Woah, i also noticed:
- Nvidia DLSS Support (PC) is coming
- Full Mod support is planned to launch early next year
Support for HDR is apparently in the works, too:
- Brightness and Contrast controls
- HDR Calibration Menu
And not the least:
I would very much appreciate HDR support in this game in which much of the gameplay activity happens outdoors.
Looks like I have one more reason to wait before getting the game. Really curious how the GPUs will compare.
Basic DLSS has been working, via mods, since the day after the pre-release launch. DLSSG frame generation has been available almost as long, though only the most recent versions of the .asi are what I'd call stable.
True HDR support will probably require Bethesda's intervention, but it's possible to run mods that upgrade the render targets and framebuffer formats, allowing that data to be used by ReShade or the like, with a pretty convincing HDR effect that does actually double or triple the effective dynamic range, above and beyond what color grading LUTs alone can do.
I've spent the last week dialing in my DLSSG + HDR settings and have finally got results that I consider pretty solid.
Some example videos (in an archive I uploaded to ufile, cause they are HDR, and YouTube could take days, or weeks, or never, to transcode them):
Download Starfield DLSSG+HDR examples.7z for free from ufile.io instantly, no signup required and no popup ads
ufile.io
Edit: That link should lead to the file listed "Starfield DLSSG+HDR examples.7z" and nothing else. It's an uncompressed 7z archive with only .mkv video container files inside. If you see something else, don't download it, and certainly don't run it.
Keep in mind that an HDR display and video player will be required to watch those videos, in as close to true quality as possible. They are also very high bitrate AV1 and probably won't play back on a system that doesn't have hardware AV1 acceleration...but anyone thinking about playing the game with HDR should have GPU new enough to play these videos.
I'm using the following mods (none of which change any game content) to achieve the above:
NOT A RESHADE! DOES NOT DISABLE ACHIEVEMENTS! These are custom processed LUTs that remove the game's washed out hazy green filtered look while maintaining the color grading and artistic direction of t
www.nexusmods.com
This mod is not currently available
www.nexusmods.com
Dimmed HUD and Menu elements for HDR users.
www.nexusmods.com
Replaces the built-in version of FSR2 with DLSS3 + DLSS-G to enable Frame Generation.
www.nexusmods.com
Beyond that, ReShade, with exactly
one plugin enabled, is required, as described by the Native HDR mod.
I prefer the standard version of the NaturaLUTs, as Enhanced is oversaturated in HDR and the Vanilla+ version retains a bit too much of what I didn't like about the base look.
My DLSSG settings (in the mod's config.json):
Code:
{
"dlssMode": "MaxPerformance",
"dlssPreset": "F",
"dynamicResolutionEnabled": false,
"enableFrameGeneration": true,
"enableNisSharpening": false,
"enableReflexSleep": true,
"enableStreamlineOta": false,
"enabled": true,
"reflexFpsCap": 0,
"reflexMode": "LowLatencyWithBoost",
"version": 6
}
What I'm using with NativeHDR (in NativeHDR.toml):
Code:
[Main]
# This improves color banding if set to 1 or 2 (2 should improve things more than 1), but currently breaks photo mode screenshot functionality (you can still take screenshots with other tools).
ImageSpaceBufferFormat = 2
# Improves color banding on UI.
UpgradeUIRenderTarget = true
# Upgrades other render targets. 0 - unchanged; 1 - only upgrade R8G8B8A8 buffers to R10G10B10A2; 2 - upgrade R8G8B8A8, R11G11B10 and R10G10B10A2 buffers to R16G16B16A16. Potentially comes at a slight VRAM cost.
UpgradeRenderTargets = 2
[HDR]
# Only change the following setting if you have a HDR monitor! This enables HDR. 0 - unchanged, 1 - HDR10, 2 - scRGB.
FrameBufferFormat = 1
[RenderTargets]
# Only change if you know what you're doing
RenderTargetsToUpgrade = [
"SF_ColorBuffer",
"HDRImagespaceBuffer",
"ImageSpaceHalfResBuffer",
"ImageProcessColorTarget",
"ImageSpaceBufferB10G11R11",
"ImageSpaceBufferE5B9G9R9",
"TAA_idTech7HistoryColorTarget",
"EnvBRDF",
"GBuffer_Normal_EmissiveIntensity",
"ImageSpaceBufferR10G10B10A2"
]
And my specific PumboHDR settings in ReShade (which will need to be tuned slightly to taste and the display used):
I'm using the 2.4 gamma slope to lower the black floor as much as possible, then setting the SDR whitepoint to a value that leads to acceptable brightness overal, then capping the AutoHDR peaks to about triple that level with the target/max brightness setting. Lastly, I'm jacking up the saturation 10% to match the rough difference between BT.709 and the wider BT.2020 color space. Some displays can handle a bit more of a gap between the SDR whitepoint and max brightness, but this method of HDR does not handle settings above 600 nits or so (which is still retina-scorching in a dark room) without losing information.
I also have a handful of .ini tweaks, but those come down to pure preference.
I had my first disappointment tonight with Starfield: the randomly generated surface installations. Even though I haven't done very much surface exploration, I have seen the same two facilities pop up twice now. I forget the name, but one is an outpost of some sort that spans a narrow crevice. It always has human mercenaries patrolling it, and as far as I can tell, they always spawn in the same place. The second one is more annoying. It is a rather large magma pumping station where some sort of research is being conducted in obsidian, IIRC. This one annoys me for two reasons. First, it is a large, multi-level facility that takes some time to clear of its robot enemies. So, this means you either need to ignore it when it spawns or commit the time to clearing it out. But even more annoying than that is that this facility spawns with the same story every time you encounter it (it has to do with the facility's boss replacing his staff with bots that later go rogue). It's bad enough to encounter the same facility over and over, but the same story, too? I consider this to be a surprisingly amateurish decision on the part of Bethesda. Encountering the same facility over and over again is disappointing, but then to have the story inside that facility repeat itself again and again (complete with the corpse of the boss) is like rubbing salt in the repetitive wounds.
Yeah, I was a bit disappointed with the repetition tonight. I am hoping the randomization dice just went against me tonight because, otherwise, surface exploration is going to get boring fast. I don't mind having surface facilities repeat, but they should be generic (i.e., there shouldn't be a story hardwired into the facility), and the enemies you come across should vary in type and spawn location to keep it fresh. Having the same facilities spawn with the same enemies in the same spots is a big no-no, as far as I am concerned, because it ruins any suspension of disbelief.
There is a lot of cookie cutter content in Starfield. It's very much like it's predecessors in this regard.
The more random areas won't have as much repeated side story content, but if you go to the preplaced facilities in the prepared tiles, you'll see the kind of stuff you describe.
Some of these companion story interjections occur at the oddest times and in situations that can really change the perceived tone of things...
I kinda like the idea of Sarah being a barely controlled psychotic who would extort affection with a phaser set to incinerate. That's some quality emergent content.
My character is telling her whatever she wants to hear...wouldn't dare do otherwise!