After a few weeks of development, a group of modders released the Starfield Luma Native HDR mod, which they reckon is the only true way to experience Bethesda's sci-fi roleplaying game in native HDR since all the other methods fail to deliver a proper High Dynamic Range presentation.
Thus, after the modding community successfully reverse-engineered the game's code, four rather famous modders joined forces to create Starfield Luma Native HDR. Filippo Tarpini, also known as Pumbo, is a Remedy developer known for his Control HDR mod, though he also worked on the HDR implementation of the upcoming Alan Wake 2. I had the chance to speak with him about this project.
Pumbo split his work between managing the various tasks across the whole team, working on the tonemapper, and rewriting the blending between the UI and game images.
Lilium, the author of the increasingly popular HDR analysis ReShade shaders, rewrote the shader behind image sharpening to ensure they would be compatible with HDR, helped with tonemapping, and made various code optimizations.
Ersh, a renowned modder who released popular mods for games like The Elder Scrolls V: Skyrim and Baldur's Gate 3, dealt with the CPU side, working on the .dll file that loads the shaders and adds the Starfield Luma Native HDR settings to the in-game menu.
Last but not least, ShortFuse, the author of Normalized LUTs, rewrote the mod's code inside Starfield's shaders so that the LUTs are analyzed and expanded at runtime with no need to replace any files. ShortFuse also implemented an improved film grain effect.
The mod's benefits aren't limited to HDR modes, anyway. As you can see in the comparison screenshots, even SDR shows major improvements in color accuracy and proper black
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