DLSS transormer models. So it's still DLSS3 and I had to use DLAA for it to looks decent at 1440p DLSS 4.5 RR can't come soon enough
English
1
0
0
46
Aeon
Aeon@AeonMW2·
RE Requiem looks absolutely fantastic and also runs great. This is a very good display times graph for a path traced game
Aeon tweet media
English
1
0
1
101