#✅RenoDX: Unreal Engine
1 messages · Page 6 of 1
That's the usual dilemma yeah
I think my friend set SK to scRGB when trying RenoDX on wuthering waves. Could that alone be causing some issues when trying to use it on AMD?
doesn't the mod use hdr10 by default
It should I believe
I'll have him try making sure everything is set to HDR10 when he gets a chance
ayyy I managed to get it to run without crashing
sk + reshade although it's still in sdr
maybe there's a different upgrade I need?
Anybody else have the issue when using SK with Reno and the UI brightness slider starts to effect game brightness? Wish these mods were more compatible with each other. Playing the System Shock Remaster and it works fine without SK.
I got it working for my friend. Not sure what the fix was exactly as we tried many things. Currently running with reshade installed directly to the game as d3d12.dll, SK set to HDR10 and steam overlay/input disabled
hmm which version of SK?
25.4.30
Okay. Spiwar do you have sk hdr off or in passthrough mode?
Squirrel with a Gun is "going nuts" (pun intended, just black screen freezing at launch or fatal error crashing) with RenoDX (tested without SK, but with it's crashing as well, just not the same error)
oh shit it's working now, thank you!
UE RenoDX in The Smurfs - Dreams seems to behave the same as it does in Chorus
Interesting ig as they respectively use UE 5.3 & 4.26.1
too bad
Wuwa
I am undergoing the Zanni companion mission
Zanni's actions made the screen dim and brighten, which was a terrible experience
It doesn't work properly? Because I was just about to try it on that game
Also, can I do HDR processing of videos in games with UE RenoDX, like you did in Oblivion?
Well UI brightness slider controls highlights and the whole output is still somewhat clamped but it doesn't look bad imo, just like it doesn't look bad in Chorus either
But each game should get its dedicated build for RenoDX to be doing its thing properly
And RenoDX for Oblivion has HDR video processing. Can this be done in UE RenoDX with other games?
Only if there were some universal shader for playing SDR videos which I don't think there is. Oblivion needs some extra specific upgrades for its video HDR
Just tried it on Big Helmet Heroes. Looks like it's the same thing
Also it should be ForceBorderless=0, otherwise it crashes
Does it make sense to try to enable native UE HDR in the config files?
Scene Grading settings do nothing
lol, just r.HDR.EnableHDROutput=1 gave the game native normal HDR without any RenoDX
No. It's mentioned in the first pinned post
@spare bane can you do custom per-game upgrades in the Unreal addon
like not a per-game default thats based on the sliders (output size/ratio/all) -- like what the other games use
but like
if(Clair Obscur){
renodx::mods::swapchain::swap_chain_upgrade_targets.push_back({
.old_format = reshade::api::format::b8g8r8a8_typeless,
.new_format = reshade::api::format::r16g16b16a16_float,
.use_resource_view_cloning = true,
.aspect_ratio = 69.f/420.f,
});
}
the game itself doesnt matter; its just I noticed a few games with cinamatic cutscenes (black bars/"21:9") that need custom aspect ratio upgrades
output ratio isnt enough
upgrade all = rip game
in theory the filename/product name variables from the pipeline exception should work no?
all that stuff is in the dllMain() part of addon.cpp
You already know how to do logic by process/exe
ok so my brain was on the right track
thank you
it might sound stupid; but I knew the product name/exe name variables and an if statement would probably work -- I just didnt know the ins and outs of resource upgrades
the only real downside would be is this would bloat addon.cpp real fast
// Per game resource upgrades, where we need custom paramaters -- the sliders (output size/ratio/all) don't work
auto process_path = renodx::utils::platform::GetCurrentProcessPath();
auto filename = process_path.filename().string();
auto product_name = renodx::utils::platform::GetProductName(process_path);
// Clair Obscur Expedition 33
if (product_name == "Expedition 33") {
// Portrait letterboxes screens
renodx::mods::swapchain::swap_chain_upgrade_targets.push_back({
.old_format = reshade::api::format::r10g10b10a2_unorm,
.new_format = reshade::api::format::r16g16b16a16_float,
.use_resource_view_cloning = true,
.aspect_ratio = 2880.f / 2160.f,
});
}
renodx::mods::swapchain::swap_chain_upgrade_targets.push_back({
.old_format = reshade::api::format::r10g10b10a2_unorm,
.new_format = reshade::api::format::r16g16b16a16_float,
.dimensions = {.width = 32, .height = 32, .depth = 32},
.resource_tag = 1.f,
});
lets go it works!
I'll probably define product_name/filename somewhere outside of the other function
ok found a weird issue -- ignore_size works; but .aspect_ratio = 2880.f / 2160.f, does not -- time for the devkit
it seems ritsu has that in his mod too .aspect_ratio = 3840.f / 1608.f}); -- but its labled as "ultrawide DLAA"
ok
// Portrait letterboxes screens
renodx::mods::swapchain::swap_chain_upgrade_targets.push_back({
.old_format = reshade::api::format::r10g10b10a2_unorm,
.new_format = reshade::api::format::r16g16b16a16_float,
.use_resource_view_cloning = true,
.aspect_ratio = 2880.f / 2160.f,
});
renodx::mods::swapchain::swap_chain_upgrade_targets.push_back({
.old_format = reshade::api::format::r10g10b10a2_unorm,
.new_format = reshade::api::format::r16g16b16a16_float,
.use_resource_view_cloning = true,
.aspect_ratio = 3840.f / 1608.f,
});
works for me, on my 4k displa
@glossy valve idk if its an issue with my display, 240hz DSC does weird stuff (like DLSS quality is 2840x1441 instead of 2840x1440) -- but the ultrawide DLAA resolution is the cutscene resolution for me lol
@spare bane let me know if you want me to change anything
I wanted to define filename/product name somewhere else; but vscode kept bitching; so I had to define it twice
-
Once where it was originally
-
The second time for per-game custom upgrades
but yea now anybody can go to the resource upgrade section, throw in an if with the .exe or product_name -- and have all the custom per-game upgrades they want
with meme aspect ratios and all that
the only downside is it might cause bloat -- but so far not a lot of games need custom resource upgrades; so it might be fine for a bit 
Make it its own function instead. I used to have something similar for Psychonauts2
lets c
void AddPsychonauts2Patches() {
renodx::mods::swapchain::force_borderless = false;
renodx::mods::swapchain::swap_chain_upgrade_targets.push_back({
.old_format = reshade::api::format::r10g10b10a2_unorm,
.new_format = reshade::api::format::r16g16b16a16_float,
.ignore_size = true,
.usage_include = reshade::api::resource_usage::render_target,
});
renodx::mods::swapchain::swap_chain_upgrade_targets.push_back({
.old_format = reshade::api::format::r11g11b10_float,
.new_format = reshade::api::format::r16g16b16a16_float,
.ignore_size = true,
.usage_include = reshade::api::resource_usage::render_target,
});
}
praise github history
do you want all this stuff
the logging and stuff
because I want to support both filename + product name
ideally default to product name
try {
auto process_path = renodx::utils::platform::GetCurrentProcessPath();
auto filename = process_path.filename().string();
reshade::log::message(reshade::log::level::info, std::format("Applied patches for {}.", filename).c_str());
} catch (...) {
reshade::log::message(reshade::log::level::error, "Could not read process path");
}
}
so checking for both product id and filename would be a pita
function works
I guess it only sends it 3 times so its whatever
// Per game resource upgrades, where we need custom paramaters -- the sliders (output size/ratio/all) don't work
void Expedition33Upgrades() {
// our aspect ratio upgrades
}
void AddGamePatches() {
auto process_path = renodx::utils::platform::GetCurrentProcessPath();
auto filename = process_path.filename().string();
auto product_name = renodx::utils::platform::GetProductName(process_path);
// Clair Obscur Expedition 33
if (product_name == "Expedition 33") {
Expedition33Upgrades();
reshade::log::message(reshade::log::level::info, std::format("Applied patches for {}.", product_name).c_str());
}
}
}
// a bunch of addon.cpp stuff
renodx::mods::swapchain::swap_chain_upgrade_targets.push_back({
.old_format = reshade::api::format::r10g10b10a2_unorm,
.new_format = reshade::api::format::r16g16b16a16_float,
.dimensions = {.width = 32, .height = 32, .depth = 32},
.resource_tag = 1.f,
});
AddGamePatches();
initialized = true;
I guess I need to throw a return in
You don't. You can set defaults for the exe/product name
well then I guess the old function works
do we want the logging?
because right now the only thing I have to support both exe and product_name is
reshade::log::message(reshade::log::level::info, std::format("Applied patches for {}.", product_name).c_str());
in the actual if statement
and then the person themselves would have to change product_name to filename if they want to use something thats not product_name
~~
wait do you mean throwing in the function to run inside of
"Expedition 33",
{
{"Upgrade_B8G8R8A8_TYPELESS", UPGRADE_TYPE_OUTPUT_SIZE},
{"Upgrade_B8G8R8A8_UNORM", UPGRADE_TYPE_OUTPUT_SIZE},
{"Upgrade_R10G10B10A2_UNORM", UPGRADE_TYPE_OUTPUT_SIZE},
},
~~
it would be cool to run the function insode of that; but it doesnt seem possible the way the array is setup; but since the # of games that will need custom patches is probably not that high; it doesnt seem like a big deal
that might be a good idea
nope cant get that to work
ima just commit what I have for now, and then you can tell me what needs to be changed; a lot easier than discord
I couldn't figure out how to run the function inside of the default part of the code; the one that automatically sets sliders
I guess adding back AddGamePatches() has the added benefit of being able to do w/e you want for that game -- vs. just upgrades
I've tested the commit with other games, and as expected if the product name does not match; it does nothing
so unless there is something wrong with the function or naming; its more or less done imo?
and the function route lets us add more custom code, not just upgrades + looks cleaner
wish I could remember the other UE game that needed custom upgrades for 21:9 cutscenes
I figured logging out
-- reshade::log::message(reshade::log::level::info, std::format("Applied patches for {}.", product_name).c_str());
++ reshade::log::message(reshade::log::level::info, std::format("Applied patches for {}.", product_name + " || " + filename).c_str());
spits out:
23:20:59:306 [24740] | INFO | [RenoDX] Applied patches for Expedition 33 || SandFall-Win64-Shipping.exe.
Stellar Blade is coming out in a month
hopefully its generic unreal engine
so I can pump those lutbuilders
its UE4 iirc, so no 1 pixel lutbuilder memes
also with all the sm5 lutbuilders we got; it might just work out of box ngl
Please support my work and buy me a coffee 😊 https://www.buymeacoffee.com/Amok4All
Thank You Very Much!
doesn't look like it
I mean we're not fixing native hdr
only the sdr path has to be generic ue
this is literally generic UE
its lies of p + ui slider
Ah ok
no lies of p is just aces1000 afaik
Stellar Blade exceeds 4000 nits
oh?
either way the UE mod works off the "SDR path"
so the SDR path has to be generic UE
their hdr path doesnt really matter
yeah
if the game has no raytracing
or any features that might need sm6
it might be sm5
ngl with shortfuse's decomp; I rather the game be SM6 LOL
because there are no decomp issues
yea hopefully
the native hdr on ps5 is terrible
the black floor is so bad that sdr looks better
Anybody able to help me in Severed Steel? From testing Peak brightness is tied to UI brightness instead. I think I have Upgraded B8G8R8A8_TYPELESS as per the wiki but could be wrong
Try setting the bgra8 typeless upgrade to "output ratio"
Hmmm issue still persists.
Do the color grading sliders have an effect
If you put let's say contrast to 100
The nvidia overlay may also cause issues
Yea they are all having an affect as expected. Playing the GOG version direct from execuable (no overlay) witn a rx9070. Of note I have the same issue with Echo Point Nova built by the same developer and most likely same version of ue
EDIT: I have now got Echo point nova working not sure how...
So seems to be an issue with the dx11 vs dx12 renderer. When its DX12 on steam works perfectly. Dx11 on steam, or either on GOG dont seem to work
Hmm I only have severed steel on epic, can test later today
But I'm on nvidia
I originally added it to the wiki
But somehow the upgrades are not working for you then
In DX11 at least
Might do some more testing and playing around on my side. Could the dx11 issues be from using the unofficial reshade version linked on the RenoDX page? Saw it mentioned something about dx12 optimization. Will test out a different version and see how that goes
@brave sand what do I need to check to make sure it works

looks like it works
i just tested free flight
hm tested the regular 6.4.1 ver and a nightly one and both seem to work fine on my end
and make severed steel have proper hdr
tested some more games, chorus has the same a similar overlay shader as asterigos clamping it, which is an easy fix
tales of arise just needs safe pow in the output shader
although the bloom? sometimes really freaks out
and that seems to be an issue caused by the swapchain proxy shader
Ooh, easy fix? 😍 Chorus in real good HDR soon then 
yup :) heres a build with the fix
Woohoo, that'll be my dessert ❤️ Thanks, will let you know in a quarter or so
project wingman works?
Thanks again but I'm afraid UI brightness still controls highlights 😢
Seems to but idk if there are issues
Didn't upgrade anything
Just loaded sk + reno
not bad for something that just never had any effort put into it
really wanna play the DLC
my name is in the credits 🙂
it still needs bgra8 typeless upgrades
at output size I think
sorry forgot
Oh, silly me, should have thought about that, I'll try right away
Yes, that's it ! ❤️
Thank you sooo much
Went from not too bad to glorious 😊
And that slighty dimmed UI will be an oled saver 🥲
@spare bane The problem of character attack actions causing the game screen to darken and brighten
I solved this problem
The method is to right-click on the game program, open Properties - Compatibility - Check the box, and run this program as an administrator
"Got greedy" and tried it in the Smurfs Dreams cause it seemed to have similitudes (Ui brightness controlling highlights) but nothing changed there, upgrading bgra8 typeless or not. No biggie, it's a cartoony looking game after all.
tales of arise renodx would be huge, gives me a reason to go back and revisit the game
will you commit the fix to main ue addon? Or shall I link this build in the wiki in the Chorus post
hit us up with some screenshots
@viscid mirage I tested tales of arise last year when we just learned to fix lutbuilders
its full of custom shit
I'd like to but my NVapp is creating crappy washed out PNGs... Maybe because I recently reinstalled it and haven't dialed something in properly
One last try with game bar this time 🤞
If it fails I'll just record a bit switching presets
I'll add it to the main UE addon
I don't actually think it is? like even the vn style cutscenes are not broken
but need to test more
this was long ago, maybe I misremember
Sorry, I'm just done with screenshots... Fed up with this unreliable NVapp.. Game bar is a mess to work with (for me at least - I just hate bothering with screenshots especially when having to work for getting any) and now I don't even remember which is which...
But it looks and feels awesome to play, that's what matters
i just use reshade screen shots
All are at sat 60 and the good looking but slightly dimmer is gamma 1886 (my usual favorite)
Yeah, I never bothered with it, nor with SK's nor with anything really, I just use snipping tool when having some in-game information to share and (when it worked) NVapp for the occasional single jxr but it craps out pngs now... 😢
fyi, Kal wrote the HDR png system in reshade
Yeah I remember that 🙂
i generally avoid overlays because it complicates modding
though i did add some more code for it to be less unstable when using them
Doubt it's anything of your doing even remotely tbh
Game bar takes them properly, NVapp can't anymore...
fml
And that's a whole hour lost on trying to even understand what's going on but still having no clue
what is this old ass version of my HDR analysis shader
SMH
latest commit is ready btw; made the changes you wanted
@viscid mirage is this a compute shader?
remnant2 has the same issue; even with the vanilla shader
if you upgrade rgb10a2, reflections/bloom = full screen grief [not a big deal since you dont need to upgrade unless you use DLSS, and if oyu use DLSS the upgrades dont break anything]
I swear it didnt happen before in older versions; so maybe it is proxy shader stuff
@spare bane
is this too much tryhard ?
(not hdr png cuz doesn't capture shaders for some reason)
wait huh the shader captures reshade window wtf
Just
renodxing trek to yomi an unreal engine 2.5d full black and white samurai game
which is working
which is fascinating and scary
I do have unclipped highlights even if it's just white and it looks amazing
but why the fuck does lilium shader take reshade window in the analysis
are you using SK?
sk might do that
if you inject stuff with SK
try with no sk
kek
it's not that big of a deal
I mean
had an option for a black and white mode
highlights are unclamped
it's all that matters
Idk why i even put satu and blowout at 80
just shortfuse ravaging my brain
it was like automatic
whats funny is
you can probably restore the games color
the black and white is probably just grading they did
if you set untonemapped earlier in the lutbuilder
you might see the game in color -- but since its made to be black and white
but this is like just you guys cooked some magic here
i think there is a pcgamingwiki entry for that
yea I'm not saying color is better; just a fun fact
I wouldnt want to restore the color either
I feel like he may hit his head at some point
or sprain his neck
have you played kakarot with newer versions of the UE mod
someone was asking about it
I've still got it installed apparently, I could boot it up and see
@left narwhal here
Split Fiction support added with latest commit
it was just pipeline memes, needed the exception
going to wait for shortfuse to merge before adding it to the wiki
Split Fiction, ue 5.4.4.0, uses 2x ninja gaiden black lutbuilders
Clair Obscur uses a ninja gaiden lutbuilder for non-sdr-lut scenes
wonder if the ninja gaiden lutbuilders are the "generic ue5 lutbuilders" -- similar to iirc 0xC1BCC6B5 for UE4
yeah it's still pretty messed up
it's HDR I just think there's a shader afterwards
don't have devkit, wasn't planning on fixing it just checking lol
the game's native hdr?
no
you always want to
oh ok
so
if you move the colorgrading sliders
they do something right?
but its griefed?
yeah
probably is
I dont have the game so yea
I think it's related to the transparent blue bullshit they render at the top of the screen for "glare"
ooh
I'd bet the mod that removes that fixes this tbh
so its literally berserker
if there is a mod that removes it
it would fix it
there is
berserker's fix is just send the color back to gamma
and upgradetonemap
its like a blue vignette right
I wonder what the hash is
it seems that blue vignette is part of either UE or
a popular paid pack
guess I'll check lol
if you've already got it fixed and it's the same, might as well add it to the mod
here is an example of the fix:
we need to create a linear color (inverseintermediatepass)
sign the linear color
create a sdr color via neutral sdr
and create a gamma color via srgb::encode (unreal expects sdr gamma encoded colors)
and then we have to feed the sdr color into the pipeline
also those shaders might clamp via a saturate so watch out for that
that's not the same hash
if the game has multiple colors getting sampled, you need to make a minimilized function, and convert every color to gamma; but the main untonemapped is what we sign + use for sdr color
r4.xyz = t0.Sample(s0_s, r3.xy).xyz;
r4.xyz = ToGamma(r4.xyz);
///
float3 ToGamma(float3 color) {
if (RENODX_TONE_MAP_TYPE) {
float3 input_color = color;
float3 linear_color = renodx::draw::InvertIntermediatePass(input_color);
float3 sdr_color = saturate(renodx::tonemap::renodrt::NeutralSDR(abs(linear_color)));
float3 gamma_color = renodx::color::srgb::Encode(sdr_color);
color = gamma_color;
} else {
color = color;
}
return color;
}
would be either of these I think
Aye, will do.
Trynna make it work with SK rn, but failing.
No HDR screenshots for me 
Kal has added extra warnings as well about incompatibility with a suggestion or two that pops up.
Trying them but no bueno. Annoying.
0x9Ca looks like the same as/similar to berserker
reshade takes hdr screenshots
as for 0xB80 bro idk wtf this shit is
It's not the same functionality as SK, Kal mentioned that few weeks ago that some of the changes that were added were taken out later by unwinder, I forget details.
But more importantly, it doesn't store it in neat little folders like SK does.
you can try finding untonemapped
and return o0 = untonemappe
and see if that unclamps
and then work down the shader
same process with upgrade tonemap
well it's not clamped, the vignette is just cursed
9ca comes after, maybe they're related shaders 🤷
ugh, I guess I'll give fixing it a try
berserker also has 2 shaders
back to back
you can try returning the first sample
and see if it gives you a non-vignette look
or ngl
test the mod
and just tell people to use that
lol
seems 8 bit upgrades break fmv playback actually

kind of a big deal in this game actually lol
my latest commit lets you do
custom upgrades
with the UE mod
so instead of the sliders
I've already 100%'d this game, I just don't think I care to do anything particularly extra 
you can have your own special upgrades for the game
or any custom addon.cpp code really
like clair obscur needs all this trash
void AddExpedition33Upgrades() {
// Portrait letterboxes screens
renodx::mods::swapchain::swap_chain_upgrade_targets.push_back({
.old_format = reshade::api::format::r10g10b10a2_unorm,
.new_format = reshade::api::format::r16g16b16a16_float,
.use_resource_view_cloning = true,
.aspect_ratio = 2880.f / 2160.f,
});
renodx::mods::swapchain::swap_chain_upgrade_targets.push_back({
.old_format = reshade::api::format::r10g10b10a2_unorm,
.new_format = reshade::api::format::r16g16b16a16_float,
.use_resource_view_cloning = true,
.aspect_ratio = 3840.f / 1608.f,
});
// DLAA support
renodx::mods::swapchain::swap_chain_upgrade_targets.push_back({
.old_format = reshade::api::format::r10g10b10a2_unorm,
.new_format = reshade::api::format::r16g16b16a16_float,
.use_resource_view_cloning = true,
.aspect_ratio = 3044.f / 1712.f,
});
}
nice lol
That one.
idk lmao
Yeah, gonna be pain.
welp, will look into it later.
I also griefed my fucking config file for AC Shadows by mistake, and that shit isn't launching now.
I forgot what I did to fix it.
for SK, there are basically two things to try: load it as an SK plugin by either using the plugin system with lazy load and compat mode off or auto loading as reshade64.dll, or simply installing reshade like normal as dxgi.dll and letting SK bitch about it

simply installing reshade like normal as dxgi.dll and letting SK bitch about it
That's what I've done with AC Shadows, works fine, yeah.
I lied, there's one more thing to try. Local reshade install with renodx, and set SK on an injection delay of like, 0.1-0.3.
In MH Wilds, I just loaded everything via SK.
ReShade via SK central install
.addon64 in SK's game profile folder
And it worked.
Neither solution works here.
I'll try this later, and other ones, thanks. I have to run for now.
might have to play around with the timing but, with any luck, they won't compete and trip over each other if you delay SK
Yeah, so far I've been able to make both work but with two differe results.
- game stays black, RenoDX and SK works same time.
- game works fine, but stays in SDR. RenoDX and SK works same time.
So, neither are ideal scenarios 🙂
alright yeah if FMVs are fucked I'm not gonna bother
I'm sure I'll wanna replay this game at some point and when that time comes I'll get it working lol
RenoDX works fine itself, so it's fine.
SK itself also works fine, both OOTB.
Just an issue together, but oh welp.
14hrs game, rather spend the hour playing than trynna troubleshoot, lol.
I'll try couple more things and then fuck it.
yeah, I've seen this before unfortunately. I can't get sk and renodx to behave consistently at all with Haste, I had to give up on using them together
Sadge
if the injection delay doesn't work, idk I think I'd give up on it
Yeah
Alright I've at least updated the description to be more accurate for kakarot's issues
Where do we add injection delay again, what's the command for config file?
uhhhhh global injection delay, can't remember the exact command. It should stick out just search for one of those words lol
xD
Yeah, no bueno. 0.3 delay and still black screen.
This is via loading ReShade locally dxgi.dll method, and then launching game via SKIF.
If I put SK's calibration to 'none' from HDR10, it just gives 'fatal error'
Welp 
maybe try resetting your SK config
RIP
Can hear menu music and all, just black screen.
Shame, most of the stuff Kal adds in SK are right up my alley and I use them quite often.
Controller features, HDR screenshots, clipboards, et al.
SK is great and I'd use it in everything if I could
Always a shame when I can't use it, yeah.
Gotta pick my poison with this one, though. So, it's fine.
Native HDR works fine, just doesn't cap to 800 (for me, since LG C4) so sometimes goes to 900-ish
Not a huge deal breaker, but works great with SK.
So, I either do that or use RenoDX UE mod.
I honestly think the native hdr looks solid in that
Likely will just use SK for this, tbh.
Yeah
I was only modding it for peace of mind, ya knw.
Like 'okay, it's 800 capped..."
But the game looked solid as is, so it's w/e.
I kinda forced myself to not do anything with that game lol
😄
I was thinking of doing that but then I was like
"This looks ... good to me" lol
If I can run game out of the box and it is a satisfactory experience, I take it, tbh.
ran well enough with fsr in native res mode at 4k on a 4080, never was upset about it
It's only in stuff like AC Shadows where vanilla experience with FG and all is so bad, SK helps a SHIT ton.
Kal added so much fucking shit in that game, whew.
Same with MH Wilds, solid game but RenoDX makes a night/day difference.
Thankfully, works via SK, too. Mosti deal way, too.
Just load it all via SK.
yeah we spent a goofy amount of time on mh wilds 
Yeah, I have it runnin off a 5090 with all maxed out, but I think I ended up putting FSR to Quality, but even Native was like 120+ limit.
My lock is 137, so I did quality and was like fine.
TAA was locked to 137, no dips.
use opscaler
for fsr -> dlss
Yeah, that's what we were discussing, lol. That instead of modding it, just the FSR 3.1 was okay, too.
yeah I'd have caved and bothered to setup a dlss mod if I wasn't happy with native res performance haha
Albeit, I wanna use OptiScaler more, I only ever used that in FF game you gave me the config for.
fsr2 native res looks good though
thats just for sharpening
hard cope
very hard cope
fsr2, 2.2, and 3.1 all have issues at native res
especially around thin grates
Yeah, I know. I just never used it for everything else.
I mean, it's not as good as DLAA but it looks better than most TAAs
Wellllllll ...
I'll take TAAU gen 5/tsr
OptiScaler means SK compatibility issues as well potentailly, right?
which is gigachad shit at 100%
idk man, you're making a jenga tower of mods
that all fuck with the same thing
lmao, yeah
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000001b14a9751a8
0x00007ffeffb27e04 _nvngx.dll!UnknownFunction []
0x00007ffee9965c02 WINMM.dll!UnknownFunction []
0x00007ffee9a50d9e WINMM.dll!UnknownFunction []
0x00007ffee99a8fff WINMM.dll!UnknownFunction []
0x00007ff6754abc23 SplitFiction.exe!UnknownFunction []
0x00007ff66e1e5d75 SplitFiction.exe!UnknownFunction []
0x00007ff66e1e731f SplitFiction.exe!UnknownFunction []
0x00007ff66c3e02fa SplitFiction.exe!UnknownFunction []
0x00007ff66c3ca227 SplitFiction.exe!UnknownFunction []
0x00007ff66c3c9fa0 SplitFiction.exe!UnknownFunction []
0x00007ff66e28e0a1 SplitFiction.exe!UnknownFunction []
0x00007ff66c5b33c6 SplitFiction.exe!UnknownFunction []
0x00007ff66c5b321c SplitFiction.exe!UnknownFunction []
0x00007fffd566e8d7 KERNEL32.DLL!UnknownFunction []
Crash in runnable thread RHIThread
rip
no OptiScaler
uh
did you add an nvngx_dlss.dll file alongside optiscaler @left narwhal ?
because it turns out OptiScaler kind of needs a DLSS file to uh, load DLSS

Lmaoooooo
Omg
No, I just ran with the rule that came from the installer.
I didn’t think to add anything or even check


I’ll do that when I get back to PC, lmao. Spending some time with bae watching shows and shit now, after making her wait an hour as I tried to make RenoDX and SK work in Split Fiction and failing.
that is not OptiScaler, that's an NVIDIA driver dll
optiscaler is winmm.dll
Yeah, that’s what I named it with the bat file.
what happened is that you asked the nvidia driver to load an inexistent DLSS dll lmao.
Since dxgi was for Reno
Yeah, makes sense when you pointed it out lmao. I guess I just assumed everything was packaged in one, heh.
But I guess not doing that is ideal so users can use whatever version they want.
thought that was the nv dll you add with optiscaler
didnt know he didnt add his own dll lol
There's no limitation to DLSS model, right?
CNN and Transformer, both work?
both should work
but i heard Split Fiction is a weird game DLSS might not work super well with it
Sweet, downloading latest.
Oh
Well, still nice to see if it works since I got it installed now.
Cause I wanna play Avatar at some point, and that doesn't have DLSS.
Be nice to see the process how to set things up.
So, I just throw nvngx_dlss.dll next to game's exe, right?
ayyy works now.
Seems to work here.
In-game setting is selected like this, does it matter what FSR mode gets selected now in-game like native, Quality, etc?
Or OptiScaler overrides it automatically?
optiscaler will not override the resolution unless you ask it to
(and even then the game might just ignore it)
Ah
So, with the setting I have selected rn here
My FSR is turning into DLSS
And what mode is being applied? Native aka DLAA?
yes, you are getting DLAA
oh I'm blind
lol
thank you, thank you.
DLAA solid locked frames maxed out.

Let me see if it works with SK now.
let's put more fuel into the fire and see what happens.
Great success.
Now only if I can make RenoDX work with SK as well, then we got the holy trinity going on 
I'm surprised Kal never added OptiScaler functionality within SK in someway.
Like FSR to DLSS swap.
Seems the right type of stuff he likes adding for QoL and such.
What makes you think Kal cares about upscaling
I mean, he loves using DLAA. And has added features like swapping DLSS/FG DLLs from within SK that we play, and such.
Forcing different presets, etc. All of that is natively in SK, so just figured he'd want to add this stuff, too.
Given how critical he is of DLSS and FSR, i don't know if he would spend the effort to translate FSR to DLSS lol
Yeah, he's a pure DLAA stan, lol.
I see this weird shit being left behind
I'll check if without OptiScaler also is being applied.
Can I disable the FSR to DLSS realtime in-game?
To see difference?
I guess just do this?
yeah, you can just swap upscalers on the fly with OptiScaler
Nice
And if I like wanna try vanilla experience, i.e. without OptiScaler changing anything.
Can I do that on the fly without having to remove OptiScaler?
Just for 1:1 comparison shots and such, that is. Make it easier.
uh, isn't the vanilla experience just FSR3 lmao
Yeah, it says 3.1 in-game's menu
eh if it's FSR 3.1 you can just use the FSR 3.1 provided by OptiScaler lol
I only know
fsr1, fsr2, fsr2.2 , and fsr 3.1, and FSR4
fsr 3.0 didnt actually update upscaling, and uses fsr2.2
I'm sure there might be minor sub versions; but thats more or less all the major versions
also some games mislabel 3.1
and its really 2.2 upscaling with decoupled framegen
but I'm sure optiscaler can detect w/e the native FG is, and tell you what its doing
Nice
It says FFX-DX12
yea I saw, no idea what any of that is
@left narwhal if you get further in the game, and hdr "breaks" -- do this
and I'll fix the game for you
instead of contrast use blowout 100
If you find a game where the blowout slider doesnt do anything, enable lutbuilder dumping in advanced, restart the game, and play the game for a bit and close it. In the game's folder there should be a new folder called "renodx" -- and inside if it you'll find files named lutbuilder_xxx -- feel free to share them here and ping me; and I'll try to fix them up!
No the lutbuilder is a pixel one, 0x87... Also tested without the rgb10a2 upgrade for the LUT and that didn't fix it
I'm pretty sure I isolated it down to the swapchain proxy shader, normal swapchain upgrade alone doesn't break it
Even tested Ersh's old method and that had the same issue
ersh's final shader never worked with dx11 ue no?
weird stuff though; hopefully it can get resolved
I feel like the broken font in some games
might also be upgrade based, but swapchain upgrades idk
like Maple's ace combat mod that doesnt use a proxy shader has no font issues
even though it upgrades the same stuff
but ace combat with UE generic + same upgrades = rip font
The font issue is fixed with swapchain proxy revert state true
No, it's currently not an option in the addon
shortfuse should merge this soon
and you should be able to do like
void DoSwapchainRevertState(){
swapchain proxy revert state true;
}
//
if(product_name == code waifu){
DoSwapchainRevertState() // or just set it to true here idk; shortfuse likes functions to keep stuff clean
}
the way its setup is you can run like any addon.cpp code
but it seems to be a pretty widespread issue; I know of a few games myself that do it
so maybe adding a slider for it would be better?
Yeah I agree, it should be an option under advanced
yea
we already have swapchain compatability
auto* swapchain_setting = new renodx::utils::settings::Setting{
.key = "Upgrade_SwapChainCompatibility",
.value_type = renodx::utils::settings::SettingValueType::INTEGER,
.default_value = 0.f,
.label = "Swap Chain Compatibility Mode",
.section = "Resource Upgrades",
.tooltip = "Enhances support for third-party addons to read the swap chain.",
.labels = {
"Off",
"On",
},
.is_global = true,
.is_visible = []() { return settings[0]->GetValue() >= 2; },
};
add_setting(swapchain_setting);
renodx::mods::swapchain::swapchain_proxy_compatibility_mode = swapchain_setting->GetValue() != 0;
}
I wonder if a few name changes would be all we need for a slider
just rename swapchain_setting to swapchain_revert_state
and change renodx::mods::swapchain::swapchain_proxy_compatibility_mode to whatever the revert state function is
what are the downsides to swapchain revert state true
ohh also if we get a slider, we can make automatifc defaults for the slider with the current default setting system
Idk, ShortFuse said it griefed some games
So he didn't make it the default
yea thats why its almost always off
I checked my mods; and its like always false
shortfuse is picky with how stuff is named
so lets leave the slider to him
Aye, will do. Much appreciate!
Will play tomorrow so.
but yea if we get the slider, we can start filling in game defaults
and just setting the few games that need it to true
off the top of my head I know Astroneer, Code Vein, and Ace Combat 7
might aswell through the default upgrades for those games too
Wdym bud
It just works
If only that was "just true" 😉
SK + Reno + reshade + upscaler/FG 3rd party + UE4SS + REST

Probably game dependent but works fine on my machine for the two games that i play
Oh, it works fine in other games as well for me.
Just fucky wucky with Split Fiction.
JXRs are back now after a reboot...
Good but still no clue as to why..

native hdr is servicable
you don't need more than 1000 peak with your low end tv my guy

this is to copy the swapchain for support with REST.
can this mod create random stutters ?
what
what game
RenoDX is usually not the culprit. Reshade effects (even unchecked) and the Reshade default addon's appear to have strong negative effects on the frame times, we've found recently
so I should remove all reshade effects ?
Disable all reshade fx
Even witth the toggle
Even if u have all the fx unchecked
you can set a key to toggle reshade effects in the settings tab
I usually set it to 'delete'
that actually helps a lot in most games with performance
especially in CPU limited scenarios
performance mode ?
wait I'll show you in a sec
make sure they are disabled even if you aren't using any effects
thanks
it will help with stuttering and CPU limitation
Does performance mode help anything?
Afaik that like doesn’t load any shaders that aren’t active?
partner
I have a question to ask
How much performance does RenoDX consume approximately
In WuWa with frame gen I get 240fps. -7fps for RenoDX shader replacement. -7 for HDR upgrade.
Native HDR is -4fps drop in general in Oblivion. Reshade is -3fps. RenoDX is -6fps
Usually faster than RTX HDR though
Unless something is wrong
What's average fps without RenoDX?
95
After activation, 89FPS fluctuates
I have obtained this file
which solves the problem of RenoDX's high light dimming and brightening
I forgot to say
The game is Wuwa
around 5%~ is what i've measured
on Humnble Bundle Choice there is a game called The Thaumaturge
itso n unreal engine and when i used renodx it kinda works
i mean all sliders etc works
but using lilium HDR analysis its only it shows max luminance to the one i set using sliders
i mean if i setGame Brighness and UI brighness to 500 lilium shows its 500
it wasnt liek that before,. could anyone tell me how to fix this?
@abstract viper mods page says to upgrade r10g10b10a2_unorm, did you do that?
apparently some scenes are clamped though
weird, sometimes I can get SK native pacing to work with renoDX just fine
other times it just corrupts the image
Thaumaturge is semi custom. I didn't mod all their custom paths. I can add it to the list of things pending. Does the initial scene work right? The title screen?
the letterboxed cutscenes are clamped, and it's unfortunately not just a rgb10a2 unorm upgrade that's needed like in e33
would be great if you checked it out again
encountered a strange renodx flickering bug in new wuthering waves event - seems to only affect dx11 and has something to do with the fps as capping at 60 eliminates it, tested in dx12 and it was fine
Can confirm no issues on dx12
Make sure its not related to 3dmigoto
Since i assume you use 3dmigoto on dx11 and not 12
yeah tested without 3dmigoto
Dio with his room temperature IQ takes again.
@spare bane would you consider adding a swapchain revert state slider to the Unreal mod?
it seems a bunch of dx11 games need it or else text artifacts
Astroneer, Ace Combat 7, Code DeVein
getting a black screen with latest ue4addon in ace combat 7, same with the dedicated ac7 addon.
nope, clean install
the custom one from discord
no idea 

also upgrade
b8g8r8a8 unorm
and make sure the gme is borderless
not fullscreen
also remove the r10g10b10a2 upgrades
thats for dlss
the game doesnt have dlss
am on a 5080 and assumed that was neccesary since that's what is said on the ue4 page
its usually a thing only for games that have dlss
did you restart the game after moving the sliders?
it probably doesnt hurt though
kk trying again
ye
try upgrading only b8g8r8a8 unorm and typless (output size)
make sure the game is borderless
and equal to your resolution
nothing
what version of the UE addon are you on?
seems new
you upgraded
r8g8b8
not b8g8r8
pulled the snapshot
only rtss
try not using rtss
ngl no idea

try upgrading R10G10B10A2_UNORM again
nothing
@glossy valve idk if you'll find this interesting
runescape dragonwilds has a setting for dx11/dx12[default], and vulkan output
in DX11 it uses SM5 pixel shaders
but it still only builds the lut once per scene
this is the only lutbuilder the game seems to use
very interesting
I went to a new biome
and in that biome, the sliders work in real time (dx11)
nvm it seems sliders apply all the time now in dx11 mode; idk
lol enotria uses
a clair obscur lutbuilder + what feels to be the generic SM6 shader; the ninja gaiden one (0x50f22bd6)
@bold gulch pizza souls in the Unreal Engine mod --
sadly it seems unstable
Show sun
one second
if the game doesnt crsh
good ole dx12 upgrades
cant get to the bonfire without crashing 
I upgraded all the same shit in the sample shader mod
and it didnt crash
wonder what the difference is
maybe its this?
sample shader mod -- which is stable: https://github.com/marat569/renodx/blob/96f2945d2c93b377e6014a8a3992eb783e4d9fbb/src/games/enotrialastsong/addon.cpp#L368
aspect ratio so upgrades more
no sun today
its crash after crash lol
Holy smokes ! First time managing a working SK+OptiFG+RenoDX combo ! 
In Nobody Wants to Die with respectively latest nightly/pre9(Daria)/Adrian's build with Chorus stuff (and Ritsu's ReShade64.dll from his Clair Obscur's)
Great news is sliders do change stuff live in main menu contrary to what the wiki mentions
the gpu driver crshes 
If the event originated on another computer, the display information had to be saved with the event.
The following information was included with the event:
\Device\00000122
Error occurred on GPUID: 100
The message resource is present but the message was not found in the message table
guess its just nvidia drivers being rip idk
game runs just fine without reno, add reno -- instnat driver crashes
ik my hardware is stable since I've ran it through a ton of benchmarks and stresstests
guess something changed between today and when I made the sample shader mod -- since that crashes too now 
https://github.com/clshortfuse/renodx/pull/217 finally got around to cleaning up my Infinity Nikki fixes for the latest update.
Post patch 1.5, Infinity Nikki uses a middleware solution called PerfSight (https://perfsight.wetest.net/) for performance telemetry, this introduced a problem with RenoDX, where the PerfSight DLL ...
so bridge was some meme device created?
kind of yeah
it's created by PerfSight, a Chinese middleware that collects performance statistics from the game and uploads them to the game developer
https://perfsight.wetest.net/
the PerfSight DLL was also the thing that created Direct3D9 devices for whatever reason
wonder what they use them for
bamco started collecting game data
years ago
gameplay data
like where players explored, how they played, etc
"Supports the monitoring of system basic indicators and game engine indicators. System basic indicators include FPS, frame time, stuttering, CPU throttling, memory, CPU utilization, CPU frequency, temperature, power consumption, startup time, network latency, etc. Game Engine indicators include Unity Mono Memory, Unity GC, Unity GC Alloc, GPU time, Mali GPU Counter indicators, etc."
my guess is basic stuff like "how much people found this secret area"
ah so just hardware stuff
I think bamco harvests actual gameplay behavior in some games
it's basically "ok people with these hardware specs are running the game at X FPS with Y frametime on zone Z"
btw in AddGamePatches I wonder if we should just use if or else if
in shortfuse's ancient function
he did else if trees
the Infinity Nikki devs probably do collect gameplay data as well, but the meme thing that was griefing renodx was purely performance related.
and does if vs. else if even matter in this context? if(game) is obv a lot cleaner imo
probably gets compiled to the same thing lol
thats my guess too
but I remember I made a function for something; idr what -- it was hlsl to be fair
and was told else if > if
it was tonemapper selection
maybe I should check what it compiles to in the shader playground someday -- but idk what optimization settings to use
like you know how we do number.f
with optimization 3, the compiler seems to automatically handle the .f stuff for you
no optimization it does uint -> float -- but I think reno has optimization flags for cso compilation
intersting; it might be reshade crashing my game
@bold gulch sun
Noice
lets see vanilla
also I removed all reshade fx
and everything seems stable now
wut
like no path to a shaders/textures folder
reshade tries to pre-compille all of the shaders on startup, game might not like that.
I have that off
only pre-compile active
but I have lilium's analsys toggled by numpad1
@bold gulch here's vanilla
lets try blowout restoration 0
gotta restart the game for sliders to apply LMAO
idk what triggers a scene change in thsi game
tried exit to main menu
tried changing settings
blowout restoration 0
but yea this is what I had before SkipLoadingDisabledEffects=1
so it didnt ocmpile anything except lilium's tool
but I'm deleting EffectSearchPaths + IntermediateCachePath
- disabling the built in depth + etc addons
runescape still crashes; but for enotria -- it seems:
disabling reshade's depth buffer + sync addon
deleting paths to shaders in reshade.ini
deleteing dxil/dxcompiler
made it stable
runescape (dx12) is stable with no reshade injected
I wonder if there is an issue in one of shortfuse's recently nightlies with DX12
I mirrored all of them so I should be able to test
interesting discoveries with the fx
I knew they had an fps hit; but I didnt know they would be the difference between a stable game and constnat crashing
also ima reupload these in one post so its easy to compare
sorry for no histogram, shaders cause the game to crash kek
vanilla -- reno default -- reno blowout restoration 0
also the .fx stability/crashes seem to be a dx12 thing
Maybe 50 blowout restoration but also reduce highlight saturation
yea
I just did 3 dramatic pics
for fun
the proper settings are somewhere in-between
Question, for this mod, do we leave in game HDR on or off?
Yes everything works fine. I mean like every slider. Etc. just the brightness does go only as much as I set it in the renodx. I noticed the same with alone in the dark.
No. And where it says that? I didn't fir d this game in mods page as working
done that. nothing changed
looks like no colorgrading
weird, if shortfuse says it has custom shit that means the unreal generic mod should come out scuffed
it was the missing color grading when using the ini edit
you have to restart when changing the r10g10b10a2_unorm setting
yep
but if its using the lutbuilder
it should have some color grading
unless it comes after the sample shader [like SMT5]
idk how custom it is so yea
Isn't using SkipLoadingDisabledEffects=1 enough?
Also, NoReloadOnInit=1 makes sure no effect is loaded on game launch, even if you got enabled .fx in loaded preset.
I had SkipLoadingDisabledEffects but it didnt do anything; I guess because it always loaded lilium's shader since I used it once
didnt try noreloadoninit
@pine void where does NoReloadOnInit=1 go -- general?
Yup'. Line should already be there though, and it's also available in ReShade UI, Settings tab as "Load only enabled effects".
Aw wait that's SkipLoadingDisabledEffects. But yea both are in [GENERAL]
In name only, "Effect Runtime Sync" sounds like it'll stall frames
What's the set of Upgrades needed for Jusant to not be all black ?
Prob rgb 10 a2 unorm sometthingM?
Oh, it needs in-game HDR disabled as well... wth
Looks weird anyway, UI brightness slider controls highlights yet again and colors are way less vibrant than vanilla hdr out of the box
pretty sure native HDR is broken. the game uses custom LUTs
Looks great though 🙂 Just clamped to 400 nits if I remember correctly your chats about it here
Ooh, right, Strength 0 looks too saturated though, middleground to be found around 40 ish
imo
if you go by the cover art, you can see the intended look
and they really struggled with Unreal's use of AP1
So intended look is totally lifeless washed out lol
you gotta make his face tangerine in code to make it appear peach
What's with the unclamping of vanilla though ? I think I remember you guys saying just unclamping messed it all up in highlights, colors & all
that's what the scene grading options control, eg: hue correction, saturation correction, etc
leave strength 100 and the rest in scene grading at 0 and that's pure unclamping
the game needs some hue shifts for the intended look
because vanilla SDR hue shifts, so we have to reintroduce that in an HDR compatible way
Yeah but that's SDR base, I'd rather unclamp its native HDR
hdr is broken
😢
if you want broken HDR, that's just strength 0
well, it's that, then ran through ACES
which is like per channel, ap1, and contrast like 80
the game is bright and ACES blowsout to white
still, Vanilla SDR is the correct output
Gotta admit though, for my taste, that's kinda eww lol
Need to figure my own "eww shift" 😜
compare with https://www.youtube.com/watch?v=zEwYrgvFM9Y
Jusant is DON’T NOD’s highly anticipated action-puzzle climber, now available on Xbox Series X|S. Play it day one with Xbox Game Pass and PC Game Pass. Watch the new launch trailer before ascending this immeasurable and mysterious tower.
There's like a dozen different gradings in that trailer
Totally messed up it seems
Like going from washed out and lifeless to totally saturated
can you post screenshots of vanilla sdr and vanilla hdr scenes?
can you take screenshots with reshade instead?
I'll try (gotta figure how to make it work with SK first as I'm using it load Rose UW fix)
Can't get SKCP to show for now and SK fucks up RenoDX's HDR upgrade
can you try without other mods?
nukem's?
dlssg-to-fsr3
Gotta get rid of RenoDX as well tho cause vanilla HDR with RenoDX set to off is totally broken
can you take a screenshot of how it's "totally broken"?
Vanilla SDR vs vanilla HDR with Reno set to off in both cases (ReShade screenshots)
ah, yeah, i thought you meant Vanilla SDR with Reno Off.
So that's expected to be broken like this ?
yes
Not that anyone would use that anyway lol
we don't support the HDR path (yet)
Got it 🙂
oblivion is kinda the test bed for it
Ouch...
Is RenoDX scRGB in Jusant ?
Might be why SK fucks it up (it's set to HDR10)
default is HDR10
Hmm.. yet another SK+Reno pita lol
i don't mess with any of the SK HDR options and normally just works fine
Yeah finally worked somewhat by keeping reshade as dxgi (SKCP is washed out now but it did its thing proper finally)
Although
Issue with UI Brightness slider as you can see in the vid uploading now
Happens without SK at all btw
Ok, ReShade64.dll loaded by SK now works but I had to set Rose's UW fix to load as plugin instead of Lazy
Still same UI Brightness slider issue as vid shows tho
Wow, I hadn't yet checked the performance impact 😮
Went from 135fps to 115fps (Native HDR vs RenoDX)
FG'd
And that's with Generic Depth and Effect Runtime Sync disabled
I'd assume it's because of ReShade not supporting Reflex
It's weird tho because in Ghostrunner2, the perf impact whilst using Nukem's as well is almost non existent
Anyone know why Visions of Mana crashes with a fatal error when loading? Using reshade 4.1 Does it on both Steam deck and PC.
Is there an issue with the driver version?
Hey buddy, call back to the previous version
lutbuilder for slitterhead
Native HDR is actually surprisingly decent, given the state of the port. Have to disable to use reno though.
vanilla vs native hdr vs reno
I swore I've added all the slitterhead lutbuilders to the UE mod
guess I missed one; I'll commit it later
its still aces with a gamma missmatch; reno all the way
but man are the colors griefed in native hdr
look at the carpet; its the correct color in sdr/reno -- but over saturated in native hdr
@raw inlet keep playing with dump lutbuilders on, and ping me all of them
I did 1.5 missions and thought I cought all the lutbuilders
I've also replayed the mission with blowout on 100 [my debug mode]; and it seemed like all the lutbuilders that where actually used are well replaced properly
wait I see; that lutbuilder is from nativehdr
we dont need it
we only need lutbuilders the sdr mode outputs
Ah
but I only did ~1.5 missions
there might be more I missed
it was like 6 lutbuilders so maybe its all the game uses; but who knows
if the game uses over 6 lutbuilders, thats a record
Shouldnt native hdr enabled have more to work with? E.G. Not need upgrades
yea; but the way the UE mod is setup
we fix the SDR path
since its streamlined
pretty much every UE game does the same thing in sdr
and its easy to get a multi game mod going
with minimal code when a new lutbuilder pops up
but you're 100% right; not having to upgrade resources, especially in DX12, is a W
shortfuse has got resource upgrades stable; and they dont cost too much so its fine
but its still nice not to have to do it at all
fixing the native hdr would require a per-game mod; since UE generates a new composite shader when native hdr is on
and then there are games that do custom shit with their native hdr implementation
there are ways to force ini hdr in games that dont have native hdr
and then take advantage of the upgrades; shortfuse does that for oblivion
but if the game already has native hdr; it will need its own mod if you want to fix that
Makes sense
I think the benefit of the ini hdr path would actually be to not have to use the final shader/swapchain proxy, since thats the main thing thats causing perf issues right
but then we would have to add all the final shader permutations to the ue mod
that too
it would just be a matter of encoding differnetly iirc
I dont know how it is in UE 5.2+ -- but back when we had ersh's fix
it was 1 permutation for UE 4.27
and another for 5.0 and 5.1 iirc
but thats assuming no custom stuff
oh true
I wonder if the DBZ stuff ritsu fixed
was from custom stuff
or just the generic UE final shader
also the 4.27 final shader didnt work in 4.25 and under iirc
4.27 and under is most likely going to be DX11 though; where upgrades and proxy shaders are just fine imo -- the only issue we have now is the blocky text which can be fixed with a restore state slider
the lutbuilders at least are not custom, all except one of the five in dbz are also in the UE mod already
I'm not talking about lutbuilders
I just remember seeing ritsu fix up a composite shader
adding dice to it and shit
idk if it was a generic ue final/composite shader
or something dbz cooked up
You don't
you just lose UI control.




