#✅RenoDX: Unreal Engine
1 messages · Page 4 of 1
but you have to make the file readonly
and maan, this game is a turn based souls like lol
Turn based
Souls like
What
unironically that's the best description for the gameplay lmao
the bloom in exp 33 seems intense
Out of the box SDR or while using RenoDX?
I've just tried SOTR with Renodx, but I have noticed sliders did not make any difference. What did I do wrong?
Hi, apologies for the possibly stupid question. But how do I "upgrade B8G8R8A8_UNORM, B8G8R8A8_TYPELESS, and R10G10B10A2_UNORM to output size"? Thanks
You have to switch to Advanced settings mode.
Ah OK I'll take another look
Cutscenes are 16/9 with black bars, but on a 21/9 wide screen it also have the vertical black bars, can it be fixed ?
Like just a zoom so it can take all the screen
https://github.com/Lyall/ClairObscurFix lyall is doing the usual uw fixes
Lyall is GOAT
Nice thanks, it's not out yet but soon i guess
how is the french VO? anyone tried it?
yeah it's good, better than most other games but i'll go for a 1st run in english even though i'm french
Original VA is in French?
I don't know but lip Sync looks good in both
Comment oses-tu ? lol
Nah, if the actual OG VO is english then it's the way
excellent
I think the og vo is english because sometime they speaks french ( with a weird accent xD "poutain poutain" ) and i remember in a english trailer a character speaks french with those monster like npc
So i dont know what the issue is but the steam version of the game, no crashes in 2 hours
game pass with hdr mod, crash essentially every 5mins
while using renodx fix, sorry for late response
any way to tone it down a bit?
@viscid mirage I'll fix the cutscenes when I get home
it might either be: upgrading rgba8 or upgrading bgr8 with the aspect ratio of the 21:9 cutscene
or you can try and fix it now + add game defaults; since shortfuse merged commits
@left wolf you want the pinned reshade installer because of perf; also in an 30m-hour or so the unreal addon will finish compiling on gihub; and the official link will work with clair obscura
I’m stuck at 203 nits. Do you know why? I restarted the game and everything is set up as intended
How can I enable the nits window on the right?
Liliums HDR analysis shader in reshade
I don’t know why, but I disabled chromatic aberration, and now everything is fine
It's the bloom that make the image so grey ? When there is a fight, the image is great with renodx but during exploration it's grey and blurry even if I have deactivate CA and other effects
dlaa is broken and also doesnt work with reno
Hi @spare bane ! I'm playing around with UE to prototype a game and the default in-engne HDR implementation seems to be quite limited. Do you think it's possible to create a generic UE fab.com plugin based on beautiful RenoDX codebase for drop-in HDR support in newly developed games? It could bring some revenue and help the developers at the same time. WDYT?
do I miss something? I restarted the game after setting these things, but the game brightness seems to only react to the UI brightness setting
It's expedition 33 and I'm using the unrealengine add-on from the snapshot release on github and Reshade 6.4
Didn't work for me
i have the same bug, my peak brightness is locked at 203nits
i'm using native hdr while waiting for the next build
how can i activate native hdr ?
Thanks
With that sharpening post processing filter rubbish its pretty much unplayable right now. We need to get that one fixed first. It looks just horrendous.
What’s the path ?
do you combine this with the UE Renodx mod?
Same
%localappdata%\Sandfall\Saved\Config\Windows
no
Ah thanks
RTX HDR at the moment seems to be the best option, would be nice if someone found a fix for the issue with being stuck at UI brightness levels
Doesn't this fix it? #1364916085954183168 message
Did anyone find a solution to this? Are my settings wrong?
I meanwhile also tried with the nightly build mentioned, also doesn't work
I'll wait for marat to look into the issues
You need to reload a scene for new settings to take effect
I tried
I think I'll wait until it's officially out, spent hours already today trying to get it to work.
Thanks for this!
at night in the game, some objects or character models 'shadows' are kind of this Red Hue, not dark like theyre supposed to be. Is there a particular setting in in RenoDX I should be changing? Thanks for your time
the shader needs a clamp at the end
is this Vanilla though?
Im sorry, Im new to this - This is just running the game with the Reshade add on for Gamepass that I followed a youtube video for. How do I put clamp on it? If thats possible - sorry, totally new territory for me, modding HDR into games that dont have native support. Thanks for your time.
can you try the reshade version that's pinned in #🧩renodx-dev ?
Are you referring to this one? ReShade Setup.e5d213e.swapchaindesc-proxy
yes
Because thats the one I used for this install
I used this Youtube video for a guide https://www.youtube.com/watch?v=d_mjLVX3Vec
Development and Reshade files are currently hosted on the HDR Den Discord: https://discord.gg/R2Bt3uptw6
When the mod has been fully tested will be hosted on Github instead - will update description when that happens.
Reshade Addon: #1321685184852135967 message
Modified Reshade (inco...
Youre the 2nd person reporting this issue, not sure if Kal. managed to fix it
but I think it may be related to DLAA @ 4K
can you set the option to Off and share a screenshot?
Kal had it running stock :/
For sure, which Option set to Off? Like the entire RenoDX and just leave my HDR from Windows "On"?
RenoDX preset on the top has an Off setting
Im not able to run at 4k dlaa, I wish. Im running DLSS Balanced to 4k right now. DLAA killed my performance on this one for sure lol
Yeah, just a minute, need to reboot game and take a shot
just in case, you don't have to reboot the game to do that...
well whoops, my bad lol. But It wasnt changing anything when I switched it to "off" in the Reshade menu.
Rebooting now with it set to "off" from the start
Thanks for taking the time to troubleshoot this with me, I appreciate it
it looked so great during the opening daytime scenes, but ya, this shadow bug during night scenes just seems baked into HDR being on, even with RenoDX off
Gimme some time, working on a build
Haha. Nice work mimicking the exact same spot
Thanks for your help as well. I hate being the totally ignorant newbie on a subject and relying on everyone else, but I am stuck in that situation in this case. I appreciate everyone's time
@spare bane sorry for pinging again, but I'd really want to know if it's something feasible.
If you can link me to some documentation on what kinda plugin you're thinking about using I can look into it
I think the 21:9 cutscenes are fmvs
Yeah, some of them are, some of them you can make run at 60fps though, someone already made a mod for that
Like the ones 'in game' are at 30 fps by default, mod to make them 60. But the locked in cutscenes, youre right those seem pre rendered
the reason I mention that is
they're clamped to game nits
so its not a lutbuilder issue; but more of a game issue
Oh ya, I would imagine we cant do anything about those. But if anyone is playing and wanted 60fps for the 'in engine' cutscenes, heres a link to mod them, https://github.com/Lyall/ClairObscurFix/releases/tag/v0.0.1
ok lyall confirmed the clamped cutscenes are 21:9
alright so it seems the generic unreal engine side of things
the clair obscur mod is pretty much done
only thing left might be potential future lutbuilders
also Ritsu plans on making a seperate mod that uses sample shaders
Awesome, thank you, gonna give it a shot now
so known issue with clair obscur: dlaa clamps game to 203 nits; so use DLSS quality
It fixed the "Red" in the environmental shadows for me, but, the NPC face shadows still appear reddish. Might just be this scene, ill push further into the game to see what it looks like. But huge improvement, playable now. Thank you
Vanilla / NeutralSDR / Dice 1.f / Frostbite 2.f
@viscid mirage Thought you might be interested, I'm currently using dice and I like it
nice, although in my experience DICE with 1.f peak can sometimes grief things a little. Whereas DICE 2.f is much safer and only really adds a little bit of highlight sat when it needs to. or just make it user configurable
for the vanilla path you're doing saturate in the PrepareLutInput func? is that really how its done in vanilla
I'm actually not sure anymore how vanilla UE encodes the LUT input in the output shaders lol
I thought its PQ, but I'm not seeing that in your shaders
yea vanilla completely clips with your mod
and the cutscenes are also clamped
Used to be PQ, but apparently newer UE versions just log encode it
I misunderstood that and thought it just saturates, comparisons above are without the saturate I just didn't push the code
But now that I know lutbuilders are getting full untonemapped, I'll just add perChannelCorrections there
Yea sounds like a great idea
That's kinda odd
I assume it's an optimization, PQ is heavier
Sorry for the long reply, my timezone seems to be opposite of yours 🙂
I was thinking about either fab.com (epic's store for UE asstes and plugins) engine plugin/tool or UI/menu tool:
https://dev.epicgames.com/documentation/en-us/fab/asset-file-format-and-structure-requirements-in-fab#tools&plugins
For example, this plugin wraps the Steam API calls and presents them as nodes for the editor:
https://www.fab.com/listings/d101542d-2534-4b2c-be16-e9b3e5cd4d04
Or this Menu System actually provides the UI for HDR settings and the blueprint logic of propagating the selected settings to the engine itself:
https://www.fab.com/listings/899d8fd6-ce40-4c4e-aa82-3fce041fe3ce
Currently, the built-in UE blueprints and c++ methods allow to use these display output types (docs https://dev.epicgames.com/documentation/en-us/unreal-engine/high-dynamic-range-display-output-in-unreal-engine):
0: sRGB (LDR) (default)
1: Rec709 (LDR)
2: Explicit gamma mapping (LDR)
3: ACES 1000-nit ST-2084 (Dolby PQ) (HDR)
4: ACES 2000-nit ST-2084 (Dolby PQ) (HDR)
5: ACES 1000-nit ScRGB (HDR)
6: ACES 2000-nit ScRGB (HDR)
And mainly 1000-nit ScRGB and 2000-nit ScRGB make any sense to use for HDR, but it would be great to have more granular option for configuring the output. There's no Max Brightness, no Average Picture Brightness options, no tweaking of EOTF in general. The RenoDX repo already contains the mapper/conversion logic and I suppose it's possible to pack it in a way that it's accesable as a node (or even as a pre-built menu UI) to use in editor.
The main idea is to make full tweakable HDR easier to implement and use for devs using UE. We wouldn't be in the current situation with broken/disabled HDR on release in most UE games if those tools were accessable to the devs. The monetizations is just a pleasant bonus.
@glossy valve btw UE always defaulted to LOG -- its just in the early ass lutbuilder fixs; like smt5 days
we swapped the input color from log to pq [not something UE did; something we forced]
and then remember we did pq encode/decode in the sample shader
when shortfuse started working on Crisis Core; he realized thats a waste of code
and we can skip the entire sample shader if we keep the input color in the lutbuilder as log
hey, sorry for the necro reply but is there anything special I need to do to use renodx with IN? I have been coping with RTX HDR all this time and had no clue someone did something for this game 😭
need to install ReShade as d3d12.dll or else the game gets pissy
otherwise, just set the upgrades on the wiki and it should works
got it. thanks!
if you need help getting it working, just let me know and i'll help you out 
Some games are washed out after using this. Like hogwarts legacy or star wars jedi survivor
on
off
I think for this specific mod
it replaces the native hdr
while for normal renodx mods
it enhances the native hdr
they work differently
yeah ur right
Game HDR off RenoDX on
but i dont see a difference between game HDR and RenoDX hdr, at last not in that scene
or im blind?
I don't recall the issues with the native hdr
and how renodx improves from that point
you'd need to check 3d elements in game
so basicly. its ok to stick to game HDR?
just use reno
k
it'll be better than native i expect
will check hogwards legacy too then. its second game thats washed out
you need the in game hdr to be off, that's why it's washed out
hogwarts should be much better
yeah, that guy above said that
according to koklusz jedi survivor native hdr isn't bad
but yeah reno would be better anyways
sicne you have more control
yeah looks good
but before i was able to disable hdr in game, game crashed like 2 times 😄
Forgive Me Father no RenoDX
RenoDX
it has no HDR setting in the game
jedi survivor is very custom and need its own mod
it doesnt have it
has rasied black floor but not gamma mismatch
and some exposure boost i think
UE addon doesnt work with every game
some games need their own mods
i know
jedi survivor is one of them
well so far ive tested 5 ue games that arent listed and i have them
all seems to work
san andreas, forgive me father, hogwards lecacy, alone the dark and jedi survivor
jedi survivor is just in sdr if you use that addon and turn off in game hdr
its not
this image is HDR and its RenoDX and game HDR off
just that i dont see difference between this
which is game HDR only
is the contrast slider working
in the game or in renodx>?
reno
i dont think so
it is not working
but its still hdr
did you turn off auto hdr or rtx hdr
i have amd
which should i enable?
but mate i use app to view images that says if image is hdr or sdr
here
its this native ?
renodx
do you have gamebar
yeah thats it
its still in sdr
just in hdr container
ya
Here is the more fashion way 😄
its sdr
ui birghtness silde always work
but it just control the overall brightness of the image
i can put any sdr image in hdr
no
dude
way different
i showed 2 photos here
1 in game hdr
let me show you
pay attention to highlight details
looks very different here
image on the right is sdr which looks clipped
they are very different
looks at waveforms
the image with renodx is just a very bright sdr image in hdr container
ok, so how to check if game is really hdr with renodx?
sliders work
ui brightness should only control the ui brightness
not that whole game
well
btw
in 99% of mods downloaded from here ui brightness controls both
if you pay attention the waveform of renodx
you can see some artifacts near black
which also indicates its SDR, because SDR is 8 bit
these horizontal lines dont show up in real HDR
then most of them is not working
test them with lilium's HDR analysis shader
so it looks like that it only works with Forgive me Father and Sand Andreas
for me KCD2 mod doesnt work at all
none of the sliders works
KCD2 is not UE
It’s sdr in an hdr container
That means the lutbuilder isn’t being modified
Because they do a bunch of custom stuff so it’s not part of the universal mod
The peak brightness doesn’t extend past the game brightness. It’s just setting an insanely high average brightness and callling it HDR. Equivalent to playing in SDR with your TV brightness set insanely high
Wuthering Waves
I need help
RenoDX, Ihanven't done anything yet
No change to FG
The screen lights up and goes dark, I don't know why there's a problem
I understand now. So I can confirm that GTA sa definitive edition works and forgive me father works too. In Both games sliders works without problem
Haven't worked on it since July
Pretty sure HDR support just needs cbuffer changes for SwapchainPass. I don't even think I need to change shader code
It has no mod to download though
Check the releases on the GitHub
https://github.com/clshortfuse/renodx/wiki/Mods its not here
there is a lot of threads here that doesnt have mod to download
That's the wiki. Releases
Ah doesn't seem to be there. Hmm
Can you provide correct link then?
Yeah I don't know how to use that
It would be for devkit. Essentially unfinished. I thought I had made a build for it, but guess not.
Does it take a lot of time to do that?
Probably would need to see if somebody wants to finish it up. @bold gulch was last messing with it
Ok
Ran into a funny bug/shader issue in Wuthering Waves
these are supposed to be dark brown leaves
the main thing stopping it is the irrational fears of the community that makes skin mods and their attachment to a tool that's rapidly approaching obsolescence. The process of patching pak mods to work is not exactly easy but it's very safe for the end user. We patch the check, maybe they check if the check is patched but then we patch that check too 
Realistically though nothing will happen unless I make the effort to reach out to modders and convert them
Well they developed it on ue5.0 initially then upgraded to 5.3 for the beta tests and only did 5.4 as a last minute thing for launch. it's a custom engine build so I'm sure their graphics pipeline retains a lot of characteristics of 5.3 and earlier
Is lotf2023 the lotf on steam? I dont get what is the 2023 version
There is a 2014 release with same name
They used the same name for the reboot or whatever the new one is
are you using the newer reshade or just 6.4.1?
Using the one that's pinned in the renodx channel here
the one with better performance
hmm.. does it happen with Vanilla tonemap option?
Hmm I got black screen in lord of the fallen
upgrade rgb10a2
uhhhh how do I do that
I have 6900xt
you're probably on Simple, you have to change to Advanced
Settings Mode
it's related to a framegen buffer that rtx30x0 series don't get
🙏
Different kind of wrong, the leaves turn pitch black instead
Ah damn EAC block didnt work
left is renoDRT, right is Vanilla tonemapper
Does that still work for you?
does friend also need it?
co-op probably wont work
I think a friend tried to play co-op, and it didnt work for him with eac off
how annoying
git gud and play solo 
the vanilla game has broken colors and relies on something that being "fixed" by the inherent SDR clamp
i have to make some changes to track what shader you're using
RenoDT
Vanilla
RenoDRT
Wuthering Waves screen changes between brightness and darkness
are you using frame generation?
Using FG
turn it off
The problem encountered with FG is different from this one
The problem encountered with using FG is that the screen flashes abnormally
Turn off FG, the screen still lights up and goes dark
I suspect that Kuro added something to Wuthering Waves that caused RenoDRT to not work well
Because I have done a lot, reinstalling the game, reinstalling Reshade, turning off FG, etc. have all encountered screen flickering
idk anything about wuwa; but I see people talk about turning off
some sort of "kurotonemapping" cvar
in engine.ini
This is RenoDRT data, just like before
Game works fine
Okay,l'll give it a try
What screen flickering
Characters jump,the sky brightens and darkens
I wonder if there is a shader that runs after the sample shader/lutbuilder
try disabling kurotonemapping
if that doent fix it
somebody who plays the game needs to look into it I guess
I definitely do not have flickering
RenoDRT
kuro tonemapping off?
yea
bbb might have to turn off kuro tonemapping
honestly should probably tell everyone to turn it off at this point
help him
but it makes vanilla sortof unusable
FG has been closed
I don't have it turned off personally
because the game default's grade relies on having it on to work or everything is just super blown out
Eneine.ini has also been deleted
the clamping only happens on certain vfx
like jump attacks
try switching to yang yang
look at the sky
and then jump attack
#1321685184852135967 message
best way is for someone to get the missing output shaders unclamped
jank way if you dont care about the game's original grade is to just turn kurotonemapping off
every problem comes from whatever kuro is doing
I assume if I'm using renoDRT it being off shouldn't matter?
I guess renodx is just kinda borked for the game then?
make your own color grade for the game
problem solved
well, or wait for someone to fix it 🙂
r.KuroTonemapping=0
in engine.ini
show me your engine.ini
I might try to mess around with Slitterhead later
the game has native hdr; but its shitty aces
@spare bane it seems hue correction griefs this game (slitterhead) -- I'm using the new untonemapped ap1
vanilla -- reno default -- reno 0% hue correction
it kills the green tint
how does the scene look with scene grading strength 0, so just untonemapped
they don't matter I think if you have the color grading strength set to 0
get ignored
you're right
your setup is just borked
hmm that explains why it looks like that with the per ch stuff, but yea it breaks the scene here
everything works including FG
probably because it's not supposed to be used for sdr luts
hue correction off looks solid though
so its fine
and yea
the game uses an sdr lut
even if you bring the blowout restoration back up to 50
FG has a problem, your problem is the same as the one I encountered
Look at the sea of clouds below
FG closing is good
Maybe I should try reinstalling it again
the cie diagram though 
probably recording issue
been playing for 30 minutes and its fine
maybe the default should be 0 or 50 for that then
even 50 is too strong
Take a look at your RenoDRT data
might be saturation correction @viscid mirage
vanilla -- reno default -- reno hue 0 -- reno hue 0 sat corr 0 -- reno hue 100 sat cor 0
Wait there are shaders you're still missing?
For wuwa?
This can extract the bytecode shaders from ueshaderbytecode archives, have to do some cross referencing with the actual source materials but should be able to get anything that cant be dumped https://github.com/WistfulHopes/UEShaderMapExtractor
I can also send over the random Chinese fork of renderdoc I found that somehow works with every anticheat
worked with Nikki so should be good for wuwa
this game is actually
really fucking fun
slitter head
I was going through installed UE games for fun
and I'm actually surprised
Wuwa
I will install the game again
I still encounter alternating brightness
and darkness in the screen

It's supposed to be only at the tonemap section. The right math is probably to also restore the SDR version equally so when it samples from the LUT it's not blown out, but that's super inconsistent
Hue correction is basically take untonemapped hue. Per channel tonemapping isn't supposed to wildly change shadows
ah that makes sense
SDR LUTs will
untonemapped here, with the new color atleast
is too crazy
since we moved untonemapped remember
Yeah, it's a balance of ungraded and actually tonemapped
We should store both
Ungraded AP1
Untonemapped AP1 where it's always been
ungraded ap1 = new color [around the dot function]
untonemapped = old
Or lut input or something
The thing is, I wanted to control the gain they do before tonemapping
It's fine for oblivon, but not all ue
either way the lutbuilders are solid; so you can merge them
I assume if you add a new color
you'll automate all of it
I can go through it
thank you
the clair obscur lutbuilders all use the new color for untonemappedap1
and I think your oblivion lutbuilders do too
also the slitterhead lutbuilders in https://github.com/clshortfuse/renodx/pull/201
unless you manually changed the other sm6 lutbuilders; thats it
not sure if @spare bane would be interested in that fork
oh?
works with every anti cheat? 
even capcom?
is it malware free
ngl when I hear chinease fork
all the red flags start going off
because long ago before windows got ps gamepad support
there was an app that handled it, and it was chinease malware
back then i think there was ds4 windows
and then there was another competitor
input mapper or something
then it died
only ds4windows left
and that died too
idr the names
but now the only thing that matters is
steaminput

Do you want me to close my pull request for now while you figure out the ungraded/graded stuff?
@torpid glacier
I added remnant2 to the unreal engine modlist long ago
you just have to Upgrade R10G10B10A2_UNORM, output size
to do that set the top slider to advanced, drag R10G10B10A2_UNORM to the right until it says "output size", restart the game, and enjoy
it should look like this
ok. thats a massive thank you from me. and just to confirm this setting is in the reno gui. right?
yes
press home
also use the reshade installer pinned here
understood. thank you. I didn't mess much with the gui in expedition so wasn't sure. And can this be done for Banishers as well? thats another unreal engine game
i didn't see it in the reno github list
yea we need to do a better job adding games to the wiki 
but yea you can always try banishers
it seems the banishers lutbuilders are in the code
you might have to upgrade, if it doesnt work out of the box try upgrading:
B8G8R8A8_TYPELESS, B8G8R8A8,UNORM, R10G10A2_UNORM
wow! thank you so much
np, gl and enjoy
I tested all the remnant 2 biomes; so I think I got all the shaders
perfect. I'm so excited. I really want to play that game in hdr
thank you. You are doing God's work
.
thank shortfuse; he did all the heavy lifting
us greennames just get to fix individual games since the "framework" is done
remnant2 should probably look way better on the current version of the mod
Really that game is just one of my favorites and thanks for showing it some love
also have a quick about expedition so I'll switch to that thread
Oh yeah it totally looks sus as hell and it trips a bunch of virus scans but so does plain render doc
Anything that bundles python and a debugger will
Seems totally clean, nothing extra changed in my registry, no network connections etc.
And ok idk about every anticheat but it worked with Nikki and marvel rivals and eac can be disabled in 9/10 games anyway. No clue about Capcom.
I actually hadn't opened the dlls yet but I had a quick look at the main one and lol turns out the main thing is that they signed their loader with some really good (stolen I assume) certs but I mean that does work at least until it doesn't
capcom has some sort of meme anti tamper
It does crash a bit more often than normal renderdoc so I just kinda swap over after I make the recordings. I assume it's just because it's a fork compiled by some random guy
But don't people mod the hell out of Capcom games
REFramework modifies the anti-tamper a bit
to allow proxy dlls
but it doesnt completely remove it
and I dont think it removes the debugger check
Oh well I know roughly how reframework works since ive been working on uevr which uses the same techniques and is the same author so I'm guessing that's a very easy thing to change
apparently its 1 instruction for proxy .dlls
There's a lot of intentional nerfing in those mods and even so they're still the best hacking tools I've seen
anyawy ima brb, shortfuse if you need me to change anything in the slitterhead lutbuilders ping me; I'll be home after 9est
If you guys ever need console commands for ue, well first try ue4ss, but then when that has issues you could instead just use uevr and tick a couple boxes to disable VR. You can't move your camera around or attach it to objects but everything else (sdk generation, lua api, live object browser, console commands) just works. Useful for debug if nothing else
Will cause the same kind of swpchain oddities as reframework
Do you have a patreon where i can make a donation?
@torpid glacier @spare bane 's kofi
it should be a link in the unreal engine addon
Do you have patreon instead?
I appreciate the offer, but no -- I dont accept donations; donate to shortfuse or the hdr den instead 
I just make mods for fun
i have to upload my goverment issued ID
decided not to
This one was asking for my billing address. Its pretty straightforward to donate on patreon from my experience
pretty sure every payment processor needs a billing address; you probably just have your card saved on patreon
or paypal setup
I’m not sure how it works exactly but the page was kinda setup like I’m receiving a shipment
oh no
billing address is just to confirm you didnt steal somebody's card
shipping address is when you get a package
Yep yep exactly. See it says here
ko-fi is a pretty trusted site; so I wouldn't worry too much about it
Like this is going to be shared with you guys as a seller if I put it in not just PayPal
good question
I actually dont know
@spare bane do you see stuff like billing address of the people who donate on kofi?
oof, if i do stripe, i need to give people my personal address
Do you have another way to donate. Or does kofi take another payment method other than PayPal
It’s alright if it’s too much a hassle for you. I appreciate you guys nonetheless
since you're not recieving a package; the address shouldn't matter -- only the zipcode might
i don't get people's addresses
Both PayPal and Stripe share information between you and the creator. PayPal shares the legal name and email address on your account. Stripe shares your legal name, email address, limited bank information, and the address tied to the card.
oof
thats ass
Someone sent me money through PayPal
the IRS needs to know who to audit
no
stripe has my bank info
they want me to share my address and phone with people giving money
to absolve themselves from responsibility
btw do we know if any lutbuilders that have a sdr lut [texture2d ontop/sample] are used accross multiuple games
anyone know how to reset expedition 33's shadercache?
1s
%localappdata%\Sandfall\saved has a Sandfall_PCD3D_SM6.upipelinecache file
but the game doesnt do full shader pre-compilation; so you might also need to clean up the \AppData\Local\D3DSCache folder
but for now just delete the pipelinecache file
im getting bad frametimes / tons of stutters in cutscenes even like after reloading the same scene over and over
so idk whats going on
no idea
shader cache
oh so delete that too?
did you find it in the sandfall folder?
yeah
delete it
sandfal saved
yea delete it
wtf is this now
never had paypal ask me for any of that
i was doing kofi+stripe, not paypal
alright I may need to start contributing to this finally lol. Playing Man of Medan with my GF and the native HDR is locked to a 500 nit UI
alright, got one of the lutbuilders setup that got dumped, but this other one isn't looking very similar to basically any other sm5 lutbuilders I see
my reno HDR settings dont change anything in the game after restart, UI brightness impact the whole image only slider that does something (oblivion)
@spare baneWuwa
Today I reinstalled the system
Wuwa still has images that become brighter and darker
I didn't do anything
I only did one thing, installing Reshade and using RenoDX
Tried the Unreal mod in Astroneer. The contrast slider doesn't work, switching resource upgrades is the same.
uea thats a weird one
@pliant sail I built this for you with the astroneer fix; try it out and let me know if it works; if it does I'll add the shader to the repo
nvm I forgot I played the game
requires B8G8R8A8_TYPELESS upgrades; going to commit ina second
@jovial trout you're right lots of stuff is stripped out
like the == 0 output device paths
this reminds me of the cursed reternal lutbuilder; but that lutbuilder was never actually used
probably just a leftover from ps5 optimizations
I tried with just the other lutbuilder and was still clamped unfortunately
did you try moving contrast up/down
returnal dumped 2 lutbuilders; 1 normal 1 cursed; but the cursed one never ran
Uhhh actually no I only tried that before fixing it
I checked via the devkit
I should try again
if contrast up/down changes stuff
that means its clamped by resource upgrades
so start trying bgra8_typeless, unorm, rgb10a2, etc
I tried upgrading basically everything though 😦
rip
Only by output size however
I’ll have to see if contrast works
No contrast slider 😦
Very sad
here's the cursed returnal lutbuilder
bro
its the same
as your lutbuilder
what game where you trying to fix
and what version of UE is it
@spare bane remember that weird custom lutbuilder I found in returnal, but it wasnt actually used by the game
Jon found a game with the same lutbuilder structure; but the cursed custom lutbuilder is acutally used
returnal is a bit different, it has some stuff stripped out; but it seems to be closer to jon's lutbuilder vs. a standard lutbuilder
@jovial trout what version of UE is the game?
right click the game.exe, properties, details
whats the game again
Man of Medan ?
4.26.2.0[
not old
I wonder if that lutbuilder is the non filmic lutbuilder
cant be
Yeah
@elfin lance so I'm not actually sure that funky lutbuilder is being used. Loaded it up with devkit and I don't see it get loaded, but I do see the other one. I really think I set this shader up right, what else could the issue be? I'm not seeing any resources that would be clamping, everything is getting upgraded.
if the contrast slider does nothing
that means the lutbuilder is not replaced
or does not exist
could it be using a cs lutbuilder?
lutbuilders are 32x32x32 textures
Hm, could you check if I set this up right?
cs lutbuilders dont get dumped by the UE mod
oh, maybe?
looks right
guess I'll dump all shaders and look for cs
omg I see that all the others are like that
that never would have stuck out me
thanks
I forgot to do it today kik
alright let's see if this works now
slider now works but it's still clamped
I have upgrades though 
try output ratio?
instead of output size
but if its still clamped even with all the upgrades
that means the game might have custom shaders that come after
the shader that samples the lutbuilder
still clamped with every resource set to output ratio, guess it's another shader
oh well I guess
if you find the shader and fix it
you can add a folder to the games folder
and then commit the changes
hm, alright
lemme see if I can find it, and hopefully it'll be the same shader for all their games...
the draw order in a normal UE game is
lutbuilder
sample shader
if its custom it will be
lutbuilder
sample shader
custom shader
I'm seeing a CS and a PS after that sample shader
then it's UI
hoping it'll just be the PS
well time to see what it does
cs is nothing special
its the same as ps
you just have to fix the input/output
alright
but yea the game has custom shaders running
just do what I did in berserker
to fix it
linearize with inverseintermediatepass
and upgradetonemap at the end
alright
never seen 3dmigoto leave comments saying manual fixes are needed...
this is for the CS
the PS isn't a problem
CS almost certainly is
basically it's a bunch of these
store_uav_typed u0.xyzw, r2.zwww, r0.xyzw```
all cs need manual fixs
input, output, and main function
after you fix the input/output
you mod it just like any other ps
here is an example of a fixed cs: https://github.com/marat569/renodx/blob/main/src/games/AI.Limit/uberpost_0x6983BFA7.cs_5_0.hlsl
-
added
RWTexture2DArray<float4> u0 : register(u0);ontop -- the type of texture it is will be listed in the comments -
added
[numthreads(8, 8, 1)]-- the numbers instead of numthreads will be in comments -
made this this main function:
void main(uint3 vThreadID: SV_DispatchThreadID) { -
made this the output:
u0[vThreadID] = r2;
after you fix all that up; u0[vThreadID] = is literally the same as o0 =
problem is idk how this swizzles u0.xyzw, r2.zwww, r0.xyzw
float4 color;
color.rgb = r0.rgb;
color.w = r2.w;
u0 = color;
maybe its (r0.rgb * r2.w) for the rgb output, and 1.f for the .w output idk
mine also has a vThreadIDInGroup and a vThreadGroupID
oh
there is an example of how to handle that
search for that in the renodx repo
alright
there will be an example cs
its the same just
different main function
if you cant figure it out, ask shortfuse or voosh
greatly appreciate the help
np
but yea assuming only the input/output is the issue; once you fix that up; you can treat it like any other PS
if we ever get dxbc2dxil -> decomp.exe working; fixing CS will be a thing of the past
pretty sure the obvious stuff is fixed, though I'm just getting a black screen loading it. Voosh took a look and thinks there's other decomp errors. I'm just gonna post the CS here with the fixes I've got, not really sure what to do tbh. Voosh also thinks it's probably fsr1/rcas (or something similar).
you dont do this
u0[r2.zw] = r0.xyzw;
you do
u0[vThreadID] = r2;
@bold gulch help jon
so lik ethis
did you mean to comment this out:
//r0.xyz = saturate(r0.xyz * r0.www);
~~```cpp
//store_uav_typed u0.xyzw, r2.zwww, r0.xyzw
float3 color1;
color1.rgb = r0.rgb;
color1.w = r2.w;
u0[vThreadID] = color1;
that was a voosh suggestion, thought the r0.www multiplication would be problematic, and then also the saturate would be clamping, so at the point just comment out
just remove the saturate...
you can probably write it out as u0[vThreadID] = float4(r0.rgb, r2.w);
first is the uav, second is the coordinates, third is whats being saved there
like
// store_uav_typed u0.xyzw, vThreadID.xyzz, r0.xyzw
ACESLut[vThreadID] = r0;
I'll ditch the saturate and keep the .w multiplications
ya
though I wouldn't expect that to fix it black screening
right I know that
ok I see
this looks cursed though
r2.x = (uint)vThreadIDInGroup.x >> 3;
bitmask.w = ((~(-1 << 1)) << 0) & 0xffffffff; r2.w = (((uint)vThreadIDInGroup.x << 0) & bitmask.w) | ((uint)r2.x & ~bitmask.w);
if (3 == 0) r2.z = 0; else if (3+1 < 32) { r2.z = (uint)vThreadIDInGroup.x << (32-(3 + 1)); r2.z = (uint)r2.z >> (32-3); } else r2.z = (uint)vThreadIDInGroup.x >> 1;
reminds me of 3dm decompilation memes
where you have to re-write it using asuint()
Everything is cursed. It's FidelityFX cursed code
well that part atleast looks like 3dm memes
This level of gibberish.
perhaps as expected, still black screen
uhhhhh idk
and see if it despawns the shader
oh its a sharpening shader?
apparently
no
we don't know, voosh just thinks it looks familiar
I'm only guessing from the look of it. Take it with a bag of salt
maybe cast all the coordinates as uint2
//store_uav_typed u0.xyzw, r2.zwww, r0.xyzw
u0[uint2(r2.zw)] = r0.xyzw;
alright
//r0.xyz = saturate(r1.xyz * r1.www);
r0.xyz = r1.xyz;
make sure to keep back all the * r1.w
no luck with uint2
btw musa the issue here is
UE game, 2 shaders after the sample shader that clamp the game
yep got that one
this might not even be the shader thats clamping the game

but if it has a hard saturate
just remove that and move onto the second PS shader
well, the ps is very simple, I'm certain it's not clamping
linear noperspective float4 v0 : TEXCOORD0,
out float4 o0 : SV_Target0)
{
float4 r0,r1,r2;
uint4 bitmask, uiDest;
float4 fDest;
r0.xyz = t0.Sample(s0_s, v0.xy).xyz;
r1.xyz = log2(r0.xyz);
r1.xyz = float3(0.416666657,0.416666657,0.416666657) * r1.xyz;
r1.xyz = exp2(r1.xyz);
r1.xyz = r1.xyz * float3(1.05499995,1.05499995,1.05499995) + float3(-0.0549999997,-0.0549999997,-0.0549999997);
r2.xyz = float3(12.9200001,12.9200001,12.9200001) * r0.xyz;
r0.xyz = cmp(r0.xyz >= float3(0.00313066994,0.00313066994,0.00313066994));
o0.xyz = r0.xyz ? r1.xyz : r2.xyz;
o0.w = 1;
return;
}```
yeah
might aswell replace it with encodesafe
r0.xyz = t0.Sample(s0_s, v0.xy).xyz;
// r1.xyz = log2(r0.xyz);
// r1.xyz = float3(0.416666657,0.416666657,0.416666657) * r1.xyz;
// r1.xyz = exp2(r1.xyz);
// r1.xyz = r1.xyz * float3(1.05499995,1.05499995,1.05499995) + float3(-0.0549999997,-0.0549999997,-0.0549999997);
// r2.xyz = float3(12.9200001,12.9200001,12.9200001) * r0.xyz;
// r0.xyz = cmp(r0.xyz >= float3(0.00313066994,0.00313066994,0.00313066994));
// o0.xyz = r0.xyz ? r1.xyz : r2.xyz;
o0.rgb = renodx::color::srgb::EncodeSafe(r0.rgb);
o0.w = 1;
return;
}
but yea if the only thing that griefs the game are those 2 shaders
-
commit the lutbuilder to the /lutbuilders/sm5/ folder with the name being 5_x.hlsl
-
make a new folder here named after the game, and throw the custom fixed shaders in it
https://github.com/marat569/renodx/tree/main/src/games/unrealengine/games -
if the game needs upgrades; find the minimum upgrades and add default settings to addon.cpp
@jovial trout what if you just return the sample in the compute shader
find where it samples the game, and early return
skipping all the code
nvm the cs has no sample
I thought that too and then felt dumb when I wasn't sure where 😅
it has .load
yeah t0.load makes sense
try returning line 39
first load
problem is the thing has 4 outputs
so idk how you'd do that LMAO
lol well, thank you guys for the help, I need to get to sleep
it seems "KH3 + remind DLC" is already supported
by the UE plugin
just needs upgrades; I think just bgr8 unorm/typeless
atleast the first new game part
I'm a potato there is a kh3 folder in the games folder
uninstalling
wonder why kh3 has its own /games/ folder when its just lutbuilders -- I thought the /games/ folder was for non-lutbuilder game spcific shaders; like custom grain or color grading
Nice! There are no problems with the image. Except for the flickering of the loading text. And the text in the mission log is also not displayed. It appears if you start turning the camera while the mission log is open.
it's a 100% custom kh3 only lutbuilder
started adding ungraded_ap1 to SM5
also SM5 has dual path. some games use the mobile tonemap
@elfin lance see latest commit
as long as they're tagged, i can adjust stuff later

I'll update my commit later today to use the new color
and test the doge game that was griefed before
ohh this only for sm5 nvm
@spare bane ima be home after 4pm or so; if SM6 needs fixing I can start fixing htem up too
adding ungraded to shaders that dont have it; and moving untonemapped in the shaders that have it in place of ungraded
It's the same for SM6.
yea I just crawled out of bed, brain not at 100%
SM6 doesn't have the mobile tonemap path anymore
do you want me to help fix the shaders up?
If you can, or want. Didn't have time this morning
I just got home, ima get some snacks and do all the SM6 lutbuilders
haven't gone back to it yet
gonna do a cvar dump and see if I can find what it actually is

@viscid mirage with the latest commit that has a new color in the lutbuilders; the slitterhead memes are fixed -- also clair obscur too
did you tweak any settings in the Reno Reshade? I just got in on RoN but the image looks insanely bright and weird
RoN?
ohh Ready or Not
for ready or not you need a scene change for settings to apply
so exit to the main menu and load the mission again
I'm actually able to change the settings in the current scene, it depends on the area of the game I'm in, for example when I spawn in the main lobby it doesn't work and UI brightness actually changes the game's brightness, but when I get close to the main desk where I can select the objects then I can change the rest of the settings, it's pretty weird I have no idea how that works
the ui brightness changing the entire picture is part of requiring a scene change
@spare bane there was an Infinity Nikki update today and renodx is now causing the game to crash on the main menu
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000
0x00007ffc919eafc1 nvwgf2umx.dll!UnknownFunction []
0x00007ffc919ea4ff nvwgf2umx.dll!UnknownFunction []
0x00007ffc91ffb7bc nvwgf2umx.dll!UnknownFunction []
0x00007ffc91fff209 nvwgf2umx.dll!UnknownFunction []
0x00007ffbde01eb22 D3D12Core.dll!UnknownFunction []
0x00007ffbc111d740 ReShade64.dll!UnknownFunction []
0x00007ffbadf97898 renodx-unrealengine.addon64!renodx::mods::swapchain::DrawSwapChainProxy() [D:\renodx\src\mods\swapchain.hpp:883]
0x00007ffbc11515b0 ReShade64.dll!UnknownFunction []
0x00007ffbc1150146 ReShade64.dll!UnknownFunction []
0x00000001421ca32f X6Game-Win64-Shipping.exe!UnknownFunction []
0x00000001421ca17c X6Game-Win64-Shipping.exe!UnknownFunction []
0x00000001421cb027 X6Game-Win64-Shipping.exe!UnknownFunction []
0x00000001422e349a X6Game-Win64-Shipping.exe!UnknownFunction []
0x00000001422dea2f X6Game-Win64-Shipping.exe!UnknownFunction []
0x00000001407a15e3 X6Game-Win64-Shipping.exe!UnknownFunction []
0x00000001407ae03e X6Game-Win64-Shipping.exe!UnknownFunction []
0x00000001416999fb X6Game-Win64-Shipping.exe!UnknownFunction []
0x00000001409736d7 X6Game-Win64-Shipping.exe!UnknownFunction []
0x00000001409707c1 X6Game-Win64-Shipping.exe!UnknownFunction []
0x00007ffca54ce8d7 KERNEL32.DLL!UnknownFunction []
do you have any idea of what could be the reason?
Here's the stack trace and a ReShade.log
like if you set the UI brightness to 100 nits; the entire image will go dimm
but when you re-load the scene; everything will look right; except the UI will be 100 nits
tons of 22:54:36:180 [24708] | WARN | IDirect3D9::CreateDevice failed with error code D3DERR_INVALIDCALL.
oh I understand, so how can I tweak the settings if I can't see their effects?
Can you run it with a debug build? It'll show where the error is
Oh wait it says it
I mean you dont really have to modify too much
just set peak to your display peak, game nits/ui nits to w/e you want
and then maybe increase contrast/saturation a bit if you're on an oled
sadly no real time sliders is a downside of UE 5.3+
yes I am, LG C3! I think the peak is 830(?)
sounds right
UE 5 game without native HDR is crazy
d.w even if it had native hdr
we'd be replacing it
aces 1000 is 
right, same with RE4R, I got the Reno HDR on that too and it looks completely different now
so much better, too bad I already finished it before finding out about it, at least I got the dlc lol
didnt know nikki is part of the prestigous DXGI_FORMAT_R8G8B8A8_UNORM on UE5 club
it's not
Yeah. It's a d3d9 device. Weird. Can you try disabling overlays?
I don't have any overlays enabled
the discord overlay sometimes turns itself back on
😕 it's something that is hooking via DX9 but I don't have the ability to check if it's DX9 from Reshade. Let me see if I can output the class name
just last question, the game nits, do you suggest to keep them above or below the base value of 203?
the DXGI_FORMAT_R8G8B8A8_UNORM swapchain is 100x100 and the device it belongs to gets destroyed later on, i have no idea what it is, i think it's a web browser the game uses to embed web pages on the game?
I dont suggest going above 203; if anything drop it down -- 170 nit paperwhite/game nits is x5 range for peak 830
like to 150? Or is that too much
oh alright, so 170 it is, thanks for the help
my rule of thumb is:
- never go above 203
- minimum x4 range between game and peak, x5 is better
-- x4 range is 203, x5 range is 170 -- honestly this is up to you
And in actual looks of the image, what difference does x5 make compared to x4?
it's a perceptual thing. more range, more feel, but too dark and you're going to frustrate your eyes
@brave sand
we basically need add a log output at https://github.com/clshortfuse/renodx/blob/2902169b27d8065359b897900150aacfadd4134a/src/utils/platform.hpp#L156
reshade::log::message(reshade::log::level::debug, std::string(class_name).c_str());
And if I open the game without HDR activated in windows, does it change the standard SDR image in some ways or is it as if I didn't have the reno addon at all?
pretty sure
well the shaders still get replaced; so you might be able to get "enhanced SDR" if you set peak/game/ui to 80
but you have to turn windows hdr on yourself
oh makes sense, so it does still replace them, good to know
done
i don't know what "bridge" is
whatever the cursed dx9 device is
its called bridge
b8g8r8x8_unorm => r10g10b10a2_unorm

the d3d9 device is weird but i don't think it's what is crashing the game?
Is it normal that the areas that are far are this bright? It looks like it's way too much, if I get closer they become normal but when further I get the brighter they become
is windows in sdr mode?
wait how can I send the screenshots properly
nope, HDR mode I always enable it before I open and hdr game
did you set peak brightness to 80?
those pictures have a peak brightness of 80 nits
you want 830
these are my settings
alright
whenever you move a slider; you need to reload the scene in ready or not
I added Ready or Not the the UE mod; and the dude who sent me the shaders tested every map and sent me all the shaders the game shat out
I did get this, but these settings I sent were already on when I was in the menu, I even closed and opened the game again
go to advanced
still 80?
and upgrade r10g10b10a2_unorm to output size
yes; unless the screenshots are griefed idk
is your game in borderless windowed?
it's already in output size, should I put something else
oh okay
yes
yea I have no idea; ready or not should work
that's my luck lol, I guess my game doesn't want me to enjoy the hdr
here try this version of unreal engine
and use this dxgi.dll
put this and the addon in the game folder
you're not using SK or anything right
btw your game resolution is the same as your window resolution right
like if you're in borderless windowed on a 4k display; the resolution is set to 4k right
yes it's 4k
also do me a favor

