#✅RenoDX: Unreal Engine

1 messages · Page 3 of 1

spare bane
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but if we're upgrading sdr=>hdr, then do we really care about what it does near black? (no)

glossy valve
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99 / 100 RENODX_PER_CHANNEL_BLOWOUT_RESTORATION slider

spare bane
glossy valve
spare bane
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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?

glossy valve
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Vanilla SDR you mean?

spare bane
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the hue here is useless, basically

spare bane
#

so yeah, the sdr

glossy valve
spare bane
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yeah, the chroma there should essentially be near 0, it shouldn't have that high chroma out of it

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i guess you can't have more chroma than untonemapped? maybe?

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at least when talking blowout restoration

glossy valve
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My only concern is just 100 being drastically different than 99

spare bane
#
  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;
}
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i'm working with this now

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because chroma can be 0 and i didn't account for that

glossy valve
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I'll copy it and check

spare bane
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i'm still messing with it, but there's no code to handle that untonemapped is blown out as well

raw inlet
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So is this possible to fix or is it too fucked to isolate

glossy valve
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Blowout Restoration at 99
I know it's wip but hue looks worse I think

spare bane
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@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

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sorry

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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);
glossy valve
#

Looks great at 100

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Actually, 80 is better

spare bane
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100% blowout restoration: old vs new

spare bane
#
  // 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

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let's see if i can make that configurable some way

elfin lance
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memes are no longer dreams

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@fallow mica

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vanilla

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I'll fast travel to every area to see if I need more lutbuilders

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guess I'll find them real fast

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@tall ridge if you want to play LOTF2023 for now; use this addon -- but I'm commiting the fix to the unreal repo

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seems like there are no new lutbuilders in any of the areas I've been to (I've beat the game)

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so all that needs fixing is 1 line

spare bane
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bt709 clamp, no?

elfin lance
spare bane
#

ah, 2.2 compression

elfin lance
#

either way I got a pull request to fix the game; its the same shit as jusant

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1 line

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I upgraded FP11

ashen herald
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We're turning off in game HDR correct?

elfin lance
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yea

spare bane
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always

ashen herald
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gucci

elfin lance
#

only upgrades you need seem to be RGB10A2_unorm outputsize for dlss/etc

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and maybe r11g11b10_float output size/ratio

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and use my build until shortfuse merges my thing and it builds

elfin lance
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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

forest sapphire
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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?

ashen herald
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Same issue with RoN

elfin lance
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enable dump lutbuilder,s and see if it dumps one

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also what versions of UE is the game on [right click the game's .exe -> properties)

forest sapphire
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not sure, anyway for me to check?

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ah alright one sec

elfin lance
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but yea if the color grading sliders do nothing, that means there is a missing lutbuilder

ashen herald
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its 5.3

elfin lance
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rip

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might not work with the UE addon

forest sapphire
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yeah 5.3.2.0

elfin lance
#

what game is this?

ashen herald
#

Ready or Not

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the swat game

forest sapphire
#

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!

Los Sueños
- The LSPD reports a massive upsurge in violent crime across the greater Los Sueños area. Special Weapons and Tactics (SWAT) teams have been dispatched to respond to various scenes involving hig…

Price

$49.99

Recommendations

181501

▶ Play video
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it was a ue4 title originally, got ported to ue5 with the 1.0 release

elfin lance
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see if the lutbuilders dump

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but even then I doubt it will work

ashen herald
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We're currently limited to a sepcific UE version?

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why's that

elfin lance
#

so

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ue 5.2 and below

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draw the lutbuilder every frame

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and life gud

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we can replace it; and the mod just works

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it seems ue 5.3+ only draws the lutbuilder like one frame during loading

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and have a pretty different sample shader

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so replacing the lutbuilder isnt going to do anything

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UE 5.3+ games (like runescape dragon wilds, enotria, avowed, etc)

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need their own game mods where you modify the sample shader instead of the lutbuilder

forest sapphire
elfin lance
#

yea

forest sapphire
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rip

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yeah not seeing anything

elfin lance
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it should create a folder named "renodx"

forest sapphire
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oh wait nvm

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got two

elfin lance
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and inside of that there would be files named "lutbuilder_xxxx.cso"

forest sapphire
elfin lance
#

oh post the .cso files here

elfin lance
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I'll fix them up when I have time

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unless somebody else wants to do it

forest sapphire
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awesome thank you

ashen herald
elfin lance
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it seems FG is unhidden

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but you can add it in the steam launch arguments [I think?]

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or right after

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start LOTF2-Win64-Shipping.exe -myArg

ashen herald
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got it, FG wasnt appearing in the settings menu

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so I thought I'd have to add the arg still

elfin lance
#

gl, enjoy

ashen herald
ashen herald
# elfin lance gl, enjoy

I dont even play games, I just download them, test Reno + SK then say nice and carry on with my day kekw

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Oblivion remaster will be different though

elfin lance
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write stuff for the wiki

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write a dummy friendly step by step guide

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on reno + sk

cobalt marlin
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It's still nowhere near "wikiable" of a combo

elfin lance
#

rip

brave sand
elfin lance
#

nice

brave sand
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the lutbuilder only drawing once per frame isn't exactly a showstopper for us either

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it just means you don't get to have your config changes apply in real time

elfin lance
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but I thought the new sample shaders might be an issue

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idk what exactly griefs newer UE versions

tall ridge
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they are responsive on X i think

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or reddit

elfin lance
#

the lutbuilders for the game where already fixed; the 1 line was to fix the crashing

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and its only 1 line because of how shortfuse set things up

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making it easy for us to work on games

ashen herald
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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

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Shortfuses reshade version seems to have solved that problem

elfin lance
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yea

ashen herald
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But rn in testing LotF the issue occurs again

elfin lance
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idk why reshade 6.4.2 is taking 500 ages

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but shortfuse's reshade fixed a ton of stuff

elfin lance
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fullscreen

ashen herald
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It is

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Borderless rn

elfin lance
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so the issue is effects related?

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like if you have no effects and just renodx

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the game runs fine?

ashen herald
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Yep

elfin lance
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thats outside my paygrade,

ashen herald
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Justed added reshade and Reno atm

elfin lance
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just dont use fx bigbrain

ashen herald
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Oh I'm not using any fx

elfin lance
#

I dont really use effects outside of the analsys shader; which I toggle on and off

ashen herald
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But toggling off fx globally solves the stuttering

elfin lance
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is "toggling off fx" just making sure no effects are checked?

ashen herald
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No, it is globally disabling all fx from running

elfin lance
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interesting

ashen herald
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Let me send a video

elfin lance
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btw do you have the game these lutbuilders are for

elfin lance
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Ready or Not

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ima fix em later, and going to need somebody to test

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I dont have the game, so I can only fix the shaders and pray

ashen herald
spare bane
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you get to centralize the effects in an SK folder

elfin lance
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unless he force disables all effects

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@ashen herald if you dont use SK with the game, and just reshade as dxgi and addon64 in the game folder

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do you still get the issues

ashen herald
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Lemme test

elfin lance
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also if you have a reshade.ini next to an installer

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when you run the installer, it will apply all the settings in the reshade.ini

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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

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I just have the effects in the SK folder since I had them there before I started reno

ashen herald
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I was always wondering if you'd happen to know why SK's Pace Native Frames freaks outs when Reno is present?

elfin lance
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no idea

ashen herald
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The entire screen will freeze up

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But the game is still running

elfin lance
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I dont really mess with SK that much

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if I have issues, I just dont use it

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nowadays I just run everything with reshade and thats it

ashen herald
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doomer_wojack_smoke the struggle of having features you want to use from multiple places but compatibility

elfin lance
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SK is reserved for older games mostly

ashen herald
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Probably SK overhead

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And if you cap the framerate so your GPU isn't at 99% the problem solves itself also

elfin lance
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no other mods, no sk, etc

cobalt marlin
elfin lance
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I dont inject reshade with SK

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it might no tbe needed anymore; but I do it just to be safe

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I want to add my reshade fx settings to my mini reshade.ini

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like I have lilium's shader set to numpad1

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and all the widgets smol

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probably just a minimal reshadepreset.ini -- I'll play around with it in the future

ashen herald
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Rip, replacing streamline with latest version borks reflex and causes the screen to go magenta

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cant use MFG

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oof

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also cant use flip metering as a result

elfin lance
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@forest sapphire @ashen herald you guys here

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ima start fixing up Ready or Not and need play testing

ashen herald
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I'm off to bed now

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I can test tomorrow

elfin lance
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you got 10 min?

forest sapphire
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Im at work at the moment, i’ll be available later tonight around 10pm PST if that works for u

elfin lance
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whats that in EST

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I made the mod

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just need somebody to test it

forest sapphire
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oh nice yeah ill test that as soon as i get home. 1am est but could be a little sooner

elfin lance
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alright

forest sapphire
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@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.

elfin lance
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@spare bane -- new 5.3 lutbuilder

forest sapphire
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already looks incredible though and a huge improvement

elfin lance
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like do me a favor

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set contrast to like 100

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does it change anything?

forest sapphire
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nope

elfin lance
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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

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ue 5.3+ doesnt draw thetbuilder every frame

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so the colorgrading settings will only change on scene change

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idk what causes a scene change

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but can you please test

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also whats your peak set to?

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is it going over your peak?

forest sapphire
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nah i have peak set at 1400

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i'll test that

elfin lance
#

alright thats fine

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but yea help me out

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it seems the lutbuilders themselves work fine

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its just the sliders need a scene change

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we just have to find out what defines a scene change

forest sapphire
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oh sweet. contrast change started working as soon as i backed out to main menu

elfin lance
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ok so for game brightness and all the other sliders

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you need a scene change

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thanks for testing

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going to commit the lutbuilders

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@glossy valve incase you're interested; UE 5.3 lutbuilders work; just require a scene change

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also check out the new lutbuilders

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its easy to read

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all the hdr path cvars are cut out

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idk if its the game doing something custom, or just a new UE lutbuilder

elfin lance
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does game brightness get brighter?

forest sapphire
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yup seems to be working after exit to main menu. 500 pw vs 140 pw

elfin lance
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alright so all the sliders that are normally controlled by the lutbuilder

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(game brightness, color grading, etc) all need a scene change

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and all work properly on scene change

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whenever shortfuse merges the lutbuilders, I'll add the game to the wiki prayge

forest sapphire
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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?

elfin lance
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is there a new lutbuilder in the dump folder

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if not, try upgrading stuff like b8g8r8a8_typeless/unorm to output size

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but yea maybe the shaders for the game world are different

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if you got new ones, upload them and I'll fix them

forest sapphire
#

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.

elfin lance
#

also before you do that

#

set contrast to 100 again

elfin lance
#

see if it changes something even though its clamped

forest sapphire
#

contrast 100

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doesn't seem to be any change

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its visible in the menu and in the station area though

elfin lance
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alright

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tell me if you have more lutbuilders

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if there is no change and its still clamped, that means there is no shader for that area

raw inlet
forest sapphire
elfin lance
#

off to work

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stay awake

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wont take long

forest sapphire
#

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

elfin lance
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yep

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give me 20m

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ok done

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building addon

forest sapphire
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will do

elfin lance
#

you dont have to mes with sliders since we already know they need a scene change

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just start loading random maps and see if they're hdr or not

forest sapphire
#

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.

elfin lance
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the loading screen isnt the end of the world

forest sapphire
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for sure. i'll test the other missions too. loading screens are taking forever, assuming thats because of the shader dump.

elfin lance
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yea

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shader dump enabled is a perf hit; since its like constantly looking for a lutbuilder to dump

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@forest sapphire is it gud?

forest sapphire
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so far none of the other missions are working sadly

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still going down the list

elfin lance
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what do you mean

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they're clamped?

forest sapphire
#

yeah

elfin lance
#

did you try upgrading

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also setting contrast to 100

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so we know ifits a shader issue

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or clamp issue

forest sapphire
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contrast is 100. i’m in a loading screen at the moment, i’ll try upgrading once im out of it.

elfin lance
#

you dont need to upgrade

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you should notice contrast 100 looking "different"

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like even if its clamped, it should be high contrast

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if that makes sense

forest sapphire
#

for sure. it doesn’t look like there’s any contrast change at all. its just seems like its clamped sdr with no changes.

elfin lance
#

any new lutbuilders in the folder?

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so did this only fix one mission?

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the other lutbuilders might be compute shaders; which wont dump

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the ones that did dump the fixs look solid on my end

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so its either an UE issue or

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I'll commit these for now since they seem fine; the issue is probably more lutbuilders

forest sapphire
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so far only 1 new one got dumped

elfin lance
#

ok lets figure that out

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one second

forest sapphire
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i'll keep loading up the other missions

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finally got to another level thats working

elfin lance
#

compiling

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never seen a game with this much lutbuilders

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but the more lutbuilders the better

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since games share lutbuilders

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so all these shaders are probably in abunch of other games

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sometimes games might use only 1 lutbuilder

forest sapphire
#

still looks to be clamped with that new version.

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no new lutbuilders so far.

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got to another level that was working though.

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i'll keep going down the list.

elfin lance
#

so the latest build

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fixed another level?

forest sapphire
#

nah it was already working on the previous version

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this screenshot is from the mission that wasn't working on the previous build too

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checking the others levels that weren’t working at the moment

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no luck on either of the missions that weren't working.

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interested to know what might've triggered that new lutbuilder that got dumped

elfin lance
#

try disabling dumping

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and playing the game

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let me do a clean build

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and send you a new file

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the lutbuilder code is solid, so either:

  1. not all lutbuilders dumped
  2. the shader isnt replacing for w/e reason -- which shouldnt be an issue with shortfuse's decomp
  3. the game is doing something custom in those levels?
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ohh also after testing a map that doesnt work; close the game and send me reshade.log

forest sapphire
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just loaded into the game with that new version, dumping disabled too. crashed when entering the mission select screen.

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will reshade.log have useful info for that?

elfin lance
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send reshade.log

forest sapphire
elfin lance
#

Ready Or Not

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btw are you using any other mods/

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upgrades?

forest sapphire
#

nope, clean game install. not using special k or anything. no upgrades

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crashed again going into mission select

elfin lance
#

ok

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try this

forest sapphire
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new version didn't crash on mission select

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so far so good

elfin lance
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the log shows it wants to replace shaders

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but failed

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and there is a small fix for that; which the latest version has

forest sapphire
#

loading screen is hdr now

elfin lance
#

off to github this goes

#

thanks for testing

forest sapphire
#

one of the levels is too now

elfin lance
#

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?

forest sapphire
#

everything seems to be working great so far. loading is normal with dumping disabled thankfully

elfin lance
forest sapphire
#

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.

elfin lance
#

shit thats clipped in SDR is visible in HDR

elfin lance
#

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 kekwtf

#

contrast 100 was just a clip test

forest sapphire
#

oh yeah did that as soon as possible lmao it was melting my eyes

elfin lance
#

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

forest sapphire
#

thank you for all the time getting it to work. was using SK hdr before, native hdr is so much better

elfin lance
#

np; when I got started with renodx the guys here helped me out

forest sapphire
#

its a milsim type game. single player or co-op

elfin lance
#

I was one of the early bois so it was only shortfuse and musa before me

elfin lance
#

I did a ton of milsim and life

forest sapphire
#

its a spiritual successor to swat 4 if you ever played that

elfin lance
#

never played swat, but I love arma3

forest sapphire
#

ai squadmates in single player

elfin lance
#

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

forest sapphire
#

i’d love to try arma out. saw some reforger gameplay and it looks hella fun honestly

elfin lance
#

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]

elfin lance
#

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 kekwsit

#

shortfuse is going to wake up to a bunch of commit spam from your game kek

forest sapphire
#

sorry in advance

elfin lance
#

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)

elfin lance
#

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

forest sapphire
#

thanks for the info. im definitely down to try it out myself i’d love to contribute if i can

elfin lance
#

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

forest sapphire
#

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

ashen herald
#

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

elfin lance
#

well gud news

#

the mod seems done

elfin lance
ashen herald
#

Really helped to ground the game with the GI

elfin lance
#

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

elfin lance
ashen herald
#

At work atm so I can't test, later

summer heart
forest sapphire
# elfin lance ping me if it works or not

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.

forest sapphire
#

you can actually see the sun and clouds now lol

ashen herald
#

Another game saved by HDR

#

What happens when we've conquered them all though?

forest sapphire
#

we find something else to obsess about instead of actually playing and enjoying games

unborn verge
#

So true

earnest bolt
#

Easier to just play games pepe_toast

unborn verge
finite basalt
#

@elfin lance so lords of the fallen 2023 doesnt need any resource upgrades?

#

you just disable native hdr and use the unreal renodx plugin?

sacred zinc
#

Oblivion does not come with HDR ootb. Hopefully this will work

sacred zinc
#

Thanks

hearty anchor
#

Nevermind it wasn't even running in dx12 lol

#

The real test starts now 💀

molten pulsar
#

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

tall ridge
finite basalt
#

this mod generally does all unreal stuff, just games that are doing slightly more custom stuff need to have it added

molten pulsar
#

i see

#

i figured most games use entirely their own custom assets so that would require a custom implementation for each game

unborn verge
hearty anchor
#

Dunno why renodx in dx12 makes it way more unstable

jovial trout
elfin lance
finite basalt
#

sadly im stuck waiting for them to patch dlss back into gamepass version

#

devs are silent

elfin lance
#

just get the steam version for 20$

#

or less

west stump
#

@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.

elfin lance
#

compared to native hdr?

#

I posted this 1s, if the scene si good I can retake it with no renodx

elfin lance
west stump
#

Not the best example sadly

elfin lance
#

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

bold gulch
elfin lance
#

if anybody has a ps5 and could take pics of ps5 hdr not having the srgb missmatch

bold gulch
#

Ya true ps5 defaults to 2.2

west stump
elfin lance
#

that would be proof

west stump
#

?

bold gulch
#

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

elfin lance
#

I just heard somewhere in the grapevine the ps5 doesnt have srgb/2.2 missmatch issues

elfin lance
#

if thats the case you could show off:

-> 2.2 sdr in hdr

-> native hdr [with missmatch]

-> ps5 pic

west stump
bold gulch
#

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

elfin lance
#

imo they're doing custom stuff there

#

not the best example

#

if the goal is base UE getting fixed

west stump
bold gulch
#

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

elfin lance
#

@west stump

#

is that what you want to see?

#

@fallow mica does a good job taking pics

bold gulch
#

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

elfin lance
#

yep

#

"we like srgb, you see more detail"

slow hinge
#

is someone making a oblivion remastered renodx mod

hearty anchor
#

Gonna try editing my undervolt curve a bit see if that fixes the issue

neat wigeon
#

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?

unborn verge
#

Disable frame gen

neat wigeon
unborn verge
#

Dunno, my GPU doesn't support it
But afaik renodx has issues with frame gen, in some games at least

tall ridge
#

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

hearty anchor
#

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

elfin lance
#

@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

rotund zinc
# elfin lance probably looks great in hdr

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 🤔

elfin lance
#

I fixed ready or not the other day

#

so it should work just fine

#

the pics the dude who playtested sent look good too

rotund zinc
#

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

elfin lance
#

RON?

#

ohh ready or not

rotund zinc
#

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

elfin lance
#

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

rotund zinc
#

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

rotund zinc
rotund zinc
#

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

elfin lance
#

hdr just isnt that popular

#

they might not liked how it looks

#

and didnt want to invest more time

rotund zinc
# elfin lance I just fix shaders people sent me

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?

rotund zinc
# elfin lance they might not liked how it looks

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

rotund zinc
elfin lance
#

gl; if you find more UE games that dont work

#

feel free

rotund zinc
#

sorry for the million qs

elfin lance
#

(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

rotund zinc
#

if ive understood correctly?

elfin lance
#

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

rotund zinc
#

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 😂

neat wigeon
#

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 :)

elfin lance
#

send reshade.log

#

after the game crashed

neat wigeon
elfin lance
#

give me 30s

#

Eternal Strands

#

delete the other unreal-engine addon

#

and ping me if it works

neat wigeon
#

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

elfin lance
#

upgrade R10G10B10A2_unorm to output size

#

and restart

#

select advanced, find R10G10B10A2_unorm, move the slider to the right

#

and then restart the game

neat wigeon
#

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?

elfin lance
#

what version of UE is the game on?

#

the sliders might only work on scene change

#

if its UE 5.3+

neat wigeon
#

5.3.2

#

ye

elfin lance
#

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

neat wigeon
#

yup made a grey scale

elfin lance
#

which isnt a big deal; just set it up once and enjoy

#

alright

#

so the mod works

#

just needs a scene reload

neat wigeon
#

seems as though it has frame gen flicker unfortuneitly

elfin lance
#

is it in hdr though

#

when its not in grayscale

neat wigeon
#

lemme check

#

just crashed :)

elfin lance
#

rip

#

are you on

#

the dev build of reshade

neat wigeon
#

yes it is infanct in hdr

#

im on the build thats pinned

elfin lance
#

yea

#

I guess I can commit the fix real fast

neat wigeon
elfin lance
neat wigeon
#

gotcha

elfin lance
#

fix(unrealengine): fix Eternal Strands crashing on start up

neat wigeon
#

the framegen flicker seems to be limiting the peak brightness to 200ish for the generated framed

#

frames^

#

based on the graph

elfin lance
#

ohh

#

you need to downgrade FG

#

to 3.8.1

#

fg .dll

neat wigeon
#

ah rip

elfin lance
#

for FG to work with reno

neat wigeon
#

think that'll ever get fixed?

#

oh wait

elfin lance
#

thats an nvidia issue

neat wigeon
#

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

elfin lance
#

get 3.8.1 from here, and replace it

#

it should be in the streamline folder

neat wigeon
#

yup it works with 3.8.1

elfin lance
#

enjoy!

neat wigeon
#

thanks so much

elfin lance
#

np

spare bane
#

@elfin lance I wrote the logic for HDR ini in oblivon

#

Pass output type. If HDR, use pq RenderIntermediatePass

neat wigeon
#

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

elfin lance
#

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

elfin lance
#

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

neat wigeon
#

strange. and im guessing its not something you can even begin to diagnose on your guys end

elfin lance
#

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

neat wigeon
#

seems as though it may be native forced hdr for me until that gets functional

spare bane
#

DLSSFG working in the first place is a happy accident

neat wigeon
#

fair lmao

spare bane
#

DLSSFG breaking is pure Nvidia evil

neat wigeon
#

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?

elfin lance
#

yea

#

when a game has native hdr

#

the first thing we try to do is fix the native hdr

neat wigeon
#

i mean the ini forced hdr that all unreal titles have^

elfin lance
#

because that way you dont have to worry about upgrading resources, stability issues

neat wigeon
#

not proper native hdr

elfin lance
#

ohh

neat wigeon
#

like oblivian

elfin lance
#

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

neat wigeon
#

ah

elfin lance
#

I have to read shortfuse's obvlivion code to see if its something that could be made "universal"

neat wigeon
#

so its a but above what you can just do in configs then?

elfin lance
#

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

neat wigeon
#

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

elfin lance
#

you could techinacly write the cvar override into addon.cpp

#

but that would be a ton of code

neat wigeon
#

heres the other question

#

would doing that still break the transformer fg?

elfin lance
#

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

neat wigeon
#

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

elfin lance
#

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

spare bane
#

it'd basically be the upgrade off option now

#

technically it's an SDR option

elfin lance
#

just no swapchain upgrades/resource upgrades

spare bane
#

because no upgrades means SDR users can use it, and dual benefit means you can support hdr ini

neat wigeon
#

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

spare bane
#

probably smarter to intercept the attempt to read the Engine.ini than deal with per game executables

neat wigeon
#

i would agree

spare bane
#

you return the file contents but with the ini option set

elfin lance
#

how would the proxy shader work btw

neat wigeon
#

so this is basically what was done with wukong?

#

just without making it universal

elfin lance
#

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

spare bane
#

you encode pq

elfin lance
#

or would you move swapchainpass to the UE composite shader

spare bane
#

which fits in rgb10a2

#

let UI be griefed

elfin lance
#

with ini hdr, UE spawns a composite shader

spare bane
#

or find the output shaders

elfin lance
#

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

neat wigeon
#

UI works like 99% properly in ini forced hdr for most games

elfin lance
#

just did gamma correction in the composite shader spawned when doing ini hdr

elfin lance
neat wigeon
elfin lance
#

but 5.2 and under the UI is hard griefed with ini hdr

#

maybe 5.1 and under

neat wigeon
#

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

elfin lance
#

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

neat wigeon
#

ah

elfin lance
#

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

neat wigeon
#

does that addon have a way to know the UE version?

#

oh i see

elfin lance
#

it wouldnt need to know the UE version

neat wigeon
#

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?

elfin lance
#

it'll see "shader 0xdeadbeef spawned, replace with renodx-0xdeadbeef"

#

0xdeadbeef will only exist in certain UE versions, so the others wont matter

neat wigeon
#

they're not gonna spit out the same shder on multiple versions?

#

thats convenient

elfin lance
#

if ersh's og addon is anything to go by; no

neat wigeon
#

wonder why his addon needed to be split into two versions then?

elfin lance
#

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

neat wigeon
#

yeahh the version im thinking of in my head would be for games that lack ingame hdr toggles or settings

elfin lance
#

but yea getting stuff to work with ini tweaks wouldn't be that crazy; and I'm sure something shortfuse plans on implementing

neat wigeon
#

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

neat wigeon
elfin lance
#

so

#

to make things simple

#

the lutbuilder is where the game does its tonemapping

#

we strip out UE's tonemapping

#

and run renodrt

spare bane
#

to be fair, we reference it

elfin lance
#

yea; still need graded because of dynamic memes

spare bane
#

and compute a hdr version of it, which is what Unreal should have done

#

Unreal strips out the SDR tonemapping when in HDR

elfin lance
#

yep

#

enotria cvar is like 1 step away from decent hdr

#

its like pre-shift aces (grading strength 0)

spare bane
#

oblivion is stock "aces" sdr tonemapper, except they also use SDR luts

neat wigeon
#

the tonemapping is happening at the very end, correct?

spare bane
#

yeah, it's considered a postprocess

#

converting linear 3d rendering to something reasonably viewable

elfin lance
#

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

neat wigeon
#

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?

elfin lance
#

the lutbuilder fixs are still required; or else you get no grading

neat wigeon
#

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

elfin lance
#

if you set grading strength to 0 in the UE addon; thats more or less how ini hdr with no lutbuilder mods would look

neat wigeon
#

i see i see

spare bane
elfin lance
#

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

neat wigeon
#

i see i see

elfin lance
#

everything after the if statement gets scrapped

neat wigeon
#

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

elfin lance
#

let me take some pics of ini hdr with no lutbuilder fixs

neat wigeon
#

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

elfin lance
#

stupid game is crashing now

#

potato game

neat wigeon
#

oblivian? lmao

elfin lance
#

no

#

enotria last song

neat wigeon
#

ah

elfin lance
#

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

elfin lance
#

unpacking clair obscur

#

unreal 5.4.4.0 despairge

#

PDB FILES!

elfin lance
#

bworking on it

#

0x9FB83C96

cobalt marlin
elfin lance
#

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]

neat wigeon
elfin lance
#

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

tired mulch
#

expedition 33?

elfin lance
#

yes

elfin lance
#

and enable b8g8r8a8_unorm and typeless upgrades

#

thats it

static jackal
#

game installed, will give it a test in a bit 🙂

left wolf
#

legend

#

Gamepass verison crashes 😦

static jackal
#

no crash on my end

static jackal
elfin lance
#

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

elfin lance
static jackal
#

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.

static jackal
#

ok downloaded the new file.
i assume it's correct like this?

elfin lance
#

but if its stable/not artifacting

#

might not matter

static jackal
#

alright sweet, thanks marat 🙏 lightning quick work on this one, much appreciated

left wolf
#

What is the method for adding the reshade dxgi.dll to gamepass games, I just dump it to another game and copy it over

elfin lance
#

one second

static jackal
elfin lance
#

@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

left wolf
#

Sound

elfin lance
left wolf
#

I know how to do it, but might as well make a lil video

elfin lance
#

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

rustic sail
elfin lance
#

also are you sure its B8g8r8 not R

rustic sail
#

double checking

rustic sail
elfin lance
#

d.w gl

silk pumice
#

Hi, when installing reshade I should select Sandfall-Win64-Shipping and not Expedition33_Steam right?

viscid mirage
#

yes

silk pumice
#

and the addon goes in the same folder Binaries/Win64?

viscid mirage
#

yea, the same location where Sandfall-Win64-Shipping.exe is

silk pumice
#

thanks!

viscid mirage
#

np

distant shadow
#

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.

distant shadow
#

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.

left wolf
#

video nearly done

#

covers everything

distant shadow
#

Cool stuff. Like the one you did for Cyberpunk? That one was great and really explanatory of all the settings.

near crown
#

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

viscid mirage
tight acorn
viscid mirage
#

can't guarantee you that it'll work for the entire game, you may need to update the addon

distant shadow
tight acorn
#

All broken without reno

distant shadow
#

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.

warped rampart
#

no hdr better than default ue hdr

old nebula
#

why am i stuck at 203nits after updating the game?

left wolf
#

imagine if they changed whats required after i finish video 🙂

unborn verge
opaque birch
#

how are we doing for morrowind

#

sorry i mean oblivion

left wolf
#

Where is this

#

the pinned one is just the normal 6.4.0

viscid mirage
#

#🧩renodx-dev message

#

basically a nightly version with some reno fixes

left wolf
#

pain

#

used 6.4.0 in the video

viscid mirage
#

oof

left wolf
#

nothing changes, but the UI of the reshade a smidge different

viscid mirage
#

yea I don't think thats a big deal though

left wolf
#

ahhhhhhhh I rendered the video at 1080p

#

and i just pressed public

#

pain suffering emptyness

viscid mirage
#

noo

silk pumice
left wolf
#

dunno but the game crashes SO often for me

exotic spire
primal bane
#

lol, they left the pdb

primal bane
glossy valve
#

What kind of issues?

marble stump
#

Yet another big UE title without HDR doomer_wojack_smoke

#

Microsoft allergic to buying their devs HDR screens

warped rampart
#

E33 isn't published by Microsoft

#

and the dev team is super small

marble stump
#

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

tired mulch
#

Tl dr on what the pdb does to help modding?

near crown
#

It's still a pretty impressive work for a 30 people team, it even have ultrawide. ( Well cinematics is bugged)

tired mulch
#

And why devs lesving it in is a good thig

cobalt marlin
#

Pdb still there is an omission

viscid mirage
#

cutscenes with black bars are clamped for me in e33

earnest bolt