#Unreal Engine native HDR shader fix for games without official HDR support

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fossil narwhal
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idk how these clamps work anyway

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do they clip the colors

light mist
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idk either bro

fossil narwhal
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or perceptually match them

light mist
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probs not clip

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that'd look giga cursed

fossil narwhal
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right

flint oxide
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There’s an option to select linear input color space so it’ll just be scrgb passthrough

fossil narwhal
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I'll give it a go sometime

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because there have been a few games with like 50% bt2020 when you force ue hdr

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and it looks all fucky

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I'm all for WCG -- but when its done right you know what I mean

fossil narwhal
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ACES 2000 UE Native HDR tonemapped to 850 with lilium's shader (bt2390)

light mist
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If you want to compensate for it seemingly using srgb piece wise

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You can use the black floor fix with yrgb and mess with that

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It's the least likely to cause negative colors

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Althought I think it looks fine without it. The blacks are not raised

light mist
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well damn this sucks

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the hdr tweaks don't see to work properly on linux

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its stuck at 80 nits

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I'm pretty sure the issue is unreal thinks the window is out of focus

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but idk what to try really

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any ideas?

light mist
light mist
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I'm lost. Idk what tomfoolery unreal is doing that prevents this from working

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Sometimes even ue4ss just randomly stops working

fossil narwhal
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since I'm tonemappping down from 2000 anyway

light mist
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Yeah that's the only way to stop negative colors

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Use yrgb

fossil narwhal
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here is an hdr png

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I noticed last night that some blacks where lifted during a cutscene, when the pixels where not off lol

light mist
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is this supposed to peak at 300 nits

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nope

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nice

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I guess kal ran into the same metadata corruption as doge

fossil narwhal
light mist
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yeah rip

fossil narwhal
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my mpv script reads it out fine, so does skiv

light mist
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read the metadata

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I mean obviously skiv and mpv will be fine

light mist
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it has no metadata

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so chrome just does whatever the hell it wants with it

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if you take a jxr with chrome it hits 300 nits

fossil narwhal
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ohh idc about metadata

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metadata is a meme

light mist
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you should

fossil narwhal
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I want it to actually get calculated lol

light mist
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otherwise you get situations like these

fossil narwhal
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mpv with 100% percentile is not wrong!

light mist
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where you lose 200 nits on the embed

fossil narwhal
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oh embed

light mist
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its important to have accurate metadata because of chrome's nonsense

fossil narwhal
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well thats something for kal to work out

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copy

eternal wren
fossil narwhal
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btw did you see

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the new mpv conf

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I shared

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I added scripts and shaders

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all so its all nice and copy-pastable

light mist
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yes

fossil narwhal
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Here is my updated package.zip

What changed:

  • Updated reshade version

  • Added hdr-dx11-2k and hdr-dx12-2k
    -- This will use ACES 2000 instead of ACES 1000. Looks a lot better imo, but you need to use something like Lilium's Tonemapper (bt2390) to hit your target peak

  • Added hdr-framegenuifix
    -- Enable this mod along side your HDR mod (or with native hdr even!) if there are issues with the ui ghosting and stuff

  • Included 4.27.zip and 5.0.zip
    -- These are Ersh's shaders. Extract one that matches your UE version
    -- Honestly just there for convienience so you can download 1 file and drag and drop

OG Post on hao 2 install: #1228738531216719956 message

fossil narwhal
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btw here is a histogram of ACES2000 left, ACES1000 right

everything is the same, except ACES2000 pushes the highlights in the scene to ~1100 nits, while ACES1000 only goes to ~550-600ish

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idk a lot about the ACES curve, but I think after a certain luminance threshehold, the only thing that changes are the highlights/high end

fossil narwhal
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I tested Aces 1000+2000 both DX11 and DX12 for SMT5 with the updated UE4SS -- unplayable

hopefully the #🧩renodx-dev bois get to it

fossil narwhal
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also something I noticed is a lot of UE Native HDR Games have blackpoinst above one

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but like 0.015 nit blackpoints

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in remnant 2 for example, the cinamatic black bars would turn my oled's pixels on

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lilium's tonemapper has the built in black point adjuster, so that fixs it

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I'm curious if this is an ACES thing, and if so if there is a universal blackpoint value I can use so all my blacks are 0 nits

candid rain
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but I see no raised black code in the UI shaders I checked

fossil narwhal
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no idea, I was just looking at remnant 2 screenshots, and noticed the heatmap for the black bars was blueish

then I went into liliums shader, and saw the black floor was not 0

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and then I did some eyeball testing, and well you guessed it; the black bars are not black; let me get you a hdr png with no black floor adjustmnet

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here you go, enabled lilium's shader too

pretty much every UE HDR game I play has slightly raised black levels

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as you can see its pretty much almost grey

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I moused over the black bars, and lilium's shader read that is over 0.02 nits

fossil narwhal
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here is the heatmap, the black bar is well not black kekwsit

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Remnant 2 is UE 5.3; lets test out sandland (ue4.7)

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Sand Land has a proper 0 nit MinCLL

I wonder if its a per-game thing thonk

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also use SKIV (sk image viewer) for the HDR PNG files

chrome sadly doesnt display them correctly -- and with a recently update, kal broke mpv support kekwsit

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btw pumbo, if you know whats going on behind the scenes with UE HDR

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why is it doing this in SMT5:Vengence

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for reference this is how the game is supposed to look:

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its a 4 year old switch game that got ported to pc recently; pc version is UE4.27 and you can force UE HDR -- but it breaks the colors (see how everything is super blue + sword became purple)

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the top Physically Correct Emissive and Bloom seems to be whats going on

dry hollow
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and the hazy background also becomes more clear and more orange

fossil narwhal
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I assume you played a bit? is SMT5 HDR saved?

dry hollow
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yea this command is pretty interesting, but doesn't do anything in HDR in SMT

dry hollow
fossil narwhal
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ohh sorry

dry hollow
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but I played a bit, yes

fossil narwhal
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I thought the pics where from hdr

dry hollow
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they are SDR inside HDR

fossil narwhal
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ah

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so even sdr in hdr breaks the sword?

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how are you doing sdr in hdr? sk pb off and all that good stuff

dry hollow
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no, if you disable the new tonemapper you also get the broken sword in SDR

fossil narwhal
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so you WANT the new tonemapper

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something HDR isnt doing

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UE has a cvar for every knob, there must be something we (aka @eternal wren ) can do

dry hollow
fossil narwhal
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sk hdr works fine

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and sk "sdr in hdr"

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sk sdr in hdr is this

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sec

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  • hdr10 for no OB bits [unorm swapchain; RGB10_A2]
  • all effects like PB off, and all sliders at either 100% or 1.0 [we want no post processing]
  • select the gamma you want (2.2, srgb, 2.4, watever)

The "peak white" slider becomes your "sdr brightness slider" and it does a pretty good job

dry hollow
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yea then you get the correct gamma as well right

fossil narwhal
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yes

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what I do is just use the scRGB native preset, which has everything disabled by default, and swap the tonemap mode to "srgb inverse"

dry hollow
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I wonder how KoKlusz captures their SDR screenshots for the comparisons

fossil narwhal
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no idea, but I play sdr in hdr with sk and life gud

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I hdr-ify 99.99999% of my stuff

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but pixel stuff like noita I feel looks better in SDR

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per pixel lighting and all that

dry hollow
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I played around with the blowout slider in smt5

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and this was the best I could do

fossil narwhal
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ohh

dry hollow
fossil narwhal
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you played with RenoDRT?

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yea thats what I got too

dry hollow
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but its super undersaturated and wrong still

fossil narwhal
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I was able to fix the swod up

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but the blue "vinegetting" is just fucked

dry hollow
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yea it gets blended in wrong

fossil narwhal
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yea

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I tried both DX12 and D11

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[hdr10/scRGB]

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both are Fs lol

dry hollow
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same

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r.TonemapperFilm 0 is pretty interesting btw, you know how highlights get overly bright and saturated with UEs HDR?

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you can kinda reign it in with that setting in HDR

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SDR (default, with filmic tonemapper) | Filmic enabled | Filmic disabled

fossil narwhal
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its another setting to play with

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thanks for finding it

dry hollow
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np

fossil narwhal
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btw idk about you but

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recently

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for all my UE HDR

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I use ACES2000

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ACES2000 + bt2390 [or highlight compressor of choice]

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looks WAYYY better than aces1000

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its identical, except 2000 produces better highlights

dry hollow
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yup I agree

fossil narwhal
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2000 left 1000 right

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god gave us bt2390 for a reason

dry hollow
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the sword in smt5 is 4k nits btw, it's not 1k or 2k like it's supposed to be

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I don't think there is any change between ACES1000 and 2000

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the eye adaptation also breaks when you look at the sky, and then the screen is filled with 10k nits

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pretty weird

fossil narwhal
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I didnt test tooo much, I just noticed a few things where broken; went "ohh man" -- and moved on

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I'm not gonna play the game until after the Elden Ring DLC

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so I'm hoping by then we get some sort of fix or RenoDX mod

dry hollow
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we can only hope

dry hollow
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I'm pretty sure the r.TonemapperFilm setting is inverted in HDR, turning it off makes it closer to most games' default SDR (which has the filmic tonemapper turned on)

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Pacific Drive

SDR (default; with r.TonemapperFilm enabled) | SDR (r.TonemapperFilm disabled)

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HDR (default after forcing HDR; with r.TonemapperFilm enabled) | HDR (r.TonemapperFilm disabled)

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Supraland

SDR default | forced HDR | forced HDR with disabled filmic tonemapper

candid rain
dry hollow
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Or I'm doing something wrong lol

fossil narwhal
eternal wren
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i can confirm it r.TonemapperFilm affects hdr

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it only exists in ue4, not ue5

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very surprising

eternal wren
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we had a glance at the shader with @candid rain, could you shortly explain here too?

candid rain
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don't use the setting in SDR.

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you can use it in HDR.

wheat light
dry hollow
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thanks for looking into it!

candid rain
light mist
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So basically you should turn it off?

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OOOOHHHHH

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Maybe that's why granblue doesn't push past bt.709

candid rain
wheat light
dry hollow
fossil narwhal
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guess ima make a mod for my ue package for the filmic tonemapper setting

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it might help the few games like system shock

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where the gamut goes brr

fossil narwhal
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@dry hollow the default value for filmic tonemapper is always 1 when forcing UE HDR right

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so if I was to make a UE4SS mod just for filmic tonemappr, I'd just need one for 0

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or do games have their own default?

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Updated the package. Install instructions: #1228738531216719956 message

Changelog:

  • Added the hdr-legacytonemapper mod
    -- Sets r.TonemapperFilm 0
    -- Something to play with if the highlights/colors feel blown out or oversaturated due to enabling UE HDR
dry hollow
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I can only think of one game that has the fimic tonemapper disabled by default and that is Code Vein

fossil narwhal
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if there is any reason to make a mod for tonemapper = 1

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but it seems like we only need one for 0

dry hollow
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yea I don't think we need one for tonemapper 1

fossil narwhal
# dry hollow looks good!

you know it might be silly, but sometimes the best tools are the simplest tools

like my little package is just all the tools we use for UE HDR just compiled into a zip, with basic ue4ss scripts that force ini changes

its a lot easier to extract a zip file, and open mods.txt and select what you want vs. dick around with the ini files or console

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my goal is to make things as streamlined as possible

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I've been researching UE4SS since I made my first script, and sadly there seems to be no way to check if an app is DX11 or DX12 universally -- so the user will still have to open mods.txt and enable one of the mods sadge

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if there was a consistant and universal way to check for DX version, I'd ship it with aces1000 on by default; since 4 mods would become 2 (hdr1000 + hdr2000)

dry hollow
fossil narwhal
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its all MIT or copyleft shit

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so I made a licesnce file crediting everybody

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same deal for my "ready to go" mpv setup -- just credited every single tool and script; and job dun

fossil narwhal
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@dry hollow if you want to play with something:

I found the blue "vinegetting" shader running the game in -d3d11 mode

09fde282

with your RenoDRT it might come out looking "ok" -- but the game looks so "bland" without the blue

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(I'm using SK HDR here)

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also have this for fun

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I didnt test it just yet, but with your RenoDRT setup; UE HDR might be "playable" with the blue shader disabled

dry hollow
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not the blue vignette

dry hollow
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we now know that the filmic tonemapper command in HDR is just enabling/disabling the gamut expansion, so I expected that to be contributing to the sword being purple in HDR - but you can't disable it in SMT5, the setting just doesn't do anything

fossil narwhal
fossil narwhal
wheat light
fossil narwhal
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tested The Thaumaturge with UE Native HDR (ACES 2000)

seems to work with my hdr package (ue4ss) -- there is just a bug where closing the game doesnt actually close it; you have to like end the process lol

fossil narwhal
fossil narwhal
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I should prolly look up how the game is supposed to look

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thats the very start, when you get control of your char

fossil narwhal
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while hdr is warm, prolly the "neutral" color grading

candid rain
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it's the LUT missing

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@eternal wren did our shader work with the drammaturg?

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or wait, is this already using it?

eternal wren
candid rain
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sommmbody needs to renodx this 😛 I won't

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@fossil narwhal try the RenoDX dev kit

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time to make your first native HDR mod 😄

primal cargo
candid rain
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they probably changed like 1 line in it

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very likely

primal cargo
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yeah, it's the lut building shader in unreal, but in ps_6_6. same issue with senua 2

candid rain
primal cargo
candid rain
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Ah...

primal cargo
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which is why i started writing the decompiler

candid rain
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Time to make your own decompiler!

primal cargo
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didn't finish decompiling branches

fossil narwhal
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lmao idk where I'd start kekwsit

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if making renodx mods was in my skillset, I'd prolly make one for all my weeb games

little folio
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I will literally buy P3R for whoever wants to get it working 🙃

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I got renodx set up and i was just getting pipeline copy errors trying to modify any shaders

primal cargo
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dx12 needs dxil.dll and dxcompiler.dll in the game path

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p3r should boot now with the devkit

little folio
fossil narwhal
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he said he'll look into it

primal cargo
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yeah, backlog. might have time next week

fossil narwhal
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yea no rush

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I didnt even start the game kekw

primal cargo
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500mb disk space left

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gotta start finishing these games

little folio
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apart from the broken UI the actual HDR itself left me utterly mesmerised

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it's too good not to be able to use 🙂

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one of the few games that's happy to maximally utilise Rec.2020

light mist
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Ersh said before that he will work on it if someone buys it for him iirc

primal cargo
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it's on xbox games

fossil narwhal
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looks really good

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so if the hud can be fixed

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I'd be happy with what aces2000 + bt2390 outputs

flint oxide
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UE4 hdr is just 1000 and 2000 nits, right?

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does that mean they're just using a LUT

fossil narwhal
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apparently UE5.4 added a target nit thing

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but its just a multiple of aces

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as for how they do it, idk

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if a game pre-5.4 has a target nit slider for official native hdr its a custom implementation/tonemapper/whatever

flint oxide
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ye

fossil narwhal
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    0,
    TEXT("Device format of the output display:\n")
    TEXT("0: sRGB (LDR)\n")
    TEXT("1: Rec709 (LDR)\n")
    TEXT("2: Explicit gamma mapping (LDR)\n")
    TEXT("3: ACES 1000 nit ST-2084 (Dolby PQ) (HDR)\n")
    TEXT("4: ACES 2000 nit ST-2084 (Dolby PQ) (HDR)\n")
    TEXT("5: ACES 1000 nit ScRGB (HDR)\n")
    TEXT("6: ACES 2000 nit ScRGB (HDR)\n")
    TEXT("7: Linear EXR (HDR)\n")
    TEXT("8: Linear final color, no tone curve (HDR)\n")
    TEXT("9: Linear final color with tone curve\n"),```
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I tried 7 8 9

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hoping it would be the untonemapped buffer

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but nope, 7 8 9 are broken

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3/4 -> dx12
5/6 -> dx11

primal cargo
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i just finished jedi survivor's tonemapper, so it's a good basis for the other ue ones

fossil narwhal
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pog

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doesnt that game have

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native hdr

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is the native hdr ass?

light mist
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On gamepass

primal cargo
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it has ACES v1.3

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and some custom lut stuff

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they might be using the wrong formula. it's ACES with 0.01 - 1499 range

flint oxide
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does SDR just have aces baked into the LUT

fossil narwhal
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idk, there is this fun page on aces

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there is also a cvar that disables the filmic tonemapper and it does mess with sdr

primal cargo
fossil narwhal
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Updated the package. Install instructions: #1228738531216719956 message

Changelog:

  • Updated reshade to 6.2
summer turret
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Hello! One short question if I may: by using the above package by mr. Marat, is it somehow possible to set max nits via a cvar, or is it expected to use lilium's tonemapper (highlight compressor)? Asking because even in with non-2k version, it always defaults to 1000-to-1100 nits in-game, as pre liliums analysis tool. Thank you!

prisma jackal
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Unreal engine has two HDR modes, either 1k nits or 2k nits. Better to go with 2k nits and use lilium shader on top

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Newest version of Unreal can be configured to any nit though, I think only one game so far uses the latest version

fossil narwhal
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@summer turret the max nit setting is only UE 5.3 plus

but also keep in mind, this is ACES2000 Native HDR, not "sdr -> hdr"

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not every scene will peak at 2000 nits

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its 100% normal to see a 1100 nit scene with aces2000 selected

vivid wave
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Hello, I am new here... currently playing BANISHERS: Ghosts of New Eden - I believe this is a UE5 game with no HDR settings. Is this something that can be accessed and turned on? Otherwise I am playing with RTX HDR and results are not bad.

daring epoch
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i never managed to get UE5's HDR working in that game unfortunately. special k works perfectly though, just remember to use hdr10 instead of scrgb hdr if you're using frame gen

vivid wave
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thanks for the response, I will stick with RTX HDR for now then...

eternal wren
dry hollow
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I think banishers doesn't work with ue4ss

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#1228738531216719956 message

eternal wren
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ah then maybe UUU is needed

fossil narwhal
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banishers does not work with ue4ss

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the best chance you have is to jion the ue4ss discord, and there is a dev there that might find the AOBs for you if you send him the game's .exe

dry hollow
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Visions of Mana works

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but only in dx11 and with Ersh's EnableHDR pak mod

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Has shader comp stutter as well

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and replacing the game's fsr2 with dlss doesn't work either, because fsrbridge only works in dx12

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ue4ss and UUU don't work, there's also no hex pattern to change like so #1228738531216719956 message

light mist
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Enable hdr pak?

dry hollow
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looks really good in general

light mist
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Nice

little folio
dry hollow
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oh nice, I will send you a dm with the exe

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its like 500mb

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and the game has denuvo

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but its also only the demo

little folio
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Doesn't matter if it has denuvo since I don't need to boot the game anyway

vivid wave
little folio
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@dry hollow Looks like the hex pattern for Visions of Mana is just too different so it has to be covered by a different pattern

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Replacing
4C ?? ?? 24 ?? ?? ?? ?? C7 05 ?? ?? ?? ?? 12 00 00 00
with
4C ?? ?? 24 ?? ?? ?? ?? C7 05 ?? ?? ?? ?? 0A 00 00 00
for Visions of Mana should change DX12 to use scRGB

vivid wave
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Im also curious if Robocop Rouge City ever got any love with unlocking HDR?

flint oxide
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I did the unreal ini edits when I played it and it worked well

light mist
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This is def one to throw onto the pcgw haha

tender storm
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Any examples of what HDR looks like in System Shock Remake? Played it with Special K, it looks pretty amazing

candid rain
fossil narwhal
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so I just stuck to my package with UE4SS that I just share here

candid rain
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@eternal wren

eternal wren
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nobody wants to do the boring stuff

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😄

fossil narwhal
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I'd happily do the wiki stuff

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as long as there was like a proper way of sharing and listing things

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from games that work with my ue4ss scripts

candid rain
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with a crown too

fossil narwhal
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lmao

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but yea imo ue4ss is a big deal

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like ACES2000 is way better than aces1000

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and it lets you play dx12 games without hex memes

fossil narwhal
# candid rain we'll give u a PCGW king role

also thats not necessary

everything I do from helping people out, to these meme ue4ss packages, to learning to make mods is because:

  1. I wish I had stuff like that when I got into HDR
  2. I want to help people out

I'm a big beleiver in giving back, so I do what I can -- and hopefully the cycle of hdr karma loops around and maybe I'll get something cool made for a game

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but the help I got when I got into reno/hlsl is priceless, so I'm contnet with that

candid rain
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If anybody cares, these shaders can be used with any shader loaded to have proper HDR (e.g. fix the UI and LUTs) in The Sinking City

fossil narwhal
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how do you go about fixing LUTs when UE HDR is broken

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in hlsl

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thats something I'd be interested in working on

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like whne they fail to load

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etc

candid rain
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modified the shaders there

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and recompiled them

fossil narwhal
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ah

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yea I heard of that

candid rain
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I tried to re-build an hlsl from the game dumps

fossil narwhal
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making a blank UE project

candid rain
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but they don't have names or structs for the cbuffers

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so u need to rebuild it yourself

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it's possible but it's a pain in the ass

fossil narwhal
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ohh yea ue dumps

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will have no cbuffer/struct names

candid rain
candid rain
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still better than SDR

fossil narwhal
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I dont mind it, its just the odd game

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is completely fucked

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when you force ue cvar hdr

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either due to luts or color correction [also lut related prolly]

fossil narwhal
candid rain
fossil narwhal
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the hdr scripts are just reshade ini hdr forced via ue4ss instead of engine edits

candid rain
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and also restore the SDR color correction pass to HDR

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it doesn't emulate the SDR tonemapper, it looks a bit different

fossil narwhal
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I wonder if anything here can be used when making a reno mod thonk

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my first mod is #1259662884779331675 but thats dead

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ue4.27 game; too cursed

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mostly because of ATLUS' custom code

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a second tonemapper, color correction done by UE's SDR aces -- etc

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can they be loaded by the shader replace addon, or only the devkit?

candid rain
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maybe remove ps_5_0 from the name

fossil narwhal
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yea

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the reason I asked is because ersh's shaders for the ui fix are dxbc or dxil (idr)

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didnt know if it could load cso

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I'll have to give them a go

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[I dont like just packaging stuff I didnt test]

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imo the best UE HDR experiance is ACES2000 + bt2390 to target your display's peak

fossil narwhal
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yea sec

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I got pics

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pushes highlights

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sorry for jxr files; this was before hdr pngs

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685 -> 1100 nit highlights

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ACES1000 vs 2000 will only be a difference in the high end

#

everything else will stay identical

candid rain
#

also that's a heavily stylized game so not the best example

fossil narwhal
#

so anything I have to share will prolly come from anime games

#

but if you have a game with a console open

#

you can just change the outputdevice in real time

#

3/5 = 1000
4/6 = 2000

#

and just see the difference in real time

candid rain
#

stuff reaches 1000 nits very easily with the 1000TM

fossil narwhal
#

copy

#

whats the difference between 1000 and 2000 in that game

#

when it already hits 1000

#

out of all my ue native hdr games, I dont think I've seen them get that bright even with aces2000

#

well aces 2000 would push highlights above 1000, but aces1000 would be "tame"

#

dont get me wrong, I'm not part of "brighter = better" club

#

I just felt like you get more "information/detail to work with" with ACES2000 + bt2390

candid rain
#

I think I've fixed the UE HDR tonemapper to be nicer and also closer to the SDR reference.
I'm restoring the SDR tonemapper color until mid gray (with sRGB->2.2 gamma correction) and also re-applying the LUT and SDR color correction.

fossil narwhal
#

do you run the game by itself or with Sk

#

dx11 games need SK, or else thereis this weird issue

#

where if the game is borderless and you press the winkey

#

it gets all deepfried

#

sk's window management stuff fixs all these issues

fossil narwhal
#

and the tl;dr was the same as what we do for gamma correction in reno

#

but he did it with a blank UE project

#

because like you said earlier, no human readable cvars/structs

candid rain
little folio
#

Still better to use scRGB just for the 16 bit output for either dithering or future native 12 bit panels

fossil narwhal
#

fullscreen kekw

#

jokes aside that does fix it, I know

#

but nobody likes fullscreen

candid rain
#

All it changes is that it takes 2 seconds to alt tab out of the game.

fossil narwhal
#

my icons go on the side monitor

#

things blink

#

I really dont like FSE

#

I had FSE break my icons sometimes

#

I'm very autistic about where each icon is on my dekstop

#

so I had some games that fucked up my resolution/refresh rate

fossil narwhal
#

because on first install they went to 800x600 or some meme res FSE

fossil narwhal
#

thats the one program I ever refunded on stema

#

I usually never refund ANYTHING

#

because I mean, if the game is bad

#

fuck it

#

I lost out

#

not the end of the world

#

I used to use this cute free program called "Nimi Places"

#

basic version of fences

#

no bloat

#

but yea somebody told me about stardock fences, got it for like 5$ on sale

#

installed it, itfucked everything up

#

changed how ALL my desktop icons work

#

not just stuff in traysw

#

added its bloat drm software

#

out of spite I refunded the 5$ program

#

I have nothing against DRM, but whatever stardock did with the version of fences I bought was too memey

#

for "what it was"

#

tl;dr I had a bad time with fences and dont want to use it ever again

vagrant gulch
#

Anyway to tell which version of UE a game is using?

fossil narwhal
#

right click the game's ,exe

vagrant gulch
#

ahh THX!

fossil narwhal
#

some devs might strip that info

#

so you can run UE4SS I have it in a package pinned)

#

and ue4ss.log will spit out: [2024-07-11 22:46:20] [PS] Found EngineVersion: 4.27

#

these are the only 2 ways I know to check for UE version

vagrant gulch
#

It was there luckily 🙂

fossil narwhal
#

4.27 pog

#

4.27 is the latest UE version before UE5

#

so for UE4 games its the ideal version to be on

feral willow
#

Every UE 4.27 shipped game I've seen was broken af
Opposite of pog
UE5 seems to be much better behaved

dry hollow
#

The black myth wukong benchmark doesn't have HDR 😔 and the game is still capped to SDR even with the HDR cvars... You're just getting SDR in an HDR container

feral willow
#

It's only a bench tho

candid rain
#

And hardcoded a single SDR path on it.

fossil narwhal
#

dont give up hope now, maybe the final game will have hdr

fossil narwhal
light mist
#

welp another one for the list I guess

brazen fern
#

Hi, which UI fix is meant?

dry hollow
#

#1228738531216719956 message

brazen fern
#

thanks

candid rain
#

Has anybody tried to force HDR in Whitchfire?

dry hollow
#

yea engine.ini tweaks work in dx11 with the launch parameter, or ue4ss in dx12

dry hollow
#

yup

dry hollow
#

found a random old screenshot

light mist
#

holy crap this works

candid rain
#

maybe we could write than on PCGW

light mist
#

Problem is ishin seems to use custom ui code.

#

The shader replacement doesn't fix the ui.

#

This will probably cause the fmvs to look washed out too.

#

The game uses a lot of those

fossil narwhal
#

right click the exe, and tell me what version its on

light mist
#

4.27 🤷

fossil narwhal
#

rip

light mist
#

kinda sucks

#

was getting tired of being blasted so much lol(I'm on an lcd)

#

there are some scenes where half of it is just white because the char is behind a window

#

can't use adaptive tonemapping either since its dx12

#

the game also gets crash happy with ue4ss

candid rain
light mist
#

Yes

fossil narwhal
#

LAD: Ishin is weird, its an old game in a UE4 container

vagrant gulch
vagrant gulch
fossil narwhal
#

I've been playing

light mist
#

Does ue5 have the dx12 bug?

fathom frigate
#

Love you giving so many details

dry hollow
dry hollow
light mist
# fathom frigate What bug? 😂

Unreal only supports hdr10 for dx12. But the issue is when you set it to hdr10 via the ini edit it gets overriden to scrgb. So you have to use ue4ss or unreal unlocker.

#

Or you can use redflame's hexedit to force it to use scrgb.

fathom frigate
#

UE can be so messy

light mist
#

I was going to try it in pseudoregalia and see what happens

#

N64 looking game

#

Using ue5

little folio
#

some UE5 version fixed it so the cvars are properly respected but i don't know which one it was

light mist
#

this is using 5.1.1 so I'm going to assume its fine

#

I think the bug still exists in this version

#

fucking hell man lol ue4ss doesn't work either

light mist
#

the address doesn't exist either

#

this game is a dud

light mist
#

it works? maybe?

light mist
#

so scrgb causes nothing to render aside from the ui

#

hdr10 works?

#

but it seems like there is nothing hdr

vagrant gulch
#

kind of unrelated to this, anyway to set a UE5 cvar without a console?

deft sandal
#

the game may support reading it from Engine.ini on the Save directory

#

but that is very hit and miss

#

you can also write a .pak to override the Engine.ini defaults

vagrant gulch
#

hmm.. I'd just use the universal console unlocker, but it crashes Black Myth:Wukong when using Special K.

Trying to enable DLSS Ray Reconstruction. Tried it without specialK with the console and it worked. Hoping to be able to apply it without the console unlocker.

#

Don't get why the game ships with the DLSSD.dll but doesn't have it enabled 🤷

vagrant gulch
#

nvm got it working

#

nvm thought I did :/

deft sandal
#

The pso cache they are shipping with seems complete, not getting any stuttering

dry hollow
#

thats awesome

dry hollow
#

thanks! you didn't need to remove all those comments from your file 😄

#

was interesting seeing all those options you have available

#

ah ok, ty!

dry hollow
#

I don't have the Visions demo installed anymore, so I can't test that game

#

I've tried Asterigos now, which has working scRGB HDR in dx12 when you modify the exe like so

#

But if I put this into a SUWSF config, it doesn't work

#

ya I changed the offset as well

#

doesn't find any matches

#
[Patch:HDR]
Enabled=true
Pattern="C7 05 ?? ?? ?? ?? 12 00 00 00 4C 89 6C"
Offset=6
Value="0A"
ValueType="byte"
Match="all"
Module="auto"
#

this should be correct for the generic patch right

light mist
#

Yeah hexediting isn't the most convenient thing ever lol

remote carbon
#

@dry hollow Is Tales of Arise fixable? HDR is limited to 203 nits :/

dry hollow
#

I don't have the game, but it might be

#

Are you already done with Asterigos? 😛

remote carbon
#

nah, I'm just trying to "fix" all my UE4 games haha

fossil narwhal
#

it might be less work to just make a renodx mod for tales of arise

#

I tried dicking around with UE4SS and cvars

#

to force hdr

#

and it was clamped to ~203 nits like you said

#

and all fucked up

#

the game might be doing its own custom stuff

#

or it might just be a few lines that you need to uncomment ina shader

deft sandal
fossil narwhal
#

does ue4ss work?

#

I didnt download the game

deft sandal
#

no

fossil narwhal
#

what about the SMT5 ue4ss

light mist
deft sandal
#

that's not the problem ™️

light mist
#

Nvm

deft sandal
#

the problem is that dx12 is fucked

fossil narwhal
#

is it something beyond cvars?

#

setting output device to 3/4 via UUU or w/e?

light mist
#

Maple said ue4ss doesn't work

#

The pak mod probably gets overriden too

fossil narwhal
#

UUU might

#

but I'm curious whats broken

#

is it just outputdevice or something else

light mist
#

Probably

deft sandal
#

yes it's output device

fossil narwhal
#

copy, we can post over at the UE4SS discord

deft sandal
#

it doesn't matter anyway

fossil narwhal
#

they like fixing stuff up

deft sandal
#

i found the thingy

fossil narwhal
#

does the log spit out anything

#

AOB

fossil narwhal
deft sandal
#

88 05 ?? ?? ?? ?? C7 05 ?? ?? ?? ?? 12 00 00 00

#

replace with
88 05 ?? ?? ?? ?? C7 05 ?? ?? ?? ?? 0A 00 00 00

fossil narwhal
#

thanks

deft sandal
fossil narwhal
#

now we just have to know if the game is good

deft sandal
#

it is good lol

fossil narwhal
#

normal too ez

#

hard damage sponges

#

no good inbeetween

#

but it might be shitposters

light mist
#

Nice

#

Idk if this is a dumb way to search for the address

#

But are you able to just use the finder to find every instance of 12 00 00 00 and change 12 to 0A?

#

Until it happens

regal jetty
#

hm okay

#

It says i need to have it in the folder, it prints a log but no HDR yet 🤔

#

oh maybe cause i locked the config earlier...

#
2024-Aug-30 02:16:38    [SUWSF] SUWSF DEV INITIALIZED.
2024-Aug-30 02:16:38    [SUWSF] Getting UserSettings config
2024-Aug-30 02:16:38    [SUWSF] Automatically detecting resolution...
2024-Aug-30 02:16:38    [SUWSF] Detected width is 3840
2024-Aug-30 02:16:38    [SUWSF] Detected height is 2160
2024-Aug-30 02:16:38    [SUWSF] Detected aspect ratio is 1.77778
2024-Aug-30 02:16:38    [SUWSF] CreateThread 1
2024-Aug-30 02:16:38    [SUWSF] Waiting for 0 seconds
2024-Aug-30 02:16:38    [SUWSF] Initializing GenericPatch patches
2024-Aug-30 02:16:38    [SUWSF] Searching for patches...
2024-Aug-30 02:16:38    [SUWSF] Found patch Patch:HDR
2024-Aug-30 02:16:38    [SUWSF] Enabled=true
2024-Aug-30 02:16:38    [SUWSF] Match=all
2024-Aug-30 02:16:38    [SUWSF] Module=auto
2024-Aug-30 02:16:38    [SUWSF] Offset=12
2024-Aug-30 02:16:38    [SUWSF] Pattern=88 05 ?? ?? ?? ?? C7 05 ?? ?? ?? ?? 12 00 00 00
2024-Aug-30 02:16:38    [SUWSF] Value=0A
2024-Aug-30 02:16:38    [SUWSF] ValueType=byte
2024-Aug-30 02:16:38    [SUWSF] 1 patches found
2024-Aug-30 02:16:38    [SUWSF] Searching for bytes 88 05 ? ? ? ? C7 05 ? ? ? ? 12 00 00 00
2024-Aug-30 02:16:39    [SUWSF] Found 1 matches
2024-Aug-30 02:16:39    [SUWSF] Writing 0A with length 1 to result 1```
#

log seems correct?

#

i assume it needs ot be next to the VisionsofMana-Win64-Shipping.exe

#

Damn no dice :/

Am i missing something?

#

Maybe i'll wait for @deft sandal

#

what is used for hex edits?

deft sandal
#

hi i'm back sorry

#

#🧩renodx-dev message put this pak

regal jetty
#

?

deft sandal
#

on VisionsofMana\VisionsofMana\Content\Paks

regal jetty
#

ah i'll try 🤔

regal jetty
#

didn't seem to work tho

deft sandal
#

the game just won't read the Engine.ini setting from outside a pak

#

you need the EnableHDR pak

regal jetty
#

ah i see

deft sandal
#

#1228738531216719956 message and the 4.27 UI fix

#

the hex edit is just to allow the game to output on the correct colorspace

#

if the game is set to use HDR + scRGB

#

(which is what that EnableHDR pak does)

regal jetty
#

where do i place the UI fix?

deft sandal
#

it`s a ReShade addon

regal jetty
#

ah

#

OH HO, yeah that did the trick, i guess i just need to do the reshade thing

#

NEAT

#

Now it's kinda like ninokuni2 😄

deft sandal
#

pro tip: if you have uniscaler, you can replace FSR2 with DLSS or XeSS

regal jetty
#

never tried that but we'll see, probably won't need it

dry hollow
#

damn, the studio behind visions is already shutting down :/

deft sandal
# dry hollow what is uniscaler?

LukeFZ's frame gen mod for any DX12 titles using DLSS/FSR2/XeSS, but also allows for replacing FSR/XeSS/DLSS with any other upscaler

#

it's patreon only atm tho

fossil narwhal
#

uniscaler does fsr -> dlss universally now?

deft sandal
#

i think so?

fossil narwhal
#

I knew it did framegen

#

and lots of other stuff

deft sandal
#

at least if the game is using the fidelityfx api

fossil narwhal
#

didnt know it did fsr -> dlss

#

ah

deft sandal
#

doesn't work on games that do their own thing

fossil narwhal
#

if its the .dll fsr vs. baked into the .exe (like most games)

deft sandal
#

no

fossil narwhal
#

o?

#

I thought most games bake FSR into the .exe

deft sandal
#

you can have that dll baked into the .exe

#

as a static library

fossil narwhal
#

ah

deft sandal
#

and it will work on those games

fossil narwhal
#

so whats the api?

#

thought that was the dll, mb

deft sandal
#

what it won't work is games that don't use it

#

like RE4R

#

technically speaking, FSR2 is just a set of compute shaders, AMD gives you a nice library that works kinda like DLSS to simplify things for devs

#

but devs aren't forced to use the FSR2 API

fossil narwhal
#

copy

fossil narwhal
#

Lyall is adding custom cvar support to all the [game]-fix mods

#

so you can do stuff like

#
[CustomCVars]
; Add Unreal Engine console variables below to be set on startup.
;r.Tonemapper.Sharpen = 5
r.AllowHDR=1
r.HDR.EnableHDROutput=1
r.HDR.Display.OutputDevice=4
r.HDR.Display.ColorGamut=2
r.HDR.UI.CompositeMode=1
r.HDR.UI.Level=1.0
#

nice QoL for games that have mods

regal jetty
#

ooo

#

i wonder if HDR ui would fix the issues with octopath traveller

light mist
#

you still use 4 and 6?

#

what issues

#

it will fix the ui

#

so long as the game isn't doing anything custom

regal jetty
#

in octopath traveler enabling HDR causes the UI transparency to not work

#

there's a blurred UI or something and some transitions that don't look normal

light mist
#

I can't say for sure, but I don't think it'll fix that

#

it might make some ui elements look better though

regal jetty
#

UI overall looked fine, just the transparency was busted

#

like on the right side here, it woud be just black instead of transparent and blurred

fossil narwhal
regal jetty
#

it wasn't a big deal but a bit sad

fossil narwhal
#

are you using ersh's shaders

#

that fix UE HDR UI?

regal jetty
#

This was back when I just did the normal config change alone

fossil narwhal
#

yea

#

you need shaders

#

is the game ue 4.27

#

or 5

#

I assume 4

#

its a quick shader ersh fixed up, it makes the UI look gud when you do hdr ini tweaks

#

without it, the ui using ini tweaks is fucked

regal jetty
#

you can see here stuff like dialogue boxes also weren't transparent

fossil narwhal
#

yea I see

regal jetty
#

I don't know every ui effect that was broken tho lol

fossil narwhal
#

it lost the alpha

regal jetty
#

yeah

fossil narwhal
#

I'd try the shader though

regal jetty
#

maybe i'll give it a shot when i play agin

#

I REALLY wanted HDR to work on steamdeck so i could finish there but i couldn't get it to work

#

So i've been waiting to find a fix

fossil narwhal
#

idk if this game benefits from hdr too much

#

its making flat sprites

#

50000000000000 nits

regal jetty
#

it's a very over the top game visually, so it's fun

fossil narwhal
#

I love hdr everywhere, but sprite games are always hit and miss

regal jetty
#

it's not always like that

#

like uh...

fossil narwhal
#

copy

fossil narwhal
#

I got octopath for sun

light mist
#

Idk why it doesn't work

fossil narwhal
#

one day Adrian and I will figure out the damn aces lutbuilder shader

light mist
#

I posted it on the proton issue tracker and didn't get a response

fossil narwhal
#

and then we can pump out infinite UE native hdr mods via renodx

light mist
#

maybe I should have posted it on gamescope instead...

regal jetty
#

hm i guess the game does add a glow to characters generallt

fossil narwhal
#

assuming ini tweaks is broken

light mist
#

you've had a similar issue right?

#

the waveform caps out at 80 nits

regal jetty
#

but i like how it looks lol

light mist
#

but it doesn't quite look like a raw frame buffer

#

maybe it thinks the window is out of focus?

#

I don't think that's how it usually looks though

regal jetty
#

some stuff is nuts like this

light mist
#

I was talking about the steam deck

regal jetty
light mist
#

dang

regal jetty
#

Like either it doesn't render at all or the colors look green or whatever

light mist
#

ic

regal jetty
#

I tried every mode i could

#

but it's also a pain to test lol

light mist
#

I don't remember what I tried

#

I might have tried sk and hoped for something idk

regal jetty
#

it's not too bad though, just near bright, that other scene is just a very bright scene in general

light mist
#

where is your edid 😱

regal jetty
light mist
#

probs for avoiding the hdr calibration tool though

regal jetty
#

But 1500nits is fine, and the rest of the calibration is solid, I have no issues so I leave it alone lol

light mist
#

you can use set_maxtml to change it

#

and it doesn't fuck with shit

regal jetty
#

hm?

light mist
regal jetty
#

some scenes go silly bright but it's still fun

regal jetty
light mist
#

nope

regal jetty
#

hmmm

#

oh it doesn't persist past reboot huh?

light mist
#

only issue is it has to be reapplied on every boot yeah

#

cru does, but brap found set_maxtml to be the most consistent solution

regal jetty
#

🤔 i'll look into it later, might help with some games that use that value as the cap

light mist
#

yeah

fossil narwhal
#

try aces1000

#

if its automatically doing that

#

set the cvar to 3 or 5 (3 for dx12, 5 for dx11) via UE4SS or something

#

UE will automatically set aces2000 if your monitor's peak luminance is over a certain ammount

#

or just use bt2390 and type in what you want your luminance to be

#

but the gamut is pretty damn wide

#

bt2390 is part of lilium's tonemap shader

regal jetty
#

it's just how the games visuals are set up lol

#

Aces 1000 might look a bit more similar by clamping more, but I think it's fine

fossil narwhal
#

copy

regal jetty
#

not much else out there that gets this colorful

#

it's just fun how over the top it looks lol

flint oxide
#

am i the only person that dislikes the octopath traveler art style

regal jetty
#

I love it 😌

deft sandal
#

and a bunch of other people that i know also don't like it.

regal jetty
#

I'm a huge fan and i'm glad they're developing on it 😌
https://cgworld.jp/article/202404-so2r-1.html

CG・映像の専門情報サイト | CGWORLD.jp

『スターオーシャン セカンドストーリー』(1998/以下、『SO2』)のリメイク作品である『STAR OCEAN THE SECOND STORY R』(以下、『SO2R』)は、2023年11月2日の発売以来、国内外のゲームファンから高い評価を受けている。その開発の舞台裏を、前後編に分けて紹介する。

deft sandal
#

the biggest turn off for me is the words "HD-2D remake"

deft sandal
#

and every time i see someone asking for a FFVI or Chrono Trigger remake on that style, my soul dies a bit

regal jetty
#

Well there'd be little reason to remake it otherwise

#

And didn't the original game have 3D backgrounds anyway? Just pre-rendered?

deft sandal
#

you are thinking of FFVII

regal jetty
deft sandal
#

oh

#

yes the original was pre-rendered backgrounds.

regal jetty
deft sandal
#

my biggest contention point is the 2d sprites for characters.
they look extremely out of place and the only reason the original game used 2D sprites, was because they couldn't achieve the same anime style with real time graphics at the time.

regal jetty
#

To me it's just "This is how it would look if we made it with todays hardware"

deft sandal
#

well, no lol

deft sandal
regal jetty
#

Not like there wasn't some ways. A few games did it just not very detailed.

I guess they could have done anime styled sprites but I dunno if that would make sense.

regal jetty
deft sandal
#

i'm quite sure that is real time?

regal jetty
#

the original game? I don't think so

deft sandal
#

i meant the backgrounds on the remake lmao.

regal jetty
#

Ah yeah thats what i mean, it wouldn't make sense to remake the pre-rendered backgrounds

deft sandal
#

well, i wanted the characters to also be rendered in real time lol

regal jetty
#

Yeah it would be a very different game in that scenario tho 🤔

deft sandal
#

well yes but it would be the game the developers wanted to make lol

regal jetty
#

I dunno about that, for FFVII it makes sense cause of the style and such but even then it's a very different game. The most I could see done in a faithful way to sprites is like cell animated characters, like that one game

deft sandal
#

The thing is, they didn't make sprites because that was their vision, they made sprites because it was the closest way they could reproduce their concept art on the PSX hardware at the time.

flint oxide
#

I don’t think mixing the sprites with 3d rendered backgrounds works well together

deft sandal
#

it looks like the characters are entirely disconnected from the scene.

regal jetty
#

Time and Eternity AUGH i just spent all that time searching when copilot told me in a second. Search just sucks now

flint oxide
#

Also i hate the pixelated sprites

deft sandal
#

now granted the remake was made 20 years after the original game, by an entirely different set of developers

regal jetty
deft sandal
#

well anime characters aren't pixelated lol.

regal jetty
flint oxide
#

Ya the pixelation is the big issue for me

deft sandal
#

sure, even if it wasn't full 3d, you can do something like Paper Mario if you want, but adding 16-bit pixelated sprites on a modern looking scene looks bad

regal jetty
# flint oxide

This is not always the case that pixels were made to be blended tho. It's not like every CRT was exactly the same, let alone the PC's these were made on. It kind of depends.

deft sandal
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it isn't even how people saw those sprites back when the game was new!!!

regal jetty
flint oxide
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But I assume they didn’t appear pixelated on CRTs

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But smooth instead

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Idk I’m not old enough

regal jetty
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Sometimes they did sometimes they didn't, depended on the game. Especially the lower resolution ones

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There's good reason everyone remembers the pixelization and is nostalgic for it

deft sandal
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i think pixel art is neat if you commit to it

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but the mishmash of pixel art and real time 3d to me looks bad lol

deft sandal
flint oxide
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ya i was under the impression the nostalgia for pixelation was just from emulators

deft sandal
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but i do blame emulators for some of that

regal jetty
deft sandal
regal jetty
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I think it's clear the profiles are like scanned images/digital art while the gameplay clearly didn't have that in mind

deft sandal
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The GBA is a fucked console to talk about how sprite work is supposed to look like, because the GBA had two massively different screens that alter how games look dramatically.

regal jetty
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true, also overbright colors

deft sandal
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pre GBA-SP games tended to compensate for the lack of a backlight and changed the colors to be overbright to make it more visible on the terrible original LCD

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and then the GBA-SP released with games either targeting the SP screen with a backlight or the original screen without a backlight

regal jetty
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or they had settings

deft sandal
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and oh yeah all of the game boy variants had pretty slow pixel response times that developers used to their advantage too.

regal jetty
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built in TAA

fossil narwhal
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I dont think I'd say I "like" 2.5d or w/e they call it

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but I wouldn't cuck myself out of star ocean 2 over it

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star ocean 2 remake was fine

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I enjoyed my time with it

deft sandal
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i played star ocean 2 a decade before you knew what a star ocean was lmao

fossil narwhal
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probably, I only learned about

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SO via

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so6

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and I liked that game too

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hopefullythey make more games

deft sandal
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i don't want to be an elitist, but i can't exactly be cucked of a game i played in the 2010s lmao

fossil narwhal
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and maybe port the star ocean 1 switch remaster to pc

fossil narwhal
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but like a random person

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like I'm not a fan of 2.5d, but I wanted to play the so2 remaster/remake/rebake

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I could've always played the original via emu, but figured I'd give the remaster a go

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and tbh it wasnt terrible

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the game was great, I'm talking about the 2.5d

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they cant really mess up something that was already good

deft sandal
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because old console games that expected to be on a CRT will look pixelated but won't look obviously wrong

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this is not the case for Game Boy games

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when the game looks like this you can obviously tell something is drastically wrong lol

fossil narwhal
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I considered buying a crt a few times

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just for older games

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but I heard 4:3 is going to give me issues with steam games

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like you know how if an old game gets a steam port, but the only res options it gets are 16:9 resolutions

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or its in a 16:9 container, so if you pick a 4:3 res you get black bars

deft sandal
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i mean, if you bought a CRT to play Steam games, i have some questions....

fossil narwhal
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old games

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like the castlevania colection

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or the megaman collection

candid rain
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https://store.steampowered.com/app/1843540/Akimbot/ assuming this is UE. Config edit might work.

Gear up for Robot Mayhem, Action and Adventure!In this 3D, action-adventure platformer, play as Exe, an outlaw robot with his unexpected sidekick, Shipset, as you blast your way through armies of robots, control spaceships and forge your own path on a mission to save the universe from impending doom! Set in a sci-fi world where only robots exist...

Price

$17.99

Recommendations

104

▶ Play video
candid rain
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Wow. Indie devs being better than AAA at HDR.

dry hollow
dry hollow
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Their last game, Pumpkin Jack, also supports HDR

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They even recommend using dx11 for it, because scRGB is scuffed in dx12 by default lol

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They probably really just use the defaults and expose it to the user

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Which is already much better than even AAA UE games

candid rain
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I can feel they kinda have the same use of colors

primal gulch
deft sandal
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yes

primal gulch
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it's hdr1000 untweakable right ?

light mist
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Yea

little folio
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by changing HDRDisplayOutputNits in GameUserSettings.ini to >1500 you can make it target 2000 nits

primal gulch
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If game is washed out after installing what could be the reason ?

dry hollow
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try switching fullscreen/borderless while in-game

fossil narwhal
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something like SK to set the game to borderless

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with continue rendering

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ro playing the game in FSE

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or else you get weird shit like the game getting deepfried if you alt tab/press the winkey

dry hollow
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but normally they're not washed out if that happens..

fossil narwhal
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yea they get deepfried

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and usually when its scRGB

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but iirc the hexedit makes it scRGB

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not an issue with hdr10 iirc

primal gulch
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@fossil narwhal uhmm

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this isn't right ?

fossil narwhal
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yea its not

light mist
primal gulch
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hmm

primal gulch
deft sandal
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check in-game

primal gulch
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when the faery talks is it also a cutscene ?

deft sandal
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no

primal gulch
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it's the same :/

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capped at 100 nits or so

deft sandal
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do you have:

  • the EnableHDR pak
  • the SUWSF fix with the final game
  • ReShade with the UI fix for UE 4.27
    ?
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If you are using SpecialK, don't forget the addon shenanigans.

primal gulch
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nvm it's good I missed a file

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so all fmvs will look bad

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I think

deft sandal
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wtf did you miss

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the FMVs looking wrong is related to the UI fix i believe.

fossil narwhal
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man somebody needs to just make

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mana.zip

deft sandal
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well do it yourself

fossil narwhal
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with reshade + ersh's shader fix + wuwa or w/e the tool is called

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I dont know the setup

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I didnt download the game

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I only bought it

deft sandal
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I'm not going to bundle the mods of other people without asking permission first

primal gulch
deft sandal
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change the in-game brightness setting

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to unfuck the UI

fossil narwhal
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all the tools let you share them

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as long as you do it

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and ersh doesnt mind sharing his shaders

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like I have that inside of my UE hdr package

primal gulch
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will try ty for the help frogsippy

fossil narwhal
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all these tools are allowed to either be freely redistributed or redistrubted as long as you credit them ina licensce file

deft sandal
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did you ask lol

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or are you just assuming

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because there's no license on the shader_replacer and it's also not on their github..

deft sandal
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i mean sure, but still

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the shaders don't come from there lol

primal gulch
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ingame brightness still is capped aswell as FMVs, he doesn't like having the look changing so much so he'll use sk daccord since there seems to be alot of cutscenes he prefers something streamlined

deft sandal
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uh it should work on fmvs lol

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well instead of doing support by proxy

dry hollow
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ya it generally looks really great as well

deft sandal
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tell them to come here

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and speak to me

dry hollow
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theres no reason to choose autohdr when you can just use native lol

primal gulch
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Ik

deft sandal
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there has to be something being lost in translation because it should be working

primal gulch
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how rude :(

deft sandal
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it's not my intent to be rude

primal gulch
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I know it's a joke

light mist
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I'd argue the sk tends to change the look more

primal gulch
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i'll tell him to come

deft sandal
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it's just that helping you help someone doesn't work lmao

fossil narwhal
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if he cares

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and he said its fine

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the addon looked like MIT based on the source when I looked at it