#Unreal Engine native HDR shader fix for games without official HDR support
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well thats the same chicken and egg situtation as a renodx mod sharing hlsl files and shit
he's not good with english but I told him if he wanted to come 
the setup was reshade with addon + lilium shaders next to .exe shipping
SUWFS next to exe with your ini.
Ui fix next to exe.
enablehdr pak file where you said to put it.
In game works fine, proper hdr like your screen, ui was 130 nits or so, the first fmv after starting the game is also 130 nits i'm not sure if it's just this one that is capped, he hasn't really started playing
could be just that first cutscene at start that is capped
and all the others are hdr ?
oh, the pre-rendered stuff will always be capped, but there isn't a lot of it
so whatever
most cutscenes are in-game
ah I see
he was scared about that yeah
i'll pass the message
sorry for the confusion
amma bit tired
OH
i just remembered something that is kind of important about visions of mana
it sets up (broken) HDR metadata
#๐hdr-gaming message
you can use this to block the metadata if you aren't using SpecialK
Well i don't know if that's a general thing
I just know that's what visions of mana does.
weird stuff
Thx i sent him
seems the game has become unstable with the mod i'm not sure why 
Hi, I can force HDR in Tales of Arise with this method, but the skit looks washed out.
Is this easy fixable?
Tales of Arise is one of those games where I lacked options and normal SDR brightness was too dim looking so I used dynamic mode ๐
It's was colorful and nice, but my eyes would bleed during special attacks.
This was before RTX hdr and I knew of special k lol
The suffering of wanting to see your displays potential
Yeah this game can get very bright during battle with all particles fx ๐
Reshade gives me error 126, when I try to load the addon. Am I missing something?
Unreal Engine native HDR shader fix for games without official HDR support
Nice title
I don't like short titles
I can see that, but improves findability
I tried ini tweaks, they dont work in that game
they do custom stuff
it will just look washed out
I'm sorry, try this version: #๐hdr-gaming message
working fine now, thanks
This is kinda tangentially related, but does anyone know if it's possible to enable decent AO in UE4 VR games?
Wuthering Waves is a UE4 game, RT support is coming, but no HDR support, and ini edits are not working ๐ฉ
I don't think that I want to try UUU it's an online only game after all
Alright yall there is a new game out there
Which might work with the cvars
Lolipop chainsaw repop
I might get it, I miss slop games
UE4SS HDR Package #5:
Install Instructions: #1228738531216719956 message
Changelog:
- Updated reshade to 6.3+addon
Quick warning. It's pretty broken it seems ๐
5.3?
not sure
the exe says UE5-CL-0
I switched to DX11 and scRGB, but HDR10 and DX12 seems to work fine
UUU does not work though
I cant switch between r.HDR.Display.OutputDevice 3 and 5
i'm guessing this is not necessary with reshade 6.3 ?
yes
try the pattern?
#1228738531216719956 message
in like every UE game you can swap all cvars in real time except enablehdr
if you want to check the current cvar value
enter it in the console with no value
no I mean UUU crashes the game haha
it can't even hook
oh interesting, I will test this
try ue4ss? but I doubt it will work
I could, but I will just use DX11
ah, if its dx11 just ini tweaks should work
yea, there is no DX12 specific tech that the game uses either, so DX11 is fine
idk what it is exactly
but you get tons of perf in games
especially if they default to dx12
like LAD: Ishin would drop fps in town regardless of hardware on dx11
but dx12 ran liek butter (after the first patch that fixed shader compilation)
if you're happy with your perf, it probably doesnt matter
but UE DX12 does "something"
Without a pipeline cache, the D3D12 backend feels rough, but assuming they shipped with one, you get a pretty significant boost in performance compared to d3d11.
fuck
Can you go higher than 15 for the r.HDR.Display.MidLuminance=15 line?
does anyone know which paperwhite 15 targets?
or does it depend on the game?
can't find public documentation on it
15 is the default value though: https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Runtime/RenderCore/FACESTonemapParams/__ctor?application_version=5.4
Default Values such as MinLuminanceLog10=-4, MidLuminance=15, MaxLuminance=1000, SceneColorMultiplier=1.5.
Encountered a game, Showgunners, where it just won't accept the HDR .ini params in DX12 or 11. Pretty rare to see that
Its not that rare unfortunately
but the Universal Unreal Engine Unlocker (UUU) almost always works
So in such cases the way is to use UUU to unlock and then manually typing in the params each time?
what does UUU do? Lets you tweak values past max settings?
or lets you force HDR if it won't work normally?
yes, but it saves the enetered commands in the command history
Well UUU seems annoying to use in this game, I open the console start typing and any keys that correspond with any other game input start working and not letting me type the command properly then pressing enter usually acts like a menu input
I'll just stick to SK HDR I guess
There are some unreal games that just do not work with the HDR commands
Is it UE4?
idk which game you're working on rn
Showgunners, UE4 yes
have you tried the ue4ss mod/script
here's marat's ue4ss mod
the latest that I have
although this actually did not work for satisfactory (UE5)
i had to use manual engine ini tweaks
Yeah of course
I tried the script first, then manually, then UUU
Then the game probably just won't work with HDR
it is what it is
Gotta use pumbo's. If the UI brightness is terrible then i'd suggest limiting peak to around 400 nits
and paperwhite at like 100
Use it in the menu, you can also use ctrl+c/v
but if the cvars are read only then yea, not much you can do, other than modding the exe maybe
Anybody tried Enotria with the config edit?
https://steamcommunity.com/app/2102450/discussions/0/4342113301337504891/
i think i did try it in the demo, it worked but looked a bit eh. missing lut maybe
i didn't really like the demo so idc
Game looks meh but really nice in PS5 HDR vids
looks like UE5 game and similar assets to Banishers
they worked in the demo, but I'm also not sure about missing LUTs
How can there be HDR videos for ps5?
a bunch of games have HDR modes, but only for consoles
not for PC
not sure if that is the case here
you probably mean videos like this? https://www.youtube.com/watch?v=5fhLHkGpXdo
Exploring a fantasy world, fighting against enemies, and solving puzzles to uncover ancient secrets and progress through the story
surely not
that seems to me like sdr inside an hdr container
Atlas Fallen, The Surge 2, the Hoyo gachas, I think Immortals of Aveum?
and probably others
its unreal, why would they delay it lol
if the surge does have hdr on consoles then i guess atlas fallen should also
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#...
atlas is also terribly broken on pc
yep
60+fps feels worse than 60
ya I bought the game, noticed that and the lack of hdr (despite pcgw saying that it supports it..) and instantly refunded lol
i'd consider rendox but i'm not gonna care about a game that is broken like that in 2024
!!
nice infos
should be helpful
Forcing PS5 UI to always be in HDR type deal I think
Fake HDR
all cvars work via UUU except r.AllowHDR=1
r.AllowHDR=1 has to be loaded early
ima get entronia
so if ini tweaks dont work
I might try fixing it
shortfuse gave me an example fix with SMT5
ohh wow enotria is ue 5.4
idk I dont play demos
ue 5.4 is 99% SM6 
unless I can run d3d11 and upgrade sm5 -> sm6
but I need to rip the bandaid and learn sm6 sometime, so maybe we can use this as a learning thing
rip no aobs
[2024-09-16 21:34:56] PS Scan attempt 1
[2024-09-16 21:34:56] [PS] Reading image
[2024-09-16 21:34:56] [PS] Starting scan
[2024-09-16 21:34:56] [PS] Scan finished in 133.6047ms
[2024-09-16 21:34:56] [PS] Found EngineVersion: 5.4
[2024-09-16 21:34:56] [PS] Found GUObjectArray: 0x7ff6fb505820
[2024-09-16 21:34:56] [PS] Found GMalloc: 0x7ff6fb4169c8
[2024-09-16 21:34:56] [PS] Found FName::ToString: 0x7ff6f410b6b0
[2024-09-16 21:34:56] [PS] Found FName::FName(wchar_t*): 0x7ff6f40ecf00
[2024-09-16 21:34:56] [PS] Found StaticConstructObject_Internal: 0x7ff6f4309e70
[2024-09-16 21:34:56] [PS] Failed to find FText::FText(FString&&): expected at least one value
[2024-09-16 21:34:56] [PS] You can supply your own AOB in 'UE4SS_Signatures/FText_Constructor.lua'
[2024-09-16 21:34:56] [PS] Scan failed
the game deletes engine.ini on launch 
really?
looks correct?
I set my engine.ini to read only and it doesnt delete
lets try hdroutput
doesnt enable hdr for me
ah
why 6? its dx12
sdr || output device 4 in engine.ini
it seems engine.ini works just fine
just put this file in your config folder, and set it to read only -- or else it will get deleted on launch
\AppData\Local\Enotria\Saved\Config\Windows
yea it looks like its fixed
no need for anything
just engine.ini + readonly
and job done
unless areas later on are griefed
it seems bUseHDRDisplayOutput=True does not get reset along side engine.ini tweaks
this is UE 5.4.4.0 I wonder if output device is fixed
since this is dx12/HDR10, but no meme output device related issues
@eternal wren ?
bt2390 
Deus ex mankind divided
nba 2k15
No luts?
well no issue with luts so far
.
sdr
atleast this first area seems fine
if future areas are griefed, well shrotfuse gave me the keys to the lutbuilder
so I'll fix it up 
the game is really pretty, idk how they fit it in 13gb
how's the gameplay
honestly it looks
very promising
I dont plan on playing it until after final fantasy 25
the 3x preset system looks pog
the parrys feel ok
it has that "AA souls like feel"
but I think with levels/progression its better
hope its good, demo felt very off to me
Got some updates though to fix many stuttering issues
i dont mean the tech side really, but the combat felt off
yea I heard the demo had some perf issues, and
its not steel rising bad
but it has the AA souls like jank
no denuvo so
Not gonna affect combat, but yeah haha
5.4.4 has to be the newets UE I've seen though
yknow i actually didnt hate steelrising and thought it was okay
and I thought I have brainrot
there is nothing redeemable in that game

every map is samsey
like without the compus, you'd never find anything
because its the same city tileset copy and pasted
the combat feels ass
if I didnt meme my friend into finishing it, I would quit after the tutorial area
i didnt have issues with finding my way around the levels
but I just ran boss to boss
its not hard, its just
it looks the same
because it is the same
thats what i mean, it wasnt really
also there being like 3 trash mobs, but a elemental version of each
the game is just unredeamable trash imo
I dont want to get too offtopic
ya agree
but yea help me out here
so tons of UE games work with just ini tweaks
does that mean the SDR game does not use luts?
or atleast the luts from the lutbuilder we all love
like what is the technical variable that makes a game "work" with ini tweaks and "break"
many ue games don't use luts
copy
it's even kinda discouraged by epic

lutbuilder always runs
btw take alook at this early video
a friend sent me it yesterday
I swear it looks like the recording is fucked up
the lut is just neutral if you don't plug in a lut texture, but lutbuilder does more than that iirc
wdym by "break"
you answered my question
is it washed out ui? that would be pre 5.1 unreal shader bug
if the game doesnt use luts = ini hdr works
if it uses luts = lutbuilder goes brr = rip game, unless we fix it
well it also works if the game uses luts
no, it also works fine. it just looks different bc the lut is not used in hdr
i have no idea what is going on in smt5 but that seems unique
I consider that broken 
forget about smt5
I'm using The Thaumaturge as an example
I consider that 'broken"
i don't, not really
well i agree it doesn't look as intended and needs to be fixed
but it, well, works
I mean if the game looks like apples and oranges between hdr and sdr due to no lut
thats effectivly broken
for me a working ini tweak = colors are the same as sdr, etc -- just well hdr you know
anyway yeah then. any game using luts will be "broken" without a fixed lutbuilder
copy, thats what I was curious about
also I wonder if the output device nonsense can be fixed via 1 line in the lutbuilder
i have a plan for a renodx fixing all the unreal issues in one addon but i don't really want to work on it rn
i think it's used in more places than just the one shader
but i'm not sure
I've been diffing a few lutbuilders, and they're usually pretty much the same give or take a few lines of code
also enotria is 5.4.4 and doesnt need UUU or UE4SS to run in proper hdr
it'd only work on the unmodified ones, ofc, but that's the vast majority of games
is that a ue 5.4x thing?
ofc
dunno. but hdr is mostly fine since 5.3
atlus is meme tech
dont expect anything universal to work on their games
Metaphor will be on P5R's engine
so if you dont want to work on it, hopefully I can just copy and pasta the alpha fix if it has issues
i will play metaphor at some point but probably much later
hopefully its not cursed and maybe I can make a mod
I'm digging through the pix dump for Entronia
there doesnt seem to be any luts
there are tons of mentions of lumen, and the other fancy UE5 features
so thats cool
and raytracing
I assume the RT mentions are just lumen
virtual shadow maps!
I was thinking, and we need to start a list, something like
-
Game Name
-
Does UE Ini tweaks work yes/no
-- If it doesn't, what's the issue -
Does it need UE4SS/UUU [and does it work with UE4SS/my package]
-
Does it need Ersh's UI fix
-
Does it need framegen fix
I have a few games:
-Sandland, works perfeclty
needs UE4SS [my package] + Ersh's UI fix for 4.27
Remnant 2 works perfectly
needs UE4SS/my package + ui fix + framegen fix
Enotria: The Last Song Works perfectly
Just needs ini settings set in engine.ini + engine.ini set to READ ONLY or else the game will delete engine.ini on launch
you have to create the engine.ini file yourself
Shin Megami Tensei V Vengeance doesnt work
see https://discord.com/channels/1161035767917850784/1259662884779331675 for an alternative
there is on the pcgw...
I don't think pcgw includes ue4ss stuff though
ue4ss is a workaround for dx12 games
since we need to force output device 3/4
but you cant do that with just engine.ini in most UI versions
yeah I just mean that a lot of that list is "wrong" when factoring in the package you put together
the package fixs dx12 games thanks to UE4SS + my scripts -- but the issue is not everything is UE4SS compatable 
also the shader fixes are huge, praise Ersh
would uploading that package with instructions even be a thing that could go on pcgw?
yea, the UI fix is what make the mod usuable in the first place
it should be, the package has a license file and everything is like
properly credited
but ersh is working on a proper UE fix
so its probably better to wait for that maybe
i am in fact not working on it
just plan to at some point
unlike the pattern for DX12 swapchain format it's far more annoying to find the code forcing outputdevice to 5/6 ๐
DX12 swapchain format was literally just following a string you can grab from the source code straight back to the right function
u can
we'll get to it "soon". Prey and Starfield are first.
so Enotrial deletes engine.ini? Really? Or does it clear it from custom settings?
yes
it doesnt come with an engine.ini file
it only comes with "gameusersettings"
if you create engine.ini, it will delete it on launch
read-only fixs it
interesting
tbh, I never understood why UE creates inis with default settings in them...
even worse: 100 ini files, all empty except
gameusersettings.ini
which is most games for me
added it to pcgw.
seems like pcgw went to shit lately.
what happened?
I usually go there via my steamdb extension to check stuff out
but not too often
Aemony left? dunno
iirc he said he wasnt that involved anyway or something
nobody is making pages for new games.
oh
I dont think aemony did that, people just did it
like I made a page
for a game that didnt exist
I used to think it was automatic
We should make an HDRDen wiki. Screw SDR.
i mean, unironically yes. we should have a writeup with a lot of the basic stuff as a way to combat the shitty misinfo like "rtx hdr is better than native"
simple explanations why this cannot be true in 99% cases, etc
https://github.com/clshortfuse/renodx/wiki
Authors are adding stuff here, but there's undoubtedly going to be some overlap with a less RenoDX specific Wiki
no pls ๐
SK already has a wiki
we should just join forces with PCGW
people that say "rtx hdr is better than native" aren't gonna read our wiki, and even if they did, they wouldn't care.
you can shut them up with linking to a good writeup though.
they just won't answer, but you won't defeat them
I mean, a wiki with a couple of general pages about how to set up HDR etc and the basics is good.
and chances are they'll end up on some bad youtube channel that praises rtx hdr everywhere
nono i didnt mean a per game wiki heh
I'm with you, the "normies" will probably either not want to dick around with all this or find a big channel praising AutoHDR
especially without an understanding of "what hdr is"
they see w11 autohdr/rtx hdr making their game bright and pretty and they think job done
theres no good writeup to point to i think. random posts around from people that know what they're talking about, for sure
yea, but it would be a whole wall of text
that most people would go "y do this over rtx hdr"
not necessarily a wall of text
just a simple concise explanation why stretching sdr data is still missing all the info that was lost from tonemapping to sdr
then some faq about common issues (if your game looks wrong and washed out, the native hdr is probably not "broken", but you have technical issues or a shitty screen - here's the common issues and fixes - nvapi shit etc)
idk, i'm not good at writing things up. but i think a writeup would be very useful
might be better in small yt episode form
I'm planning on breaking up the pix guide in small yt episodes, because it would be walls of text
for some maybe, i'd definitely prefer a writeup personally
but yeah there's still an unfilled niche (i think) of a pc hdr youtuber that is well informed
I was going to make them unlisted [just so I can embed them on the wiki]
just because for something like pix for example, its easier to explain how to go through the menus in video form
vs. take 20 screenshots
3 parts
- how to setup + capture
- how to analyze capture [srv/rtv/etc]
- how to convert a bin to hlsl via shortfuse's dcompiler to luma's bin2hlsl
Well, at this point I think most are familiar with the arguments all around and are entrenched in what their experiences tell them. I think most people think autohdr is "fine" at this point, but a lot of people think RTX HDR is better than native in many cases, and the reason why is because it has correct gamma, good default paperwhite, and gets very bright. People are aware that more bits = better, but I don't think they really know what that means, like they might take away "less banding", but I don't think people understand how compressed the top range of SDR content really is (in large part because you can crank the brightness on it). Nobody really shares comparison shots focused on detailing that point (in large part due to difficulties of sharing HDR images online in the first place). A zoomed in shot comparing RTX HDR vs Native HDR of a highly exposed area would make it quite clear that it's not just more intermediate steps and more brightness, it's vastly more detail. Not sure this is a point that can be driven home without forcing the eye away from preferring whichever image has more contrast.
at the end of the day it's a problem created by so many developers implementing HDR in a lackluster way. Even if it's solvable with reshade or whatever, we're now talking about a level of knowledge to recognize and solve a problem that also requires an understanding that native hdr is worth fixing over disabling and using rtx hdr or w/e.
For some time I think people enjoy these bright surfaces of AutoHDR rtx hdr and other techniques because it's a intenser experience. It's basically the same as putting SDR at max brightness but the image is also shaped to " highlight highlights".
HDR is hard to sell because it "doesn't really bring much improvements" that the average user can tell apart.
In essence HDR is just more dynamic range covered and PQ at 11.5 bit or higher is theoretically banding free.
HDR is sold under the aspect of higher brightness when that is just one of the pieces making it better than SDR.
I think the difference is significant where it matters(depending on display) . But it's not significant all the time.
maybe this is a good place to ask, anybody know what cvar UUU messes with for its FOV adjustments in UE5?
can you force HDR in The Quarry?
no
I played it with SK HDR
yes I mean can you use any of the remaster options
what happens if you use them, does it insta crash
ignored, if I recall
weird. did you try all the different methods back then, UE4SS, UUU, ...
quarry's engine ver is 4.26.2 according to pcgw, so the cvars should definitely exist
I played the quarry for the first time last night with rtx hdr and damn it looked mindblowing. I will try SK tonight as well.
its a dx12 game so no remasters
Itโs dx11 according to pcgw
Ya I tried ini edits and it didnโt work
Iโll try UUU
eh I don't care enough to bother, inverse tonemap gonna be sufficient
Someone with an account fix that
Thereโs a saturate in a compute shader that Iโm unable to decompile properly
also 2022 game with zero upscalers
And it runs like shit
Setting to low barely gives me any more fps
I really don't care for these kinds of games, but it's fun to play with someone else, my gf wanted to play Until Dawn with me, but until that is patched we can just play this
from what I heard it's a better game/story
I watched a playthrough of Until Dawn when it was new
Share you reshade settings when you get it working pls...
Thought you said using inverse tone mapping? Isnt that a reshade option?
If you're doing SDR to HDR and not extracting any additional information then you're just doing an inverse tonemap
just make sure you keep the nits relatively low at 400-500
otherwise you're just overblowing and stretching it
You can do it through reshade but SK also has its own built in version
๐ I will try SK too... HDR10 and profile 0. Lets see of it has better results than rtx hdr
not really HDR related, but why don't more games use virtual shadows from UE? off vs forced on in satisfactory
VSM are designated to work with nanite geometry, otherwise there are expensive or can have visual issues
and full fat nanite is still not a thing, nanaite for characters is currently in beta as for UE5.5
You can see in the screens you posted that VSM cut the performance in half
I'm gonna guess that Satisfactory is not using nanite at all
both look good to me ๐
I guess one is more physically accurate, but that doesn't necessarily mean beautiful
the left one is more noisy in motion too though
it didn't really I just took the photo too fast after enabling, it does a dip in FPS as it enables but then it goes back up to normal
Example 2 off vs on. FPS is about the same
k that's nice
what no
left one looks more realistic?
even here
again not in motion :/ wish i could show you but the left is flickering like crazy
I had assumed you put "better" on left and "worse" on right
(which is not what I'd usually do, so indeed, you put them worse and better :D, cool)
also for tree shadows they're much more detailed. Worse left better right
btw the other week I learned ini tweaks aces is actually asses
sdr -- ini tweaks -- fixed aces/renodx
ignore the sky buing blue in the ini tweaks, the ini tweaks dont load the SDR lut
the gud aces give you more shadow detail, less raised blacks, etc
- Ignore the broken UI, I didnt fix it
the ini tweaks dont load the SDR lut
yes we knew this for a while already. pumbo has a fixed version of the shader that does lut extrapolation
its not just the sdr lut
I'm mostly interested in shadows
you think you can slap that in too
like the proper aces
isnt this gamma mismatch or something
isnt unreal's hdr aces the real one, vs sdr being scuffed?
didn't touch it
it didnt even have an engine ini
and it gets wiped each time
Looks like no HDR again on UE game
This footage showcases the performance of the RTX 4090 in A Quiet Place The Road Ahead, using 4K DLSS Quality with Ray Tracing and Epic Settings. Recorded with Shadowplay, which results in a 5 FPS loss.
0:00 : Intro
0:249 : Settings
1:07 : 4K DLSS Quality, Ray Tracing Epic Settings
โถ๏ธ PC Specs
โ
Monitor: Neo G8 32" 4K 240Hz
โ
CPU: i9 13900K
โ
...
ini will probably work
UE version?
PCwiki doesnt say
game surprisingly has hardware lumen
Then it should be good
make the account
no
use a burner email
its not about the email
its good for learning
they already own the industry
if people thought like that, we wouldn't have any change
but yea can I get a pic of what the pr is pls
ersh sent me a pic
ya fair
Epic is not evil
I have no issue with
unreal engine, EAC/EOS
or epic's first party games
but I beleive EGS is a meme platform that only holds games back
best case scenerio
worst case scenerio people forget about the game, and it dies by the time it hits steam
at the same time steam needs to have competition
its just that epic is poor competition
pretty much ^
still better than rockstar games launcher
I also refuse to buy and play (even pirate) games that require a launcher on steam
imo its peak 
especially if its a singel player game, like the new sony launcher stuff
but this boycott has been going on for years
like I already have a steam account, and bought the game on steam -- why do I need another account and another overlay to play a single player game -- like cammon
thats why I dont play any EA/Ubi games
there are tons of games I'd love to play, but refuse to because I cant give up
blink twice if you're being held hostage
I wish people actually had this integrity for stuff that matters in the world ๐
It's proof focusing on customers works better than focusing on devs.
Even devs care more about customers than themselves.
Hello, this may be a stupid question but is there a list of UE game this works for or doesnt work for?
"works" is a
broad term
you'll have games that go into hdr and all that -- but the SDR Lut wont load, so the color grading isg oing to be rip
or you'll have a game that can work, but ue4ss doesnt work, like banishers
so you'll have to use UUU (or hex edit)
forcing ini hdr is a ton of fun
you can get around stuff with -d3d11 but you loose the huge cpu perf UE gives running in dx12
my suggestion is just go on a game by game basis
if a game you want to play works, nice
if not, rip
๐
my suggestion is just try your game and see what happens; too many unknowns
In โNobody wants to Dieโ, HDR forcing through the ini seems to work. Does anyone have experience with the game?
search the chats. I think it was clipped anyway?
can't remember
I've played the entire game with the ini HDR, looked good to me
ok thanks. I searched the threads and some said SK would be better. For me, it actually looks good with ini forced.
Does the HDR mod work with Little Nightmares 1?
installed it and it's not doing anything
2nd game fatal errors
well at least the enhanced edition I wanna play
I have little nightmares 1, so I'll try it out
ue4ss does not work with the game, missing AOBs
it seems just injecting reshade = crash
I think the UE version is ancient, not even ini tweaks work here
they use the old ue4 logo on startup
yes
it does nothing in the 1st game
in the sequel it crashes on startup
the sequel got updated with RT so I am guessing it's recent enough
Yea little nightmares 2 should work with the ini tweaks, in DX11 at least
Sometimes UE4SS just fails but the engine ini stuff still works
If you want to keep RT with dx12 you would need to use UUU to force OutputDevice 3
Or patch the game's exe to allow for output device 5 to work
how would that work
By using the console that is enabled with UUU
But if the game crashes on startup due to the HDR cvars then UUU will also make the game crash
But if it's related to UE4SS, UUU might work
I think the game is too old for ini tweaks
I tried manually editing engine.ini, and got nothing
https://github.com/EpicGames/UnrealEngine/commit/7bd33ce4a7c0c295bdd78d9eb920530aea6b45ba
Epic merged the fix we proposed.
The issue that causes Silent Hill 2 scene brightness depend on the UI paper white.
The issue that causes
Silent Hill 2every Unreal game's scene brightness depend on the UI paper white.
What does this mean for Ersh's SH2 black floor fix, if anything?
its highly unlikely bloober would update to a newer version of unreal
its just that the specific issue with raised blacks from ui is gone now from newer games that come out
Well at least, thats a win for future games... maybe we'll see it in MGS Delta via software update?
Iโm not familiar with development schedules in gaming but I imagine they wouldnโt risk updating stuff so late into development and potentially breaking something
We don't really know how far into the development they are
The game still doesn't have release date
It's also hard to say how much they modified the engine
If it's fairly vanilla the update could be rather smooth
That said, I doubt any AAA game coming out soon will use it
no way they are upgrading
Im getting grey black bars in Robocop with updated ini file... any idea why? I put the gamma all the way to zero.
Also anyway to verify the hdr actually kicked in? SK does show its HDR10 but RTSS UI is sdr
Maybe reshade
This is what I have added to the file so far:
[SystemSettings]
r.AllowHDR=1
r.HDR.EnableHDROutput=1
r.HDR.Display.OutputDevice=5
r.HDR.Display.ColorGamut=2
r.HDR.UI.CompositeMode = 1
r.HDR.UI.Luminance=790
its probably that code from before
reshade hdr analysis
also the highlights are bright
from what I played it should be very clear when its hdr
code from before?
the stuff that was causing the raised blacks in hellblade 2
srgbfromlinear() I think was the function
or linearfromsrgb()
idk
hmm ok i will search for it
only the black bars are grey from what I can tell but who knows, HDR analysis will shed some light
this code
is what was causing the raised black bars
itโs a small raise tho. i wouldnโt call it grey, more like not-pure-black
if theyโre grey it might be something else. screenshot?
i;ll see if i can get a screenshot
Here's the game otherwise, without black bars, looks fine
it's sdr
probably won't work but you can try the silent hill 2 fix here
the ui shader might actually be the same between 5.1 and 5.2 i don't remember
ohh same black floor fix?
ya i can give it a shot
yea wont hurt to test
Did not work, as in the mod does any change the image in any way
ah well
So no real solution to what Musa was eluding to?
not rn. we'll eventually make an universal unreal fixer
Unreal would be amazing they said
Did anyone try to "fix" Wuthering Waves's HDR?
it's UE4, DX11/DX12
the peak brightness seems to be "fixed" no matter what
If it's just peak brightness then you can use lilium tonemapper
I mean it's limited to ~120 nits
while my lilium tutorial is cooking i'd like to try this mod, do you guys have a game in mind that works flawlessly ?
there's only a UI and HDR frame gen fix for now, work is not done.
you're talking about your very cooked mod, so I can't just cover how to convert UE in general with the pinned stuff ?
with the ui fix
then i'll wait :p
well guess that's that
the pinned stuff is just ini tweaks with ersh's ui shader fix
the only difference is it uses UE4SS instead of editing the ini, so it works in some dx12 games
because you cant use ini tweaks in dx12 (well you can, but the output device will be wrong)
ya
I wanted to cover that in a sense
but i'm just gonna wait
if ue4ss works is hit or miss
Currently applying these settings for Ready or Not and it looks stellar.
[SystemSettings]
r.AllowHDR=1
r.HDR.EnableHDROutput=1
r.HDR.Display.OutputDevice=5
r.HDR.Display.ColorGamut=2
r.HDR.UI.CompositeMode=1
r.HDR.UI.Luminance=200
r.Streamline.TagUIColorAlpha=0
I've seen the mentions of using ue4ss to force OutputDevice=3 (since I am running the DX12 version of the game) but doesnt FG not work with scRGB?
AFAIK UE5 just doesn't do DX12 and scRGB, at least not in the versions of UE I've tried which is mostly 5.2
Does anyone know why TonemapperGamma wouldn't do anything in Jedi Fallen Order, UE4
I am trying to do the gamma correction in engine instead of via reshade
also fiddling with SKs remaster, which doesn't seem to break anything except FMV granted I don't know exactly what it does
Has anyone tried this with Fortnite? I tried it once just changing one param and it didn't let me launch the game. I'm surprised that it still doesn't have HDR support
this wont work with fortnite
you'll need w11 force autohdr (if thats fixed on 24h2)
or rtx hdr
the skulls look kinda broken?
hat game is that
rain code
alright
its still a wip, but why not
cursed
DID YOU DISABLE THE INI TWEAKS
Enjoy a brand new dark fantasy detective action game from the minds behind the Danganronpa series!A city of rain is gripped by innumerable unsolved mysteries, under the complete control of a megacorporation. Master Detectives from around the world, each possessing unique powers, must rise to the challenge of uncovering the truth. With Shinigami ...
$35.99
436
n
aight
no ini tweaks?
that means it uses the same lutbuilders, just needs sampling done
you use the sword to slice words or smth
no ini tweaks
if I had the sample shader, I'd be able to make a mod in 30 seconds for you
sample shader?
alright it should be easy enough to find I guess
it gets drawn to the swapchain
do I still need to use dx12?
yea
damn
why is that an issue
also the ui might not be 100%; I didnt setup the final shader yet for UE
because it'll probably cause shader stutter
rip
and damn these ue shaders have a fuck ton of lines
well some do
is this one of them?
might be these 4 maybe
well we need to know the one the scene uses
can you inject the devkit
if you enable/deisable it
the game willgo black I think
yea the game def did not go black
the only shader that made the game go black was the final shader
there should be no final shader in ue4.27
LMAO BBA
CustomShaderEntry(0xBBA0606A), // Sample1
I already have that shader
give me 30 seconds
BBA?
I broke the ui
rip
I looked at rain code and fixed the forced UE HDR, they just added a shader after everything that uses saturate(), so it's clamped
they also have a "hatching" effect shader that doesn't like values outside 0..1
so only PQ works, output device 3/4
I'll make a package with UE4SS real quick for you
I'm just doing pq -> scrgb at the end
dope
you can also do that with any ue game (dx11 + od3/4) through Lilium's map SDR to HDR shader
if you select PQ there
ngl I don't really get it
how would lilium's map sdr to hdr shader change that?
I thought hdr10 is just straight up broken in dx11
the enablehdr cvar creates a scrgb swapchain in dx11 I believe
and if you then use od3/4, UE renders everything in hdr10/pq
so you just have to convert pq to scrgb, otherwise its washed out
through a reshade shader
or by editing a game's "output" shader
ic
Master Detective Archives: Rain Code HDR Package
Needs to be unpacked next to the game's main exe RainCodePlus-Win64-Shipping.exe in <Rain Code Location>\RainCodePlus\Binaries\Win64
I hope this works for you
oh oops
I messed up the hdr screenshot
ah whatever, but it works thx
there is some gamut expansion, but tbh it should be easy enough to clamp it in renodx
also I think you missed some ui shaders, but ersh's shaders should handle that I think
not quite time to investigate I guess
wait what UI elements are washed out
does it not look like this for you
it might be because I'm using lyall's mod
oh
but yea it does not
nvm it's not because of lyall
all of the ui shaders have different hashes which is weird
can you send me your save
damn
do you have a working console with f10
I think so
yea
so
if I do hdr ui composite mode 0
the ui looks fine and the game looks weird
oh shit
if I do ui composite mode 0 both ui and game are washed out, since its just pq in an scrgb container
do you still have -dx12 as launch param
seems like the backbuffer color space is sdr
no
sk does something
I just used a raw scrgb frame buffer and it works now
@dry hollow if you can find the lutbuilder and sample shader; I can add it to my project real fast
I think mlg found a sample shader that I already fixed, but there might be a diff lutbuilder
What are you working on
Like a universal ue4 mod?
shortfuse figured out
how to fix the lutbuilder
and not have to modify trhe samle shader
I can send you the lutbuilder at least sometime for sure
Ohh nice
so for wu kong
you can have a proper mod
read #1282729343721803837
since you said the issue was just sample shaders
and yea, collecting more lutbuilders
for the universal ue addon
since sample shaders are no longer an issue
there arnt that much lutbuilders
Has anyone tried to use this process for Psychonauts 2 (steam version)?
Doesn't work but eventually it will
did anyone manage to add hdr to satisfactory using this?
#1321685184852135967
This is nice
Can someone remind me - how do i force aces2000 with a UE5 game that has native HDR already?
I'm trying to see if I can get Riven to do it
#1228738531216719956 message
I figured I wouldn't need the whole mod since that one is for forcing native HDR rather than tweaking existing native HDR, or at least I thought
yea you need to force outputdevice 4 or 6 (depending on hdr10/scRGB)
only way to do that is UUU or UE4SS
you can also fake your edid
set your peak nits to 2000 in windows
and unreal engine will automatically go to aces2000
@warped oak
faking it in windows might be the easiest way to go about it
hm still seems to do aces1000 interesting
with faking it in windows
interesting
did you try the UE mod
with native hdr off?
native hdr is just the lutbuilder going down a different code path
so native hdr off + renodx unreal engine might be better
but if that doesnt work, output device 4 or 6 is da wei
unless they have a custom tonemapper; then idk
weird that forcing 2000 on the edid did nothing
ue4ss and uuu is scuffed by modern standards
native hdr still does that
sometimes
shipped from a game
because they use custom UI elements instead of UE's
and grief things
I used Doge's set_maxtml with maxcll at 2000 and verified it said 2000 in vesa display app
but yea didn't work ๐ฆ
game looks pretty nice with aces1000 though
If you play it, try adding the sdr emulation with 203 nits, and use bt.2390
I should try this out
I know I went gravedigging replying to this message, but could you give a tl;dr on how to do this if you remember? PCGW says no HDR and I can't find any mods here for it.
check the pins, but
try this first
yea try and see if the universal Unreal Engine RenoDX mod works for the game, that should be the better solution now, more customizable and accurate
and easier to use, especially in Atomic Hearts case
It doesn't for me
can you enable the lutbuilder dump option in the advanced settings of the UE mod? needs a restart
if thats successful, the mod should create a renodx folder in the directory of the mod with some files, please share them
sometimes it's another issue though, you might want to try setting B8G8R8A8_TYPELESS to output size
The problem is that the game crashes on startup for me, with reshade and the mod next to the exe
oh.. can you share the reshade.log
do you have rt on
Yes, will try turning off
same error
@primal cargo can you maybe help out
06:37:24:119 [ 9688] | INFO | [RenoDX] mods::shader::OnCreatePipelineLayout(will insert cbuffer 13 at root_index 20 with slot count 17 creating new size of 39, newParams: 0000000038008590 )
06:37:24:119 [ 9688] | INFO | [RenoDX] mods::shader::OnInitPipelineLayout(Using injection index for 00000000380DB650: 20, cbvIndex:30 )
06:37:24:119 [ 9688] | INFO | [RenoDX] mods::shader::OnCreatePipelineLayout(will insert cbuffer 13 at root_index 3 with slot count 17 creating new size of 21, newParams: 000000000F8037F0 )
06:37:24:119 [ 9688] | INFO | [RenoDX] mods::shader::OnInitPipelineLayout(Using injection index for 00000000380E39D0: 3, cbvIndex:30 )
it's those capability tests
i'll have to do some work on reshade itself to improve compatibility
I was looking to maybe buy atomic heart finally as well if renodx works with it ๐
@fossil narwhal gonna integrate Dragonwilds into this?
or maybe it already works idk what unreal version it is
fuck wrong channel, I guess respond (if you want to) in renodx: unreal lmao
It should probably be locked
I made a mod last week
@dusky condor https://github.com/clshortfuse/renodx/discussions/180
that message was from a few days ago ๐

