#✅RenoDX: Unreal Engine
1 messages · Page 5 of 1
and reload the map -- if this doesnt change anything
tell me if it made a grayscale
alright trying now
this is with the files you just sent
now I'll go to the menu to change the blowout
no this is still busted
I know that map works too
so blowout to 100 and blowout restoration stays at the base 50 right?
I'm using nvidia to take the screenshots if that matters
ohh
use gamebar
win alt prntscreen
and the jxr file will be in
my videos / captures
with blowout at 100 it is grey btw
ok so the mod is working
set blowout back to 50
alright I'll take the screenshots that way and send them
your settings are just griefed
or the screenshots are griefed
but dont send me pics of the graysacale lol
turn it off
also just for fun
try fullscreen
since lg oleds have the meme 4096x2060 resolution
yes sure lol
oh I did remove that one with a program I think lol, but I'll try anyways
that should be fine then
but yea take a pic with gamebar
and send the jxr
Before I use the gamebar, how is this screenshot?
ok I'm buying the game to test
Because it looks normal, but then only once I go near the desk then all the lights become weird
That's kind but really I don't want you to buy a game just to help me or the few of us who play it, maybe it's just my pc that's weird
alright then, let's see what's the problem with this game lol
nope I got a 3090ti, no framegen for me :,)
DLAA?
@forest sapphire you there
these are pics somebody else sent
when I worked on the gme
nope, quality dlss
the game is weird with dlss and dlaa, sometimes I get glitches but I turned it off and HDR is the same of course so that's not the problem
send me reshade.log
do I need to close the game or is it already generated?
close the game
closing it now, this is the gamebar screenshot btw
this is still griefed
169 peak
try fullscreen for fun
this is fullscreen (also removed force borderless in the reshade)
ok I got borderless
nope
dlss quality and
epic preset
do you know how to use
lilium's hdr analsys shader?
this is so odd, why is my game not working properly lol
mhh I'll try to reinstall the game
I doubt that does anything
what could the problem ever be I wonder
is your tv on oled pixel brightness 100
and HGIG?
the mod works fine; so now its a game setting issue or display issue
make sure windows HDR is on, try to copy my ingame settings
also get lilium's analsys shader
yes I got both max brightness and HGIG, Windows HDR is on I make sure each time
I'm quickly reinstalling the game just to be 100% sure
and take a picture of the game with renodx + lilium analsys for me
alright 11 minutes and I'll do it
oh it is?
yes if I don't upgrade it it's just a black screen
you can try output ratio; but I dont think the game needs upgrades
you can also try
b8g8r8a8_tyless output size
idk
obviously broken
its supposed to look like this
trying now
also try window mode 4k; and then force window in the addon
but I honestly dont know because the shaders are replacing
but the game is getting clamped
that means something is getting griefed
somebody tried this mod on high on life or spongebob rehydrated? how is it?
high on life works just fine
as for spongebob idk
if spongebob doesnt work, I'll happily add it to the mod for you; you'll just have to enable dump lutshaders if it doesnt work
I posted the shaders before actually
was it the custom lutbuilders?
or regular lutbuilders?
anda re they already commited
idk, I just remember dumping lutbuilders and posting em in here before I knew what to do with em
0x61F067B4.ps_5_0.cso
lets check
spongebob is added to the mod
oh shit
I added that today LMAo
// Found in Astroneer
spongebob uses the same lutbuilder as Astroneer
somehow that's funny
but that was battle for bikini bottem; not rehydrated
2003 one?

And I'm so confused about it
probably the same lutbuilder, I doubt anything changed between those games
I mean lots of games share lutbuilders
but if a dev mobs a contrast knob for example
it might be a diff lutbuilder
only with the UI brightness up does it magically go up in nits lol
I guess I just gotta give up, it's so weird, I checked my tv settings, the windows hdr calibration, dumped the engine ini and gameusersettings ini so it'd make fresh ones, reinstalled the game from 0 and yet it doesn't work, I just don't understand what's the problem
thats because of UE 5.3
you have to reload the scene/mission for them to properly apply
make sure there are no engine.ini settings; dont force hdr in engine.ini, etc
already did, I delete it straight up
im trying the re4r hdr so we see if it's the game or my setup
@chilly locust for spongebob you might need B8G8R8A8_Typeless and/or B8G8R8A8_unorm upgrades to unclamp the game
ping me if it works
that looks fine
idk whats wrong with ready or not on your end; since I tested the game and its working properly with dlss quality
it defaulted to the epic preset
and I just enabled dlss quality
(4k monitor, borderless)
only change I made in RenoDX was R10G10B10A2_Unorm outputsize upgrades
do you have any nvidia control panel tweaks
like increasing AF x16
that might break HDR
ohh one more test @daring breach
disable the steam overlay + nvidia overlay
alright I'll disable them
the nvidia overlay is known to cause issues
but yea if you have tweaks, disable them too
do you have tweaks?
nope, just the fps limit and vsync on
forcing vsync on globally is bad; but for different reasons
but yea try no overlays
letting games/apps handle vsync is always the best
Isn't it the best way to have g-sync, like turning vsync on globally and off in game
vsync on globally and off in game
is the same as vsync on in game
vsync on globally just griefs programs that expect vsync off behavior
or the odd game that relies on vsync off during loading screens
and turns it back on after loading
so both off?
no
nvcp global -> application controlled
ingame -> vsync on
if the game itself doesnt have vsync; you can force vsync on in NVCP for that one game
and the ingame vsync enables the gsync in case I have gsync?
taking the overlays off did nothing btw just tested
when I'm in the menu I get over 700 nits, ingame it's literally capped
at 220
I'll go to sleep, Ready or Not defeated me, even the cleanest install with the same exact settings as you and no overlays did nothing, it makes no sense but I'll accept it
just saw the notification. thats super weird that its doing that for you, it works great on my end with default settings i only adjust paper white
what part of the game are you in?
when i was testing it w/ marat i was doing the early-mid game missions i still haven’t tested the dlc
he seems to be in the same map
the office + the gas station
also the blowout slider modifies the game; so the shaders are replaced
the game is just clamping for him
I am halfway through the game, but did all the missions in multiplayer, I tested both in singleplayer and multiplayer and they were the same, I'll try to make a new save tomorrow and see if anything changes but I doubt it
but yea thanks for letting me know
I have a laptop, I'll see if I can connect it to my tv and download the game cleanly on there so I can check 100% if my pc/game install is the problem
did you try disabling overlays?
thanks for the help in any case, it's been some stressful hours, this damn game lol
yes both steam and nvidia
didnt do the discord one
but wouldn't they cause problems to every game if it was their fault?
renodx is special
I guess I need to try again, but I also wanna delete every single trace of this game from my pc for a true clean install
other than the steam/common and the appdata/local where else could stuff be stored?
@chilly locust @jovial trout spongebob rehydrated works just fine; just upgrade B8G8R8A8_Typeless to output size
Cool. Thanks
@spare bane look at all that bt2020; especially the red bucket
nice
what a small world
somebody asks for astroneer to be added; and spongebob magically uses the same shader
and then somebody wants spongebob
as an update, UUU not working so I'm stuck again
wuthering waves is probably missing an output shader
some kind of vignette/screen effect that triggers during cutscenes
do i run dump lut shaders or do i need the full devkit for this
any of the Overflowing Palette Puzzles in the open world trigger the same vignette if you need to find an easy place to test
or shorekeeper/phoebe auto attacks but those effects end quickly
I think we just need the effects to trigger once
do you need to finish the puzzle
for it to trigger
the effect on shorekeeper/phoebe is different, it slightly dims the entire screen down but it doesn't hard clip so it's probably fine
might be a different effect but still clamps since it doesn't do it with kuro tonemapping off
it still does
the output shader that's clipping is happening even with the kuro thing turned off
its not quite the same, kurotonemapping on clips everything
kurotonmapping off still has a similar effect but the peak stays
yes so its not the same
have you played through the new character story quest?
i can't replay it so if you could run through that quest (or the final portion of it) with the devkit running
@spare bane dump shader -> decompile all to hlsl -> zip and send right?
run game with only reshade, renodx mod and renodx devkit (dont inject anything extra like 3dm or sk)
use auto dump and play through that cutscene
or
click on dump shaders after that cutscene played
both options are the same (i think)
ok so autodump should capture everything in the current playthrough
it should but that's a lot of shaders
you basically want to hit snapshot exactly when the effect happens and you'll see a shader that isn't marked as an Add-On appear
that's the culprit
ok maybe i'll test with the palette puzzle first
like the general pattern is lutbuilder shader, then output shader. so you'll likely see two addon replaced shaders in a row
since that one is easy
I forgot how to get the shader list appearing in the devkit
after i press snapshot i don't see anything
if it appears here it should be the shader after the addon shader that was changed right
if you hit the Floppy Disk icon and click the word Snapshot you should see the shaders
ok so the bottom original shaders are the ones that are missing?
output_0x271E2688.ps_5_x is a known output shader
it's capped in that snapshot?
maybe it's a new lutbuilder then
can you go to Snapshot 1959? in the snapshot view (first nav item)
aite so theres a bunch of numbered ones
0x908 is the lutbuilder
so one of those is an output shader that is capped
the output of 0x9081a2d8 would be the source of another shader. that you could see in the Snapshot view (magnifying glass)
so then what would i need to do to find it
do you scroll down to the snapshot position
and then go back (or forward) from 0x908?
take a picture of the area in the SnapshotView that shows the draw 1187
click on the teal teal resource
and this history on the right will tell you which draw reads from it
hmmmmm that's not right
then it's just picking the shaders listed after x908.
you can also just send me the reshade.log
i can find it in there probably
is this dx12?
mine is in dx11
mod should be cross dx compatible (?)
yeah
there are no SM6/dx12 shaders. all old SM5
yes it looks right
God...
You know how I fixed it? I literally took the gas mask off
Because the gas mask in game adds a dark overlay on the edges
I can't believe that was the problem, wow
Yeah I really suggest you to play it, it's really interesting and actually got lots of insane lore
ready or not is fun
milsim games are amazing, I never tried arma3 but my friends have been talking about it
idk how it is now
but when I played like 10y ago
there was a really big paid server
you had to pay 30$ to get in
damn it better have been premium quality with 0 hackers
high quality yea
there would be the odd hacker that would waste 30$
to blow the entire server up
but they got banned in minutes, and the server just restarted
but yea the point of charging 30$ for a green card was
- keep hackers out
- make sure the only people on are actual peopel who want to RP and are serious about it
- everything was custom, so it helped pay for server upkeep
it was a high pop server, with 150 online at any time
now the server is shut down, and the devs sell their server bins
either insanely stupid or rich
I guess it's a nice investment for those who truly love that game
150 in one map?
that sounds really fun
yea it was
sad it's gone
yea
arma4 is 2027
maybe with arma4 life servers and the arma community will re-ignite
but right now all the RP seems to be GTA5
After upgrading my GPU to 5070ti I can no longer get RenoUE to work in Returnal, getting black screen. Framegen is disabled in game. Using the latest Hotfix driver
Here's the log
I just uninstalled returnal 
@unborn verge 23:48:17:931 [20396] | INFO | [RenoDX] Applying user resource upgrade for b8g8r8a8_typeless: 1
you also have to upgrade
R10G10B10A2_unorm to output size
its a 4000/5000 series thing
Oh
thats a thing for most UE game btw
you'll get black screens with audio
unless you upgrade rgb10a2 outputsize
I feel like that should be on by default
maybe; but like spongebob doesnt need it for exmaple
and maybe upgrading rgb10a2 in spongebob = grief
I think if a game has streamline or any upscaling implemented, you need rgb10a2 upgraded
but yea let me know if works
Yeah that did the trick

Kudos marat, kudos
just remember to turn the native hdr off every launch
thats the one downside with returnal
let me know if the mod breaks in later areas; if it does just enable dump shaders; go back to it; and send me the .cso
ohh had no idea they were releasing a new one, atp I wanna try it
tried it but it was boring tbh
3000 series as well, I get a black screen without this tweak
I've looked at 3 out of 4 biomes in the game, everything works fine so far
probalby should remove the GPU version note. probably default on newer UE games
Honestly? probably better to just nuke the streamline
At least for Returnal
I'm starting to understand why Kal despises it so much
and then you nuke framegen
and reflex
and other things
if you dont like framegen thats fine; nuke streamline -- but I like framegen
honestly you're on a 5000 series
give FG and MFG a go
assuming the game's implementation isnt griefed
I think you'll really like it
esp if you have a high refresh rate display
RenoDX doesn't need stuff like lilium's black floor fix right? or is it still needed?
@spare bane do you have any idea why would swap_chain_proxy_sampler be null on DrawSwapChainProxy?
https://github.com/clshortfuse/renodx/blob/main/src/mods/swapchain.hpp#L881
Infinity Nikki was crashing here, i added a null check and created a new sampler if it was null, and that got the game working again, but i wonder if that is the correct fix
I wonder how this would get handled:
https://github.com/clshortfuse/renodx/issues/171
robocop needs an exception in addon.cpp -- problem is its product id is [RenoDX] No default settings for RoboCop-Win64-Shipping.exe (Unreal Engine)
Literally just Unreal Engine LMAO
I feel like its not worth committing; and maybe waiting until a slider is added for that feature
.exe name works too?
yes
I'll build that guy a custom version; if he says it works I'll commit it
unless somebody has robocop and wants to test
nvm I'll test it 5$
almost done downloading 
.exe name didnt work
still fails to replace pipeline
if (product_name == "Unreal Engine") return true; // RoboCop: Rogue City works just fine though
what did you write?
if (product_name == "RoboCop-Win64-Shipping.exe") return true; // RoboCop: Rogue City
that's not a product name
ohh theres exe name
auto process_path = renodx::utils::platform::GetCurrentProcessPath();
auto filename = process_path.filename().string();
let me see
yea I'm reading
is my addon.cpp old?
renodx::mods::shader::on_create_pipeline_layout = [](auto, auto params) {
auto process_path = renodx::utils::platform::GetCurrentProcessPath();
auto product_name = renodx::utils::platform::GetProductName(process_path);
auto param_count = params.size();
if (params.size() >= 20) return false;
or did you jut add filename
it's in ```cpp
void AddAdvancedSettings() {
auto process_path = renodx::utils::platform::GetCurrentProcessPath();
auto filename = process_path.filename().string();
auto default_settings = GAME_DEFAULT_SETTINGS.find(filename);
{
just add the filename line and compare
yea doing that now
renodx::mods::shader::on_create_pipeline_layout = [](auto, auto params) {
if (params.size() >= 20) return false;
auto process_path = renodx::utils::platform::GetCurrentProcessPath();
auto filename = process_path.filename().string();
if (filename == "RoboCop-Win64-Shipping.exe") return true;
auto product_name = renodx::utils::platform::GetProductName(process_path);
if (product_name == "Jusant") return true;
if (product_name == "InfinityNikki") return true;
if (product_name == "Lords of the Fallen") return true;
if (product_name == "Ready Or Not") return true;
if (product_name == "Eternal Strands") return true;
if (product_name == "Expedition 33") return true;
if (product_name == "YKS") return true; // Slitterhead
// UE DX12 has a 4 param root sig that crashes if modified. Track for now
return std::ranges::any_of(params, [](auto param) {
return (param.type == reshade::api::pipeline_layout_param_type::descriptor_table);
});
};
ohh I was doing
renodx::mods::shader::on_create_pipeline_layout = [](auto, auto params) {
auto process_path = renodx::utils::platform::GetCurrentProcessPath();
auto filename = process_path.filename().string();
auto product_name = renodx::utils::platform::GetProductName(process_path);
auto param_count = params.size();
if (params.size() >= 20) return false;
if (product_name == "Jusant") return true;
if (product_name == "InfinityNikki") return true;
if (product_name == "Lords of the Fallen") return true; // Lords of the Fallen 2023
if (product_name == "Ready Or Not") return true;
if (product_name == "Eternal Strands") return true;
if (product_name == "Expedition 33") return true;
if (product_name == "YKS") return true; // Slitterhead
if (filename == "RoboCop-Win64-Shipping.exe") return true; // RoboCop: Rogue City
thought its nice to have all exceptions
in a block
this works though
can I commit this; or do you want it formatted a different way?
you sent me the same thing
let me compare
its all rip anyway
also for some reason only goes to 400 nits; let me try upgrading bgr8-typeless
building your version
now its not crashing; maybe it was a one off thing
if I set exposure to 5.0, it still only goes to ~490 nits
0x5d760393
0x90bbe81c
0x33247499
thsoe are the lutbuilders its using
checked all 3 lutbuilders; they're perfectly fine
time to check the devkit to see if there are any shaders that draw after
the game has pdb?
nope
these are the 3 that draw after the sample shader
trying to just remove saturates lol
it has a gamma slider
float4 main(
noperspective float4 SV_Position: SV_Position) : SV_Target {
float4 SV_Target;
float4 _32 = PostProcessInput_0_Texture.Sample(PostProcessInput_0_Sampler, float2(((((SV_Position.x - float((uint)PostProcessOutput_ViewportMin.x)) * PostProcessOutput_ViewportSizeInverse.x) * PostProcessInput_0_UVViewportSize.x) + PostProcessInput_0_UVViewportMin.x), ((((SV_Position.y - float((uint)PostProcessOutput_ViewportMin.y)) * PostProcessOutput_ViewportSizeInverse.y) * PostProcessInput_0_UVViewportSize.y) + PostProcessInput_0_UVViewportMin.y)));
float _42 = select((_32.x <= 0.0f), 0.0f, exp2(log2(_32.x) * (Material_PreshaderBuffer[1].w)));
float _47 = select((_32.y <= 0.0f), 0.0f, exp2(log2(_32.y) * (Material_PreshaderBuffer[1].w)));
float _52 = select((_32.z <= 0.0f), 0.0f, exp2(log2(_32.z) * (Material_PreshaderBuffer[1].w)));
SV_Target.x = max(((((Material_PreshaderBuffer[2].y) - _42) * (Material_PreshaderBuffer[2].x)) + _42), 0.0f);
SV_Target.y = max(((((Material_PreshaderBuffer[2].z) - _47) * (Material_PreshaderBuffer[2].x)) + _47), 0.0f);
SV_Target.z = max(((((Material_PreshaderBuffer[2].w) - _52) * (Material_PreshaderBuffer[2].x)) + _52), 0.0f);
SV_Target.w = 0.0f;
// Disable post process gamma raise (breaks peak nits, breaks scaling, and broken with PQ)
SV_Target.rgb = _32.rgb;
return SV_Target;
}
but Material_PreshaderBuffer
what's you change? just the saturate calls?
no
SV_Target.xyz = _42.rgb;
returned
float4 _42 = PostProcessInput_0_Texture.Sample(PostProcessInput_0_Sampler, float2(((_28 * PostProcessInput_0_UVViewportSize.x) + PostProcessInput_0_UVViewportMin.x), ((_29 * PostProcessInput_0_UVViewportSize.y) + PostProcessInput_0_UVViewportMin.y)));
in every shader
just returned that
ah
well the color is different but
yeah...
same sample
rip scanlines
by color I mean the variable
but the game looks the same
loading/unloading
the game has lots of crashing issues though
might be found to some user setting
thats the first thing I did; but you can turn post effects off; only low
I'll try turning everything off
yep turned everyhign as low as it can go; same thing
ima still commit the file name stuff
when I get shot
the peak jumps to ~900 nits
for the effect
nice I got to play for 5 minutes before it crashed
00:00:30:956 [17516] | ERROR | Device was lost with DXGI_ERROR_DEVICE_REMOVED!
00:00:30:956 [17516] | ERROR | > Device removal reason is DXGI_ERROR_INVALID_CALL.
I'm going to commit the addon.cpp changes
just so filename is there for when we need it in the future
robocop is going to need its own seperate fixs though
and even then it seems to crash randomly
@spare bane https://github.com/clshortfuse/renodx/pull/205
will probably come in handy in the future; so might aswell have filename avaliale
but yea its not a coindience that oblivion and robocop have the same shader
might be some sort of new UE post effect shader that gets enabled when devs turn on certain effects
does this work for gungrave: gore?
Remnant 2 doesn’t seem to like RenoDX very much with DLAA or upscaling disabled. The other DLSS modes work fine
@swift monolith strange; I tested remnant2 a while back
I was the one that added it to the UE mod; so I wonder what changed
I tested every biome
I tested it with DLSS off though; didnt test DLAA
hi guys, got a question about the mod for ace combat 7
Looks really great for most missions, this one in particular is blown out in vanilla sdr and auto hdr, rtx hdr
but mod looks abysmal for this mission
are you using the ace combat mod
yes
alright, it's in the same download page?
@indigo pike I made a new game with the blackranger; seem to be fine? (Steam version)
try this version of the addon + this reshade .dll
@spare bane would it be a good idea to have a automatic shader dumper that autodumps stuff that's not recognised?
then someone could play the game, share the files and it get fixed up for the next person
so you can just turn it on? you dont have to press a button while a scene is active?
any performance impact?
i dont mind sacrificing a bit of fps but not like 50%, any idea on performance impact %?
there's no point in always having it on
sure there is, you dont have to remember to turn it on and restart the game
more stuff can be shared and won't get missed
i think of it like what dxvk gpl async used to be? generated a cache like file
just trying to help my fellow gamers and i'm not a coder so just thinking of a way to help 🙂
you'll know you're missing a shader when the sliders don't work
so it's not like people won't notice
it'll be capped to UI nits (203)
or 120 like I use 🙂
it doesn't work
#1321685184852135967 message
yeah that's what brought me here in the first place, looks great except for 1 mission,
i just tried what marat suggested,
upgrade b8g8r8a8_typeless and b8g8r8a8 unorm to "output size" @hybrid mountain
move the slider
none of the sliders work, this is where i got the addon from, srry i didn't understand what you meant by unreal engine generic,
you have to restart the game
after moving them
but what do you mean none of the sliders work?
oh ok,
like saturation doesnt do anything
yes
thought the ace combat lutbuilders are part of the UE core mod
I know the game had an update
the only thing that changers anything is if i switch from hdr10 to scrgb
yea that doesnt matter
if you can hit
"enable dump lut shaders"
restart the game
I'll try it again,,
and go to the mission that doesnt work
in your game folder
a renodx folder should spawn with a lutbuilder_xxx file
you have to close the game after making upgrade changes
I thought all the ace combat lutbuilders where in the mass mod; weirdge
no folder appeared
if you set the game to blowout 100, does it become a grayscale?
just upgrade the game, b8g8r8a8_unorm (output size) and b8g8r8a8_typeless (output size) -- restart the game (close it completely and open it)
you can find it in the advanced tab
and see if something changes
also the game still in sdr i think,
yup
This is my reshade log
regarding lords of the fallen
whatsup
did the files I sent change anything?
i just found it
alright
nothing looks off in reshade.log -- so it might just be gamepass being weird or old reshade/old addon ?
shaders are replacing; steam version seems to work
rip
yea
are you in borderless mode?
I also started a new game with your class
and idk everything seems fine
@hybrid mountain 06:45:15:169 [ 6160] | INFO | Redirecting IDirectInput8W::CreateDevice(this = 00000243E675BE08, rguid = {B6876E70-DE9F-11EF-8004-444553540000}, lplpDirectInputDevice = 00000243E7376DB8, pUnkOuter = 0000000000000000) ...
06:45:57:694 [32724] | DEBUG | [RenoDX] Dumping lutbuiler: 0xca80a1be
06:45:57:694 [32724] | DEBUG | [RenoDX] utils::shader::dump(Dumping: 0xca80a1be => C:\Program Files (x86)\Steam\steamapps\common\ACE COMBAT 7\renodx.\lutbuilder_0xCA80A1BE.ps_5_0.cso)
"windowed fullscreen"
it dumped a lutbuilder
send me lutbuilder_0xCA80A1BE.ps_5_0.cso
C:\Program Files (x86)\Steam\steamapps\common\ACE COMBAT 7\renodx.\lutbuilder_0xCA80A1BE.ps_5_0.cso
nope; seems fine
let me double check my DLSS is off
let me fix this real fast
yep, no dlss, everyting ultra, LOTF2023 works just fine
with the starting class you picked
tried replicating your bug
@hybrid mountain delete your old unreal engine .addon; and use this instead
tell me if it works
make sure the b8g8r8a8 unorn and typeless upgrades are still enabled
yea sorry; idk -- the shaders look like they're replacing; I know those shaders and they're right
aight
whatevers going on might be a gamepass specific issue or a setting
also you dont have any mods right
@indigo pike one thing you can try is set the ui brightness a bit higher; like 100
the math might be getting griefed by it being too low; even though I dont think it should be an issue
you asking me? because i do have some mods,, plane,, ui change,, and fov changeer
well both of you; but yea you probably might want to get rid of them if this version of the mod doesnt fix it
the sliders work now,
ohh thats blowout 100 
set the sliders back to normal
is the game itself like good?
yeah i've messed it around to see if it works fine
but yea set the sliders to default (except the upgrades) -- is it good?
and send a pic of that
446,
yep looks solid, enjoy man
rip
try only doing
typless upgrades
only upgrade b8g8r8a8_typeless, disable _unorm, and restart the game
yeah,.. it fixes itself, after a few seconds,, and i don't really need to read shit in this game, i know the menu 😂
but thnx anyway, just letting you know
yea it seems a few games are like that
where upgrades cause the font to glitch for a split second
as long as it fixs itself; its fine
🙏
my monitor is p27aqdm, asus says 1000 nits but i don't really know if it reaches half of that
Astroneer has the same issue; for like a split second the font is squares for a split second
it's probably not running the steps in OnInitSwapchain
had to set R10G10B10A2_UNORM to output size to get rid of black screen in lords of the fallen but I'm using a 3080, why is that
Hmm, odd. I can record a video later today as a better showcase. The white is coming from the water in the lobby area, so you don’t have to look for very long to encounter it 😛 One potential cause: I’m at the end of a campaign so the lobby area is stormy, perhaps that makes a difference
I'll take a look later
but I ran around the hub
and the 3 biomes
are you on gamepass or steam?
Made a quick recording for you
DLAA and no upscaler
wait none is rip too
weird I tested with no upscaler and it seemed fine
are you using any mods?
Yeah I'm not sure why there's a difference. RTX 5090 latest drivers if that matters
No other mods
I did, as shown in the beginning of the video 🙂
I mean for now you can use dlss quality; but thats weird stuff
Yeah the workaround works well enough but it's strange
Can confirm it also happens with a fresh character in a new campaign
So the repro is as simple as getting to Ward 13 and looking at the ocean
Also happens with FSR 3 set to native AA (but not any of the other FSR 3 modes), so the pattern here I think is native res?
I'm at 4K if that makes any difference
Anyway, I'm out of time to investigate at the moment, I can help test more stuff later if needed
launching the gme
also at 4k
lets go to hub
o shit yea
its rip
it wasnt like this long aog
when I tested the game
RIP
I believe XeSS upscaling crashes the game but I’m not sure if that’s a “feature” of the unmodded game as well 😛
xess needs a dll upgrade
in a lot of games
if you replace the xess dll with the latest from intel's github
it will work
Ah, I don’t need it though
I was just going through the options for debugging purposes
But that’s good to know
ngl I have no idea
I’ll take another look later to see if I can figure anything out
let me try vanilla real fast
yea vanilla still has the same bug
I dont think its a shader decompilation issue; since the shaders worked just fine for a while
might be something that changed in reno idk
let me get the devkit in and see if the original shader still bugs out
yep even with the original shader/no replacement, the game glitches out at native res
@swift monolith disable r10g10b10a2_unorm upgrades
as long as dlss/upscaling is off (native res)
it will work
if you want to use upscaling, enable the upgrade
Good to know, thanks for taking a closer look!
So is this just a game bug then?
not sure tbh
when you upgrade resources, expect the unexpectible
usually they're "safe"
especially with output size
but anything can happen
it could be a reshade bug with how it handles resources
it might be something that changed in the few reshade nightlies I tried between now and release
Good to know 🙂 I did have another issue with this game that involved flashing white orbs but an Nvidia driver update fixed that one thankfully
That was without any mods as well
That involved moving the camera so that it clips a wall/particle/player though. It wasn't fun getting flashbanged by my TV every time that happened especially in the tighter corridors

So to recap, if I want to use DLAA I should simply disable r10g10b10a2_unorm and I'll be good to go?
I don't think it does, I think it gave me a black screen when the game started
I tested upscaling off
yea
the rgb10 upgradse are to bypass the black screen
but for some reason rgb10 upgrades are griefed now
To be honest, I find the game unplayable with DLSS off because of the insane amount of ghosting the default TAA has
Yeah
Gotcha, thanks
ngl I'm on a 4k 32 inch qd oled
and I play all my games with dlss balacned, transformer k
and it looks just as good as native
(outside of the odd transformer bugs like volumentric smearing)
Yeah the differences aren't huge especially when the internal res is high enough which it will be with a higher output res
I play on an LG G4 so I'm capped at 144hz which means I usually go for DLSS quality or DLAA since my framerate target is a bit lower than yours
(I believe I spotted 240hz for your monitor in the settings screenshot you posted earlier?)
I honestly haven't noticed a difference between DLSS quality and DLAA in Remnant 2, but I haven't done any side by side comparisons
yea; its the 240hz alienware
I dont really get 240fps in anything lmao
I dont care about refresh rate
like I'm playing clair obscur at 70 fps
You can use frame gen to hit it right?
As long as your input framerate is high enough MFG is awesome
I had a 4090, go ta 5090 for fun
thought MFG would be a gimmick; even though I loved framegen since the 4090 release
but when I tried it out; I was honestly blown away
doing 4x MFG to 224 fps [reflex/vrr cap]
or even 3x MFG if I want more real frames
It's great for 200hz+ monitors
playing gamepad games, the latency isnt an issue
yea on 144hz displays there really is no added benefit
I guess 40 x 3
nvidia is getting a lot better with framegen image quality and latency
so I can see some games benefitng from 40x3
hell many
most gamepad games dont really need "crazy low latency" to play well
so as long as it looks good, 40x3 can potentially work
And since I play on a TV with a controller I really don't care about the little bit of added latency
Exactly
lmao I play at my desk with a controller
the only games I use a KBM for are like co-op gather survival games
or something like heros of hammerwatch (indie pixel co-op game)
Oh I know Hammerwatch, it's cool 🙂
I'm unironically better at FPS games with a controller and no aim assist vs. kbm
because I used a controller my whole life
I know controller is worse, but I'm more familiar with it
Damn, I'm not quite on that level but I used to exclusively play KBM until recently
I wanted to make a renodx mod; but opengl = rip
I realized I just don't enjoy sitting at my desk to play games after sitting at the same desk to do my job
idk I grew up gaming at my desk, just feels right
but its all preferance
some people like big tvs and a couch
So now my PC is hooked up to my TV and I use Sunshine/Moonlight to stream to my desk if I want to play something with KBM
I got a big table, a big chair, put my feet up
btw the only area I didnt test in remnant2 is the fourth biome
I get that, a comfy desk setup is great too
after you beat the other ones
Ah yeah, I should be able to go back there in my campaign
I haven't started a new one yet
so if the mod breaks when you get to a new area and it goes to sdr; send me a save file and I'll be able to fix it
But I imagine it won't have any issues if the others don't
well shader permutations are a thing
like one shader works for all 3 biomes
but then I was playing in nerud or w/e its called
and went into the poison fog, which has this like full screen effect
and that spawned a different tonamap shader
every game is different
yep, it will be 203 nit sdr (or w/e your ui brightness is set to)
I should be able to notice that pretty quickly, I'm using the Dreamcatcher as a melee and it has a very bright glowing moon on the end of it
Which looks infinitely cooler with HDR on
yea that will clip to 203 nits
yea I got the bow from the dreamcatcher sidequest
and in hdr its really nice
I'll let you know if I notice anything

Ready or Not had 7 lutbuilders/shaders
whats nice about the Unreal Engine mod is all these shaders are shared between games
Did you play any of the DLC? I don't own it myself but do play with others who have it and sometimes encounter DLC content because of it
That might be relevant too
so adding shaders from remnant2 probably fixed 20 unreal games we dont know about
didnt beat the game
Ah alright
I imagine that quickly adds up when you add support for a couple of games and by proxy get 90% of the way there for other games
yep
and with the dump shader option; I dont even have to play the game
[dump shaders wont work in remnant2 because it uses compute shaders; I have to find those manually]
people just post the shader here; we fix it
send a test version
if the addon works; off to github
and the list grows
@swift monolith did your white glowing orb artifacts look anything like that
that where fixed by the driver update?
Hmmm tough to say, it usually wasn't one but a whole bunch that sometimes covered almost the entire screen. And they were only visible for a few frames at most
a dude has issues with LOTF2023 (gamepass)
and pretty sure its a gamepass bug
since I tried replicating his issue on the steam version, and everything works just fine
You should be able to reproduce the issue in Remnant 2 quickly enough if you use Nvidia driver version 572.83 or earlier I believe. I wish I'd recorded it now
I mean if its fixed thats all that matters
The issue disappeared for me once I updated to 576 even though the patch notes don't mention Remnant 2 anywhere
I have a bit of trouble in Lies of P as well and I am not 100% sure when it started
Blowout and Flare work in the menu, but not ingame
did you turn off native hdr?
send reshade.log
also are you using the pinned reshade version in #🧩renodx-dev
nothing looks wrong in the log
enable "dump lut shaders", restart the game
go to the area sliders didnt work
in the game folder a "renodx" folder might appear, and inside of it there will be a "lutbuilder_0x" file
if you find one, post it here
ping me, but I wont be able to fix it rn; its bedge time
rip the game uses compute shaders; idk if they'll dump
swore people tested Lies of P earlier; but maybe they never tested hotel krat
do your sliders work in the Hotel?
nope, sadly not
I remember it working at some point though, not sure what exactly happened
what happens if you disable the swap chain override addon
nothing changes upon restart. tone mapping sliders work, the others do not
they do work in the equip menu though
hmm, you can try setting bgra8 typeless upgrades to "output ratio"
needs a restart to apply
decided to just play on, did another boss and it is now fixed? might just be one stage of the hotel krat that does not work? weird
if you want to get more info run this, enable everything in capture and then click computer, connect local and you should see the unencrypted logs print out live
add to reshade ini to get better dumps
[INSTALL]
DumpExceptions=1
@elfin lance regarding the last addon you sent me, the ui text bug is extended within missions itself. I didn't notice this morning because free mission doesn't have any chatter
@brave sand let me know if last night's push fixes the issue for you
FYI: I had a brief stroll around the different areas of the final world and didn’t encounter any weirdness. Unfortunately I can’t test the final boss fight until I go through the campaign again
I did notice that my character in the inventory menu is overly darkened
had a solid chuckle at this
@elfin lance So what's the deal with Robocop? It's possible to get it to work with RenoUE or it needs a
mod
Also, I've noticed RenoDRT with gamma correction crushes the shadows
I've noticed something similar in code vein, during loading the text gets garbled
@spare bane this gets fixed with renodx::mods::swapchain::swapchain_proxy_revert_state = true;
Ya had a similar issue that got fixed in the town of light when ShortFuse added that
I've honestly never seen that option grief anything
could be another setting in the advanced stuff for the UE mod
It did, thanks for looking into it 
I found another problem with Infinity Nikki though, i found out the root cause, but i don't know how to fix it in a cleanly manner.
The problem is: RenoDX seems to think the game's Backbuffer is 100x100, breaking the resource upgrades.
This is because the game creates a new swapchain and binds it to the invisible "bridge" window, i "fixed it" on a personal build by ignoring any swapchains bound to the bridge window as candidates for data->primary_swapchain_desc, but that's kind of a hack and not a proper fix.
Would love to hear if you have any ideas on how to properly fix this
I figured out the issue by looking at the UEMindump file, but thanks for the tip
@unborn verge probably needs a custom mod because of crashes + custom shaders
@viscid mirage same thing in astroneer
it seems to be a recent thing
Would you guys happen to know how to inject reshade into wuthering waves without special k or getting banned
d3d12.dll
It's on the wiki
I've heard special k can cause some performance loss
Since I don't really use it's features anyways 🤔
There's also the Inject64 thing
Only for fps capping
what game?
oblivion
looks gud
it's a combo of my pcolor.fx preset, renodx, and ultra+
@spare bane does the native UE HDR trick to make latest dlss-fg work on other UE games or is it just oblivion
Setting UI brightness to 370 fixed the clipping (for 1k peak at least)
thats not fixing it
there are shaders that come after the generic ue shaders
that need to be unclamped
Only played the first level, had no crashes though
I used the very latest reshade that SF posted yesterday or the day before, so that might have been a factor
Yeah, yeah, I should have put fixed in quotation marks
But at least you can side step it somewhat
here is robocop with the shaders modified a bit
I didnt read the shader, just returned what it sampled
so idk what code I skipped
might've just been meme gamma correction that nobody needs
The scanlines are very important an can’t be skipped
I dont think the scanlines where skipped
also it was a random test to see what was clamping; wasnt an actual "fix"
honestly I have no idea what the shaders do -- one fix you can try is finding the UE cvars to disable the post process effects
the game settings only let you set the post process effects to low
Hmm the options have changed it a bit 🤔
@tired mulch is this what you have (minus the peak brightness)
Also should reshade performance mode be used?
Contrast i probably dialed down to 60 because shadow details
Other than that looks fine
Just oblivion
Does Oblivion have native HDR or RenoDX only?
#1364320940955140116
this mod flicker with frame generation, is normal?
It'll flicker if you don't use UE HDR or if you don't downgrade DLSSFG
is there a best "Resource Upgrade" configuration for renoDX on UE games? messing around with DB Kakarot right now looking for the best possible HDR RenoDX can provide
I think I posted that one to the mod list
wanna say it needed 8 bit but had other issues that prevent it from being truly good
probably shaders after tonemapping
does this work with games that already are using UE HDR
like Riven?
hdr is just a toggle in the game and has zero adjustments
do i need to disable the ingame HDR first
Is the new hw rt update using rr ?
its just rt reflections and im pretty sure just for water
rr not really necessary here
but it does remove the nasty SSR artifacts so thats nice
yea
Oh, too bad they didn't do gi as well but maybe it doesn't need it ?
the baked lighting is already best in class
Guess I'll have to give it a try then
yeah riven is gorgeous
Wow, didn't John from DF mention some indoors issues with baked lighting tho ?
Fixed since then ?
he was probably talking about the vr mode
but idk
does wuthering waves need any additional resource upgrades to unclamp on AMD cards? Trying to get a friend set up with it but RGBA8 typeless and RGB10A2 unorm set to output size aren't doing it
Do I just set them all to "Any Size" and just call it a day?
might need to disable the kuro tonemapper thing
yeah I got him to do that
output size w/o dlss
ratio w/ dlss
idk maybe spyware knows then
Please Ping me if you figure it out, I've been trying to get Reno to work with wuwa on my amd card too
Mine kept crashing whenever I edited my engine.ini for some reason to disable the kurotonemapping
odd, his isn't crashing, just not unclamping like it should
Wot
Oh
Fine i can boot my amd laptop in a jiffy
@finite basalt yea there are a bunch of games with native hdr; but its busted default unreal
like LOTF2023 has native hdr
Returnal, etc
if a game has native hdr; always make sure its off
when it comes to the UE mod
rdna3 (780m igpu)
Hmm did you have to do anything different to get it working?
no
I wonder if the game is doing something weird with the ini when rt is on, I'll have to try without it when I get home
sk, renodx, optiscaler, nukem dlss3 -> fsr3 all work
Which loads which ?
Oh I hadn't tried optiscaler, interesting I'll have to give that a go too
opti FG doesn't work but doesn't crash
flicker
use DLSS3 -> FSR3 nukem dll method
Is the FSR upscaling nicer that way?
I swear it feels like the vanilla game is using fsr1
Yeah Nukem's always works fine regardless of whatever is alongside it but Opti FG is all kinds of tricky for me to get working without crashing (Reshade+RenoDX present or not)
Talking in general here, as I only have use for Opti when I can't use Nukem's
That's with spoofing tho, right ?
nah both on nvidia gpu

on this game specifically only 3.8.1 FG dll or nukem fg is usable
optifg => no go
310 fg dll => no go
Weird