#✅RenoDX: Unreal Engine
1 messages · Page 3 of 1
99 / 100 RENODX_PER_CHANNEL_BLOWOUT_RESTORATION slider
what's untonemapped look like?
the default is 0.5, because basically, when untonemapped is that white the hue isn't relevant. it's just errors. it's white in untonemapped.
what's post per-channel look like?
Vanilla SDR you mean?
the hue here is useless, basically
what you're feeding as the per-channel color
so yeah, the sdr
yeah, the chroma there should essentially be near 0, it shouldn't have that high chroma out of it
i guess you can't have more chroma than untonemapped? maybe?
at least when talking blowout restoration
My only concern is just 100 being drastically different than 99
float chrominance_loss = max(
min(renodx::math::DivideSafe(tonemapped_chrominance, untonemapped_chrominance, 1.f), 1.f),
blowout_restoration);
// Untonemapped hue, tonemapped chrominance (with limit)
float2 reduced_untonemapped_chromas = untonemapped_chromas * chrominance_loss;
const float2 reduced_hue_shifted = lerp(reduced_untonemapped_chromas, tonemapped_chromas, chrominance_loss);
basically chrominance_loss is 100%, so takes fully the tonemapped (per-channel chroma)
float3 ApplyPerChannelCorrection(
float3 untonemapped,
float3 per_channel_color,
float blowout_restoration = 0.5f,
float hue_correction_strength = 1.f,
float chrominance_correction_strength = 1.f) {
const float3 tonemapped_perceptual = renodx::color::oklab::from::BT709(per_channel_color);
const float3 untonemapped_perceptual = renodx::color::oklab::from::BT709(untonemapped);
float2 untonemapped_chromas = untonemapped_perceptual.yz;
float2 tonemapped_chromas = tonemapped_perceptual.yz;
float untonemapped_chrominance = length(untonemapped_perceptual.yz); // eg: 0.80
float tonemapped_chrominance = length(tonemapped_perceptual.yz); // eg: 0.20
// clamp saturation loss
float chrominance_loss = max(
min(renodx::math::DivideSafe(tonemapped_chrominance, untonemapped_chrominance, 1.f), 1.f),
blowout_restoration);
// Untonemapped hue, tonemapped chrominance (with limit)
float2 reduced_untonemapped_chromas = untonemapped_chromas * chrominance_loss;
const float2 reduced_hue_shifted = lerp(reduced_untonemapped_chromas, tonemapped_chromas, chrominance_loss);
const float2 blowout_restored_chromas = reduced_hue_shifted
* renodx::math::DivideSafe(
length(reduced_untonemapped_chromas),
length(reduced_hue_shifted), 0);
const float2 blended_correct_chromas = lerp(untonemapped_chromas, blowout_restored_chromas, saturate(renodx::color::y::from::BT709(untonemapped) / 0.36));
const float2 blowout_restored_chrominance = length(blowout_restored_chromas);
const float2 chroma_corrected = blowout_restored_chromas
* renodx::math::DivideSafe(
lerp(blowout_restored_chrominance, length(blended_correct_chromas), chrominance_correction_strength),
blowout_restored_chrominance, 0);
const float2 hue_corrected_chromas = lerp(chroma_corrected, blended_correct_chromas, hue_correction_strength);
const float2 final_chromas = hue_corrected_chromas
* renodx::math::DivideSafe(
length(chroma_corrected),
length(hue_corrected_chromas));
const float3 final_color = renodx::color::bt709::from::OkLab(float3(
tonemapped_perceptual.x,
final_chromas));
return final_color;
}
i'm working with this now
because chroma can be 0 and i didn't account for that
I'll copy it and check
i'm still messing with it, but there's no code to handle that untonemapped is blown out as well
So is this possible to fix or is it too fucked to isolate
Blowout Restoration at 99
I know it's wip but hue looks worse I think
@glossy valve working on hue, but try this:
float chrominance_ratio = min(renodx::math::DivideSafe(tonemapped_chrominance, untonemapped_chrominance, 1.f), 1.f);
chrominance_ratio = max(chrominance_ratio, blowout_restoration);
// Untonemapped hue, tonemapped chrominance (with limit)
float2 reduced_untonemapped_chromas = untonemapped_chromas * chrominance_ratio;
// pick chroma based on per-channel luminance (supports not oversaturating crushed areas)
const float2 reduced_hue_shifted = lerp(
tonemapped_chromas,
reduced_untonemapped_chromas,
saturate(tonemapped_luminance / 0.36));
// Apply chroma only
const float2 blowout_restored_chromas = untonemapped_chromas
* renodx::math::DivideSafe(
length(reduced_hue_shifted),
length(untonemapped_chromas), 1.f);
that is probably a more proper blowout_restoration only system
sorry
float3 ApplyPerChannelCorrection(
float3 untonemapped,
float3 per_channel_color,
float blowout_restoration = 0.5f,
float hue_correction_strength = 1.f,
float chrominance_correction_strength = 1.f) {
const float untonemapped_luminance = renodx::color::y::from::BT709(untonemapped);
const float tonemapped_luminance = renodx::color::y::from::BT709(per_channel_color);
const float3 tonemapped_perceptual = renodx::color::oklab::from::BT709(per_channel_color);
const float3 untonemapped_perceptual = renodx::color::oklab::from::BT709(untonemapped);
float2 untonemapped_chromas = untonemapped_perceptual.yz;
float2 tonemapped_chromas = tonemapped_perceptual.yz;
float untonemapped_chrominance = length(untonemapped_perceptual.yz); // eg: 0.80
float tonemapped_chrominance = length(tonemapped_perceptual.yz); // eg: 0.20
// clamp saturation loss
float chrominance_ratio = min(renodx::math::DivideSafe(tonemapped_chrominance, untonemapped_chrominance, 1.f), 1.f);
chrominance_ratio = max(chrominance_ratio, blowout_restoration);
// Untonemapped hue, tonemapped chrominance (with limit)
float2 reduced_untonemapped_chromas = untonemapped_chromas * chrominance_ratio;
// pick chroma based on per-channel luminance (supports not oversaturating crushed areas)
const float2 reduced_hue_shifted = lerp(
tonemapped_chromas,
reduced_untonemapped_chromas,
saturate(tonemapped_luminance / 0.36));
// Apply chroma only
const float2 blowout_restored_chromas = untonemapped_chromas
* renodx::math::DivideSafe(
length(reduced_hue_shifted),
length(untonemapped_chromas), 1.f);
const float2 blended_correct_chromas = lerp(untonemapped_chromas, blowout_restored_chromas, saturate(renodx::color::y::from::BT709(untonemapped) / 0.36));
const float2 blowout_restored_chrominance = length(blowout_restored_chromas);
100% blowout restoration: old vs new
i screwed up, but this is taking full hue and chroma from untonemapped
// Apply chroma only
const float2 blowout_restored_chromas = tonemapped_chromas
* renodx::math::DivideSafe(
length(reduced_hue_shifted),
length(tonemapped_chromas), 1.f);
should be this
let's see if i can make that configurable some way
memes are no longer dreams
@fallow mica
vanilla
I'll fast travel to every area to see if I need more lutbuilders
guess I'll find them real fast
@tall ridge if you want to play LOTF2023 for now; use this addon -- but I'm commiting the fix to the unreal repo
seems like there are no new lutbuilders in any of the areas I've been to (I've beat the game)
so all that needs fixing is 1 line
bt709 clamp, no?
the pic is outsid eof 709
ah, 2.2 compression
either way I got a pull request to fix the game; its the same shit as jusant
1 line
I upgraded FP11
We're turning off in game HDR correct?
yea
always
gucci
only upgrades you need seem to be RGB10A2_unorm outputsize for dlss/etc
and maybe r11g11b10_float output size/ratio
and use my build until shortfuse merges my thing and it builds
this
btw to bypass EAC in LOTF2023 I just threw this in the game's folder (\Lords of the Fallen\LOTF2\Binaries\Win64\
and run this instead of the main game's .exe
trying it out in ready or not, ue5 dx12. had to upgrade R10G10B10A2_UNORM to output size to not get black screen. but none of the sliders are changing anything. only ones that seem to work are gamma correction and color space. any ideas on where i could go from here to get it working?
Same issue with RoN
that means the lutbuilder is missing
enable dump lutbuilder,s and see if it dumps one
also what versions of UE is the game on [right click the game's .exe -> properties)
but yea if the color grading sliders do nothing, that means there is a missing lutbuilder
its 5.3
yeah 5.3.2.0
what game is this?
Be sure to join the Ready or Not Discord server to keep up with the latest updates, find recruits for your squad, and have a good time!
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it was a ue4 title originally, got ported to ue5 with the 1.0 release
so
ue 5.2 and below
draw the lutbuilder every frame
and life gud
we can replace it; and the mod just works
it seems ue 5.3+ only draws the lutbuilder like one frame during loading
and have a pretty different sample shader
so replacing the lutbuilder isnt going to do anything
UE 5.3+ games (like runescape dragon wilds, enotria, avowed, etc)
need their own game mods where you modify the sample shader instead of the lutbuilder
enabled dumping lut shaders, would they just appear in the games root folder?
yea
it should create a folder named "renodx"
and inside of that there would be files named "lutbuilder_xxxx.cso"
oh post the .cso files here
awesome thank you
Where would I add the DLSS FG command? Since I am now launching the via the .bat?
I dont think you have to anymore
it seems FG is unhidden
but you can add it in the steam launch arguments [I think?]
or right after
start LOTF2-Win64-Shipping.exe -myArg
got it, FG wasnt appearing in the settings menu
so I thought I'd have to add the arg still
gl, enjoy
Yep this worked
I dont even play games, I just download them, test Reno + SK then say nice and carry on with my day 
Oblivion remaster will be different though
It's still nowhere near "wikiable" of a combo
rip
it depends on the game
Infinity Nikki is UE 5.4.4 and yet the mod works with it.
nice
the lutbuilder only drawing once per frame isn't exactly a showstopper for us either
it just means you don't get to have your config changes apply in real time
yea ik that
but I thought the new sample shaders might be an issue
idk what exactly griefs newer UE versions
is there a way to word this in a way the devs would understand such an easy fix it should just be in the game
they are responsive on X i think
or reddit
well "1 line" isnt exactly fair
the lutbuilders for the game where already fixed; the 1 line was to fix the crashing
and its only 1 line because of how shortfuse set things up
making it easy for us to work on games
Also something I noticed, when reshade is active even with no effects on, there is a big overhead and stuttering introduction. The moment I toggle effects off globally it solves the issue
Shortfuses reshade version seems to have solved that problem
yea
But rn in testing LotF the issue occurs again
idk why reshade 6.4.2 is taking 500 ages
but shortfuse's reshade fixed a ton of stuff
make sure the game is in borderless, it defaults to
fullscreen
so the issue is effects related?
like if you have no effects and just renodx
the game runs fine?
Yep
thats outside my paygrade,
Justed added reshade and Reno atm
just dont use fx 
Oh I'm not using any fx
I dont really use effects outside of the analsys shader; which I toggle on and off
But toggling off fx globally solves the stuttering
is "toggling off fx" just making sure no effects are checked?
No, it is globally disabling all fx from running
interesting
Let me send a video
btw do you have the game these lutbuilders are for
.
Ready or Not
ima fix em later, and going to need somebody to test
I dont have the game, so I can only fix the shaders and pray
that's a feature of SK
you get to centralize the effects in an SK folder
he's talking about stuttering
unless he force disables all effects
@ashen herald if you dont use SK with the game, and just reshade as dxgi and addon64 in the game folder
do you still get the issues
Lemme test
I do that without sk; I just drop a reshade.ini next to dxgi
also if you have a reshade.ini next to an installer
when you run the installer, it will apply all the settings in the reshade.ini
like I always drop this in next to dxgi and devkit/addon -- and that points to my central addon/texture folder without injecting SK
also skips the tutorial
I just have the effects in the SK folder since I had them there before I started reno
I was always wondering if you'd happen to know why SK's Pace Native Frames freaks outs when Reno is present?
no idea
I dont really mess with SK that much
if I have issues, I just dont use it
nowadays I just run everything with reshade and thats it
the struggle of having features you want to use from multiple places but compatibility
SK is reserved for older games mostly
Nope issue doesn't occur with just reshade, interesting since the last couple of UE games I test with SK and Reno didn't have this issue anymore
Probably SK overhead
And if you cap the framerate so your GPU isn't at 99% the problem solves itself also
please test games with only reshade + addon when you find issues
no other mods, no sk, etc
Neat tip ! Thanks 😊
Why do you disable SK as an addon tho ?
idk if you still need it; but at some point it had issues when you installed reshade as dxgi
I dont inject reshade with SK
it might no tbe needed anymore; but I do it just to be safe
I want to add my reshade fx settings to my mini reshade.ini
like I have lilium's shader set to numpad1
and all the widgets smol
probably just a minimal reshadepreset.ini -- I'll play around with it in the future
Rip, replacing streamline with latest version borks reflex and causes the screen to go magenta
cant use MFG
oof
also cant use flip metering as a result
@forest sapphire @ashen herald you guys here
ima start fixing up Ready or Not and need play testing
you got 10 min?
Im at work at the moment, i’ll be available later tonight around 10pm PST if that works for u
whats that in EST
I made the mod
just need somebody to test it
ready or not addon -- let me know if it works please; and if it does I'll commit to the repo
oh nice yeah ill test that as soon as i get home. 1am est but could be a little sooner
alright
@elfin lance just booted it up, its working. a few issues so far though. game brightness slider doesn't work, paper white is controlled by ui brightness instead. and the scene grading and custom color grading sliders don't seem to be functioning at all and have no effect.
@forest sapphire since its a new version of unreal engine; you probably have to change scenes
@spare bane -- new 5.3 lutbuilder
already looks incredible though and a huge improvement
nope
and if it doesnt -- can you like keep it at 100 and try this:
A) exit to main menu and press continue
B) close the game and open it
ue 5.3+ doesnt draw thetbuilder every frame
so the colorgrading settings will only change on scene change
idk what causes a scene change
but can you please test
also whats your peak set to?
is it going over your peak?
alright thats fine
but yea help me out
it seems the lutbuilders themselves work fine
its just the sliders need a scene change
we just have to find out what defines a scene change
oh sweet. contrast change started working as soon as i backed out to main menu
@ shortfuse -- so a scene change works
ok so for game brightness and all the other sliders
you need a scene change
thanks for testing
going to commit the lutbuilders
@glossy valve incase you're interested; UE 5.3 lutbuilders work; just require a scene change
also check out the new lutbuilders
its easy to read
all the hdr path cvars are cut out
idk if its the game doing something custom, or just a new UE lutbuilder
@forest sapphire do me one more favor -- set all the sliders back to default; crank up game brightness; and re-genate the scene (exit to main menu)
does game brightness get brighter?
yup seems to be working after exit to main menu. 500 pw vs 140 pw
alright so all the sliders that are normally controlled by the lutbuilder
(game brightness, color grading, etc) all need a scene change
and all work properly on scene change
whenever shortfuse merges the lutbuilders, I'll add the game to the wiki 
just loaded up a mission and it looks like its clamped to sdr. specifically i have ui brightness set to 100 nits. it works fine in the main menu and in the station hub area, though im assuming thats because the shaders i uploaded were the ones loaded and dumped from the main menu and the station area?
is there a new lutbuilder in the dump folder
if not, try upgrading stuff like b8g8r8a8_typeless/unorm to output size
but yea maybe the shaders for the game world are different
if you got new ones, upload them and I'll fix them
thanks. i'll load up each mission i've unlocked so far and see if they dump new shaders and upload them if they do.
and load up whatever this mission is
see if it changes something even though its clamped
contrast 100
doesn't seem to be any change
its visible in the menu and in the station area though
alright
tell me if you have more lutbuilders
if there is no change and its still clamped, that means there is no shader for that area
you dont need sk to do that lol
i deleted the old dumped shaders on accident so i imagine two of these are the ones that were already uploaded earlier, sorry about that. but i have two more. hard to say which scenes might've dumped shaders though. three scenes were clamped to sdr in my testing so far.
another mission i loaded was also working fine with hdr and the contrast change so i imagine that missions using the same shader as the station
yep
give me 20m
ok done
building addon
@forest sapphire let me know if this works
will do
try this map again
you dont have to mes with sliders since we already know they need a scene change
just start loading random maps and see if they're hdr or not
station from quick play (same level but has different lighting) and the gas station level are working now. loading screen appears to possibly still be clamped, probably didn't dump a shader.
the loading screen isnt the end of the world
for sure. i'll test the other missions too. loading screens are taking forever, assuming thats because of the shader dump.
yea
shader dump enabled is a perf hit; since its like constantly looking for a lutbuilder to dump
@forest sapphire is it gud?
yeah
did you try upgrading
also setting contrast to 100
so we know ifits a shader issue
or clamp issue
contrast is 100. i’m in a loading screen at the moment, i’ll try upgrading once im out of it.
you dont need to upgrade
you should notice contrast 100 looking "different"
like even if its clamped, it should be high contrast
if that makes sense
for sure. it doesn’t look like there’s any contrast change at all. its just seems like its clamped sdr with no changes.
any new lutbuilders in the folder?
so did this only fix one mission?
the other lutbuilders might be compute shaders; which wont dump
the ones that did dump the fixs look solid on my end
so its either an UE issue or
I'll commit these for now since they seem fine; the issue is probably more lutbuilders
i'll keep loading up the other missions
finally got to another level thats working
compiling
@forest sapphire try the maps that didnt work
never seen a game with this much lutbuilders
but the more lutbuilders the better
since games share lutbuilders
so all these shaders are probably in abunch of other games
sometimes games might use only 1 lutbuilder
still looks to be clamped with that new version.
no new lutbuilders so far.
got to another level that was working though.
i'll keep going down the list.
nah it was already working on the previous version
this screenshot is from the mission that wasn't working on the previous build too
checking the others levels that weren’t working at the moment
no luck on either of the missions that weren't working.
interested to know what might've triggered that new lutbuilder that got dumped
try disabling dumping
and playing the game
let me do a clean build
and send you a new file
@forest sapphire disable dumping, and try loading some missions in
the lutbuilder code is solid, so either:
- not all lutbuilders dumped
- the shader isnt replacing for w/e reason -- which shouldnt be an issue with shortfuse's decomp
- the game is doing something custom in those levels?
ohh also after testing a map that doesnt work; close the game and send me reshade.log
just loaded into the game with that new version, dumping disabled too. crashed when entering the mission select screen.
will reshade.log have useful info for that?
send reshade.log
this is good
nope, clean game install. not using special k or anything. no upgrades
crashed again going into mission select
new log

the log shows it wants to replace shaders
but failed
and there is a small fix for that; which the latest version has
loading screen is hdr now
one of the levels is too now

so far we got 7 lutbuilders
from that one game
LMAO
hopefully clair obscur E33 will work with
the unreal engine mod
@forest sapphire are new levels working?
also is loading still slow as balls with dumping disabled?
everything seems to be working great so far. loading is normal with dumping disabled thankfully

only thing still is that slider changes require a scene change to initialize but sounds like thats normal.
seems like this is a great game for injected hdr. tons of bright highlights that are totally blown out in sdr.
yep welcome to hdr
shit thats clipped in SDR is visible in HDR
yea thats sadly a UE5.3+ limitation
to be fair you dont really need to mess with sliders that often
you set it up once and its good
normally the shader I modified would get drawn every frame
so the sliders would apply in real time
but UE 5.3 made the shader draw only on scene change
for performance reasons
the reasoning behind it is solid tbh
but the downside is for mods our sliders only get applied when the lut gets drawn
btw remember to turn contrast back down to 50 
contrast 100 was just a clip test
oh yeah did that as soon as possible lmao it was melting my eyes
we can do blowout 100 next time
blowout 100 just makes the game a grayscale
it doesnt matter what colorgrading slider is used; we just need to see that something changed
and contrast 100 is like super obvious something changed
a grayscale would be obvious too
after hours of testing
you can finally play the game
whats that game about btw
thank you for all the time getting it to work. was using SK hdr before, native hdr is so much better
np; when I got started with renodx the guys here helped me out
its a milsim type game. single player or co-op
I was one of the early bois so it was only shortfuse and musa before me
oh I loved arma3
I did a ton of milsim and life
its a spiritual successor to swat 4 if you ever played that
never played swat, but I love arma3
ai squadmates in single player
I like the rp part more than shooting though
setting up a scenerio
spending 10 minutes to setup my sniper
(tripod, rangefinger, get range, dial in scope, etc)
but yea the least I can do is help contribute in any way I can; and fixing lutbuilders isnt too hard
also I want the Unreal Engine mod to grow
i’d love to try arma out. saw some reforger gameplay and it looks hella fun honestly
like months ago I worked on a scuffed version when I noticed lots of games share lutbuilders
and shortfuse was able to put this mod together, which is everything I could've wanted
find lutbuilders, fix them, plug them in, enjoy
which is what I was trying to do; but in a scuffed way [you'd need seperate DX11/DX12 versions; you'd need more shaders than just the lutbuilder, etc -- it was a mess; but it was the original concept behind modding UE games]
with arma you have to find a good server
like when I played life, there was a very well made server; you had to pay 30$ to get a greencard [to avoid griefers] + write an essay for RP char backstory
and prove you know how to RP
and for milsim you also need a good server
but they have some good 1p scenerios; but ngl I never played them
one day we'll get arma4 
shortfuse is going to wake up to a bunch of commit spam from your game kek
its only 4 commits
hopefully he trusts the lutbuilders are good
because waking up to proof read 7 lutbuilders isnt exactly peak
if you have basic programming; fixing a lutbuilder is 3 lines of code
we find 2 colors, and then run 1 function
here is a decompiled lutbuilder (you get the .cso, run decomp.exe and get a .hlsl file)
for SM6/UE5 you:
-
find untonemapped AP1 (line 260)
-
find tonemapped AP1 (line 364)
-
run output right before the output branch (line 407)
I guess you also have to include common.hlsl ontop
finding the colors is easy
-> for untonemapped ap1 I just ctrl+f for 0613 -- and right above that matrix you get the color
-> for tonemapped ap1 I ctrl+f for 0.999, and right under that matrix you get the color
-> for the output I just ctrl+f == 0 -- and right above the if statement you get the final color + spot to put the output
imo fixing lutbuilders is something anybody can learn in a day; and start contributing to the UE project
thanks for the info. im definitely down to try it out myself i’d love to contribute if i can
I opened up Ready or Not on steam
and there is tons of neon and shit
probably looks great in hdr
wonder why they didnt ship basic bitch UE HDR
yup there’s a lot of bright colors in the game. neon lights in the club level, the chemlights on the uniforms.
i gotta try night vision too im wondering how that looks
yeah the game was originally ue4 when it was in early access. they ported it to ue5 but as far as i know aren’t really taking advantage of any ue5 features. no lumen nanite etc.
the bones of the game are essentially still the same as far as i know
its getting a console release soon
they might add in hdr with that
The game is also washed out by default
Like the SDR looks like it has a gamma mismatch
I played it by forcing UE HDR but that broke Night Vision
The difference was massive
I'd watch a video on YouTube of people playing the game as is by default and just cringe at how bad the colour and contrast compared to even the borked Forced UE HDR
until shortfuse merges the lutbuilders into the main repo; use this for now
There's a way to force lumen GI, last time I tried there were downsides but there's a newer mod that claims to fix those issues
Really helped to ground the game with the GI
btw forge you said nightvision was rip
forcing ini hdr
try it with the mod
if its broken in ini hdr that means the sdr lut isnt processed or they run a custom shader for the effect
ping me if it works or not
if the night vision effect is still broken; you can use this addon; enable dumping lutbuilders, and see if it spits out anything
At work atm so I can't test, later
Disabling EAC disables multiplayer, right?
night vision seems to be working. its definitely dimmer and appears to be clipping highlights at a much lower range, but it doesn't seem to be clamping to sdr or anything but i'm not totally sure. honestly seems pretty realistic since its simulating looking through night vision goggles instead of the naked eye, it looks pretty great to me.
you can actually see the sun and clouds now lol
we find something else to obsess about instead of actually playing and enjoying games

So true
Easier to just play games 
Holy clipping Batman
Do they don't use tonemapping at all?
@elfin lance so lords of the fallen 2023 doesnt need any resource upgrades?
you just disable native hdr and use the unreal renodx plugin?
Oblivion does not come with HDR ootb. Hopefully this will work
Thanks
im kinda dumb does this mod literally just work on any unreal game i dont' get it
aren't these mods like tuned to specific games
like surely it doesn't work for the oblivion remaster
I think so yes, apparently it was basically one line of code just use the most updated reshade version
this mod generally does all unreal stuff, just games that are doing slightly more custom stuff need to have it added
i see
i figured most games use entirely their own custom assets so that would require a custom implementation for each game
Usually it needs a LUT shaders and maybe upgrading some buffers
Dunno why renodx in dx12 makes it way more unstable
a lot of unreal engine games use default stuff, so the mod is pretty transferrable. It's also built to do lots of game-specific things when the need arises. Reno's methods for HDR are inherently vanilla friendly, which makes a generic mod both a good idea and possible.
@finite basalt you dont need any; but you can upgrade R11G11B10_FLOAT to unclamp the gamut (output size or output ratio w/e)
also yea, EAC off, ingame native HDR off
sadly im stuck waiting for them to patch dlss back into gamepass version
devs are silent
@bold gulch @spare bane @unborn verge im going to make a PR to epic to default the engine to gamma 2.2 instead of sRGB. It's a one line change. That should automatically fix all future's game's HDR.
I could use a collection of HDR PNGs that show the game in SDR with gamma 2.2 in an HDR container, compared to HDR, to highlight the raised blacks problem all UE games have in HDR.
compared to native hdr?
I posted this 1s, if the scene si good I can retake it with no renodx
this pic is native hdr, which has the gamma missmatch
Not the best example sadly
just something I had on hand
I know that game is super griefed when it comes to gamma
so what you want is:
-> 203 nit sdr in hdr with gamma 2.2 / linear output
-> the game's native hdr with whatever the default settings is in the same scene; showing the gamma missmatch
Would probably need to “prove” that the games are intended to be played on 2.2
ps5
if anybody has a ps5 and could take pics of ps5 hdr not having the srgb missmatch
Ya true ps5 defaults to 2.2
the fact that HDR is mismatched would prove that
that would be proof
Ps5’s sdr in hdr
Is 2.2
Could show games that are UE and do 2.2 correction properly
Like ff7 rebirth and intergrade
I just heard somewhere in the grapevine the ps5 doesnt have srgb/2.2 missmatch issues
Games aren’t any different
if thats the case you could show off:
-> 2.2 sdr in hdr
-> native hdr [with missmatch]
-> ps5 pic
they wouldn't care about what PS5 or Sony does.
I’m saying some developers actively fix the issue while others attempt to with crappy contrast boosts
In both ff7 games the final shader shows them encoding srgb and decoding 2.2
I guess you could mention that no TV even comes with an srgb gamma option
imo they're doing custom stuff there
not the best example
if the goal is base UE getting fixed
japan doesn't count 😄
Not UE games but uncharted
Ghost of Tsushima does 2.4
They decode srgb encode 2.4 in sdr in the last shader in sdr
Don’t think you can show decompiled code from other games in a pr though
@west stump
is that what you want to see?
@fallow mica does a good job taking pics
The issue is what’s to stop ue from saying the sdr one is wrong because srgb is what’s intended
And then rejecting the pr
sure u can
is someone making a oblivion remastered renodx mod
Gonna try editing my undervolt curve a bit see if that fixes the issue
Trying to get it to work in eternal strands. Unfortunately im crashing when booting with the addon for some reason. Is there a separate download or was the fixed shaders integrated into the regular build?
Disable frame gen
is it incompattible with frame gen or just cant boot with it?
Dunno, my GPU doesn't support it
But afaik renodx has issues with frame gen, in some games at least
could this be fixed with dice
I thought coop could be done without EAC but I don't think it can
so I can't use the reno
i know not "fixed"
but improved
Okay I don't think it's crash anymore
My undervolt was a bit too aggressive it seems
Weird that it was only wuwa dx12 + reno dx tho
@tall ridge yea you can use Lilium's Tonemapping and use either DICE or BT2390
to compress it to peak
but you still have to fix the gamma missmatch
so you also have to use lilium's black floor fix
ill have to try RenoDX UE for this game - have been using SK HDR so far and even that already looked amazing compared to SDR - the fact that Ready Or Not doesn't have native HDR is insane. the art design and lighting literally seems like it is targeting HDR but the game just doesn't have it 🤔
I fixed ready or not the other day
so it should work just fine
the pics the dude who playtested sent look good too
yeah sorry for the necro msg reply - i just came across your work on RON so just wanted to reply to confirm its insanity that it doesnt have HDR by default
everything about it literally screams the artists and lighting designers and level designers etc were targeting HDR
the amount of shit that is blown out in SDR and looks amazing in HDR is so disproportionate even compared to most other games
imho it really seems less like an enhancement and genuinely looks way closer to what was intended - im obvi guessing - but the disconnect between the art and the amount of blowout in SDR vs how good it looks in HDR is nuts
sorry RON = Ready or Not
honestly idk why more UE devs dont just enable basic bitch built in ACES 1000 hdr
I keep forgetting the game name myself
since idk anything about the game or what game it is
I just fix shaders people sent me
simple life
dunno if you ever played SWAT 4 or like, the older Rainbow Six games back in the day?
It's basically a modern version of that
less emphasis on the planning phase and more on the FPS action, but still very sim-ey
i played it heaps when it was just random levels in early access, i have to go back to it now that its had a full release, it has a full blown SP campaign now as well as those "terrorist hunt" style levels and can be played SP with AI teammates or in coop with mates - both of which are v fun
SWAT 4 is probably the closest single comparison, or if you think like Rainbow Six Ravenshield's punishing and tactical real time game play with less emphasis on the pre mission planning
yeah that kinda seems like a no brainer to me bc you (1) can just leave it off by default if you primarily used SDR during your dev pipeline, but just having the option makes it way easier for the peeps who want HDR to then tweak it with reshade and other tools vs not having the native option at all 🤷♂️
i understand why a AAA dev might not do that, bc they have a very expensive and specific "vision" they want tight control over (tho they should have proper HDR at those budget levels anyways but i digress) but for these low to mid budget titles that spend a long time in EA and nobody is expecting perfection anyway - i just dont see a downside to providing players the basic option
just like you said
hdr just isnt that popular
they might not liked how it looks
and didnt want to invest more time
last Q just bc ive not used the "generic" UE version of RenoDX before, is there a specific place i go to download the latest version? is it a github? do i need to compile anything myself or just straight download?
in some cases i get this but (and i know re ready or not for you the reference is mostly screenshots but) there is no way you could show this game to someone in SDR vs HDR and have someone prefer the SDR look - HDR genuinely makes the game look "right" for its lighting and art design which is super heavy on neon lighting, massive contrast jumps from night time environments and lit up interiors
RON more so than any other game i can recall has also befuddled me in that regard so im super keen to give the native HDR via reno a go
do i need any specific shaders you fixed (manually adding them is mentioned in the pinned post) or is whatever you did now just part of the latest github download?
sorry for the million qs
the UE addon has a toggle that will dump the relevant shaders
(it kills your FPS, so only use it if you need it)
and you can just upload the lutbuilder_0xxxxx.cso file here, and ping me
I'll fix it up, and commit it to the github
thats how the UE addon works
people find games that dont work, send their shaders, we fix them
and the mod keeps growing
also games share shaders, so the more lutbuilders we fix
the more compatable the mod is
sweet thats good to know - so for something like Ready or Not that you worked on recently - those fixes then get added permanently into te UE addon?
if ive understood correctly?
yes
you dont need the .dev build anymore
if anything you can delet eit
just download the latest snapshot which has misc renodx fixs
its been merged into the main repo
pretty much all lutbuilders get merged; its just I upload .dev versions for people to test/play right away
sweet - ty mate - always appreciate how quick and willing you are to help
on like every one of the 50 servers we share at this point 😂
anyone able to help? im getting an instant crash when botting eternal strands with the newest reno version
"fatal error" and a very unhelpfull crashlog about 2 seconds after i boot the game
same thing with fg off
did a fresh reshade install and disabled dlss and fg and its still happening :)
give me 30s
Eternal Strands
@neat wigeon try this addon
delete the other unreal-engine addon
and ping me if it works
will do. gimme a min and ill check
it doesnt crash and i can hear that the game gets to the main menu and works but the output is just full black
upgrade R10G10B10A2_unorm to output size
and restart
select advanced, find R10G10B10A2_unorm, move the slider to the right
and then restart the game
it is visable
gimme a sec to make sure everything works
i can now see the game but sliders dont work
isnt that a dev version thing though?
what version of UE is the game on?
the sliders might only work on scene change
if its UE 5.3+
set blowout to 100 (should create a greyscale)
and try reloading the scene
exit main menu -> load
or maybe options and exit
and if you see a grayscale
that means everything works
sliders just apply on scene change
yup made a grey scale
which isnt a big deal; just set it up once and enjoy
alright
so the mod works
just needs a scene reload
seems as though it has frame gen flicker unfortuneitly
this different than the pinned one?
no
gotcha
fix(unrealengine): fix Eternal Strands crashing on start up
the framegen flicker seems to be limiting the peak brightness to 200ish for the generated framed
frames^
based on the graph
ah rip
for FG to work with reno
thats an nvidia issue
does mfg work with the non transformer dlls?
yikes
i am using mfg in this game
no flicker but im rebooting to see what fg is doing
with the dlss debug
yup it works with 3.8.1
enjoy!
thanks so much
np
@elfin lance I wrote the logic for HDR ini in oblivon
Pass output type. If HDR, use pq RenderIntermediatePass
the no transformer framegen thing is rough. was using 3x to get to 224 fps before now im at 100ish on the old model lol
might force me to use forced native hdr dispite the flaws vs cutting the fps in half
i do apprecate the help though
yea I was following the discussion
I was gonna look at the code in a bit
rn I'm coping hard for Clair Obscure to "just work" [with maybe a lutbuilder or 10]
btw idk if this helps Oblivion
but in enotira, there is also bUseHDRDisplayOutput=False in GameUserSEttings.ini out of the box -- it gets reset every launch
but before I got into reno
I fixed it by setting gameusersettings to readonly after setting the cvar to true
and it stayed on forever
yea
transformer FG is what breaks reno hdr
and it wasnt like that all the time
its a driver issue
when i just got my 5090
transfomer FG and MFG worked just fine with reno
and then some driver updates later; the flickering bug happened
I tried using the oldest 310.x [transformer] FG .dll earlier today; still flickers
strange. and im guessing its not something you can even begin to diagnose on your guys end
a potential fix might be downgrading to an ancient driver; but with how griefed nvidia drivers are -- especially after transformer FG came out
probably not a good idea
seems as though it may be native forced hdr for me until that gets functional
DLSSFG working in the first place is a happy accident
fair lmao
DLSSFG breaking is pure Nvidia evil
i know there was talk about the renodx for oblivion specifically just doing tweaks to the native forced hdr. Assuming I understood that right, is that something that can be done on on other titles or is it something you all are manually implementing for that game?
i mean the ini forced hdr that all unreal titles have^
because that way you dont have to worry about upgrading resources, stability issues
not proper native hdr
ohh
like oblivian
in theory yes; its been done before
for wu kong
most of the code stays the same, you just dont upgrade the swapchain or resources and encode differently from my understanding
ah
I have to read shortfuse's obvlivion code to see if its something that could be made "universal"
so its a but above what you can just do in configs then?
but its not something I'm a fan of personally
it feels "scuffed"
I like being able to drop a addon in, mod works
having people mess with ini settings and stuff is lame
so you write a whole new segment of the universal unreal addon that changes the ini the game reads
im joking
no clue if thats even possible
you could techinacly write the cvar override into addon.cpp
but that would be a ton of code
dont think so
because all renodx is doing now is replacing shaders
not upgrading sdr to hdr
so all of the game's native features should work
hear me out then. If the transformer frame gen thing ends up as a long term issue and doesn't just vanish with a driver update in the near future, a universal addon fork that just forces on the UE native hdr and makes adjustments over top of that would be very nice. that being said im an electrical engineer, not a computer engineer, so i have idea how hard that would actually be to do
just food for thought
assuming nothing changes in the lutbuilder, which is the main shader we change
and all that needs to change is not upgrading anything and encoding differently
probably very easy
something shortfuse can add a slider for
yea thats what I'm thinking based off the old ass UE mods we made
just no swapchain upgrades/resource upgrades
because no upgrades means SDR users can use it, and dual benefit means you can support hdr ini
making the ini changes be automatic would be the hard part im guessing
cause every game has them stored in a different folder 15 folders deep
unless you can bypass the ini all together
probably smarter to intercept the attempt to read the Engine.ini than deal with per game executables
i would agree
you return the file contents but with the ini option set
how would the proxy shader work btw
since that requires renodx::mods::swapchain::Use(fdw_reason, &shader_injection);
which usually gets commeneted out if we're fixing the native hdr path
or is it not a big deal if you're doing lets say HDR10 -> HDR10
and not upgrading any resources
you encode pq
or would you move swapchainpass to the UE composite shader
with ini hdr, UE spawns a composite shader
or find the output shaders
and that composite shader is like universal
or atleast 1 for many versions
thats how ersh's old UI fix worked in #1228738531216719956
1 shader, worked in like a ton of UE versions
UI works like 99% properly in ini forced hdr for most games
just did gamma correction in the composite shader spawned when doing ini hdr
idk if you're playing 5.3 games
yeah its just 5.0 and like 4.7 that have issues with ui, right?
you could just replace it with one from 5.3 to be safe anyway then, no? if it doesnt need it, it will just do nothing
assuming i understand that correctly lol
nah you'd just have diffferent composite shaders
a 4.x composite, 5.0 composite, 5.3 compsoite, etc
the way shader replacement works is
ah
you can have an addon with 500 shaders
if they dont draw, nothing happens
thats how the UE addon works
there are like 100 lutbuilders, but only the few the game uses get replaced
the rest just do nothing
it wouldnt need to know the UE version
does that mean the game would handle selecting its replacement on its own or would that not work because the composite files are all viewed as the same by the addon?
it'll see "shader 0xdeadbeef spawned, replace with renodx-0xdeadbeef"
0xdeadbeef will only exist in certain UE versions, so the others wont matter
if ersh's og addon is anything to go by; no
wonder why his addon needed to be split into two versions then?
the only issue would be games with native hdr
where turning on that cvar enables the game's native hdr
and we dont want that
and the game's native hdr might spawn its own composite shader
yeahh the version im thinking of in my head would be for games that lack ingame hdr toggles or settings
but yea getting stuff to work with ini tweaks wouldn't be that crazy; and I'm sure something shortfuse plans on implementing
real
glad you guys are willing to just shoot the shit and talk about stuff with people in here lol
been in one too many modding discords where people will just shit on you for even daring to suggest something to a dev
is the whole lutbuilder to correct games that are missing one part of the sdr-hdr upgrade or would it still be needed even when using native hdr
so
to make things simple
the lutbuilder is where the game does its tonemapping
we strip out UE's tonemapping
and run renodrt
to be fair, we reference it
yea; still need graded because of dynamic memes
and compute a hdr version of it, which is what Unreal should have done
Unreal strips out the SDR tonemapping when in HDR
yep
enotria cvar is like 1 step away from decent hdr
its like pre-shift aces (grading strength 0)
oblivion is stock "aces" sdr tonemapper, except they also use SDR luts
the tonemapping is happening at the very end, correct?
yeah, it's considered a postprocess
converting linear 3d rendering to something reasonably viewable
some UE games (berserker the first Khazan, SMT5, etc) have custom shaders that come AFTER the lutbuilder -- but those are custom non-standard implementations
and require some extra manual fixs
so the lutbuilder corrections would still be required regardless of if you did the sdr-hdr upgrade with reno or used the proposed method we were talking about before?
the lutbuilder fixs are still required; or else you get no grading
im kinda trying to ask how much can you strip away and let the native force handle while still getting it to look correct lol
if you set grading strength to 0 in the UE addon; thats more or less how ini hdr with no lutbuilder mods would look
i see i see
UE sdr defaults to look like ACES hdr, but devs can change that: https://dev.epicgames.com/documentation/en-us/unreal-engine/color-grading-and-the-filmic-tonemapper-in-unreal-engine. most of those changes are SDR only
line 304 we have the color for untonemapped, line 404 we have tonemapped, and line 426 we skip the rest of the code if renodrt is active because we have all the colors for RenoDRT to do its thing
i see i see
everything after the if statement gets scrapped
hes another thought. Do you end up with a better picture by using the current reno universal or through the proposed method
or would it be identical if done right
let me take some pics of ini hdr with no lutbuilder fixs
regular ini hdr with no reno at all is what ive been using if thats what you're referring
or just specially the lutbuilder step
oblivian? lmao
ah
look at the fire in ini hdr
ini hdr -- renodrt
and the orange in the tunnel
no sdr grading
because ini hdr doesnt care about any of that
this game is one of the better examples
but other games might be 10x more griefed

it seems the game has some lutbuilders already
here we go
generic addon will work with this
reuqires a scene change for sliders to apply [loading save]
interesting
also b8g8r8a8_unorm and _typeless upgrades -- output size/ratio
0x50F22BD6
I searched all the dumped csos; the only lutbuilder the game uses is one already in the repo
if you guys find broken scenes, send me save files or lutbuilders
expedition 33?
yes
use my version of the unreal addon
and enable b8g8r8a8_unorm and typeless upgrades
thats it
game installed, will give it a test in a bit 🙂
no crash on my end
do i need to set it like this?
Clair Obscur: Expedition 33
-
Download the Unreal Engine addon: https://clshortfuse.github.io/renodx/renodx-unrealengine.addon64
-
Use the special reshade installer pinned here
-
Upgrade B8G8R8A8_UNORM, B8G8R8A8_TYPELESS, and R10G10B10A2_UNORM to output size
-> Remember to restart the game after changing upgrade settings! -
Sliders will only apply on scene change (entering combat, loading save)
-- Set the settings you want once and forget about it -
if there is an area that is clamped, enable "dump lut shaders", and ping me with the .cso attached, I'll be happy to fix it up quickly
-- If no shader dumps, send me a save file and I'll look into it
DLAA does not work, use DLSS Quality
@static jackal b8 not r8
also what do you suggest here for TB400 mode?
i've been running 1000 mode forever, but i wanna give this a shot for a while as the monitor seems to have less aggressive ABL and better EOTF tracking in this mode from what i heard.
100 game brightness
ok downloaded the new file.
i assume it's correct like this?
looks fine; you can do output size instead of output ratio
but if its stable/not artifacting
might not matter
alright sweet, thanks marat 🙏 lightning quick work on this one, much appreciated
What is the method for adding the reshade dxgi.dll to gamepass games, I just dump it to another game and copy it over
install as normal; or some cursed strat with SK
one second
point it to gamehelper.exe when installing
@left wolf this is some cursed method with SK; but you shouldn't need SK
follow the convo; I think you just have to put dxgi.dll next to the gameoverlay.exe or something
Sound
I know how to do it, but might as well make a lil video

if its a solid tutorial, I'll put it on the renodx wiki
because the odd person always asks about gamepass; and idk what to tell them
Can't seem to get peak brightness above 500nits, same scene as the screenshots above
did you restart the game after changing the upgrade sliders?
also are you sure its B8g8r8 not R
double checking
Now I feel dumb, restart did it, many thanks
d.w gl
Hi, when installing reshade I should select Sandfall-Win64-Shipping and not Expedition33_Steam right?
yes
and the addon goes in the same folder Binaries/Win64?
yea, the same location where Sandfall-Win64-Shipping.exe is
thanks!
np
Hey there. So I have not used much RenoDX outside of Cyberpunk and wondering now about Expedition 33. Damn the game looks like it should benefit so much from HDR. But as usual... No HDR. Anyways. Wondering if using this UE generic solution would be kind of a straightforward experience or if there much tweaking and testing needed.
#1321685184852135967 message
Haha. Don't undestand half of it, but I'll give it a try in the afternoon. Was just looking for a heads up. Like... Once it's set up it'll work for the whole game or do I ha to keep an eye out for updates and such?
I understand in other games maybe yes, but since this seems to be UE wonder if you guys have pretty much all figured out already.
Cool stuff. Like the one you did for Cyberpunk? That one was great and really explanatory of all the settings.
doesn't works with specialK ( game crash if installed manually) and renodx doesn't works either if installed through specialk
update for the game on steam
the game launched like two hours ago lol
What do you mean you don't renodx every game
can't guarantee you that it'll work for the entire game, you may need to update the addon
I don't know. Haha. Been playing games with functional HDR out of the box lately. Outlaws, FFXVI, BG3, DA The Veilguard...
But this week... Crazy. Two big games like Oblivion and Expedition, free to test on Game Pass and with no HDR support at all... Lord give you strength RenoDX devs. Haha.
no hdr better than default ue hdr
why am i stuck at 203nits after updating the game?
Did you get reshade to work with GP version at least?
Use the special reshade installer pinned here
Where is this
the pinned one is just the normal 6.4.0
Marat meant the pinned reshade installer in #🧩renodx-dev
#🧩renodx-dev message
basically a nightly version with some reno fixes
oof
nothing changes, but the UI of the reshade a smidge different
yea I don't think thats a big deal though
ahhhhhhhh I rendered the video at 1080p
and i just pressed public
pain suffering emptyness
noo
Ah same here actually, shouldn't be an issue then? and would installing the custom one over this do it?
dunno but the game crashes SO often for me
Thanks. Any chance you could add a function to disable the awful sharpening/posterization filter the game has?
lol, they left the pdb
It has some issues with UI elements.
What kind of issues?
Yet another big UE title without HDR 
Microsoft allergic to buying their devs HDR screens
My bad, mixed them up because of gamepass and because they demoed on one of their events iirc
Still, it punches well above its weight only to not support HDR
Tl dr on what the pdb does to help modding?
It's still a pretty impressive work for a 30 people team, it even have ultrawide. ( Well cinematics is bugged)
And why devs lesving it in is a good thig
Pdb still there is an omission
cutscenes with black bars are clamped for me in e33
#🧩renodx-dev message



