#✅RenoDX: Unreal Engine

1 messages · Page 6 of 1

tired mulch
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All of em work without reno

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But reno is too good to give up 🙂

cobalt marlin
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That's the usual dilemma yeah

rain tulip
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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?

warped lynx
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doesn't the mod use hdr10 by default

rain tulip
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It should I believe

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I'll have him try making sure everything is set to HDR10 when he gets a chance

tawny mist
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ayyy I managed to get it to run without crashing

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sk + reshade although it's still in sdr

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maybe there's a different upgrade I need?

karmic nebula
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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.

rain tulip
rain tulip
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25.4.30

tired mulch
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Lazy

tawny mist
cobalt marlin
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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)

tawny mist
cobalt marlin
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UE RenoDX in The Smurfs - Dreams seems to behave the same as it does in Chorus

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Interesting ig as they respectively use UE 5.3 & 4.26.1

tardy bear
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too bad

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Wuwa

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I am undergoing the Zanni companion mission

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Zanni's actions made the screen dim and brighten, which was a terrible experiencesoy_point

quick sedge
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Also, can I do HDR processing of videos in games with UE RenoDX, like you did in Oblivion?

cobalt marlin
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But each game should get its dedicated build for RenoDX to be doing its thing properly

quick sedge
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And RenoDX for Oblivion has HDR video processing. Can this be done in UE RenoDX with other games?

spare bane
quick sedge
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Also it should be ForceBorderless=0, otherwise it crashes

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Does it make sense to try to enable native UE HDR in the config files?

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Scene Grading settings do nothing

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lol, just r.HDR.EnableHDROutput=1 gave the game native normal HDR without any RenoDX

spare bane
elfin lance
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@spare bane can you do custom per-game upgrades in the Unreal addon

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like not a per-game default thats based on the sliders (output size/ratio/all) -- like what the other games use

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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,
      });
}
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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

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in theory the filename/product name variables from the pipeline exception should work no?

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all that stuff is in the dllMain() part of addon.cpp

spare bane
elfin lance
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thank you

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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

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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,
        });
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lets go it works!

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I'll probably define product_name/filename somewhere outside of the other function

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ok found a weird issue -- ignore_size works; but .aspect_ratio = 2880.f / 2160.f, does not -- time for the devkit

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it seems ritsu has that in his mod too .aspect_ratio = 3840.f / 1608.f}); -- but its labled as "ultrawide DLAA"

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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

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@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

elfin lance
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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

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with meme aspect ratios and all that

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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 prayge

spare bane
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Make it its own function instead. I used to have something similar for Psychonauts2

elfin lance
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lets c

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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,
  });
}
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praise github history

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do you want all this stuff

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the logging and stuff

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because I want to support both filename + product name

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ideally default to product name

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  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");
  }
}

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so checking for both product id and filename would be a pita

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function works

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I guess it only sends it 3 times so its whatever

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// 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;
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I guess I need to throw a return in

spare bane
elfin lance
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well then I guess the old function works

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do we want the logging?

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because right now the only thing I have to support both exe and product_name is

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reshade::log::message(reshade::log::level::info, std::format("Applied patches for {}.", product_name).c_str());

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in the actual if statement

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and then the person themselves would have to change product_name to filename if they want to use something thats not product_name

elfin lance
# spare bane You don't. You can set defaults for the exe/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

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that might be a good idea

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nope cant get that to work

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ima just commit what I have for now, and then you can tell me what needs to be changed; a lot easier than discord

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I couldn't figure out how to run the function inside of the default part of the code; the one that automatically sets sliders

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I guess adding back AddGamePatches() has the added benefit of being able to do w/e you want for that game -- vs. just upgrades

elfin lance
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I've tested the commit with other games, and as expected if the product name does not match; it does nothing

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so unless there is something wrong with the function or naming; its more or less done imo?

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and the function route lets us add more custom code, not just upgrades + looks cleaner

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wish I could remember the other UE game that needed custom upgrades for 21:9 cutscenes

elfin lance
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I figured logging out

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--     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.

elfin lance
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Stellar Blade is coming out in a month

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hopefully its generic unreal engine

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so I can pump those lutbuilders

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its UE4 iirc, so no 1 pixel lutbuilder memes

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also with all the sm5 lutbuilders we got; it might just work out of box ngl

elfin lance
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I mean we're not fixing native hdr

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only the sdr path has to be generic ue

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this is literally generic UE

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its lies of p + ui slider

bold gulch
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Ah ok

fallow mica
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Stellar Blade exceeds 4000 nits

elfin lance
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oh?

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either way the UE mod works off the "SDR path"

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so the SDR path has to be generic UE

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their hdr path doesnt really matter

fallow mica
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is it sm5 though ?

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ue4 does support sm6 iirc

elfin lance
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dont think that matters

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and it does

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persona3 reloaded is sm6

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thats ue4 right

fallow mica
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yeah

elfin lance
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if the game has no raytracing

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or any features that might need sm6

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it might be sm5

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ngl with shortfuse's decomp; I rather the game be SM6 LOL

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because there are no decomp issues

warped lynx
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the native hdr on ps5 is terrible

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the black floor is so bad that sdr looks better

neon bay
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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

viscid mirage
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Try setting the bgra8 typeless upgrade to "output ratio"

neon bay
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Hmmm issue still persists.

viscid mirage
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Do the color grading sliders have an effect

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If you put let's say contrast to 100

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The nvidia overlay may also cause issues

neon bay
# viscid mirage If you put let's say contrast to 100

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...

neon bay
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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

viscid mirage
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Hmm I only have severed steel on epic, can test later today

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But I'm on nvidia

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I originally added it to the wiki

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But somehow the upgrades are not working for you then

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In DX11 at least

neon bay
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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

tight acorn
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@brave sand what do I need to check to make sure it works

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looks like it works

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i just tested free flight

viscid mirage
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and make severed steel have proper hdr

viscid mirage
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tested some more games, chorus has the same a similar overlay shader as asterigos clamping it, which is an easy fix

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tales of arise just needs safe pow in the output shader

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although the bloom? sometimes really freaks out

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and that seems to be an issue caused by the swapchain proxy shader

cobalt marlin
cobalt marlin
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Woohoo, that'll be my dessert ❤️ Thanks, will let you know in a quarter or so

kind schooner
cobalt marlin
tight acorn
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Didn't upgrade anything

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Just loaded sk + reno

kind schooner
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not bad for something that just never had any effort put into it

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really wanna play the DLC

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my name is in the credits 🙂

viscid mirage
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at output size I think

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sorry forgot

cobalt marlin
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Oh, silly me, should have thought about that, I'll try right away

cobalt marlin
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Thank you sooo much

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Went from not too bad to glorious 😊
And that slighty dimmed UI will be an oled saver 🥲

tardy bear
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@spare bane The problem of character attack actions causing the game screen to darken and brighten

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I solved this problem

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The method is to right-click on the game program, open Properties - Compatibility - Check the box, and run this program as an administrator

cobalt marlin
# viscid mirage yup :) heres a build with the fix

"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.

rigid path
fierce lava
elfin lance
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@viscid mirage I tested tales of arise last year when we just learned to fix lutbuilders

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its full of custom shit

cobalt marlin
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One last try with game bar this time 🤞

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If it fails I'll just record a bit switching presets

viscid mirage
viscid mirage
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but need to test more

elfin lance
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this was long ago, maybe I misremember

cobalt marlin
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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...

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But it looks and feels awesome to play, that's what matters

spare bane
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i just use reshade screen shots

cobalt marlin
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All are at sat 60 and the good looking but slightly dimmer is gamma 1886 (my usual favorite)

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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... 😢

spare bane
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fyi, Kal wrote the HDR png system in reshade

cobalt marlin
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Yeah I remember that 🙂

spare bane
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i generally avoid overlays because it complicates modding

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though i did add some more code for it to be less unstable when using them

cobalt marlin
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Doubt it's anything of your doing even remotely tbh

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Game bar takes them properly, NVapp can't anymore...

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fml

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And that's a whole hour lost on trying to even understand what's going on but still having no clue

vale yarrow
viscid mirage
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I always copy paste them from some other game lmao

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never reinstall

elfin lance
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latest commit is ready btw; made the changes you wanted

elfin lance
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remnant2 has the same issue; even with the vanilla shader

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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]

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I swear it didnt happen before in older versions; so maybe it is proxy shader stuff

tight acorn
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@spare bane

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is this too much tryhard ?

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(not hdr png cuz doesn't capture shaders for some reason)

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wait huh the shader captures reshade window wtf

elfin lance
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what game is that

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and what are you trying to do

tight acorn
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Just

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renodxing trek to yomi an unreal engine 2.5d full black and white samurai game

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which is working

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which is fascinating and scary

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I do have unclipped highlights even if it's just white and it looks amazing

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but why the fuck does lilium shader take reshade window in the analysis

elfin lance
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sk might do that

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if you inject stuff with SK

tight acorn
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yeah

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I use sk

elfin lance
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try with no sk

tight acorn
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I don't wanna try no sk

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I wanna sk

elfin lance
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kek

tight acorn
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it's not that big of a deal

elfin lance
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if the game is straight up black and white

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idk

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one of shortfuse's old mods

tight acorn
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I mean

elfin lance
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had an option for a black and white mode

tight acorn
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highlights are unclamped

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it's all that matters

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Idk why i even put satu and blowout at 80

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just shortfuse ravaging my brain

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it was like automatic

elfin lance
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whats funny is

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you can probably restore the games color

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the black and white is probably just grading they did

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if you set untonemapped earlier in the lutbuilder

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you might see the game in color -- but since its made to be black and white

tight acorn
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i wanna play as inteded

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just unclamped

elfin lance
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yea ik

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would be funny to see what the real textures look like

tight acorn
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but this is like just you guys cooked some magic here

elfin lance
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lmao

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nice mp4

elfin lance
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I wouldnt want to restore the color either

kind schooner
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or sprain his neck

bold gulch
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have you played kakarot with newer versions of the UE mod

bold gulch
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someone was asking about it

jovial trout
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I've still got it installed apparently, I could boot it up and see

elfin lance
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@left narwhal here

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Split Fiction support added with latest commit

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it was just pipeline memes, needed the exception

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going to wait for shortfuse to merge before adding it to the wiki

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Split Fiction, ue 5.4.4.0, uses 2x ninja gaiden black lutbuilders

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Clair Obscur uses a ninja gaiden lutbuilder for non-sdr-lut scenes

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wonder if the ninja gaiden lutbuilders are the "generic ue5 lutbuilders" -- similar to iirc 0xC1BCC6B5 for UE4

jovial trout
elfin lance
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do shaders replace?

jovial trout
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it's HDR I just think there's a shader afterwards

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don't have devkit, wasn't planning on fixing it just checking lol

elfin lance
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the game's native hdr?

jovial trout
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no

elfin lance
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you always want to

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oh ok

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so

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if you move the colorgrading sliders

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they do something right?

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but its griefed?

jovial trout
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yeah

elfin lance
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most likely has grading shaders that come after the generic ue shit

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like berserker

jovial trout
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the game has a weird post processing pipeline

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idk, probably some cursed stuff

elfin lance
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it might be a quick fix with upgradetonemap

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berserker was

jovial trout
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probably is

elfin lance
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I dont have the game so yea

jovial trout
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I think it's related to the transparent blue bullshit they render at the top of the screen for "glare"

jovial trout
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I'd bet the mod that removes that fixes this tbh

elfin lance
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so its literally berserker

elfin lance
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it would fix it

jovial trout
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there is

elfin lance
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berserker's fix is just send the color back to gamma

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and upgradetonemap

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its like a blue vignette right

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I wonder what the hash is

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it seems that blue vignette is part of either UE or

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a popular paid pack

jovial trout
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guess I'll check lol

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if you've already got it fixed and it's the same, might as well add it to the mod

elfin lance
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here is an example of the fix:

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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)

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and then we have to feed the sdr color into the pipeline

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also those shaders might clamp via a saturate so watch out for that

jovial trout
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that's not the same hash

elfin lance
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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

example:
https://github.com/marat569/renodx/blob/main/src/games/bersekerKhazan/postEffect_0x2AF479D0.ps_5_0.hlsl

  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;
}
jovial trout
left narwhal
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No HDR screenshots for me SadWoah

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Kal has added extra warnings as well about incompatibility with a suggestion or two that pops up.

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Trying them but no bueno. Annoying.

elfin lance
jovial trout
elfin lance
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as for 0xB80 bro idk wtf this shit is

left narwhal
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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.

elfin lance
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you can try finding untonemapped

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and return o0 = untonemappe

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and see if that unclamps

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and then work down the shader

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same process with upgrade tonemap

jovial trout
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well it's not clamped, the vignette is just cursed

elfin lance
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r2.xyz = t0.Gather(s0_s, r0.xy).xyz;

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gather is new

jovial trout
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ugh, I guess I'll give fixing it a try

elfin lance
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berserker also has 2 shaders

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back to back

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you can try returning the first sample

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and see if it gives you a non-vignette look

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or ngl

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test the mod

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and just tell people to use that

jovial trout
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lol

elfin lance
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the ue vignette shaders

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are extremely cursed

jovial trout
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seems 8 bit upgrades break fmv playback actually

elfin lance
jovial trout
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kind of a big deal in this game actually lol

elfin lance
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my latest commit lets you do

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custom upgrades

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with the UE mod

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so instead of the sliders

jovial trout
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I've already 100%'d this game, I just don't think I care to do anything particularly extra DEAD

elfin lance
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you can have your own special upgrades for the game

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or any custom addon.cpp code really

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like clair obscur needs all this trash

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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,
  });
}
jovial trout
#

nice lol

elfin lance
#

idk lmao

left narwhal
#

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.

jovial trout
# left narwhal That one.

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

left narwhal
left narwhal
jovial trout
#

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.

left narwhal
#

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.

left narwhal
jovial trout
#

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

left narwhal
#

Yeah, so far I've been able to make both work but with two differe results.

  1. game stays black, RenoDX and SK works same time.
  2. game works fine, but stays in SDR. RenoDX and SK works same time.
#

So, neither are ideal scenarios 🙂

jovial trout
#

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

left narwhal
#

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.

jovial trout
left narwhal
#

Sadge

jovial trout
#

if the injection delay doesn't work, idk I think I'd give up on it

left narwhal
#

Yeah

jovial trout
#

Alright I've at least updated the description to be more accurate for kakarot's issues

left narwhal
#

Where do we add injection delay again, what's the command for config file?

jovial trout
#

uhhhhh global injection delay, can't remember the exact command. It should stick out just search for one of those words lol

left narwhal
#

GlobalInjectDelay=0.0

#

This?

jovial trout
#

yeah

#

I have apparently remembered the exact command

left narwhal
#

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 Shrug

jovial trout
#

maybe try resetting your SK config

left narwhal
#

Tried that, too.

#

No bueno.

jovial trout
#

RIP

left narwhal
#

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.

jovial trout
#

SK is great and I'd use it in everything if I could

left narwhal
#

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.

jovial trout
#

I honestly think the native hdr looks solid in that

left narwhal
#

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.

jovial trout
#

I kinda forced myself to not do anything with that game lol

left narwhal
#

😄

jovial trout
#

turn brain off and enjoy

#

didn't even mod fsr2 to dlss lol

left narwhal
#

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.

jovial trout
#

ran well enough with fsr in native res mode at 4k on a 4080, never was upset about it

left narwhal
#

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.

jovial trout
#

yeah we spent a goofy amount of time on mh wilds wojakdead

left narwhal
#

My lock is 137, so I did quality and was like fine.

#

TAA was locked to 137, no dips.

left narwhal
#

Yeah, that's what we were discussing, lol. That instead of modding it, just the FSR 3.1 was okay, too.

jovial trout
#

yeah I'd have caved and bothered to setup a dlss mod if I wasn't happy with native res performance haha

left narwhal
#

Albeit, I wanna use OptiScaler more, I only ever used that in FF game you gave me the config for.

jovial trout
#

fsr2 native res looks good though

elfin lance
#

thats just for sharpening

elfin lance
#

very hard cope

#

fsr2, 2.2, and 3.1 all have issues at native res

#

especially around thin grates

left narwhal
jovial trout
#

I mean, it's not as good as DLAA but it looks better than most TAAs

left narwhal
#

Wellllllll ...

elfin lance
#

I'll take TAAU gen 5/tsr

left narwhal
#

OptiScaler means SK compatibility issues as well potentailly, right?

elfin lance
#

which is gigachad shit at 100%

#

idk man, you're making a jenga tower of mods

#

that all fuck with the same thing

left narwhal
#

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

elfin lance
#

0x00007ffeffb27e04 _nvngx.dll!UnknownFunction []

#

thats optiscaler

left narwhal
#

Yeah

#

I meant

#

No OptiScaler for moi

#

Crashes with the game.

brave sand
#

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

left narwhal
#

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.

brave sand
#

optiscaler is winmm.dll

left narwhal
#

Yeah, that’s what I named it with the bat file.

brave sand
#

what happened is that you asked the nvidia driver to load an inexistent DLSS dll lmao.

left narwhal
#

Since dxgi was for Reno

left narwhal
elfin lance
#

didnt know he didnt add his own dll lol

left narwhal
#

CNN and Transformer, both work?

brave sand
#

both should work

#

but i heard Split Fiction is a weird game DLSS might not work super well with it

left narwhal
#

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.

left narwhal
#

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?

brave sand
#

optiscaler will not override the resolution unless you ask it to

#

(and even then the game might just ignore it)

left narwhal
#

Ah

left narwhal
#

My FSR is turning into DLSS

#

And what mode is being applied? Native aka DLAA?

brave sand
#

yes, you are getting DLAA

left narwhal
#

oh I'm blind

#

lol

#

thank you, thank you.

#

DLAA solid locked frames maxed out.

#

Let me see if it works with SK now.

brave sand
left narwhal
left narwhal
#

Now only if I can make RenoDX work with SK as well, then we got the holy trinity going on PES2_Pray

#

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.

brave sand
#

What makes you think Kal cares about upscaling

left narwhal
#

Anyway, thank you so much.

#

My dumbass totally forgot about adding DLSS DLL WearyCide

left narwhal
#

Forcing different presets, etc. All of that is natively in SK, so just figured he'd want to add this stuff, too.

brave sand
#

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

left narwhal
#

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?

brave sand
left narwhal
#

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.

brave sand
#

uh, isn't the vanilla experience just FSR3 lmao

left narwhal
#

Yeah, but not sure what model.

#

Or rather, version*

brave sand
#

there is no such thing

#

as a model on FSR3

left narwhal
#

Yeah, it says 3.1 in-game's menu

brave sand
#

eh if it's FSR 3.1 you can just use the FSR 3.1 provided by OptiScaler lol

left narwhal
#

Okie

#

I am not very familiar with FSR versions, so out of my depth there.

elfin lance
#

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

left narwhal
#

Nice

left narwhal
elfin lance
#

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!

viscid mirage
elfin lance
#

weird

#

I had a video

viscid mirage
#

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

elfin lance
#

here we go;

#

go to 55 seconds

elfin lance
#

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

viscid mirage
#

The font issue is fixed with swapchain proxy revert state true

elfin lance
#

oh?

#

is that tied to a slider?

#

if not we can add it as per-game patches with this:

viscid mirage
#

No, it's currently not an option in the addon

elfin lance
#

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?

viscid mirage
#

Yeah I agree, it should be an option under advanced

elfin lance
#

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

viscid mirage
#

So he didn't make it the default

elfin lance
#

I checked my mods; and its like always false

#

shortfuse is picky with how stuff is named

#

so lets leave the slider to him

left narwhal
#

Will play tomorrow so.

elfin lance
#

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

cobalt marlin
#

If only that was "just true" 😉

ashen herald
#

SK + Reno + reshade + upscaler/FG 3rd party + UE4SS + REST

left narwhal
tired mulch
#

Probably game dependent but works fine on my machine for the two games that i play

left narwhal
#

Just fucky wucky with Split Fiction.

cobalt marlin
tight acorn
#

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

spare bane
tight acorn
#

can this mod create random stutters ?

tight acorn
#

what

left zealot
#

toaster pc

#

stoopid

tight acorn
#

no it's a hard stutter

#

not related to pc

#

look at this random spike

#

yikes

left zealot
#

what game

tight acorn
#

trek to yomi

#

doesn't happen without renodx UE

spare bane
tight acorn
#

so I should remove all reshade effects ?

tired mulch
#

Even witth the toggle

#

Even if u have all the fx unchecked

tight acorn
#

huh

#

how do you disable above disable

bitter glacier
#

I usually set it to 'delete'

#

that actually helps a lot in most games with performance

#

especially in CPU limited scenarios

tight acorn
#

performance mode ?

bitter glacier
#

wait I'll show you in a sec

#

make sure they are disabled even if you aren't using any effects

tight acorn
#

thanks

bitter glacier
#

it will help with stuttering and CPU limitation

left zealot
#

Does performance mode help anything?

#

Afaik that like doesn’t load any shaders that aren’t active?

tardy bear
#

partner

#

I have a question to ask

#

How much performance does RenoDX consume approximately

spare bane
#

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

tardy bear
#

After comparison

#

Approximately consuming 6-8 FPS performance

spare bane
#

What's average fps without RenoDX?

tardy bear
#

95

#

After activation, 89FPS fluctuates

#

which solves the problem of RenoDX's high light dimming and brightening

#

I forgot to say

#

The game is Wuwa

tired mulch
#

around 5%~ is what i've measured

abstract viper
#

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?

jovial trout
#

@abstract viper mods page says to upgrade r10g10b10a2_unorm, did you do that?

#

apparently some scenes are clamped though

tired mulch
#

weird, sometimes I can get SK native pacing to work with renoDX just fine

#

other times it just corrupts the image

spare bane
viscid mirage
#

would be great if you checked it out again

rigid path
#

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

tired mulch
#

Can confirm no issues on dx12

tired mulch
#

Since i assume you use 3dmigoto on dx11 and not 12

rigid path
#

yeah tested without 3dmigoto

left narwhal
tight acorn
#

still higher than your peak brightness

elfin lance
#

@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

kind schooner
#

getting a black screen with latest ue4addon in ace combat 7, same with the dedicated ac7 addon.

elfin lance
#

are you using any other mods

#

or ini tweaks

kind schooner
#

nope, clean install

elfin lance
#

also what version of reshade

#

from the website or discord

kind schooner
#

the custom one from discord

elfin lance
#

no idea kekwsit

kind schooner
elfin lance
#

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

kind schooner
#

am on a 5080 and assumed that was neccesary since that's what is said on the ue4 page

elfin lance
#

its usually a thing only for games that have dlss

#

did you restart the game after moving the sliders?

#

it probably doesnt hurt though

kind schooner
#

kk trying again

elfin lance
#

try upgrading only b8g8r8a8 unorm and typless (output size)

#

make sure the game is borderless

#

and equal to your resolution

kind schooner
#

nothing

elfin lance
#

what version of the UE addon are you on?

#

seems new

#

you upgraded

#

r8g8b8

#

not b8g8r8

kind schooner
elfin lance
#

yea thats good

#

are you using any mods?

#

no specialk? no etc?

#

send reshade.log

kind schooner
#

nothing works

kind schooner
elfin lance
#

try not using rtss

kind schooner
#

nope

#

nothing

elfin lance
#

ngl no idea

kind schooner
elfin lance
#

try upgrading R10G10B10A2_UNORM again

kind schooner
#

nothing

elfin lance
#

@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

#

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

bold gulch
elfin lance
#

one second

#

if the game doesnt crsh

#

good ole dx12 upgrades

#

cant get to the bonfire without crashing kekwsit

#

I upgraded all the same shit in the sample shader mod

#

and it didnt crash

#

wonder what the difference is

#

maybe its this?

#

aspect ratio so upgrades more

#

no sun today

#

its crash after crash lol

cobalt marlin
#

Holy smokes ! First time managing a working SK+OptiFG+RenoDX combo ! astrojump
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

elfin lance
#

the gpu driver crshes kekwsit

#

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 kekwtf

brave sand
elfin lance
#

so bridge was some meme device created?

brave sand
#

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

elfin lance
#

wonder what they use them for

#

bamco started collecting game data

#

years ago

#

gameplay data

#

like where players explored, how they played, etc

brave sand
#

"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."

elfin lance
#

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

brave sand
#

it's basically "ok people with these hardware specs are running the game at X FPS with Y frametime on zone Z"

elfin lance
#

btw in AddGamePatches I wonder if we should just use if or else if

#

in shortfuse's ancient function

#

he did else if trees

brave sand
elfin lance
#

and does if vs. else if even matter in this context? if(game) is obv a lot cleaner imo

brave sand
elfin lance
#

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

bold gulch
#

Noice

elfin lance
#

lets see vanilla

#

also I removed all reshade fx

#

and everything seems stable now

#

wut

#

like no path to a shaders/textures folder

brave sand
#

reshade tries to pre-compille all of the shaders on startup, game might not like that.

elfin lance
#

only pre-compile active

#

but I have lilium's analsys toggled by numpad1

elfin lance
#

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

bold gulch
#

Maybe 50 blowout restoration but also reduce highlight saturation

elfin lance
#

yea

#

I just did 3 dramatic pics

#

for fun

#

the proper settings are somewhere in-between

pure shard
#

Question, for this mod, do we leave in game HDR on or off?

abstract viper
abstract viper
#

done that. nothing changed

elfin lance
elfin lance
bold gulch
#

it was the missing color grading when using the ini edit

#

you have to restart when changing the r10g10b10a2_unorm setting

elfin lance
elfin lance
#

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

pine void
# elfin lance

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.

elfin lance
#

didnt try noreloadoninit

elfin lance
#

@pine void where does NoReloadOnInit=1 go -- general?

pine void
spare bane
# elfin lance

In name only, "Effect Runtime Sync" sounds like it'll stall frames

cobalt marlin
#

What's the set of Upgrades needed for Jusant to not be all black ?

tired mulch
#

Prob rgb 10 a2 unorm sometthingM?

cobalt marlin
#

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

spare bane
cobalt marlin
#

Looks great though 🙂 Just clamped to 400 nits if I remember correctly your chats about it here

spare bane
#

the game heavily relies on SDR blowout for its look

cobalt marlin
#

Ooh, right, Strength 0 looks too saturated though, middleground to be found around 40 ish

#

imo

spare bane
#

if you go by the cover art, you can see the intended look

#

and they really struggled with Unreal's use of AP1

cobalt marlin
#

So intended look is totally lifeless washed out lol

spare bane
#

you gotta make his face tangerine in code to make it appear peach

cobalt marlin
#

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

spare bane
spare bane
#

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

cobalt marlin
#

Yeah but that's SDR base, I'd rather unclamp its native HDR

spare bane
#

hdr is broken

cobalt marlin
#

😢

spare bane
#

if you want broken HDR, that's just strength 0

cobalt marlin
#

Nah, it looks different

#

Strength 0 is way more saturated than vanilla HDR

spare bane
#

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

cobalt marlin
#

Need to figure my own "eww shift" 😜

spare bane
cobalt marlin
#

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

spare bane
#

can you post screenshots of vanilla sdr and vanilla hdr scenes?

cobalt marlin
#

Sorry for flashbang, I'll delete

#

SDR (snipping tool) vs HDR (nvapp)

spare bane
#

can you take screenshots with reshade instead?

cobalt marlin
#

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

spare bane
#

can you try without other mods?

cobalt marlin
#

Errr

#

I guess

#

I'll keep Nukem's in tho

spare bane
#

nukem's?

cobalt marlin
#

dlssg-to-fsr3

#

Gotta get rid of RenoDX as well tho cause vanilla HDR with RenoDX set to off is totally broken

spare bane
#

can you take a screenshot of how it's "totally broken"?

cobalt marlin
#

Vanilla SDR vs vanilla HDR with Reno set to off in both cases (ReShade screenshots)

spare bane
#

ah, yeah, i thought you meant Vanilla SDR with Reno Off.

cobalt marlin
#

So that's expected to be broken like this ?

spare bane
#

yes

cobalt marlin
#

Not that anyone would use that anyway lol

spare bane
#

we don't support the HDR path (yet)

cobalt marlin
#

Got it 🙂

spare bane
#

oblivion is kinda the test bed for it

cobalt marlin
#

Ouch...

#

Is RenoDX scRGB in Jusant ?

#

Might be why SK fucks it up (it's set to HDR10)

spare bane
#

default is HDR10

cobalt marlin
#

Hmm.. yet another SK+Reno pita lol

spare bane
#

i don't mess with any of the SK HDR options and normally just works fine

cobalt marlin
#

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

cobalt marlin
#

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

cobalt marlin
#

It's weird tho because in Ghostrunner2, the perf impact whilst using Nukem's as well is almost non existent

earnest ocean
#

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.

tardy bear
#

Hey buddy, call back to the previous version

raw inlet
#

vanilla vs native hdr vs reno

elfin lance
#

I swore I've added all the slitterhead lutbuilders to the UE mod

#

guess I missed one; I'll commit it later

elfin lance
#

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

raw inlet
#

Ah

elfin lance
#

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

raw inlet
#

Shouldnt native hdr enabled have more to work with? E.G. Not need upgrades

elfin lance
#

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

raw inlet
#

Makes sense

viscid mirage
#

but then we would have to add all the final shader permutations to the ue mod

elfin lance
#

it would just be a matter of encoding differnetly iirc

elfin lance
#

it was 1 permutation for UE 4.27

#

and another for 5.0 and 5.1 iirc

#

but thats assuming no custom stuff

viscid mirage
#

oh true

elfin lance
#

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

viscid mirage
elfin lance
#

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

spare bane