• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Graphical Fidelity I Expect This Gen

SlimySnake

Flashless at the Golden Globes
The thing i hate the most about UE5 is its sterile/set dressing looking worlds. All this micro detail as a result nanite and it has absolutely 0 physics reactions. It so immersion breaking. The more the fidelity improves, the more things begin to stick out like a sore thumb.
This is an issue with all games though. not just UE5. No destruction or physics whatsoever.
 
The thing i hate the most about UE5 is its sterile/set dressing looking worlds. All this micro detail as a result nanite and it has absolutely 0 physics reactions. It so immersion breaking. The more the fidelity improves, the more things begin to stick out like a sore thumb.
Yeah but thinks like lumen are good because when objects do have physics they will look correct in the world - whereas with baked lighting they look super off
 
Yeah but thinks like lumen are good because when objects do have physics they will look correct in the world - whereas with baked lighting they look super off
It really doesn’t matter if it “looks” correct if the processing power that could be used for interactivity has been instead used for lumen. When Zelda on a mobile 2011 phone cpu has better physics than unreal engine 5 games on ps5/xbox, we have a real problem.
 
It really doesn’t matter if it “looks” correct if the processing power that could be used for interactivity has been instead used for lumen. When Zelda on a mobile 2011 phone cpu has better physics than unreal engine 5 games on ps5/xbox, we have a real problem.
Idk it matters to me, not for a game like that where it’s a cartoony artstyle - but if it’s a realistic looking game I want the physical objects to react realistically to the world. Before we cheated this and sometimes it worked well enough - but now using RTGI/lumen you don’t have to use tricks cus it’s simulating real light
 

Bojji

Member
It really doesn’t matter if it “looks” correct if the processing power that could be used for interactivity has been instead used for lumen. When Zelda on a mobile 2011 phone cpu has better physics than unreal engine 5 games on ps5/xbox, we have a real problem.

It's not about processing power. You have games on Xbox from 2001 (half life 2) or Xbox 360 (red faction guerrilla) that have physics and destruction more advanced than in todays games. Developers just don't want to do it.
 
Last edited:

SlimySnake

Flashless at the Golden Globes
It really doesn’t matter if it “looks” correct if the processing power that could be used for interactivity has been instead used for lumen. When Zelda on a mobile 2011 phone cpu has better physics than unreal engine 5 games on ps5/xbox, we have a real problem.
Actually without lumen you would have shadows that might break if you moved a chair. The shadows would remain there even if the chair was elsewhere.

Hardware Lumen corrects this and allows devs to have breakable environments and objects that they couldnt do due to baked techniques.

Who knows what the future holds but i was very disappointed when UE5 games simply ignored the chaos physics Epic had demo'd in the matrix demo. The engine has support for this ever since UE4. Devs just dont want this shit in their games.

Notice how the cars that get nicked by my car have accurate physics applied to them even after the initial collision with my car. They move and get stopped by the polls behind them. Some even have their windows and headlights break.
And this was before they integrated nanite to their collision engine.


rQWb1Ow.gif


Some more pics:

maxresdefault.jpg


hq720.jpg
 
Last edited:

SlimySnake

Flashless at the Golden Globes
It's not about processing power. You have games on Xbox from 2001 (half life 2) or Xbox 360 (ref faction guerrilla) that have physics and destruction more advanced in todays games. Developers just don't want to do it.
What bothers me the most is that even if they go out of their way to have a great physics engine in their games like bethesda did with Starfield, they dont fucking use it.

This is what they can do. And yet if you activate anti-gravity powers, only certain pickable objects are affected by it. Chairs and desks remain bolted to the floor. It's infruriating because look at how cool this looks. Just imagine the possibilities. but nope, Todd instead made a game about conversations. On purpose. And did it with a mute protagonist.... Peak idiocy.

utV0UCx.gif


D4jjmP2.gif
 
Actually without lumen you would have shadows that might break if you moved a chair. The shadows would remain there even if the chair was elsewhere.

Hardware Lumen corrects this and allows devs to have breakable environments and objects that they couldnt do due to baked techniques.

Who knows what the future holds but i was very disappointed when UE5 games simply ignored the chaos physics Epic had demo'd in the matrix demo. The engine has support for this ever since UE4. Devs just dont want this shit in their games.

Notice how the cars that get nicked by my car have accurate physics applied to them even after the initial collision with my car. They move and get stopped by the polls behind them. Some even have their windows and headlights break.
And this was before they integrated nanite to their collision engine.


rQWb1Ow.gif


Some more pics:

maxresdefault.jpg


hq720.jpg
I understand that the vast majority of games simply don't have any use for these physics... But yeah, they have been around since UE4 and even got an overhaul for 5.3, how come any game is yet to use Chaos?
 
Last edited:

SlimySnake

Flashless at the Golden Globes
I understand that the vast majority of games simply don't have any use for these physics... But yeah, they have been around since UE4 and even got an overhaul for 5.3, how come any game is yet to use Chaos?
Lack of talent? industry run by old dinosaurs like Todd Howard and the new blood too obsessed with telling stories rather than pushing gameplay.
 
It really doesn’t matter if it “looks” correct if the processing power that could be used for interactivity has been instead used for lumen. When Zelda on a mobile 2011 phone cpu has better physics than unreal engine 5 games on ps5/xbox, we have a real problem.
It does matter. Baked lighting can work very well like in TLOU 2, but pathtracing is the future and it puts games on a whole different level visually. Physics aren’t always a requirement…
 
Actually without lumen you would have shadows that might break if you moved a chair. The shadows would remain there even if the chair was elsewhere.

Hardware Lumen corrects this and allows devs to have breakable environments and objects that they couldnt do due to baked techniques.

Who knows what the future holds but i was very disappointed when UE5 games simply ignored the chaos physics Epic had demo'd in the matrix demo. The engine has support for this ever since UE4. Devs just dont want this shit in their games.

Notice how the cars that get nicked by my car have accurate physics applied to them even after the initial collision with my car. They move and get stopped by the polls behind them. Some even have their windows and headlights break.
And this was before they integrated nanite to their collision engine.


rQWb1Ow.gif


Some more pics:

maxresdefault.jpg


hq720.jpg
Exactly, in theory destruction and physics won’t fuck up the scene anymore by having to account for baked lighting - lumen and other RTGI type systems are good in the long run for physics. Developers won’t be worried that moving an object will ruin the entire illusion.

Unfortunately no developer seems to care about physics or destruction. I feel like I can count on one hand the amount of games that have done something cool with physics, or even basic physics in the past ten years. They just don’t care. Easier to not put it in so they don’t.

EDIT: man look at those gifs of the matrix demo. That car deformation impressed me so much - it’s crazy we don’t have a game that looks as good as this demo still… it must be possible. Especially on ps5 pro
 
Last edited:

GymWolf

Member
Actually without lumen you would have shadows that might break if you moved a chair. The shadows would remain there even if the chair was elsewhere.

Hardware Lumen corrects this and allows devs to have breakable environments and objects that they couldnt do due to baked techniques.

Who knows what the future holds but i was very disappointed when UE5 games simply ignored the chaos physics Epic had demo'd in the matrix demo. The engine has support for this ever since UE4. Devs just dont want this shit in their games.

Notice how the cars that get nicked by my car have accurate physics applied to them even after the initial collision with my car. They move and get stopped by the polls behind them. Some even have their windows and headlights break.
And this was before they integrated nanite to their collision engine.


rQWb1Ow.gif


Some more pics:

maxresdefault.jpg


hq720.jpg
The only thing i did when i had control in that demo was crashing cars for 30 min and the damage model was beyond random, unless they fixed it later on pc.
I was crashing at high speed with barely any damage and destroyimg my car with small incidents, it may look good on gif but if you tried a couple of crashes it was underwhelming as fuck in terms of precision.
But sure, the damage system at least exist.

BeamNG is still multiple generations better.
 
Last edited:

M1chl

Currently Gif and Meme Champion
What bothers me the most is that even if they go out of their way to have a great physics engine in their games like bethesda did with Starfield, they dont fucking use it.

This is what they can do. And yet if you activate anti-gravity powers, only certain pickable objects are affected by it. Chairs and desks remain bolted to the floor. It's infruriating because look at how cool this looks. Just imagine the possibilities. but nope, Todd instead made a game about conversations. On purpose. And did it with a mute protagonist.... Peak idiocy.

utV0UCx.gif


D4jjmP2.gif
Yeah this is something, which isn't really talked about, how impressive it is, especially in engine, which is already pretty CPU intensive. It was probably some passion project for some lone dev, who didn't have anything to play with during those delays. Collisions are expensive, not the mention when objects collides between themselves, not just with some ground plane... would like to see the code which is responsible for this
 

GymWolf

Member
Yeah i forgot the starfield gifs where apparently spawning objects with an editor and 15 old basic havok for their interaction are somehow considered impressive even if the game has zero destruction or gameplay applied physics whatsoever when you actually play.

Launch cyberpunk had more destruction than starfield and that game was roasted to hell and beyond.
 

T4keD0wN

Member
I understand that the vast majority of games simply don't have any use for these physics... But yeah, they have been around since UE4 and even got an overhaul for 5.3, how come any game is yet to use Chaos?
Marvel Rivals actually uses it and while the graphics might not be amazing since theyre highly stylized anyway, the destruction is pretty impressive and can affect a lot of objects.
 

SlimySnake

Flashless at the Golden Globes
New AC Shadows seems to go quite heavy on the physics, although whether it will have real gameplay implications remain to be seen
Crimson Desert has you throw enemies into medieval tables and benches and they all get destroyed. Last year's trailer showed a dragon destroying a castle's upper walls as it landed on it. It was very impressive but that kind of stuff is the first thing to get cut. This year, the dragon clip as you riding on the dragon and destroying castles but it didnt look as impressive from above.

All wooden objects like big towers can be destroyed as well either by throwing explosives at it or charging through them on your horse. I thought it was great to see stuff like that in a video game. They seem to have been focusing on draw distance, number of NPCs, and other visual effects while keeping the overall visual fidelity somewhere around RDR2's PC version. Maybe a bit better lighting, but at least i can see where the extra horsepower is going. I am playing Forspoken right now and my god what an ugly looking game. Awful textures, poor grey ass visuals, last gen cities. basic level of detail. Rofif you crazy.
 
Crimson Desert has you throw enemies into medieval tables and benches and they all get destroyed. Last year's trailer showed a dragon destroying a castle's upper walls as it landed on it. It was very impressive but that kind of stuff is the first thing to get cut. This year, the dragon clip as you riding on the dragon and destroying castles but it didnt look as impressive from above.

All wooden objects like big towers can be destroyed as well either by throwing explosives at it or charging through them on your horse. I thought it was great to see stuff like that in a video game. They seem to have been focusing on draw distance, number of NPCs, and other visual effects while keeping the overall visual fidelity somewhere around RDR2's PC version. Maybe a bit better lighting, but at least i can see where the extra horsepower is going. I am playing Forspoken right now and my god what an ugly looking game. Awful textures, poor grey ass visuals, last gen cities. basic level of detail. Rofif you crazy.
Shots have been fired!!
 

RavionUHD

Member
After finishing Indiana Jones (which I really liked), I started playing the new Star Wars Outlaws Wild Cards DLC which is also on sale currently.
It is pretty short (around 3 hours), but I already like the main game and this was one fun too, with many interesting locations.

Graphically I was very impressed with the main game, and the DLC impresses too.
Everything seems very high quality, from the lightning to the material and asset quality, paired with Ray Reconstruction, it is definitly one of the best looking games out there currently.

Here some screenshots on PC with Raytracing, DLDSR, Ray Reconstruction and Reshade:

q5wK1y4.jpeg

orYmHrQ.jpeg

RK3gkG6.jpeg

wBPNBcC.png

LK4nbky.jpeg

2l5yVTA.jpeg

xIvAKE1.jpeg

163q0Ns.jpeg

O6LZGfb.jpeg

bBc5Qi8.jpeg

iSLE5YY.jpeg
 
Last edited:

M1chl

Currently Gif and Meme Champion
Yeah i forgot the starfield gifs where apparently spawning objects with an editor and 15 old basic havok for their interaction are somehow considered impressive even if the game has zero destruction or gameplay applied physics whatsoever when you actually play.

Launch cyberpunk had more destruction than starfield and that game was roasted to hell and beyond.
Its not considered impressive, it is impressive, that the CPU didn't brought the framerate to a halt, obviously given what game present it to you, its basically good as if it wouldn't have had any physics engine. The simulation is impressive, game isn't, its a trash. Its like finding gold in pile of shit
 

SlimySnake

Flashless at the Golden Globes
Indy oftentimes looks great but it can look really, really bad at times as well.

Navigating around Sukhothai in the long boat makes me want to gouge my eyes out. This is with everything maxed out/path tracing on on PC:

54229996962_f9b081d891_o.png
honestly, still looks better than the similar looking vanaheim levels in ragnorak.

Family-Crest-locations-in-Vanaheim-God-of-War-Ragnarok.jpg


After finishing Indiana Jones (which I really liked), I started playing the new Star Wars Outlaws Wild Cards DLC which is also on sale currently.
It is pretty short (around 3 hours), but I already like the main game and this was one fun too, with many interesting locations.

Graphically I was very impressed with the main game, and the DLC impresses too.
Everything seems very high quality, from the lightning to the material and asset quality, paired with Ray Reconstruction, it is definitly one of the best looking games out there currently.

Here some screenshots on PC with Raytracing, DLDSR, Ray Reconstruction and Reshade:

q5wK1y4.jpeg

orYmHrQ.jpeg

RK3gkG6.jpeg

wBPNBcC.png

LK4nbky.jpeg

2l5yVTA.jpeg

xIvAKE1.jpeg

163q0Ns.jpeg

O6LZGfb.jpeg

bBc5Qi8.jpeg

iSLE5YY.jpeg
Dont like the black crush in your shots and i played the base game using your reshade settings.

it's a gorgeous looking game with some really shoddy cutscene work that brings down the entire presentation. cutscenes are supposed to make everything look better but the game, especially kay, looks worse in them. its the opposite of a naughty dog game. Massive needs to step up their game when it comes to cutscenes. both avatar and outlaws have not only poor storytelling but also poor cutscene direction. a big budget AAA game based on movie IPs should not have cutscenes like this.

Indy cutscenes are phenomenal. fantastic character models, great direction. its perfect. sadly, the game is kinda boring and i just couldnt stick with it.
 
Yeah, I'm playing Outlaws and the cut-scenes are just laughable. The facial animations look specially horrible, they remind me of that bathroom scene in Terminator. They are a huge reason why Kay is mocked on the internet because the actual model looks OK. From the behind-the-scenes videos you can see they did facial capture but something must've happened because the results are AA game quality at best.
 

SlimySnake

Flashless at the Golden Globes
The black crush is unfortunately a result from HDR to SDR conversion.
how do you even take screenshots with hdr on? geforce now creates my hdr screenshots in this weird JXR format and there is no way to convert them to png or jpeg.

i tried msi afterburner capture and same thing.
 

JimRyanGOAT

Member
Lack of talent? industry run by old dinosaurs like Todd Howard and the new blood too obsessed with telling stories rather than pushing gameplay.

I think the Business side plays a huge role


The bigger the game, the higher the budget, thus more micromanagement from higher ups


This leads to hiring quotas, poor deadlines, and not enough time spent in preplanning which leads to scope creep. Which results in following the formula that are proven, but so played out. Basic ass story, okay gameplay, and micro transactions. No ones pushing the boundaries, they just want to play it safe.


Thats why half these games feel like copy and pasted with different skins & themes. But with AI, if we can cut costs and reduce unwanted resources like quota hired developers or people demanding 150K to write a few lines in a massive ass project with no realistic way to overhead that many developers, we can cut bloat and push boundaries unlike anything before.
 
Last edited:

SlimySnake

Flashless at the Golden Globes
I think the Business side plays a huge role


The bigger the game, the higher the budget, thus more micromanagement from higher ups


This leads to hiring quotas, poor deadlines, and not enough time spent in preplanning which leads to scope creep. Which results in following the formula that are proven, but so played out. Basic ass story, okay gameplay, and micro transactions. No ones pushing the boundaries, they just want to play it safe.


Thats why half these games feel like copy and pasted with different skins & themes. But with AI, if we can cut costs and reduce unwanted resources like quota hired developers or people demanding 150K to write a few lines in a massive ass project with no realistic way to overhead that many developers, we can cut bloat and push boundaries unlike anything before.
thats probably true for smaller teams but bigger studios like Bethesda, Naughty Dog, SSM, Guerrilla? I dont know. no one asked GG to make a 100 hour xopy pasta Horizon sequel. Zenimax and MS gave Bethesda 8 years to make starfield and they still blew it. Ubisoft gave massive 6 years to make Outlaws and Avatar. over 800 devs. EA delayed Star Wars jedi survivor out of their fiscal year taking a massive hit to their revenues then offered to delay it by 3 months, but the studio rejected the offer, only took an extra 3-4 weeks and shipped out arguably the most broken game of the gen.

Publishers are definitely to be blamed for trend chasing but at the end of the day, the devs get all the praise for making an amazing game, and should get all the blame for an industry thats completely stagnated since the ps360 era. at least when it comes to physics.
 

JimRyanGOAT

Member
thats probably true for smaller teams but bigger studios like Bethesda, Naughty Dog, SSM, Guerrilla? I dont know. no one asked GG to make a 100 hour xopy pasta Horizon sequel. Zenimax and MS gave Bethesda 8 years to make starfield and they still blew it. Ubisoft gave massive 6 years to make Outlaws and Avatar. over 800 devs. EA delayed Star Wars jedi survivor out of their fiscal year taking a massive hit to their revenues then offered to delay it by 3 months, but the studio rejected the offer, only took an extra 3-4 weeks and shipped out arguably the most broken game of the gen.

Publishers are definitely to be blamed for trend chasing but at the end of the day, the devs get all the praise for making an amazing game, and should get all the blame for an industry thats completely stagnated since the ps360 era. at least when it comes to physics.
the GG Copy paste sequel goes back to them playing it safe with all the RND they put in the first game, they'd rather just slightly improve it with new hardware than reinvent the wheel

And those games with so many developers, I struggle to see how you can manage that many developers properly. It seems good on paper, but there's a management issue, where not every team is clicking, and the scope is too large. If you have 800 developers and can't break trends it cant just be bad developers. Not everyone person and every teams skills in being utilized to its maxium potential. More so just write some lines for a rushed release cause we cant avoid deadlines cause it'll cost millions a month, aka lets just play it safe. Its like an assembly line where everyone just has some low level job they need to do, to make sure the entire project is chugging along.

I agree with the last statement
 
Last edited:

SimTourist

Member
What bothers me the most is that even if they go out of their way to have a great physics engine in their games like bethesda did with Starfield, they dont fucking use it.

This is what they can do. And yet if you activate anti-gravity powers, only certain pickable objects are affected by it. Chairs and desks remain bolted to the floor. It's infruriating because look at how cool this looks. Just imagine the possibilities. but nope, Todd instead made a game about conversations. On purpose. And did it with a mute protagonist.... Peak idiocy.

utV0UCx.gif


D4jjmP2.gif
Reminds me of those old crysis physics videos. Ah, early youtube days
 

GymWolf

Member
Its not considered impressive, it is impressive, that the CPU didn't brought the framerate to a halt, obviously given what game present it to you, its basically good as if it wouldn't have had any physics engine. The simulation is impressive, game isn't, its a trash. Its like finding gold in pile of shit
It has been a thing since oblivion/skyrim, sorry if i'm not impressed to see basic havok handling many objects on screen like you do, especially when there is no trace of it ingame and you have to use an editor to spawn these objects and make cute gifs


ZfAd1J.gif

j2MtZY.gif


Even Other games old and new achieve the same with different engines.
 
Looking at Guerrilla's new job offers, we already knew this but we should expect more studios to use the Decima Engine.

They are clearly expanding the team responsible for developing their engine.
 

Magik85

Member
Indy oftentimes looks great but it can look really, really bad at times as well.

Navigating around Sukhothai in the long boat makes me want to gouge my eyes out.
Matter of taste. IMO Sukhothai is actually best looking location in thw game.

TeABWhM.jpeg

zhhxne6.jpeg

0wO676H.jpeg

J6GfHFw.jpeg


Overall i like the way Indy look (very good IQ and 60FPS). I think its good that they focused on single gfx mode on consoles. Otherwise i bet we would get solid quality mode in 30fps and blurry 1080p performance mode (story of this gen).
But still...this gen is a let down when it comes to graphics. Apart of stuff like Hellblade 2, vast majority of games look kinda like from PS4 era, with resolution/framerate boost.
 

DirtInUrEye

Member
Of what I've played of Indy so far, the bombing of Shanghai is the most visually impressive level in the game. That whole environment with PT enabled took on a hyperreal appearance akin to moving a camera around a Weta Workshop "bigature" model, it's pretty astonishing. This is the micro level fidelity Naughty Dog strive for. This area also seemed to have randomly scripted physics (a reloaded checkpoint would make some of the destruction change).

It's overall a visually inconsistent game, but when it looks good it looks state-of-the-art.
 

rofif

Can’t Git Gud
Matter of taste. IMO Sukhothai is actually best looking location in thw game.

TeABWhM.jpeg

zhhxne6.jpeg

0wO676H.jpeg

J6GfHFw.jpeg


Overall i like the way Indy look (very good IQ and 60FPS). I think its good that they focused on single gfx mode on consoles. Otherwise i bet we would get solid quality mode in 30fps and blurry 1080p performance mode (story of this gen).
But still...this gen is a let down when it comes to graphics. Apart of stuff like Hellblade 2, vast majority of games look kinda like from PS4 era, with resolution/framerate boost.
to me it looks like a ps3 era tech or something... (I know it's not looking like a ps3 game)
There is nothing to critique per se but it comes out kinda nothing special
 

RavionUHD

Member
how do you even take screenshots with hdr on? geforce now creates my hdr screenshots in this weird JXR format and there is no way to convert them to png or jpeg.

i tried msi afterburner capture and same thing.
Well there are a couple of ways to do that.
You can use the Steam overlay screenshot feature which produces a .jpg screenshot and is usually very similar to the real HDR image, only in areas with less light a black crush shows.

Another way is to use Xbox Game Bar screenshot tool or Geforce Overlay Screenshot tool which produces real .jxr screenshots, and you can convert them using this tool:

Put the hdrfix.exe in the screenshot file, open cmd command, go to your screenshot file with a "CD:" command, and then type => hdrfix "screenshot.jxr" "output.jpg"

This converts your .jxr file into and .jpg file, I would recommend using => hdrfix "screenshot.jxr" "output.jpg" --auto-exposure=1

This handles the light a bit better, usually looks more like the original .jxr file.
 

rofif

Can’t Git Gud
What bothers me the most is that even if they go out of their way to have a great physics engine in their games like bethesda did with Starfield, they dont fucking use it.

This is what they can do. And yet if you activate anti-gravity powers, only certain pickable objects are affected by it. Chairs and desks remain bolted to the floor. It's infruriating because look at how cool this looks. Just imagine the possibilities. but nope, Todd instead made a game about conversations. On purpose. And did it with a mute protagonist.... Peak idiocy.

utV0UCx.gif


D4jjmP2.gif
Because the physics engine in bethesda games is shit.
It's just rigid bodies with bad friction (often seen floating slowly) and the ending doesn't handle large number of them very well.
 

analog_future

Resident Crybaby
Matter of taste. IMO Sukhothai is actually best looking location in thw game.

TeABWhM.jpeg

zhhxne6.jpeg

0wO676H.jpeg

J6GfHFw.jpeg


Overall i like the way Indy look (very good IQ and 60FPS). I think its good that they focused on single gfx mode on consoles. Otherwise i bet we would get solid quality mode in 30fps and blurry 1080p performance mode (story of this gen).
But still...this gen is a let down when it comes to graphics. Apart of stuff like Hellblade 2, vast majority of games look kinda like from PS4 era, with resolution/framerate boost.

Parts of Sukhothai look fantastic, yes. It's just the long boat traversal sections that look terrible (mostly because bodies of water don't have path tracing even with maxed out settings, and the engine clearly isn't great for large, foliage filled environments as there are MASSIVE amounts of pop-in).

It goes back to what I said, in that the game can look spectacular but it can also look pretty awful. To be fair, it looks great far more often than it looks bad.

A few of my more impressive Sukhothai shots:

54228345823_7d50de9743_o.png


54228117266_e38ed51d73_o.png
 

analog_future

Resident Crybaby
how do you even take screenshots with hdr on? geforce now creates my hdr screenshots in this weird JXR format and there is no way to convert them to png or jpeg.

i tried msi afterburner capture and same thing.

There are JXR -> PNG conversion tools out there that allow you to export your shots into PNG format in the SDR range.

Otherwise just using Photoshop to adjust exposure/black levels works as well. I have presets set up in Photoshop that I run my screenshots through that brings everything back to SDR.
 
Top Bottom