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Add The Last of Us Part II Remastered HDR and update Elite Dangerous, Black Flag Resynced, and other mods - #631

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Add The Last of Us Part II Remastered HDR and update Elite Dangerous, Black Flag Resynced, and other mods#631
mqhaji wants to merge 22 commits into
clshortfuse:mainfrom
mqhaji:main

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@mqhaji

@mqhaji mqhaji commented Aug 24, 2026

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Summary

Adds initial RenoDX HDR support for The Last of Us Part II Remastered and updates tone mapping, color handling, presets, and HDR configuration across several existing mods.

The Last of Us Part II Remastered

  • Add the initial RenoDX HDR mod.
  • Adjust tone mapping for LUT sampling.

Elite Dangerous

  • Update the custom tone mapper to PsychoV30.
  • Extend Vanilla+ using C-infinity and BT.709 display mapping.
  • Preserve authored highlight hue shifts by applying hue linearity before the per-cone shoulder.
  • Use Display P3 gamut compression.
  • Remove obsolete and unused tone-mapping code.

Assassin’s Creed IV: Black Flag Resynced

  • Simplify the Anvil Engine tone-mapping implementation.
  • Update the customized tone mapper to a custom PsychoV30 implementation.
  • Set Enhanced as the default tone mapper.
  • Replace the previous enhanced local tone mapping and exposure control with new local-exposure controls.
  • Retune the enhanced tone-mapping parameters, including the shoulder start and anchor.
  • Use Display P3 gamut compression in HDR and BT.709 gamut compression in SDR.

Death Stranding 2

  • Integrate PsychoV25 components into the LMS tone mapper.
  • Raise the maximum peak brightness to 10,000 nits.

Dead Space (2023)

  • Add a force-HDR10 definition.
  • Enable presets.

Final Fantasy XVI

  • Increase hue-shifting strength.

Red Dead Redemption 2

  • Enable other tm shaders
  • Adjust enhanced tm

mqhaji added 22 commits August 23, 2026 13:57
…cal exposure sliders, remove exposure slider
- Apply hue linearity before the per-cone shoulder so toe and shadow hueshifts do not compromise highlight hue authoring.
- Rename the pre-shoulderlinearity and post-shoulder recovery parameters to reflect their behavior.
…mut compression

- Apply hue linearity before the per-cone shoulder so toe and shadow hueshifts do not compromise highlight hue authoring.
- Rename the pre-shoulderlinearity and post-shoulder recovery parameters to reflect their behavior.
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