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Bring the tone mapped HDR picture's settings back to the menu, with defaults that give the look it had while it was fixed.
The sixteen settings the fixed look took away are settings again: the tone mapper choice, gamma correction, mid grey, match tone slope, tone slope, hue clip emulation, exposure, highlights, shadows, contrast, saturation, highlight saturation, blowout, flare, hue correction and colour grading. They have their rows in the settings table with the defaults and ranges they had, their rows in the Screen tab under HDR output's three brightness rows (none of them with the game's own HDR), their texts in the four languages, and their lines in the example ini. The tonemap library has the luminance mapper and the grading of the observer-response mapper again, and the support buffer carries five vec4 for it. A player who changes nothing sees the picture as before. The observer-response mapper leaves each grading step out when its value is 1, and the slider values are divided, not multiplied by a rounded reciprocal, so 50 and 100 % arrive as exactly 1. Evaluated on the CPU in single precision, the shader with every default gave the same bits as the fixed one for 400,000 random scene colours, gains and whites, in HDR and for the SDR picture; the luminance mapper and the game's curve gave the same bits as before they were removed, and the observer-response mapper with its sliders moved stayed within 0.004 % of the pixel of its old result. Gamma correction now counts with every tone mapper, 2.2 by default, which is what gave the fixed look its true blacks; before the fixed look it ran with the luminance mapper only and the other two showed the dark tones far above black. Its off value brings that lighter picture back for a player who asks for it. The game's own HDR does not take the setting and stays at 2.2. Lines for these settings that an nx2navi.ini still holds from before the fixed look count again; the example ini and the release notes say so. Nothing of this was seen in the game. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
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@@ -179,7 +179,7 @@ beside the game.
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FSR 3.1 on any card where `amd_fidelityfx_vk.dll` loads, FSR 4 on the Radeon cards AMD's FSR 4 libraries list it
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for), Frame generation (NVIDIA DLSS on RTX 40 and 50 cards, with
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a DLSS multiplier of 2x, or 3x and 4x on RTX 50 cards; FSR 3.1 on any card where it loads; it needs DLSS or FSR 3.1
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upscaling on; the frame limit counts the frames the game draws and the generated ones come on top), HDR (the game's picture tone mapped to your display, or Native, the game's own HDR, with peak, game and HUD brightness; turn HDR on in Windows first) and the
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upscaling on; the frame limit counts the frames the game draws and the generated ones come on top), HDR (the game's picture tone mapped to your display, or Native, the game's own HDR, with peak, game and HUD brightness, and under the tone mapped picture its tone mapper and grading rows; turn HDR on in Windows first) and the
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resolution. A setting that takes effect only when the game starts again says "after restart" once you change it,
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until you set it back, and the Restart button at the bottom then counts the settings waiting for it.
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- **Controls** in the menu has Button prompts: the game's own, or Xbox, PlayStation, Steam Deck or keyboard and mouse ones when
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