Smells like the usual issue of sRGB content not being displayed properly on a HDR setup. Unfortunately this is normal on Windows, so you probably have to disable HDR at a Windows level. In-game HDR won't work because these games only support HDR via NVAPI.
Also:
info: d3d11.cachedDynamicResources = a
info: dxgi.enableHDR = True
info: d3d11.samplerAnisotropy = 16
info: d3d11.maxFeatureLevel = 11_0
info: dxgi.nvidiaHack = True
info: d3d11.relaxedBarriers = True
info: d3d11.ignoreGraphicsBarriers = True
You're kinda asking for rendering bugs or other issues with those configs.
Ya sorry that is because I was trying to use A.I. for help with my problems because I didn't want to waste your guys time with an issue that may have already been solved and at first it gave me
dxgi.nvidiaHack = True
d3d11.maxFeatureLevel = 11_0
and then when that didn't work it gave me
dxgi.nvidiaHack = True
d3d11.maxFeatureLevel = 11_0
d3d11.samplerAnisotropy = 16
dxgi.enableHDR = False
But of course none of those worked. I figured it was an HDR issue that is why I changed the dxgi.enableHDR to True because I recognized this issue from trying to use Midnight to stream from my PC to my Steam Deck but that didn't work either.
To be clear, what dxgi.enableHDR=True does is report HDR support to the game similar to how the Windows option does it with native D3D, it doesn't "enable" HDR per se. And as mentioned, it doesn't have any impact on this game.
There's an argument to be made for always creating HDR swapchains if we can, but that opens up another massive can of worms.
Ok thank you for your time.
thats a very old dxvk version. try getting one from Github actions, or a repo i found daily-graphics-wrappers-builds/dxvk-builds
Does this build fix anything?
TL;DR is that it will always try to create a HDR swapchain if the system supports it. DXVK is currently hard-coded to output SDR content on an HDR swapchain with 203 nits, but if this ends up working out, we can make that configurable.
The newest of these games is from 2013, none of them supports HDR natively.
Sorry for the late reply I only really use GitHub to download stuff. BitBlt HDR is only for screenshots I don't think it helps in-game and the win11hdr-srgb-to-gamma2.2-icm doesn't seem to help either and that version of DXVK has the same problem sadly.
thats a very old dxvk version. try getting one from Github actions, or a repo i found daily-graphics-wrappers-builds/dxvk-builds
Can you link me this because when I google search it I can't find it?
Does this build fix anything?
TL;DR is that it will always try to create a HDR swapchain if the system supports it. DXVK is currently hard-coded to output SDR content on an HDR swapchain with 203 nits, but if this ends up working out, we can make that configurable.
For some reason it looks the same to me in-game but when I take a picture with my phone it looks better than in-game and the previous phone photo.
Screenshot:
Steam Recording:
https://youtu.be/0ZTDN49QYdY
Phone Video:
thats a very old dxvk version. try getting one from Github actions, or a repo i found daily-graphics-wrappers-builds/dxvk-builds
Can you link me this because when I google search it I can't find it?
https://github.com/daily-graphics-wrappers-builds/dxvk-builds/releases
thats a very old dxvk version. try getting one from Github actions, or a repo i found daily-graphics-wrappers-builds/dxvk-builds
Can you link me this because when I google search it I can't find it?
https://github.com/daily-graphics-wrappers-builds/dxvk-builds/releases
Nope sadly gave me the same results as 2.5.1, 2.7.1, and the experimental HDR build as well.
Can you post a new log with the build I linked earlier?
Also I don't really understand what I'm looking at with these phone pictures, is it actually looking as expected with that build or not?
https://github.com/EndlesslyFlowering/dxvk
I just remembered there is a specific dxvk fork for dwelling into HDR waters
Can you post a new log with the build I linked earlier?
Also I don't really understand what I'm looking at with these phone pictures, is it actually looking as expected with that build or not?
That is the thing in-game no it still looks the same over exposed but when taking the picture on my phone it looks normal now but not in-game that is why I posted those videos because you can really see the difference with those. I tried to just upload them straight to GitHub but it kept telling me "Upload Failed" and here are the logs:
https://github.com/EndlesslyFlowering/dxvk I just remembered there is a specific dxvk fork for dwelling into HDR waters
This is near perfect the only problem I seem to have with this one is the brights are really bright so it is like normal DXVK in the sense that the brights are over exposed but unlike normal DXVK the darks are normal but like I said near perfect.
https://github.com/EndlesslyFlowering/dxvk/issues/4#issuecomment-2285974622? @EndlesslyFlowering
Well, don't know then, try changing monitor settings or something. We really can't do much here if no Windows driver manages to simply display a godforsaken Vulkan swapchain image.
not sure why I am being tagged here.
the issue probably is with Nvidia's Vulkan interop not being enabled properly if I would have to guess.
need to set those specific flags with nvidia profile inspector so it says 0x000802A5 like in this screenshot:
I can't give you support for this because I do not have an Nvidia card. so please do not tag me on this.
Nothing extracted yet.
Screenshot


Phone photo
I have tried multiple games and all of them have an extreme over exposed issue. I have tried GTA 4, Borderlands 2, and Assassin's creed 4 Black Flag and they all seem to have this issue. Sorry for the phone quality but in the Steam recording and screenshots it doesn't show only in game.
Software information
In the screenshots I'm playing AC4 on Windows 11 PC 4K max setting with soft shadows, motion blur, and PhysX off, MSAA 2x, and the 240 fps patch applied.
System information
Apitrace file(s)
https://drive.google.com/file/d/1xidoc6ePCVEaujq30tHSu3-MHKOsv3UH/view?usp=drive_link
Log files
AC4BFSP_d3d11.log
AC4BFSP_dxgi.log