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Filippo Tarpini

@FilippoTarpini1,889 subscribers

HDR & Color Grading Specialist at Gamma Studios Ex Remedy Game programmer and modder (Luma-Framework, emulators, Unreal Engine) https://t.co/wTin1zp0uo

Shorts

The wait is finally over. After months of work, the Luma mod for Metaphor: ReFantazio is done! This is from Idarion, the same talented modder that brought you the Persona 5 mod. Gamers have been asking for this since release, given the game completely lacked TAA and HDR support. The mod feature set is wide and takes care of the most lacking graphical aspects of the game: - DLSS & FSR (fixes the extremely aliased and shimmery) - HDR support and improved SDR - Fixed broken bloom - Improved performance by adding shadow map frustum culling Download: As usual with Luma, the installation is just: extract the files and play. Comparison videos and images of Vanilla vs DLSS below:

The wait is finally over. After months of work, the Luma mod for Metaphor: ReFantazio is done! This is from Idarion, the same talented modder that brought you the Persona 5 mod. Gamers have been asking for this since release, given the game completely lacked TAA and HDR support. The mod feature set is wide and takes care of the most lacking graphical aspects of the game: - DLSS & FSR (fixes the extremely aliased and shimmery) - HDR support and improved SDR - Fixed broken bloom - Improved performance by adding shadow map frustum culling Download: As usual with Luma, the installation is just: extract the files and play. Comparison videos and images of Vanilla vs DLSS below:

139,637 views

Quick rendering math lesson (common trap): FoV in Unreal Engine isn't interpolated correctly when blending between two cameras The current code does: FoV = lerp(FoVA, FoVB, Weight) however, that's not how you interpolate FoV! To be "perceptually" linear and also correct under aspect ratio scaling, FoV needs to be lerped in tangent space: FoV = atan(lerp(tan(FoVA*0.5), tan(FoVB*0.5), Weight)) * 2 First video showcasing the problem. Blending between a 32:9 camera with 98.21° FoV and a 16:9 camera with 60° FoV. Viewport is 32:9. Due to FoV scaling being Hor+ by default in UE, at 32:9 they should look identical. But during blends, they don't (the FoV isn't stable)! The relationship between FoV and aspect ratio isn’t linear, because FoV is angular In practice, it also means camera interps aren't as smooth as they could be, second video shows that. PR to fix the problem: hopefully it gets merged!

Quick rendering math lesson (common trap): FoV in Unreal Engine isn't interpolated correctly when blending between two cameras The current code does: FoV = lerp(FoVA, FoVB, Weight) however, that's not how you interpolate FoV! To be "perceptually" linear and also correct under aspect ratio scaling, FoV needs to be lerped in tangent space: FoV = atan(lerp(tan(FoVA*0.5), tan(FoVB*0.5), Weight)) * 2 First video showcasing the problem. Blending between a 32:9 camera with 98.21° FoV and a 16:9 camera with 60° FoV. Viewport is 32:9. Due to FoV scaling being Hor+ by default in UE, at 32:9 they should look identical. But during blends, they don't (the FoV isn't stable)! The relationship between FoV and aspect ratio isn’t linear, because FoV is angular In practice, it also means camera interps aren't as smooth as they could be, second video shows that. PR to fix the problem: hopefully it gets merged!

10,585 views

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