Is there anything we (users) can do to improve the post processing effects in VR?

Is there a mod/addon/tweak/tool that we can use to make the colours pop more in VR instead of the bland and saturated colours? I think it will be a long time (if ever) before the MSFS team looks into this… so I’m wondering if there’s anything we can do in the meantime.

If you’re on NVidia you can possibly try the NVidia Filter the Geforce Experience software provide with its overlay. Note I didn’t try in MSFS, but it did wonder on other titles I own.

These only work for monitors not HMD.

Oh yeah obviously, in VR… sorry, I need sleeping…
I know CptLucky8 asked for more control of post processing in one of his request on the wish list. Not sure we can currently do somthing…

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Yep and I voted. Just desperate enough to ask if there is anyyyyyything we can do.

I’m afraid Reshade doesn’t work too. And changes in UserConfigOpt (like ColorGrading or EyeAdaption) seem to have no effect.
For me it’s the sun’s “white out” effect that disturbs me most. It always looks like smog over Beijing :grinning:

Have you been to Beijing? It was like that every day I was there :laughing:

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This the item you can vote for:
[BUG/FEATURE] Provide a Sharpen strength setting, and more post-processing effect controls in VR

I’ve been looking at ReShade which now has a beta version interposing (DLL proxy) in order to capture the render views and post-process them, but I didn’t take any time recompiling nor testing because there is still an issue with these and I believe even more so in VR with the panels having a limited color gamut compared to a monitor (although the G2 gamut seems quite good, at least better than the Index).

The main problem with post-processing tools is you’re altering the sRGB discrete values. Any change in gain or level inherently reduces the signal precision. In other words, say you want to reduce luminosity:

  • output from sim is a value between 0 and 255
  • middle luminosity level is 127 in sRGB, but 18% in CIE (not the same range before and after!)
  • you post-process to reduce luminosity value down to 127 (1/2 luminosity)
  • you only have 128 values available to display from black to white instead of 256 initially
  • this produces banding artefacts because of the lower color signal resolution.

This means to be effective, any such post-processing must be done at the tone mapper level in the game pixel shader code. Honestly it is not difficult to add and takes a few minutes* (unless the pixel shader code is so complex but even so, at the end, all game pixels go though the tone mapper):

  • the post process is done on values from -1 to +1 (floating point values)
  • you reduce the luminosity in the linear space
  • once tone mapped, it accurately represents the reduced luminosity
  • you still have 256 discrete signal values from black to white.

*What I mean with “in a few minutes” illustrated: my own mod to XP11 Shaders (prior they change them to binary format). It will show you what the tone mapper is and why this matters (and how simple the code to change luminosity or color gain is deceptively simple while at it):

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Do you mean UNsaturated colours here, as saturated colours would already be producing the pop you seek? In any case, I find the colours pop quite nicely and are suitably vivid in VR on my PSVR. Perhaps it is a headset-specific issue.

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