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

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fossil narwhal
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but if you're talking about ersh's shaders being modified UE shaders

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well thats the same chicken and egg situtation as a renodx mod sharing hlsl files and shit

primal gulch
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he's not good with english but I told him if he wanted to come nyehehehe

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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

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could be just that first cutscene at start that is capped

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and all the others are hdr ?

deft sandal
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oh, the pre-rendered stuff will always be capped, but there isn't a lot of it

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so whatever

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most cutscenes are in-game

primal gulch
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ah I see

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he was scared about that yeah

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i'll pass the message

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sorry for the confusion

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amma bit tired

deft sandal
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OH

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i just remembered something that is kind of important about visions of mana

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it sets up (broken) HDR metadata

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#๐Ÿ”†hdr-gaming message

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you can use this to block the metadata if you aren't using SpecialK

fossil narwhal
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really?

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hdr ini tweaks sets up metadata

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today I learned something new

deft sandal
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Well i don't know if that's a general thing

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I just know that's what visions of mana does.

fossil narwhal
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weird stuff

primal gulch
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Thx i sent him

primal gulch
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seems the game has become unstable with the mod i'm not sure why thinkfused

fleet flower
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Hi, I can force HDR in Tales of Arise with this method, but the skit looks washed out.
Is this easy fixable?

regal jetty
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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 ๐Ÿ˜

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

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The suffering of wanting to see your displays potential

fleet flower
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Yeah this game can get very bright during battle with all particles fx ๐Ÿ˜…

brazen fern
candid rain
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Unreal Engine native HDR shader fix for games without official HDR support

light mist
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Nice title

fathom frigate
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Far too long though haha

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"UE games unofficial native HDR"?

candid rain
fathom frigate
fossil narwhal
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they do custom stuff

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it will just look washed out

deft sandal
brazen fern
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working fine now, thanks

lost current
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This is kinda tangentially related, but does anyone know if it's possible to enable decent AO in UE4 VR games?

remote carbon
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Wuthering Waves is a UE4 game, RT support is coming, but no HDR support, and ini edits are not working ๐Ÿ˜ฉ

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I don't think that I want to try UUU it's an online only game after all

light mist
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Yeah...

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The edits work but they don't do much

light mist
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Alright yall there is a new game out there

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Which might work with the cvars

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Lolipop chainsaw repop

regal jetty
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I might get it, I miss slop games

fossil narwhal
light mist
remote carbon
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Caravan Sandwitch is a new UE5 indie game

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HDR works fine with the ini edits

remote carbon
candid rain
remote carbon
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not sure

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the exe says UE5-CL-0

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I switched to DX11 and scRGB, but HDR10 and DX12 seems to work fine

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UUU does not work though

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I cant switch between r.HDR.Display.OutputDevice 3 and 5

primal gulch
deft sandal
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yes

deft sandal
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#1228738531216719956 message

fossil narwhal
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if you want to check the current cvar value

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enter it in the console with no value

remote carbon
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it can't even hook

remote carbon
fossil narwhal
remote carbon
fossil narwhal
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ah, if its dx11 just ini tweaks should work

remote carbon
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yea, there is no DX12 specific tech that the game uses either, so DX11 is fine

fossil narwhal
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but you get tons of perf in games

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especially if they default to dx12

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like LAD: Ishin would drop fps in town regardless of hardware on dx11

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but dx12 ran liek butter (after the first patch that fixed shader compilation)

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if you're happy with your perf, it probably doesnt matter

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but UE DX12 does "something"

deft sandal
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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.

warped oak
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Can you go higher than 15 for the r.HDR.Display.MidLuminance=15 line?

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does anyone know which paperwhite 15 targets?

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or does it depend on the game?

fathom frigate
pine coral
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Encountered a game, Showgunners, where it just won't accept the HDR .ini params in DX12 or 11. Pretty rare to see that

remote carbon
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Its not that rare unfortunately

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but the Universal Unreal Engine Unlocker (UUU) almost always works

pine coral
warped oak
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what does UUU do? Lets you tweak values past max settings?

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or lets you force HDR if it won't work normally?

remote carbon
pine coral
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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

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I'll just stick to SK HDR I guess

warped oak
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There are some unreal games that just do not work with the HDR commands

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Is it UE4?

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idk which game you're working on rn

pine coral
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Showgunners, UE4 yes

eternal wren
warped oak
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the latest that I have

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although this actually did not work for satisfactory (UE5)

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i had to use manual engine ini tweaks

pine coral
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I tried the script first, then manually, then UUU

warped oak
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Then the game probably just won't work with HDR

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it is what it is

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Gotta use pumbo's. If the UI brightness is terrible then i'd suggest limiting peak to around 400 nits

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and paperwhite at like 100

remote carbon
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but if the cvars are read only then yea, not much you can do, other than modding the exe maybe

eternal wren
eternal wren
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i didn't really like the demo so idc

vivid wave
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Game looks meh but really nice in PS5 HDR vids

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looks like UE5 game and similar assets to Banishers

dry hollow
candid rain
dry hollow
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a bunch of games have HDR modes, but only for consoles

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not for PC

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not sure if that is the case here

dry hollow
eternal wren
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surely not

dry hollow
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that seems to me like sdr inside an hdr container

eternal wren
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it is

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i'm not sure what game actually only has hdr on consoles aside from gta5

dry hollow
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Atlas Fallen, The Surge 2, the Hoyo gachas, I think Immortals of Aveum?

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and probably others

eternal wren
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atlas doesnt im pretty sure

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immortal has hdr on pc

dry hollow
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oh yea, immortal added it in an update on pc

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but it was there on console day 1

eternal wren
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its unreal, why would they delay it lol

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if the surge does have hdr on consoles then i guess atlas fallen should also

dry hollow
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eternal wren
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atlas is also terribly broken on pc

dry hollow
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yep

eternal wren
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60+fps feels worse than 60

dry hollow
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ya I bought the game, noticed that and the lack of hdr (despite pcgw saying that it supports it..) and instantly refunded lol

eternal wren
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i'd consider rendox but i'm not gonna care about a game that is broken like that in 2024

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!!

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nice infos

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should be helpful

vivid wave
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Fake HDR

fossil narwhal
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r.AllowHDR=1 has to be loaded early

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ima get entronia

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so if ini tweaks dont work

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I might try fixing it

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shortfuse gave me an example fix with SMT5

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ohh wow enotria is ue 5.4

eternal wren
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oh nice

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is it better than the demo

fossil narwhal
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idk I dont play demos

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ue 5.4 is 99% SM6 despairge

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unless I can run d3d11 and upgrade sm5 -> sm6

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but I need to rip the bandaid and learn sm6 sometime, so maybe we can use this as a learning thing

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rip no aobs

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[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
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the game deletes engine.ini on launch kekw

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really?

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looks correct?

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I set my engine.ini to read only and it doesnt delete

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lets try hdroutput

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doesnt enable hdr for me

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ah

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why 6? its dx12

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sdr || output device 4 in engine.ini

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it seems engine.ini works just fine

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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

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yea it looks like its fixed

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no need for anything

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just engine.ini + readonly

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and job done

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unless areas later on are griefed

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it seems bUseHDRDisplayOutput=True does not get reset along side engine.ini tweaks

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this is UE 5.4.4.0 I wonder if output device is fixed

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since this is dx12/HDR10, but no meme output device related issues

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@eternal wren ?

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bt2390 GigaChad

flint oxide
light mist
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nba 2k15

fossil narwhal
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game looks really nice

candid rain
fossil narwhal
fossil narwhal
fossil narwhal
fossil narwhal
fossil narwhal
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atleast this first area seems fine

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if future areas are griefed, well shrotfuse gave me the keys to the lutbuilder

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so I'll fix it up despairge

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the game is really pretty, idk how they fit it in 13gb

eternal wren
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how's the gameplay

fossil narwhal
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honestly it looks

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very promising

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I dont plan on playing it until after final fantasy 25

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the 3x preset system looks pog

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the parrys feel ok

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it has that "AA souls like feel"

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but I think with levels/progression its better

eternal wren
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hope its good, demo felt very off to me

fathom frigate
eternal wren
fossil narwhal
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yea I heard the demo had some perf issues, and

fossil narwhal
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but it has the AA souls like jank

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no denuvo so

fathom frigate
fossil narwhal
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5.4.4 has to be the newets UE I've seen though

eternal wren
fossil narwhal
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there is nothing redeemable in that game

eternal wren
fossil narwhal
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every map is samsey

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like without the compus, you'd never find anything

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because its the same city tileset copy and pasted

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the combat feels ass

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if I didnt meme my friend into finishing it, I would quit after the tutorial area

eternal wren
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i didnt have issues with finding my way around the levels

fossil narwhal
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but I just ran boss to boss

fossil narwhal
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it looks the same

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because it is the same

eternal wren
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thats what i mean, it wasnt really

fossil narwhal
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also there being like 3 trash mobs, but a elemental version of each

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the game is just unredeamable trash imo

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I dont want to get too offtopic

eternal wren
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ya agree

fossil narwhal
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but yea help me out here

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so tons of UE games work with just ini tweaks

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does that mean the SDR game does not use luts?

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or atleast the luts from the lutbuilder we all love

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like what is the technical variable that makes a game "work" with ini tweaks and "break"

eternal wren
fossil narwhal
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copy

eternal wren
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it's even kinda discouraged by epic

fossil narwhal
eternal wren
fossil narwhal
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btw take alook at this early video

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a friend sent me it yesterday

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I swear it looks like the recording is fucked up

eternal wren
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the lut is just neutral if you don't plug in a lut texture, but lutbuilder does more than that iirc

fossil narwhal
fossil narwhal
eternal wren
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is it washed out ui? that would be pre 5.1 unreal shader bug

fossil narwhal
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if the game doesnt use luts = ini hdr works

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if it uses luts = lutbuilder goes brr = rip game, unless we fix it

eternal wren
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well it also works if the game uses luts

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no, it also works fine. it just looks different bc the lut is not used in hdr

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i have no idea what is going on in smt5 but that seems unique

fossil narwhal
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forget about smt5

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I'm using The Thaumaturge as an example

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I consider that 'broken"

eternal wren
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i don't, not really

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well i agree it doesn't look as intended and needs to be fixed

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but it, well, works

fossil narwhal
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I mean if the game looks like apples and oranges between hdr and sdr due to no lut

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thats effectivly broken

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for me a working ini tweak = colors are the same as sdr, etc -- just well hdr you know

eternal wren
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anyway yeah then. any game using luts will be "broken" without a fixed lutbuilder

fossil narwhal
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copy, thats what I was curious about

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also I wonder if the output device nonsense can be fixed via 1 line in the lutbuilder

eternal wren
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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

fossil narwhal
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forcing the output device cbuffer to like 3u/4u

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or will that not work

eternal wren
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but i'm not sure

fossil narwhal
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also enotria is 5.4.4 and doesnt need UUU or UE4SS to run in proper hdr

eternal wren
fossil narwhal
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is that a ue 5.4x thing?

eternal wren
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dunno. but hdr is mostly fine since 5.3

fossil narwhal
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atlus is meme tech

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dont expect anything universal to work on their games

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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

eternal wren
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i will play metaphor at some point but probably much later

fossil narwhal
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hopefully its not cursed and maybe I can make a mod

fossil narwhal
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I'm digging through the pix dump for Entronia

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there doesnt seem to be any luts

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there are tons of mentions of lumen, and the other fancy UE5 features

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so thats cool

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and raytracing

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I assume the RT mentions are just lumen

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virtual shadow maps!

fossil narwhal
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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

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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

light mist
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there is on the pcgw...

fossil narwhal
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nvm

dusky condor
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I don't think pcgw includes ue4ss stuff though

fossil narwhal
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since we need to force output device 3/4

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but you cant do that with just engine.ini in most UI versions

dusky condor
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yeah I just mean that a lot of that list is "wrong" when factoring in the package you put together

fossil narwhal
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the package fixs dx12 games thanks to UE4SS + my scripts -- but the issue is not everything is UE4SS compatable despairge

dusky condor
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also the shader fixes are huge, praise Ersh

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would uploading that package with instructions even be a thing that could go on pcgw?

fossil narwhal
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yea, the UI fix is what make the mod usuable in the first place

fossil narwhal
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properly credited

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but ersh is working on a proper UE fix

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so its probably better to wait for that maybe

eternal wren
little folio
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unlike the pattern for DX12 swapchain format it's far more annoying to find the code forcing outputdevice to 5/6 ๐Ÿ™ƒ

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DX12 swapchain format was literally just following a string you can grab from the source code straight back to the right function

candid rain
fossil narwhal
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it doesnt come with an engine.ini file

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it only comes with "gameusersettings"

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if you create engine.ini, it will delete it on launch

read-only fixs it

candid rain
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interesting

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tbh, I never understood why UE creates inis with default settings in them...

fossil narwhal
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gameusersettings.ini

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which is most games for me

candid rain
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seems like pcgw went to shit lately.

fossil narwhal
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what happened?

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I usually go there via my steamdb extension to check stuff out

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but not too often

candid rain
fossil narwhal
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iirc he said he wasnt that involved anyway or something

candid rain
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nobody is making pages for new games.

fossil narwhal
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oh

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I dont think aemony did that, people just did it

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like I made a page

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for a game that didnt exist

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I used to think it was automatic

primal cargo
eternal wren
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simple explanations why this cannot be true in 99% cases, etc

primal cargo
candid rain
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SK already has a wiki

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we should just join forces with PCGW

candid rain
eternal wren
candid rain
eternal wren
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yes, but people read those comments

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and like, people come into hdr all confused

candid rain
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I mean, a wiki with a couple of general pages about how to set up HDR etc and the basics is good.

eternal wren
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and chances are they'll end up on some bad youtube channel that praises rtx hdr everywhere

candid rain
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pcgw kinda has that stuff

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but a per game wiki, no ๐Ÿ™‚

eternal wren
fossil narwhal
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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

eternal wren
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theres no good writeup to point to i think. random posts around from people that know what they're talking about, for sure

fossil narwhal
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yea, but it would be a whole wall of text

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that most people would go "y do this over rtx hdr"

eternal wren
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not necessarily a wall of text

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just a simple concise explanation why stretching sdr data is still missing all the info that was lost from tonemapping to sdr

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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)

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idk, i'm not good at writing things up. but i think a writeup would be very useful

fossil narwhal
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might be better in small yt episode form

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I'm planning on breaking up the pix guide in small yt episodes, because it would be walls of text

eternal wren
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but yeah there's still an unfilled niche (i think) of a pc hdr youtuber that is well informed

fossil narwhal
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I was going to make them unlisted [just so I can embed them on the wiki]

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just because for something like pix for example, its easier to explain how to go through the menus in video form

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vs. take 20 screenshots

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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
dusky condor
# candid rain people that say "rtx hdr is better than native" aren't gonna read our wiki, and ...

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.

wheat light
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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.

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HDR is sold under the aspect of higher brightness when that is just one of the pieces making it better than SDR.

regal jetty
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I think the difference is significant where it matters(depending on display) . But it's not significant all the time.

dusky condor
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maybe this is a good place to ask, anybody know what cvar UUU messes with for its FOV adjustments in UE5?

lost current
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can you force HDR in The Quarry?

candid rain
lost current
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alright

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does it work with pipeline remasters

candid rain
lost current
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yes I mean can you use any of the remaster options

dry hollow
candid rain
dry hollow
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weird. did you try all the different methods back then, UE4SS, UUU, ...

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quarry's engine ver is 4.26.2 according to pcgw, so the cvars should definitely exist

vivid wave
lost current
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its a dx12 game so no remasters

flint oxide
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Itโ€™s dx11 according to pcgw

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Ya I tried ini edits and it didnโ€™t work

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Iโ€™ll try UUU

lost current
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eh I don't care enough to bother, inverse tonemap gonna be sufficient

flint oxide
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Someone with an account fix that

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Thereโ€™s a saturate in a compute shader that Iโ€™m unable to decompile properly

lost current
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also 2022 game with zero upscalers

flint oxide
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And it runs like shit

lost current
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yah I heard

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capped it at 72

flint oxide
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Setting to low barely gives me any more fps

lost current
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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

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from what I heard it's a better game/story

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I watched a playthrough of Until Dawn when it was new

vivid wave
lost current
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why would I use reshade

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SK profile 0 and that's it

vivid wave
lost current
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If you're doing SDR to HDR and not extracting any additional information then you're just doing an inverse tonemap

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just make sure you keep the nits relatively low at 400-500

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otherwise you're just overblowing and stretching it

flint oxide
vivid wave
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๐Ÿ‘ I will try SK too... HDR10 and profile 0. Lets see of it has better results than rtx hdr

vagrant gulch
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not really HDR related, but why don't more games use virtual shadows from UE? off vs forced on in satisfactory

feral willow
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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

candid rain
#

I guess one is more physically accurate, but that doesn't necessarily mean beautiful

vagrant gulch
vagrant gulch
vagrant gulch
candid rain
#

what no

#

left one looks more realistic?

vagrant gulch
candid rain
#

I had assumed you put "better" on left and "worse" on right

candid rain
vagrant gulch
flint oxide
fossil narwhal
#

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
eternal wren
fossil narwhal
#

its not just the sdr lut

#

I'm mostly interested in shadows

#

you think you can slap that in too

#

like the proper aces

eternal wren
#

isnt this gamma mismatch or something

fossil narwhal
#

shortfuse said its real aces

#

vs. scuffed aces

eternal wren
#

isnt unreal's hdr aces the real one, vs sdr being scuffed?

fossil narwhal
#

idr anymore

#

it was somethng about using the wrong values and etc

lost current
#

it didnt even have an engine ini

#

and it gets wiped each time

vivid wave
#

Looks like no HDR again on UE game

https://youtu.be/HpthfBXnC18?si=GLzqbL2Rdbs7EBNs

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

โ–ถ๏ธ PC Specs
โœ… Monitor: Neo G8 32" 4K 240Hz
โœ… CPU: i9 13900K
โœ… ...

โ–ถ Play video
candid rain
#

UE version?

vivid wave
lost current
#

game surprisingly has hardware lumen

candid rain
#

Then it should be good

candid rain
fossil narwhal
#

404

#

screenshot

#

no timmy acc

#

wat u make

flint oxide
#

make the account

fossil narwhal
#

no

flint oxide
#

use a burner email

fossil narwhal
#

its not about the email

flint oxide
#

its good for learning

fossil narwhal
#

its about the principle

#

we went over this

flint oxide
#

they already own the industry

fossil narwhal
#

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

candid rain
fossil narwhal
#

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

fossil narwhal
#

worst case scenerio people forget about the game, and it dies by the time it hits steam

flint oxide
#

at the same time steam needs to have competition

#

its just that epic is poor competition

fossil narwhal
#

pretty much ^

flint oxide
#

still better than rockstar games launcher

fossil narwhal
#

I also refuse to buy and play (even pirate) games that require a launcher on steam

#

imo its peak pepeg

#

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

eternal wren
candid rain
regal jetty
# fossil narwhal

It's proof focusing on customers works better than focusing on devs.

Even devs care more about customers than themselves.

vivid wave
#

Hello, this may be a stupid question but is there a list of UE game this works for or doesnt work for?

fossil narwhal
#

"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

vivid wave
#

๐Ÿ‘

fossil narwhal
#

my suggestion is just try your game and see what happens; too many unknowns

brazen fern
#

In โ€˜Nobody wants to Dieโ€™, HDR forcing through the ini seems to work. Does anyone have experience with the game?

candid rain
#

can't remember

feral willow
brazen fern
#

ok thanks. I searched the threads and some said SK would be better. For me, it actually looks good with ini forced.

lost current
#

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

fossil narwhal
#

what setup are you using

#

the package I made with UE4SS?

fossil narwhal
#

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

lost current
#

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

dry hollow
#

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

dry hollow
#

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

fossil narwhal
#

I think the game is too old for ini tweaks

#

I tried manually editing engine.ini, and got nothing

candid rain
eternal wren
light mist
vivid wave
flint oxide
#

its just that the specific issue with raised blacks from ui is gone now from newer games that come out

vivid wave
flint oxide
#

Iโ€™m not familiar with development schedules in gaming but I imagine they wouldnโ€™t risk updating stuff so late into development and potentially breaking something

feral willow
#

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

vivid wave
#

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

vivid wave
#

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

flint oxide
flint oxide
#

also the highlights are bright

#

from what I played it should be very clear when its hdr

vivid wave
flint oxide
#

the stuff that was causing the raised blacks in hellblade 2

#

srgbfromlinear() I think was the function

#

or linearfromsrgb()

#

idk

vivid wave
#

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

flint oxide
#

this code

#

is what was causing the raised black bars

eternal wren
#

if theyโ€™re grey it might be something else. screenshot?

flint oxide
#

i think thats what they mean by gray black

#

enough to turn on the pixel on an OLED

vivid wave
#

Here's the game otherwise, without black bars, looks fine

eternal wren
#

it's sdr

vivid wave
#

Def. looks more grey when playing

#

HDR Analysis confirms its HDR10

#

HDR ss

eternal wren
#

ya it's very likely this exact issue

#

what version is it btw

#

5.2

vivid wave
eternal wren
#

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

vivid wave
#

ya i can give it a shot

eternal wren
#

yea wont hurt to test

vivid wave
eternal wren
#

ah well

vivid wave
#

So no real solution to what Musa was eluding to?

eternal wren
#

not rn. we'll eventually make an universal unreal fixer

vivid wave
#

Unreal would be amazing they said

remote carbon
#

Did anyone try to "fix" Wuthering Waves's HDR?

#

it's UE4, DX11/DX12

#

the peak brightness seems to be "fixed" no matter what

prisma jackal
#

If it's just peak brightness then you can use lilium tonemapper

remote carbon
primal gulch
#

while my lilium tutorial is cooking i'd like to try this mod, do you guys have a game in mind that works flawlessly ?

candid rain
primal gulch
#

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

fossil narwhal
#

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)

primal gulch
#

I wanted to cover that in a sense

#

but i'm just gonna wait

fossil narwhal
#

if ue4ss works is hit or miss

sour kraken
#

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?

sour kraken
full patio
#

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

kind beacon
#

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

fossil narwhal
#

this wont work with fortnite

#

you'll need w11 force autohdr (if thats fixed on 24h2)

#

or rtx hdr

light mist
#

the skulls look kinda broken?

fossil narwhal
#

hat game is that

light mist
#

rain code

fossil narwhal
#

but yea it looks very broken

#

if uts ue4.27

#

try throwing this in for fun

light mist
#

alright

fossil narwhal
#

its still a wip, but why not

light mist
#

is vom dx12?

#

yes

#

damn this is dx11

fossil narwhal
#

try forcing

#

dx12

#

-d3d12

light mist
#

cursed

fossil narwhal
#

the game isnt on steam

#

is it a mobile game

light mist
fossil narwhal
#

DID YOU DISABLE THE INI TWEAKS

light mist
#

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 ...

Price

$35.99

Recommendations

436

โ–ถ Play video
light mist
fossil narwhal
#

oops cap

#

put the addon ina fter turning off ini tweaks

light mist
#

aight

fossil narwhal
#

does this have action

light mist
#

lol

#

yea he has a sword

fossil narwhal
#

lame its all talking

#

I looked it up

#

looked cool

light mist
fossil narwhal
#

that means it uses the same lutbuilders, just needs sampling done

light mist
light mist
fossil narwhal
#

if I had the sample shader, I'd be able to make a mod in 30 seconds for you

light mist
#

sample shader?

fossil narwhal
#

it comes after the lutbuidler in the devkit

#

it looks like

light mist
#

alright it should be easy enough to find I guess

fossil narwhal
#

it gets drawn to the swapchain

light mist
#

do I still need to use dx12?

fossil narwhal
#

yea

light mist
#

damn

fossil narwhal
#

why is that an issue

#

also the ui might not be 100%; I didnt setup the final shader yet for UE

light mist
fossil narwhal
#

rip

light mist
#

and damn these ue shaders have a fuck ton of lines

#

well some do

fossil narwhal
#

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

light mist
#

yea the game def did not go black

#

the only shader that made the game go black was the final shader

fossil narwhal
#

there should be no final shader in ue4.27

light mist
#

oh

fossil narwhal
#

LMAO BBA

#

CustomShaderEntry(0xBBA0606A), // Sample1

#

I already have that shader

#

give me 30 seconds

light mist
#

BBA?

fossil narwhal
#

the shader is bba

#

give me a few min

light mist
#

game looks kinda bad with inverse tonemapping

#

its too bright

fossil narwhal
#

I broke the ui

light mist
#

rip

fossil narwhal
#

try this for fun

#

soon โ„ข๏ธ

light mist
#

dope

#

posted the jxr so it doesn't embed

fossil narwhal
#

lmao rip

#

maybe it has a diff lutbuilder

light mist
#

yeah... I'll just stick to sk

#

or maybe "renodx lite" would be easier

fossil narwhal
#

if I could look at the devkit

#

I'd be able to figure it out

dry hollow
#

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

light mist
#

wow

#

that was a way easier fix than I thought

#

the only issue is dx12 only

dry hollow
#

wdym

#

its for dx11

light mist
#

output device 3/4

#

oh

dry hollow
#

I'm just doing pq -> scrgb at the end

light mist
#

dope

dry hollow
#

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

light mist
#

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

dry hollow
#

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

light mist
#

ic

dry hollow
#

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

light mist
#

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

dry hollow
light mist
#

the character portrait for example

#

you can kinda see it in the image I posted

dry hollow
dry hollow
light mist
#

it might be because I'm using lyall's mod

dry hollow
#

oh

light mist
#

but yea it does not

#

nvm it's not because of lyall

#

all of the ui shaders have different hashes which is weird

dry hollow
#

can you send me your save

light mist
#

ye

dry hollow
#

thx

#

hmm

light mist
#

damn

dry hollow
#

do you have a working console with f10

light mist
#

I think so

#

yea

#

so

#

if I do hdr ui composite mode 0

#

the ui looks fine and the game looks weird

#

oh shit

dry hollow
#

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

light mist
#

seems like the backbuffer color space is sdr

light mist
#

sk does something

#

I just used a raw scrgb frame buffer and it works now

dry hollow
#

ehh

#

cool that it works now

#

but I don't know why

light mist
#

trying to do 2.2 gamma correction via autohdr causes some weird stuff

fossil narwhal
#

@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

dry hollow
#

Like a universal ue4 mod?

fossil narwhal
#

shortfuse figured out

#

how to fix the lutbuilder

#

and not have to modify trhe samle shader

dry hollow
#

I can send you the lutbuilder at least sometime for sure

dry hollow
fossil narwhal
#

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

orchid thunder
#

Has anyone tried to use this process for Psychonauts 2 (steam version)?

candid rain
#

Doesn't work but eventually it will

twilit current
#

did anyone manage to add hdr to satisfactory using this?

candid rain
brave briar
#

This is nice

warped oak
#

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

prisma jackal
warped oak
fossil narwhal
#

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

warped oak
#

Thank you!

#

i'll try

warped oak
#

with faking it in windows

fossil narwhal
#

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

warped oak
#

i'll try the UE mod in a bit

#

just wanted to see if there was a quick way to force it

fossil narwhal
#

weird that forcing 2000 on the edid did nothing

#

ue4ss and uuu is scuffed by modern standards

light mist
#

yea

#

only advantage is it doesn't cause overbright uis or remaster artifacts

fossil narwhal
#

native hdr still does that

#

sometimes

#

shipped from a game

#

because they use custom UI elements instead of UE's

#

and grief things

warped oak
#

but yea didn't work ๐Ÿ˜ฆ

#

game looks pretty nice with aces1000 though

#

If you play it, try adding the sdr emulation with 203 nits, and use bt.2390

brave briar
#

I should try this out

fossil narwhal
#

we have #1321685184852135967

#

better off trying that out

vestal mango
#

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.

light mist
#

check the pins, but

#

try this first

dry hollow
#

and easier to use, especially in Atomic Hearts case

dry hollow
#

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

crude flare
dry hollow
#

do you have rt on

crude flare
crude flare
crude flare
dry hollow
#

@primal cargo can you maybe help out

primal cargo
#

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

vestal mango
#

I was looking to maybe buy atomic heart finally as well if renodx works with it ๐Ÿ‘€

dusky condor
#

@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

feral willow
#

It should probably be locked

fossil narwhal
#

I made a mod last week

dusky condor
#

that message was from a few days ago ๐Ÿ˜‰

fossil narwhal
#

weird

#

the thread didnt show up

#

until today

fossil narwhal
#

but yea idk, this seems kind of depricated now

#

@eternal wren lock this maybe?