#✅RenoDX: Unreal Engine

1 messages · Page 4 of 1

primal bane
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Btw. you can add your own Engine.ini to %LOCALAPPDATA%\Sandfall\Saved\Config\Windows and the settings will work

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but you have to make the file readonly

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and maan, this game is a turn based souls like lol

tight acorn
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²you mean an AA game by independant devs right ?

tired mulch
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Souls like

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What

rustic sail
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unironically that's the best description for the gameplay lmao

kind bison
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the bloom in exp 33 seems intense

distant shadow
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Out of the box SDR or while using RenoDX?

plucky nest
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I've just tried SOTR with Renodx, but I have noticed sliders did not make any difference. What did I do wrong?

glossy valve
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It's not using lutbuilders afaik

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Will need a separate mod using outputs

flint ridge
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Hi, apologies for the possibly stupid question. But how do I "upgrade B8G8R8A8_UNORM, B8G8R8A8_TYPELESS, and R10G10B10A2_UNORM to output size"? Thanks

exotic spire
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You have to switch to Advanced settings mode.

flint ridge
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Ah OK I'll take another look

near crown
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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 ?

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Like just a zoom so it can take all the screen

warped rampart
cobalt marlin
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Lyall is GOAT

near crown
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Nice thanks, it's not out yet but soon i guess

hushed elbow
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how is the french VO? anyone tried it?

near crown
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yeah it's good, better than most other games but i'll go for a 1st run in english even though i'm french

distant shadow
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Original VA is in French?

near crown
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I don't know but lip Sync looks good in both

cobalt marlin
abstract eagle
near crown
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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

left wolf
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So i dont know what the issue is but the steam version of the game, no crashes in 2 hours

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game pass with hdr mod, crash essentially every 5mins

kind bison
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any way to tone it down a bit?

left wolf
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for the actual game discussion thread

elfin lance
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@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

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or you can try and fix it now + add game defaults; since shortfuse merged commits

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@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

snow flare
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I’m stuck at 203 nits. Do you know why? I restarted the game and everything is set up as intended

frail bear
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How can I enable the nits window on the right?

ashen herald
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Liliums HDR analysis shader in reshade

snow flare
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I don’t know why, but I disabled chromatic aberration, and now everything is fine

near crown
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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

grim kernel
queen turtle
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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?

astral estuary
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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

old nebula
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i'm using native hdr while waiting for the next build

snow flare
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how can i activate native hdr ?

old nebula
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be sure to make it read only

snow flare
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Thanks

zenith birch
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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.

feral plank
wooden juniper
old nebula
feral plank
astral estuary
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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

flint ridge
astral estuary
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I meanwhile also tried with the nightly build mentioned, also doesn't work

left zealot
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I'll wait for marat to look into the issues

glossy valve
astral estuary
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I think I'll wait until it's officially out, spent hours already today trying to get it to work.

rain thorn
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Thanks for this!

upper zephyr
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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

spare bane
upper zephyr
# spare bane 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.

spare bane
upper zephyr
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Are you referring to this one? ReShade Setup.e5d213e.swapchaindesc-proxy

spare bane
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yes

upper zephyr
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Because thats the one I used for this install

left wolf
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but I think it may be related to DLAA @ 4K

spare bane
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can you set the option to Off and share a screenshot?

left wolf
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Kal had it running stock :/

upper zephyr
spare bane
upper zephyr
upper zephyr
spare bane
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just in case, you don't have to reboot the game to do that...

upper zephyr
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well whoops, my bad lol. But It wasnt changing anything when I switched it to "off" in the Reshade menu.

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Rebooting now with it set to "off" from the start

upper zephyr
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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

glossy valve
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Gimme some time, working on a build

upper zephyr
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Haha. Nice work mimicking the exact same spot

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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

queen turtle
spare bane
elfin lance
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I'm home

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whats wrong with the game

elfin lance
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I think the 21:9 cutscenes are fmvs

upper zephyr
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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

elfin lance
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they're clamped to game nits

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so its not a lutbuilder issue; but more of a game issue

upper zephyr
elfin lance
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ok lyall confirmed the clamped cutscenes are 21:9

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alright so it seems the generic unreal engine side of things

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the clair obscur mod is pretty much done

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only thing left might be potential future lutbuilders

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also Ritsu plans on making a seperate mod that uses sample shaders

glossy valve
upper zephyr
elfin lance
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so known issue with clair obscur: dlaa clamps game to 203 nits; so use DLSS quality

upper zephyr
glossy valve
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Vanilla / NeutralSDR / Dice 1.f / Frostbite 2.f

@viscid mirage Thought you might be interested, I'm currently using dice and I like it

viscid mirage
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for the vanilla path you're doing saturate in the PrepareLutInput func? is that really how its done in vanilla

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I'm actually not sure anymore how vanilla UE encodes the LUT input in the output shaders lol

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I thought its PQ, but I'm not seeing that in your shaders

viscid mirage
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and the cutscenes are also clamped

viscid mirage
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UE mod | expedition 33 mod

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gamma correction is applied twice or something

glossy valve
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I misunderstood that and thought it just saturates, comparisons above are without the saturate I just didn't push the code

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But now that I know lutbuilders are getting full untonemapped, I'll just add perChannelCorrections there

viscid mirage
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Yea sounds like a great idea

viscid mirage
glossy valve
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I assume it's an optimization, PQ is heavier

queen turtle
# spare bane If you can link me to some documentation on what kinda plugin you're thinking ab...

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.

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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.

elfin lance
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@glossy valve btw UE always defaulted to LOG -- its just in the early ass lutbuilder fixs; like smt5 days

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we swapped the input color from log to pq [not something UE did; something we forced]

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and then remember we did pq encode/decode in the sample shader

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when shortfuse started working on Crisis Core; he realized thats a waste of code

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and we can skip the entire sample shader if we keep the input color in the lutbuilder as log

north ginkgo
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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 😭

brave sand
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otherwise, just set the upgrades on the wiki and it should works

north ginkgo
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got it. thanks!

brave sand
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if you need help getting it working, just let me know and i'll help you out blobcatheart

abstract viper
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Some games are washed out after using this. Like hogwarts legacy or star wars jedi survivor

tight acorn
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you need to disable ingame hdr I think

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so renodx replaces it

abstract viper
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but ive read somewhere that it has to be enabled

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ill try that, thx

tight acorn
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I think for this specific mod

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it replaces the native hdr

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while for normal renodx mods

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it enhances the native hdr

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they work differently

abstract viper
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yeah ur right

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Game HDR off RenoDX on

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but i dont see a difference between game HDR and RenoDX hdr, at last not in that scene

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or im blind?

tight acorn
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I don't recall the issues with the native hdr

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and how renodx improves from that point

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you'd need to check 3d elements in game

abstract viper
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so basicly. its ok to stick to game HDR?

earnest bolt
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just use reno

abstract viper
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k

earnest bolt
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it'll be better than native i expect

abstract viper
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will check hogwards legacy too then. its second game thats washed out

earnest bolt
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you need the in game hdr to be off, that's why it's washed out

tight acorn
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hogwarts should be much better

abstract viper
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yeah, that guy above said that

tight acorn
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according to koklusz jedi survivor native hdr isn't bad

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but yeah reno would be better anyways

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sicne you have more control

abstract viper
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yeah looks good

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but before i was able to disable hdr in game, game crashed like 2 times 😄

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Forgive Me Father no RenoDX

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RenoDX

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it has no HDR setting in the game

fallow mica
abstract viper
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it doesnt have it

fallow mica
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and some exposure boost i think

fallow mica
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some games need their own mods

abstract viper
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i know

fallow mica
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jedi survivor is one of them

abstract viper
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well so far ive tested 5 ue games that arent listed and i have them

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all seems to work

fallow mica
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game from small studios tend to work

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they dont custom stuff

abstract viper
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san andreas, forgive me father, hogwards lecacy, alone the dark and jedi survivor

fallow mica
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jedi survivor is just in sdr if you use that addon and turn off in game hdr

abstract viper
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its not

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this image is HDR and its RenoDX and game HDR off

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just that i dont see difference between this

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which is game HDR only

fallow mica
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is the contrast slider working

abstract viper
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in the game or in renodx>?

fallow mica
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reno

abstract viper
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i dont think so

fallow mica
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it is not working

abstract viper
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but its still hdr

fallow mica
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did you turn off auto hdr or rtx hdr

abstract viper
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i have amd

fallow mica
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try install lilium's hdr shader

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see how it looks like

abstract viper
fallow mica
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HDR analysis

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if its sdr analysis then you are still in sdr

abstract viper
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here

fallow mica
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its this native ?

abstract viper
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renodx

fallow mica
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wired

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last time i check it

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it doesnt work at all

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what your renodx setting

abstract viper
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hmm how can i show u that?

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if i just prnt screen it doesnt work

fallow mica
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do you have gamebar

abstract viper
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but they are basicly default i just bumped up game and ui brightness to 400

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no

fallow mica
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its still in sdr

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just in hdr container

abstract viper
fallow mica
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ya

abstract viper
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Here is the more fashion way 😄

fallow mica
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its sdr

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ui birghtness silde always work

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but it just control the overall brightness of the image

abstract viper
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no my friends itsn ot in sdr

fallow mica
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it is

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sdr in hdr container

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wait a sec

abstract viper
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image looks exactly like in with game HDR enable

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the same

fallow mica
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i can put any sdr image in hdr

abstract viper
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dude

fallow mica
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way different

abstract viper
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i showed 2 photos here

fallow mica
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yeah

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very different

abstract viper
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1 in game hdr

fallow mica
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let me show you

abstract viper
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and 1 renodx

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they look the same

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this is game HDR

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this is RenoDX

fallow mica
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pay attention to highlight details

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looks very different here

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image on the right is sdr which looks clipped

abstract viper
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ok how about hogwards legacy then

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it crash when renodx and hdr is on

fallow mica
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they are very different

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looks at waveforms

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the image with renodx is just a very bright sdr image in hdr container

abstract viper
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ok, so how to check if game is really hdr with renodx?

fallow mica
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sliders work

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ui brightness should only control the ui brightness

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not that whole game

abstract viper
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well

fallow mica
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btw

abstract viper
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in 99% of mods downloaded from here ui brightness controls both

fallow mica
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if you pay attention the waveform of renodx

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you can see some artifacts near black

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which also indicates its SDR, because SDR is 8 bit

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these horizontal lines dont show up in real HDR

fallow mica
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test them with lilium's HDR analysis shader

abstract viper
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so it looks like that it only works with Forgive me Father and Sand Andreas

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for me KCD2 mod doesnt work at all

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none of the sliders works

fallow mica
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KCD2 is not UE

abstract viper
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yeah but still

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not a single slider there works

bold gulch
bold gulch
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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

tardy bear
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Wuthering Waves

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I need help

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RenoDX, Ihanven't done anything yet

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No change to FG

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The screen lights up and goes dark, I don't know why there's a problem

abstract viper
spare bane
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Haven't worked on it since July

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Pretty sure HDR support just needs cbuffer changes for SwapchainPass. I don't even think I need to change shader code

abstract viper
spare bane
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Check the releases on the GitHub

abstract viper
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its not there either

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or its somewhere i cant find

tardy bear
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Sorry,I may know why

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THis is my problem

abstract viper
abstract viper
spare bane
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Ah doesn't seem to be there. Hmm

abstract viper
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Can you provide correct link then?

spare bane
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Oh, it has no addon

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Just shaders

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Basically for devs, not compiled

abstract viper
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Yeah I don't know how to use that

spare bane
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It would be for devkit. Essentially unfinished. I thought I had made a build for it, but guess not.

abstract viper
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Does it take a lot of time to do that?

spare bane
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Probably would need to see if somebody wants to finish it up. @bold gulch was last messing with it

abstract viper
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Ok

rocky harness
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Ran into a funny bug/shader issue in Wuthering Waves

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these are supposed to be dark brown leaves

dense cliff
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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 nyehehe
Realistically though nothing will happen unless I make the effort to reach out to modders and convert them

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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

north escarp
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Is lotf2023 the lotf on steam? I dont get what is the 2023 version

paper siren
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There is a 2014 release with same name

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They used the same name for the reboot or whatever the new one is

spare bane
rocky harness
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Using the one that's pinned in the renodx channel here

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the one with better performance

spare bane
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hmm.. does it happen with Vanilla tonemap option?

north escarp
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Hmm I got black screen in lord of the fallen

spare bane
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upgrade rgb10a2

north escarp
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uhhhh how do I do that

spare bane
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hit advanced on the top

north escarp
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I have 6900xt

spare bane
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do it anyway

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we don't get a lot of AMD testing

north escarp
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ok but i dont know where is that like

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what option is that in reshade or whatever

spare bane
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you're probably on Simple, you have to change to Advanced

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Settings Mode

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it's related to a framegen buffer that rtx30x0 series don't get

north escarp
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oh that worked

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So I guess you can add 6xxx to the notes lol

spare bane
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🙏

rocky harness
spare bane
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hmmm, sounds like NaNs

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like invalid numbers

north escarp
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Ah damn EAC block didnt work

rocky harness
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left is renoDRT, right is Vanilla tonemapper

north escarp
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Does that still work for you?

elfin lance
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it did when I tried it

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last week or w/e I tested lotf2023

north escarp
elfin lance
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co-op probably wont work

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I think a friend tried to play co-op, and it didnt work for him with eac off

north escarp
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how annoying

elfin lance
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git gud and play solo GigaChad

spare bane
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i have to make some changes to track what shader you're using

tardy bear
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Vanilla

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RenoDRT

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Wuthering Waves screen changes between brightness and darkness

elfin lance
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are you using frame generation?

tardy bear
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Using FG

elfin lance
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turn it off

tardy bear
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The problem encountered with FG is different from this one
The problem encountered with using FG is that the screen flashes abnormally

elfin lance
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and see if the issue still happens

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oh alright, idk then

tardy bear
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Turn off FG, the screen still lights up and goes dark

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I suspect that Kuro added something to Wuthering Waves that caused RenoDRT to not work well

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Because I have done a lot, reinstalling the game, reinstalling Reshade, turning off FG, etc. have all encountered screen flickering

elfin lance
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idk anything about wuwa; but I see people talk about turning off

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some sort of "kurotonemapping" cvar

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in engine.ini

tardy bear
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This is RenoDRT data, just like before

tired mulch
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Game works fine

tardy bear
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Okay,l'll give it a try

tired mulch
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What screen flickering

tardy bear
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Characters jump,the sky brightens and darkens

elfin lance
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I wonder if there is a shader that runs after the sample shader/lutbuilder

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try disabling kurotonemapping

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if that doent fix it

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somebody who plays the game needs to look into it I guess

rocky harness
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I definitely do not have flickering

elfin lance
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ohh

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disabling dump lut shaders

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that has a perf hit

tired mulch
tardy bear
elfin lance
tardy bear
tired mulch
elfin lance
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bbb might have to turn off kuro tonemapping

tired mulch
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honestly should probably tell everyone to turn it off at this point

elfin lance
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help him

tired mulch
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but it makes vanilla sortof unusable

tardy bear
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FG has been closed

elfin lance
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idk where the files or are what the cvar is

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I just heard people talkinga bout it

rocky harness
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I don't have it turned off personally

tired mulch
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because the game default's grade relies on having it on to work or everything is just super blown out

tardy bear
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Eneine.ini has also been deleted

tired mulch
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like jump attacks

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try switching to yang yang

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look at the sky

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and then jump attack

rocky harness
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maybe that's why those leaves are broken for me...

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I'll take a look

tired mulch
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#1321685184852135967 message

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best way is for someone to get the missing output shaders unclamped

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jank way if you dont care about the game's original grade is to just turn kurotonemapping off

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every problem comes from whatever kuro is doing

rocky harness
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I assume if I'm using renoDRT it being off shouldn't matter?

tired mulch
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it does \

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#1321685184852135967 message

rocky harness
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I guess renodx is just kinda borked for the game then?

tired mulch
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make your own color grade for the game

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problem solved

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well, or wait for someone to fix it 🙂

tardy bear
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r.KuroTonemapping=0

tired mulch
tardy bear
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Failed to fix

tired mulch
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show me your engine.ini

tardy bear
tired mulch
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[SystemSettings]
r.KuroTonemapping=0

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make sure typeless upgrades are in place

elfin lance
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the game has native hdr; but its shitty aces

tardy bear
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Can't fix it

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🥲

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Magical Today

elfin lance
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@spare bane it seems hue correction griefs this game (slitterhead) -- I'm using the new untonemapped ap1

vanilla -- reno default -- reno 0% hue correction

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it kills the green tint

viscid mirage
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how does the scene look with scene grading strength 0, so just untonemapped

elfin lance
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one sec

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default per ch stuff?

viscid mirage
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they don't matter I think if you have the color grading strength set to 0

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get ignored

elfin lance
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you're right

tired mulch
viscid mirage
tired mulch
viscid mirage
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probably because it's not supposed to be used for sdr luts

elfin lance
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hue correction off looks solid though

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so its fine

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and yea

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the game uses an sdr lut

viscid mirage
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even if you bring the blowout restoration back up to 50

tardy bear
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Look at the sea of clouds below

#

FG closing is good

elfin lance
#

blowout restoration is fine

#

its just hue correction

tardy bear
#

Maybe I should try reinstalling it again

elfin lance
#

the cie diagram though despairge

tired mulch
#

been playing for 30 minutes and its fine

viscid mirage
elfin lance
#

even 50 is too strong

tardy bear
elfin lance
#

might be saturation correction @viscid mirage

#

vanilla -- reno default -- reno hue 0 -- reno hue 0 sat corr 0 -- reno hue 100 sat cor 0

tired mulch
elfin lance
#

nvm its just hue correction

#

vanilla -- renodrt-default -- renodrt no hue

dense cliff
#

For wuwa?

elfin lance
#

got 6 lutbuilders

#

seems all the game has PS wise

#

off to github

dense cliff
#

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

elfin lance
#

this game is actually

#

really fucking fun

#

slitter head

#

I was going through installed UE games for fun

#

and I'm actually surprised

tardy bear
#

Wuwa

#

I will install the game again

#

I still encounter alternating brightness

#

and darkness in the screen

spare bane
# elfin lance the game uses an sdr lut

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

elfin lance
#

hue correction 0 is solid more or less

#

was just curious

spare bane
#

Hue correction is basically take untonemapped hue. Per channel tonemapping isn't supposed to wildly change shadows

spare bane
#

SDR LUTs will

elfin lance
#

untonemapped here, with the new color atleast

#

is too crazy

#

since we moved untonemapped remember

spare bane
#

Yeah, it's a balance of ungraded and actually tonemapped

#

We should store both

#

Ungraded AP1

#

Untonemapped AP1 where it's always been

elfin lance
#

ungraded ap1 = new color [around the dot function]

untonemapped = old

spare bane
#

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

elfin lance
#

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

spare bane
#

I can go through it

elfin lance
#

the clair obscur lutbuilders all use the new color for untonemappedap1

#

and I think your oblivion lutbuilders do too

#

unless you manually changed the other sm6 lutbuilders; thats it

tired mulch
elfin lance
#

oh?

tired mulch
#

works with every anti cheat? soy_point

elfin lance
#

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

tired mulch
#

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

elfin lance
#

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?

elfin lance
#

@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

torpid glacier
elfin lance
elfin lance
#

press home

#

also use the reshade installer pinned here

torpid glacier
# elfin lance

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

elfin lance
#

I think there is already a banishers mod

#

idk if its ont he wiki or not

torpid glacier
elfin lance
#

yea we need to do a better job adding games to the wiki kekwsit

#

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

elfin lance
#

np, gl and enjoy

#

I tested all the remnant 2 biomes; so I think I got all the shaders

torpid glacier
elfin lance
#

same

#

I posted some pics a while back

#

.

torpid glacier
elfin lance
#

.

#

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

torpid glacier
torpid glacier
dense cliff
#

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

elfin lance
#

capcom has some sort of meme anti tamper

dense cliff
#

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

elfin lance
#

to allow proxy dlls

#

but it doesnt completely remove it

#

and I dont think it removes the debugger check

dense cliff
#

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

elfin lance
#

apparently its 1 instruction for proxy .dlls

dense cliff
#

There's a lot of intentional nerfing in those mods and even so they're still the best hacking tools I've seen

elfin lance
#

anyawy ima brb, shortfuse if you need me to change anything in the slitterhead lutbuilders ping me; I'll be home after 9est

dense cliff
#

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

torpid glacier
elfin lance
#

it should be a link in the unreal engine addon

torpid glacier
elfin lance
#

I appreciate the offer, but no -- I dont accept donations; donate to shortfuse or the hdr den instead prayge

#

I just make mods for fun

spare bane
#

decided not to

torpid glacier
elfin lance
#

pretty sure every payment processor needs a billing address; you probably just have your card saved on patreon

#

or paypal setup

torpid glacier
elfin lance
#

oh no

#

billing address is just to confirm you didnt steal somebody's card

#

shipping address is when you get a package

spare bane
#

i don't think you have to with paypal though

#

credit card should just be zip code

torpid glacier
elfin lance
#

ko-fi is a pretty trusted site; so I wouldn't worry too much about it

torpid glacier
#

Like this is going to be shared with you guys as a seller if I put it in not just PayPal

elfin lance
#

good question

#

I actually dont know

#

@spare bane do you see stuff like billing address of the people who donate on kofi?

spare bane
#

oof, if i do stripe, i need to give people my personal address

torpid glacier
#

Do you have another way to donate. Or does kofi take another payment method other than PayPal

elfin lance
#

you might be able to put in a random address

#

but the correct zipcode

torpid glacier
#

It’s alright if it’s too much a hassle for you. I appreciate you guys nonetheless

elfin lance
#

since you're not recieving a package; the address shouldn't matter -- only the zipcode might

spare bane
#

i don't get people's addresses

elfin lance
#

oh

#

so its fine; nobody sees your address

#

its just for processing payments

spare bane
#

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.

bold gulch
#

Someone sent me money through PayPal

spare bane
#

and a phone number

#

giving patreon my id sounds better

elfin lance
#

the IRS needs to know who to audit

spare bane
#

no

#

stripe has my bank info

#

they want me to share my address and phone with people giving money

#

to absolve themselves from responsibility

elfin lance
#

btw do we know if any lutbuilders that have a sdr lut [texture2d ontop/sample] are used accross multiuple games

brittle marlin
#

anyone know how to reset expedition 33's shadercache?

elfin lance
#

%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

brittle marlin
#

im getting bad frametimes / tons of stutters in cutscenes even like after reloading the same scene over and over

#

so idk whats going on

elfin lance
#

thonk no idea

brittle marlin
#

whats this file

elfin lance
#

shader cache

brittle marlin
#

oh so delete that too?

elfin lance
#

did you find it in the sandfall folder?

brittle marlin
#

yeah

elfin lance
#

delete it

brittle marlin
#

sandfal saved

elfin lance
#

yea delete it

spare bane
#

wtf is this now

elfin lance
#

never had paypal ask me for any of that

spare bane
#

i was doing kofi+stripe, not paypal

elfin lance
#

ohh

#

paypal only asked for my SSN

#

in order to accept money

jovial trout
#

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

jovial trout
#

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

quartz ember
#

my reno HDR settings dont change anything in the game after restart, UI brightness impact the whole image only slider that does something (oblivion)

tardy bear
#

@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

pliant sail
elfin lance
#

@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

elfin lance
#

nvm I forgot I played the game

#

requires B8G8R8A8_TYPELESS upgrades; going to commit ina second

elfin lance
#

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

jovial trout
#

I tried with just the other lutbuilder and was still clamped unfortunately

elfin lance
#

did you try moving contrast up/down

#

returnal dumped 2 lutbuilders; 1 normal 1 cursed; but the cursed one never ran

jovial trout
#

Uhhh actually no I only tried that before fixing it

elfin lance
#

I checked via the devkit

jovial trout
#

I should try again

elfin lance
#

if contrast up/down changes stuff

#

that means its clamped by resource upgrades

#

so start trying bgra8_typeless, unorm, rgb10a2, etc

jovial trout
#

I tried upgrading basically everything though 😦

elfin lance
#

rip

jovial trout
#

Only by output size however

#

I’ll have to see if contrast works

#

No contrast slider 😦

#

Very sad

elfin lance
#

bro

#

its the same

#

as your lutbuilder

#

what game where you trying to fix

#

and what version of UE is it

elfin lance
# jovial trout

@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

jovial trout
#

Can’t check rn, might be on pcgamingwiki though

#

4 something

elfin lance
#

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

jovial trout
#

Yeah

jovial trout
#

@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.

elfin lance
#

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

jovial trout
elfin lance
#

cs lutbuilders dont get dumped by the UE mod

jovial trout
#

oh, maybe?

elfin lance
jovial trout
#

guess I'll dump all shaders and look for cs

elfin lance
#

ohh

#

you didnt rename it

#

to 5_1

#

one second

jovial trout
#

is that all it is?

elfin lance
#

5_x

#

I forgot to do that too

#

time to fix my pull request

#

rename 5_0 to 5_x

jovial trout
#

omg I see that all the others are like that

#

that never would have stuck out me

#

thanks

elfin lance
#

I forgot to do it today kik

jovial trout
#

alright let's see if this works now

elfin lance
#

just fixed my pull request

jovial trout
#

slider now works but it's still clamped

elfin lance
#

ok

#

if the slider works

#

but its clamped

#

time to upgrade

jovial trout
#

I have upgrades though DEAD

elfin lance
#

try output ratio?

jovial trout
#

everything is getting upgraded in the devkit

#

I'll try it just in case I'm blind

elfin lance
#

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

jovial trout
#

still clamped with every resource set to output ratio, guess it's another shader

#

oh well I guess

elfin lance
#

if you find the shader and fix it

#

you can add a folder to the games folder

#

and then commit the changes

jovial trout
#

hm, alright

#

lemme see if I can find it, and hopefully it'll be the same shader for all their games...

elfin lance
#

the draw order in a normal UE game is

#

lutbuilder
sample shader

#

if its custom it will be

#

lutbuilder
sample shader
custom shader

jovial trout
#

I'm seeing a CS and a PS after that sample shader

#

then it's UI

#

hoping it'll just be the PS

elfin lance
#

well time to see what it does

#

cs is nothing special

#

its the same as ps

#

you just have to fix the input/output

jovial trout
#

alright

elfin lance
#

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

jovial trout
#

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```
elfin lance
#

input, output, and main function

#

after you fix the input/output

#

you mod it just like any other ps

#

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

jovial trout
#

mine also has a vThreadIDInGroup and a vThreadGroupID

elfin lance
#

there is an example of how to handle that

#

search for that in the renodx repo

jovial trout
#

alright

elfin lance
#

there will be an example cs

#

its the same just

#

different main function

#

if you cant figure it out, ask shortfuse or voosh

jovial trout
#

greatly appreciate the help

elfin lance
#

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

jovial trout
#

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).

elfin lance
#

you dont do this

#

you do

#

u0[vThreadID] = r2;

#

@bold gulch help jon

#

so lik ethis

bold gulch
#

did you mean to comment this out:

  //r0.xyz = saturate(r0.xyz * r0.www);
elfin lance
#

~~```cpp
//store_uav_typed u0.xyzw, r2.zwww, r0.xyzw
float3 color1;
color1.rgb = r0.rgb;
color1.w = r2.w;
u0[vThreadID] = color1;

jovial trout
#

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

bold gulch
#

just remove the saturate...

elfin lance
#

you can probably write it out as u0[vThreadID] = float4(r0.rgb, r2.w);

bold gulch
#
  u0[r1.xw] = r0.xyzw;
#

that looks right

elfin lance
#

you can do that?

#

thought it had to be threadid?

bold gulch
#

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;
jovial trout
#

I'll ditch the saturate and keep the .w multiplications

bold gulch
#

ya

jovial trout
#

though I wouldn't expect that to fix it black screening

elfin lance
#

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()

pine void
elfin lance
#

well that part atleast looks like 3dm memes

pine void
jovial trout
#

perhaps as expected, still black screen

elfin lance
#

can you turn off

#

cas

jovial trout
#

uhhhhh idk

elfin lance
#

and see if it despawns the shader

bold gulch
#

oh its a sharpening shader?

elfin lance
jovial trout
#

no

jovial trout
pine void
bold gulch
#

maybe cast all the coordinates as uint2

#
  //store_uav_typed u0.xyzw, r2.zwww, r0.xyzw
  u0[uint2(r2.zw)] = r0.xyzw;
jovial trout
#

alright

bold gulch
#
  //r0.xyz = saturate(r1.xyz * r1.www);
  r0.xyz = r1.xyz;
#

make sure to keep back all the * r1.w

jovial trout
#

no luck with uint2

elfin lance
#

btw musa the issue here is

#

UE game, 2 shaders after the sample shader that clamp the game

jovial trout
elfin lance
#

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

jovial trout
#

well, the ps is very simple, I'm certain it's not clamping

elfin lance
#

does it have a max(0

#

or saturate

jovial trout
#
  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;
}```
elfin lance
#

ohh its literally

#

sample and srgb encode

jovial trout
#

yeah

elfin lance
#

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

#

@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

jovial trout
#

I thought that too and then felt dumb when I wasn't sure where 😅

elfin lance
#

it has .load

jovial trout
#

yeah t0.load makes sense

elfin lance
#

try returning line 39

#

first load

#

problem is the thing has 4 outputs

#

so idk how you'd do that LMAO

jovial trout
#

lol well, thank you guys for the help, I need to get to sleep

elfin lance
#

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

pliant sail
spare bane
#

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

elfin lance
#

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

elfin lance
spare bane
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SM6 doesn't have the mobile tonemap path anymore

elfin lance
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do you want me to help fix the shaders up?

spare bane
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If you can, or want. Didn't have time this morning

elfin lance
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yea I do; I'll be home after 4 est

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and get to it

elfin lance
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I just got home, ima get some snacks and do all the SM6 lutbuilders

elfin lance
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@jovial trout where you able to figure out your game

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with the cs shader

jovial trout
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haven't gone back to it yet

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gonna do a cvar dump and see if I can find what it actually is

elfin lance
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@viscid mirage with the latest commit that has a new color in the lutbuilders; the slitterhead memes are fixed -- also clair obscur too

daring breach
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did you tweak any settings in the Reno Reshade? I just got in on RoN but the image looks insanely bright and weird

elfin lance
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RoN?

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ohh Ready or Not

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for ready or not you need a scene change for settings to apply

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so exit to the main menu and load the mission again

daring breach
# elfin lance for ready or not you need a scene change for settings to apply

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

elfin lance
brave sand
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@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

elfin lance
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like if you set the UI brightness to 100 nits; the entire image will go dimm

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but when you re-load the scene; everything will look right; except the UI will be 100 nits

elfin lance
daring breach
spare bane
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Oh wait it says it

elfin lance
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just set peak to your display peak, game nits/ui nits to w/e you want

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and then maybe increase contrast/saturation a bit if you're on an oled

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sadly no real time sliders is a downside of UE 5.3+

daring breach
elfin lance
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sounds right

daring breach
elfin lance
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we'd be replacing it

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aces 1000 is Poopega

daring breach
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right, same with RE4R, I got the Reno HDR on that too and it looks completely different now

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so much better, too bad I already finished it before finding out about it, at least I got the dlc lol

elfin lance
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didnt know nikki is part of the prestigous DXGI_FORMAT_R8G8B8A8_UNORM on UE5 club

spare bane
brave sand
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I don't have any overlays enabled

elfin lance
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the discord overlay sometimes turns itself back on

spare bane
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😕 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

daring breach
brave sand
elfin lance
daring breach
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oh alright, so 170 it is, thanks for the help

elfin lance
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my rule of thumb is:

  1. never go above 203
  2. minimum x4 range between game and peak, x5 is better
    -- x4 range is 203, x5 range is 170 -- honestly this is up to you
daring breach
spare bane
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it's a perceptual thing. more range, more feel, but too dark and you're going to frustrate your eyes

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reshade::log::message(reshade::log::level::debug, std::string(class_name).c_str());

daring breach
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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?

elfin lance
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well the shaders still get replaced; so you might be able to get "enhanced SDR" if you set peak/game/ui to 80

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but you have to turn windows hdr on yourself

daring breach
elfin lance
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whatever the cursed dx9 device is

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its called bridge

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b8g8r8x8_unorm => r10g10b10a2_unorm

brave sand
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the d3d9 device is weird but i don't think it's what is crashing the game?

daring breach
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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

daring breach
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wait how can I send the screenshots properly

daring breach
elfin lance
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did you set peak brightness to 80?

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those pictures have a peak brightness of 80 nits

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you want 830

daring breach
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these are my settings

elfin lance
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ok reload the scene now

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exit to main menu

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and start up the mission again

daring breach
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alright

elfin lance
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whenever you move a slider; you need to reload the scene in ready or not

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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

daring breach
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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

elfin lance
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go to advanced

daring breach
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still 80?

elfin lance
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and upgrade r10g10b10a2_unorm to output size

elfin lance
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is your game in borderless windowed?

daring breach
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oh okay

daring breach
elfin lance
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yea I have no idea; ready or not should work

daring breach
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that's my luck lol, I guess my game doesn't want me to enjoy the hdr

elfin lance
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here try this version of unreal engine

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and use this dxgi.dll

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you're not using SK or anything right

daring breach
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nope it's just the base game

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I'll try these files now

elfin lance
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btw your game resolution is the same as your window resolution right

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like if you're in borderless windowed on a 4k display; the resolution is set to 4k right

daring breach
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yes it's 4k

elfin lance
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also do me a favor