#✅RenoDX: Unreal Engine
1 messages · Page 7 of 1
loosing ui control is fine
but having a washed out srgb ui in pq isnt fine
which is the main issue with ini hdr (no mods/no reno/etc)
the ui is hard griefed
I actually haven't looked at modding the UI compositing shader. I assumed UE draws onto swapchain in steps in Oblivion
ask ersh what he did
long ago when he had the unreal engine tweaks
ersh had 2 csos that used the reshade shader replacer
that hardcoded 203 nit ui with gamma correction
apparently it was 1 line, encoding them correctly
we had 2 shaders -- one for ue 4.27, one for ue 5.0/5.1
but there where still issues; like remnant2's white UI elements where 10k nits
hell most HDR10 DX12 games had 10k nit UIs
since its done through reno we can obv work something out though vs. a static shader replacement
Custom games will be custom but I also don't deal with much of the HDR path.
I'm scared if we start adding hdr lutbuilders
shit wil get griefed
also there are always risks associated with reading/writing to engine.ini
Oblivion is for performance/fg and they had HDR for a bit in their game. They removed it
people's setups, games go in diff locations
most ue 5.3+ games you can get solid aces hdr as long as they dont use a sdr lut in any of their lutbuilders
even if they do use SDR, it's the same lutbuilder permutation
All the lutbuilders have both lin2log and pq in them so they're SDR/HDR permutation safe
Just have to change the output.
this spawned earlier which started the discussion
I cought 7 lutbuilders for that game iirc, and was surprised to see a new lutbuilder
but native hdr spawned that
but this isnt "ini hdr"; but the games own native hdr [which is generic ue native hdr iirc]
which opens a whole new can of worms
I dont think ini hdr works if the game has native hdr // its own hdr on/off slider
I was talking about this shader for example, you get the combined UI and game in separate textures and can also control UI brightness https://github.com/clshortfuse/renodx/blob/main/src/games/stalker2/final00_0xA7EFB8C2.ps_6_6.hlsl#L32
yea this is the same thing ritsu did in DBZ
btw
I never fully understood
why does wu kong not work with UE generic
did lutbuilders not replace?
I never added the lutbuilders to it since no other game uses the ue 5.0 nvidia branch
renodx::draw::Config GetOutputConfig(bool is_pq) {
renodx::draw::Config config = renodx::draw::BuildConfig();
if (is_pq) {
config.intermediate_encoding = renodx::draw::ENCODING_PQ;
if (CUSTOM_LUT_OPTIMIZATION == 0.f) {
config.intermediate_scaling = 1.f;
} else {
config.intermediate_scaling = RENODX_DIFFUSE_WHITE_NITS;
}
config.intermediate_color_space = renodx::color::convert::COLOR_SPACE_BT2020;
}
return config;
}
float4 GenerateOutput(uint OutputDevice = 0u) {
renodx::draw::Config config = GetOutputConfig(OutputDevice != 0u);
float3 untonemapped_graded = renodx::draw::ComputeUntonemappedGraded(RENODX_UE_CONFIG.untonemapped_bt709, RENODX_UE_CONFIG.graded_bt709, config);
float3 color;
[branch]
if (CUSTOM_LUT_OPTIMIZATION == 0.f) {
color = untonemapped_graded; // Apply in output
config.gamma_correction = 0.f;
} else {
color = renodx::draw::ToneMapPass(untonemapped_graded, config);
}
color = renodx::draw::RenderIntermediatePass(color, config);
color *= 1.f / 1.05f;
return float4(color, 1.f);
}
I guess sinceit heavily relies on FG maybe its better as a ini mod
ya
you could make your own lutbuilder mod but still
I'm only modding the lutbuilders in my wukong mod
btw @spare bane since you're here -- can you add a slider to ue generic for proxy revert state (default false)
it fixs a bunch of DX11 games UI becoming blocks
so if ini hdr is on, you just encode to pq
and let UE decode?
Yes
You also need no swapchain pass. Also rip d93
UI is srgb, not 2.2 and possibly some other minor things
Though if there's a composite shader, you can mess with it there.
iirc 5.2+ fixed the griefed UI
but the UI is going to be hard fucked on 5.0 and below
without modiying the composite shader
like a very low nit srgb encoded UI in a hdr container
I think UI is still srgb, regardless of how it blends
so its going to have the encoded look; because the display isnt decoding [because hdr]
I had it as default and it broke Crisis Core
yea what we want is a slider thats off default
you can default it to off, but some games definitely need it
and then we can mess with it per game
It technically shouldn't break, so it's more a bug in the implementation. Properly, it should always be on. Not sure what's missing but I need a reproducible of it breaking a game to see
crisis core's bug wasn't reproducible?
yea can we reproduce it somehow
so it was a specific location in crisis core that broke it
not like a generic thing
because in the games I've tested that are broken; it was a straight up fix
whats wrong with a slider for now as a bandaid?
You can still do it by process name regardless
It's not an every game thing. Better to understand the issue, even which games need it and why
I thought of that
but didnt want to bloat addon.cpp
C++'s initializer lists is like its JSON, but compile-tile only. We can stick it all into another file.
a slider we can just tell users to flick on via the wiki modlist or set to true when setting up the upgrade defaults
like here ```cpp
"Avowed",
{
{"Upgrade_R10G10B10A2_UNORM", UPGRADE_TYPE_OUTPUT_SIZE},
},
we already have that
and if its a slider, we can enable it in that array
hmm what about an invisible slider (is visible = false)
that way we can still trigger it to true via the default upgrade/settings array
It's all the same, really. Just wondering if there were to integrate the stuff we're doing now for custom games.
Like Avowed
like the custom upgrade function I made?
Yes
I mean that was for stuff you have no choice but to use
like the weird aspect ratios
but yea sticking them in a "json" would be really nice
JSON schema is basically the same as a C++ struct
because addon.cpp is going to get out of hand
if we had a seperate file, I'd start adding a lot more game's default settings
Yeah, we're editing the wiki and not the addon out of convenience, not practicality
It's the same work, but modifying the addon.cpp = scary
(also we need the exe or process name)
ngl I just didnt want to bloat it
thats a rip
gamepass and steam/epic = diff filenames
JSON are meant to be "bloated". They're mini databases
also some games might have a generic exe name
yea json is fine
I'm talking about the current system
Just repeat the exe name
I know 3 games that are shootergame.exe
because devs where too lazy to change it
and they're popular games
why would product name not work?
I can also do path as well.
like what we're doing now
Were doing filename
with .exe name being a fallback incase the product name is a meme
auto product_name = renodx::utils::platform::GetProductName(process_path); whatever this is seems to be the best option imo
ah
I read the code
but thought product name was something fancy
I get it now
yea
localization
either way I'm sure we'll figure it out; but imo exe name is unreliable
and if we get a seperate file, we can move most of the shit on the wiki over to the seperate file
so unreal just works out of the box
Output shaders will let us control chromatic aberration, local exposure, vignetting, bloom, film grain, and of course, realtime tonemapping in 5.3+
I could not get the UE version to work with Jedi Survivor. Is there a custom addon for it?
Jedi Survivor is custom. The dev work is incomplete.
The shaders are on the repo, but nobody has compiled it into a mod
Oh. So can someone please do that? I doubt I’ll be able to otherwise I’d offer to help. lol.
This might be a bad take, but I feel like sample shader mods
should be saved for per-game mods
while UE4 shared sample shader mods accross multiple games, UE5 doesnt seem to share hashes
and while a game can have 1 lutbuilder, it can have 5,10, hell more sample shaders
if you have the csos it might be worth re-decompiling it from spriv to flattened decomp.exe
fucking ladder ladder memes
Does jedi Fallen Order work with this or is it custom as well?
seems like it uses the lutbuilders so it doesn't need an entirely separate mod, just someone to fix up the shaders that come afterwards and add them to the UE mod
So, finally using it again and resuming the game.
So far, in the intro cutscenes alone, it has reverted back to XeSS automatically, and I had to manually move it to DLSS.
Like 4-5 times so far? Will continue to play it and see if that happens during gameplay, or only cutscenes, and will report back.
But is this a known issue? I know you told me people have reported it not working, but not sure if it's related to that.
Cutscene ended, and now happened again. I think scene change causes it? Not sure.
Yeah, so it doesn't happen in actual gameplay, only scene/cutscene transition. Even if you let it stay on XeSS, it'll still do that on transition, as in it'll bring the game to a crawl for couple seconds as it changes the upscaler and goes back to normal right after.
Will try it without SK next and let you know.
Nope, does it without SK, too.
Also, not sure if there's an OptiScaler channel I should move this convo to or something.
But if there's anything you need me to try to troubleshoot this, LMK and I will.
For OptiScaler?
ritsu didn't make a split fiction mod
lmao
bro idk what the game looks like
I just read reshade.log
did you play the game, and did any areas go back to being SDR?
No, resuming it today for first time
alright, you know what to do if a scene goes hdr
enable lut dumping and ping me
dont play with lut dumping though; I think it has a perf cost
yea its mb for not reading all of it
Maybe. You can try to switch from HDR10 (or PQ?) to scRGB Mode under Advanced.
I'm realizing there's some SDR benefit to this as well. Specifically control of the tonemapper
Okay, I’ll give it a try.
I often need to stream, but enabling Windows HDR mode causes the viewers to see an overexposed image.
I don’t know how to fix this issue, so I’m thinking of switching to SDR mode and using a plugin to adjust the game’s colors instead.
you also have to set peak and game brightness to 80 nits
You can set peak to 203 and I believe should be fine. If you can suffer the SDR range. I could look into HDR tonemapping for OBS
btw, there are some dx11 games we previously marked as working that crash now
like vampyr
don't see any errors in here tho
remnant 1 also crashes
I've seen this weird crash in Oblivion. Something about replacing some shaders makes it crash. I fixed that with pipeline layout changes, but would love to know what is causing it to crash.
I’m adjusting the SDR color settings on my Windows system.
I’m using an OLED monitor, and switching from HDR back to SDR makes the colors feel weird.
Should I enable Windows Auto HDR?
no
also, you should ask in #🖥️tvs-and-monitors or #🔧hdr-troubleshooting
sdr and hdr shouldn't be anything different except for 2.2 in SDR and SRGB in HDR, unless your monitor is really messed up
the last nightly build that works for vampyr is 20250409
crashes with 20250410
same for remnant
GitHub might be gaslighting
Might need prevent fullscreen
unfortunately doesn't help
hmm the addon from the 10th is 300kb larger tho
oh you were comparing the latest ver with the one in april.. github is def lying lol
@viscid mirage Seems ignore_dummy_windows needs a rewrite. And I still have to merge @brave sand 's changes.
You could try latest and see if things change if you disable the flag
I think he's gotta do 80/80/80
80 peak 80 game 80 ui i mean
Yes, 80/80/80 in terms of nits
i was too lazy to turn off HDR when streaming to my SDR tv
so things were blown own til i did 80 80 80
With scRGB it's the correct way to use RenoDX for SDR
Drive Beyond Horizons doesnt want to unclamp brightness with any upgrade but gamut works.
Obamna
:)
usually if you need the pipeline layout exception reshade.log has "failed to replace pipeline" in reshade.log
even with that flag disabled the games still crash
Try commenting out the abort modifications stuff related to createswapchain
still crashes
commented out l1022 to 1052
and then something after that that also used abort modification
Do you know how to do a debug build and launch with VSCode?
It'll tell you what RenoDX code is making it crash
I don't
Use the cmake tab, set ninja x64 debug
There's a line about while debugger not attached, sleep(100)
It makes the game wait for VSCode to attach before proceeding
You want that line in attach part of the addon.cpp
When you the start the game, nothing seems to happen. Press F5 with VSCode and pick the exe (process) of the game.
When it crashes it'll stop and give you a stack trace telling you lines of codes were in execution to cause the exception (crash)
I'm currently getting this with F5 "configured debug type 'cppvsdbg' is not supported"
when I enable the microsoft C++ extension I can select the process
and get the debug console which also shows the process log
but theres no stack trace on crash
Got these 2 lutbuilders for Styx: Shards of Darkness
can you try with increased DEBUG_LEVEL_0 DEBUG_LEVEL_1 and DEBUG_LEVEL_2
thank you, lets look
I need to figure out how to regex the lutbuilder fixs
@spare bane can you help me out, I cant find untonemapped ap1 here; seems a bit different
https://gist.github.com/marat569/f3100cd0b24f507a631ab02d73c41e66
I'm following the code
I'm thinking under like 169 idk
@fierce lava what verison of UE is this?
right click gam.exe
4.13.1 according to pcgw
propperties -> details
now thats old
I wonder if its not using the filmic tonemapper
so we dont have untonemapped ap1
maybe somewhere here (line 299?)
r0.w = dot(r0.xyz, float3(0.272228718, 0.674081743, 0.0536895171));
r0.xyz = r0.xyz + -r0.www;
r0.xyz = r0.xyz * float3(0.930000007, 0.930000007, 0.930000007) + r0.www;
r0.xyz = max(float3(0, 0, 0), r0.xyz);
r0.w = cmp(cb0[26].w == 0.000000);
if (r0.w != 0) {
r2.x = dot(r1.xyz, cb0[19].xyz);
r2.y = dot(r1.xyz, cb0[20].xyz);
r2.z = dot(r1.xyz, cb0[21].xyz);
r0.w = dot(r1.xyz, cb0[24].xyz);
where right above the max0 [or after] would be untonemapped?
thought I found that
so yea thats long after untonemapped
yea I ahve no idea
I can set it right above the matrix with 1.705
but it feels wrong
could this be all the grading it gets?
SetUngradedAP1(r0.xyz);
r0.xyz = r0.xyz + -r0.www;
r0.xyz = cb0[36].xyz * r0.xyz + r0.www;
r0.xyz = max(float3(0, 0, 0), r0.xyz);
r0.xyz = float3(5.55555534, 5.55555534, 5.55555534) * r0.xyz;
r0.xyz = log2(r0.xyz);
r0.xyz = cb0[37].xyz * r0.xyz;
r0.xyz = exp2(r0.xyz);
r0.xyz = float3(0.180000007, 0.180000007, 0.180000007) * r0.xyz;
r1.xyz = float3(1, 1, 1) / cb0[38].xyz;
r0.xyz = log2(r0.xyz);
r0.xyz = r1.xyz * r0.xyz;
r0.xyz = exp2(r0.xyz);
r0.xyz = r0.xyz * cb0[39].xyz + cb0[40].xyz;
untonemappedAP1 = r0?
r1.x = dot(float3(1.70505154, -0.621790707, -0.0832583979), r0.xyz);
r1.y = dot(float3(-0.130257145, 1.14080286, -0.0105485283), r0.xyz);
r1.z = dot(float3(-0.0240032747, -0.128968775, 1.15297174), r0.xyz);
r0.x = dot(float3(0.439700812, 0.382978052, 0.1773348), r1.xyz);
r2.y = dot(float3(0.0897923037, 0.813423157, 0.096761629), r1.xyz);
r2.z = dot(float3(0.0175439864, 0.111544058, 0.870704114), r1.xyz);
seems like
that was my first guess
not a lot of linear grading in old ue
but it felt "wrong" lol
just some weak contrast
now this feels scuffed
SetTonemappedBT709(r2.xyz);
} else {
r3.x = dot(float3(1.70505154, -0.621790707, -0.0832583979), r0.xyz);
r3.y = dot(float3(-0.130257145, 1.14080286, -0.0105485283), r0.xyz);
r3.z = dot(float3(-0.0240032747, -0.128968775, 1.15297174), r0.xyz);
SetTonemappedBT709(r3.xyz);
r2.xyz = max(float3(0, 0, 0), r3.xyz);
}
you added a branch?
nah you didn't
it's fine because settonemappedbt709 retains the negative that the next line of max(0 will clamp
@fierce lava please try this version of the addon; it has the lutbuilders you found added into it -- you might have to upgrade some stuff; B8G8R8A8_Typeless is a popular one -- remember to restart the game
thought you meant the regex stuff that adds [branch] before the output device
one was found (the output device cbuffer)
the other was not found
this
I didnt add any ifs myself -- except the generate output
isnt that the reason we put it above the max0?
with those lutbuilder, vscode found (\s+)if \((cb\d+\[\d+\]\.)(x|y|z|w)+ ([!=]= 0\) \{) -- the output device branch where we do generateoutput
but didnt find = (cb\d+\[\d+\]\.)(x|y|z|w)+ \?
you're basically looking for assigning a value from a cbuffer. it will read them as float, but should be asuint
yep
I learned about the asuint memes with atelier yumia
where the cbuffer is float, but the code expects uint or something else
so we have to cast it properly
is this the branch you where talking about adding?
ngl idk how the branch flag works 100%; thought it was just compiler microoptimization
ik
technically all if in 3dmitogo should be [branch]
interesting
I mean no harm in adding it above the if I guess
//r0.w = cmp(cb0[26].w == 0.000000);
// if (r0.w != 0) {
[branch]
if (asuint(cb0[26].w) != 0.f) {
// mobile tonemapper
y/n ?
new warning when I add asuint -- [build] C:\Users\desktop\source\repos\renodx\src\games\ue-dev\lutbuilders\sm5\lutbuilder_0x4E0CDC69.ps_5_x.hlsl(313,7-30): warning X3203: signed/unsigned mismatch, unsigned assumed
btw this might be a stupid ass quetsion but
if (RENODX_TONE_MAP_TYPE != 0) {
o0 = GenerateOutput(r2.xyz);
return;
}
// why fix below, adding a branch/casting uint
// if we return the shader anyway
// better vanilla support?
[branch]
if (asuint(cb0[65].z) == 0) {
uint is unsigned -- wonder why it assums I want unsigned if I'm legit writing out asuint()
ima brb and take a nap, Alex if you test this mod with Styx; let me know how it is and I'll add it to the universal unreal mod
by chance, does anyone here have a good preset for wuthering waves?
thank you!
I am using this in dq 3 remastered on the steam deck and it seems to be working so far, but I'm not sure if I should touch any of the sliders or leave them all at default. Has anyone messed around with dq 3? I didn't find anything really searching through the discord.
Playd another hour or so of Split Fiction today with Reno UE universal, so far so good, @elfin lance
idk if you have access to lilium's analsys shader or not -- but you should check if there is anything etting clamped
outside of potentially upgrading B8G8R8A8_Typeless; you should be fine
also let me know how it is; I'll add it to the wiki
ima just buy dyx: shards of darkness
It works! You need to set R8G8B8A_Typeless and B8G8R8A8_Typeless to Output size for it to work in main menu and in game. These two lutbuilders are from the main menu and first level, so there might be more.
I'm playing the game rn
it seems dark a.f
lutbuilders might be broken
sdr seemed very dark but it is a game about hiding in shadows
yea ik
but idk if this guy cranked his brightness up
but hdr looks nothing like that
wait nvm
it looks fine
false alarm
game is dark a.f
will get everspace later todays, its like 1 dollar at gog. hdr potential seems high for this game, its probably on an ue version as old as styx
@spare bane
hmm tried that, nothing changed. I think attaching the debugger works correctly, can set breakpoints and step through the code. I think the crash is simply down to something else. Well, it's caused by reshade/the addon, but it crashes further along or something
get the UE crash window in remnant for example
Time to check piece by piece, remove the swapchain proxy first
I'm assuming no upgrades
o shit
fuck me
habbit
no wonder
I got a error
new warning when I add asuint -- [build] C:\Users\desktop\source\repos\renodx\src\games\ue-dev\lutbuilders\sm5\lutbuilder_0x4E0CDC69.ps_5_x.hlsl(313,7-30): warning X3203: signed/unsigned mismatch, unsigned assumed
lets see if it makes a difference
no warning this time
@spare bane I was blind, but now I can see
@fierce lava please use this version; the one I sent you is hard griefed
well we learned a lesson today
I should probably start leaving 0 as 0
my understanding is 0 doesnt need any .f or u
0 is 0
hmm there might be more memes -- og vs. addon
there are other fx shaders that draw after the game; I wonder if that could be the issue?
them getting fed a like encoded color
lets try the other thing asint
still dark
but I think its a bit better?
srgb gamma, original vs. addon [vanilla]
yea no idea; messing with the post shaders; but they dont seem to change much
this is the post fx shader
messign with tis
runs always?
well not "always"
main menu doesnt exist
just lutbuilder
nope has an encoded look
@spare bane I think I've isolated the crash, it's caused by adding the prevent fullscreen setting in AddAdvancedSettings
if I build an addon with this removed, theres no crash in vampyr and remnant
{
auto* setting = new renodx::utils::settings::Setting{
.key = "PreventFullscreen",
.value_type = renodx::utils::settings::SettingValueType::INTEGER,
.default_value = 0.f,
.label = "Prevent Fullscreen",
.section = "Resource Upgrades",
.tooltip = "Prevent exclusive fullscreen for proper HDR",
.labels = {
"Disabled",
"Enabled",
},
.on_change_value = [](float previous, float current) { renodx::mods::swapchain::prevent_full_screen = (current == 1.f); },
.is_global = true,
.is_visible = []() { return settings[0]->GetValue() >= 2; },
};
renodx::mods::swapchain::prevent_full_screen = (setting->GetValue() == 1.f);
add_setting(setting);
}```
thats pretty weird, since it defaults to off
and its not toggled on in my reshade.ini
yea
try removing the is_visible, add_setting, on_change_value until it stops crashing
yep menus are lutbuilder only
I have good news and bad news
good news: if I set AA under ultra; the shader doesnt draw; just the lutbuilder setup
bad news: its still dark/griefed -- so it seems to be a lutbuilder issue -- or the sample shader does something different because this is an ancient version of UE
nothing unusual
could it be the game is not on the filmic tonemapper
or would that not even matter
@viscid mirage ```cpp
add_setting(setting);
renodx::mods::swapchain::prevent_full_screen = (setting->GetValue() == 1.f);
invert the order
UE 4.13
yeah, it writes to swapchain
so you can easily pass a cbuffer, if swapchain write then do tonemappass + renderintermediate
there is unorm_srgb in the
if not swapchain then leave as it for next shader
devkit
391x167
inverting the order works if the option is enabled, but crashes when its turned off
so the game needs ForcedBorderless
I needed to replace renodx::mods::swapchain::prevent_full_screen = (setting->GetValue() == 1.f); with
if (setting->GetValue() == 1.f) {
renodx::mods::swapchain::prevent_full_screen = true;
}
and it was never reading the ini before
ok found the draw
that should be the same. setting just had to be loaded first via add_setting
thats what I thought as well, but with the prevent fullscreen option disabled it crashes with the current shorthand form, and doesn't crash with the if for some reason
just tested again
do we know any games that are known no filic tonemap
and might be on an older UE version
might be worth trying to fix them up too
and see if the same issue pops up
there was one recently. which is why i had to add settonemappedbt709 in both branches
mobile and regular?
guess non filmic is just mobile tonemapper then
thats not the issue then
maybe these ancient lutbuilders (or w/e this game does) is just making 3dm cry
@spare bane do you want to fix the prevent fullscreen setting yourself real quick
or do you want me to make a PR
already commited, but what changed between 09 and 10 is that i made prevent fullscreen off by default
should honestly just revert that to being on
was for Kal anyway 
but the option didn't exist to disable it, and i then i figured it was safer to leave it off. seems like it was safer to prevent fullscreen
to be fair, I'm not a big fan of when games force FSE
and move all my icons to the side monitor
ah. well with the shorthand it'll still crash, I can't tell you why tho xD
I spend a fair bit of time making my icons autistically nice
based on what I'm currently playing
so it sucks when a game forces a lower res + FSE, and then griefs all my icons
and I have to pray they go back to normal when I close it
but that didnt happen in a deacade
well, i pushed it to be default on, i can debug what's going on with the shorthand
but wouldn't matter on clean setups since the ini will have it on
like the game I'm testing now on first launch moved my icons/went FSE -- but it restored them just fine
well its only a few games that are griefed
but not crash
it seems false is mostly fine
but probably more stable
but true fixs a few games UI
exclusive fullscreen is buggy and variable by Windows versions, better off
as for stability, didnt do any long testing
100% agreed
but sometimes you dont have a choice
on first launch
whatever the game defaults to
like this game 1080p FSE first launch
had to pray my icons didnt go byebye
i haven't heard of a launch issue in a game though. it's whatever Kal was doing
he said the window moved around, but also he helped me write the window position code, so i'm not sure what the problem was
did i also add borderless maybe? in the same commit?
I think you pushed too much stuff now.. 
launch issues are rare now; if you turn on an older game (dx9/early dx11)
they usually default to FSE
and a low res
so it moves all your icons to a side window
its not something thats going to break anything
(usually)
just a pretty ass inconvinance
I was the type of person who used tools to force games to borderless a decade ago
hell since maplestory
dxwnd
because fuck fullscreen
styx lutbuilders somewhat fixed -- leaving here for archival incase I nuke my UE dev folder
if (private_data->prevent_full_screen) {
HWND output_window = static_cast<HWND>(swapchain->get_hwnd());
if (output_window != nullptr) {
HMONITOR monitor = MonitorFromWindow(output_window, 0x0);
MONITORINFO monitor_info = {};
monitor_info.cbSize = sizeof(MONITORINFO);
GetMonitorInfo(monitor, &monitor_info);
const int screen_width = monitor_info.rcMonitor.right - monitor_info.rcMonitor.left;
const int screen_height = monitor_info.rcMonitor.bottom - monitor_info.rcMonitor.top;
const uint32_t texture_width = private_data->primary_swapchain_desc.texture.width;
const uint32_t texture_height = private_data->primary_swapchain_desc.texture.height;
// Move to center of screen (game may be lower resolution than screen)
const uint32_t left = trunc((screen_width - texture_width) / 2.f);
const uint32_t top = trunc((screen_height - texture_height) / 2.f);
RemoveWindowBorder(output_window);
SetWindowPos(
output_window,
HWND_TOP,
monitor_info.rcMonitor.left + left, monitor_info.rcMonitor.top + top,
screen_width, screen_height,
SWP_FRAMECHANGED);
}
reshade::log::message(reshade::log::level::info, "Preventing fullscreen");
return true;
}
return false;
ahh
not sure why i do this though
btw I really like the new reshade build
no fx, no addons
I can manually enable fx if I want
prevent fullscreen implies borderless fullscreen
wait no fx might be my ini setting
that's your ini
i just install liliums
maybe i should just package lilium's
it's a good troubleshooting tool
yea voosh showed me a flag
that kills fx
which griefed clair for me
and enotria
if I release a nexus mod
can I package your dxgi/reshade
so people can just extract shit from a zip and enjoy
ye. i think ritsu does anyway
yea ik ritsu does
thats why I asked
very nice, instructions are going to get significantly shorter
"extract this shit in the game folder"
"enjoy"
UE addons seems to work fine with Everspace 1!
do you need any upgrades?
Im using these upgrades. Im playing through GOG and im using the 64-bit version of the executable (RSG-Win64-Shipping.exe)
Lmao guys is DBZ: Kakarot launching in HDR now by itself or just mine?
I had previously installed tried to inject HDR via RTX and then turned that off in favor UE config file forced-HDR
Then turned that off in favor of reshade AutoHDR.addon
Then deleted that for RenoDX UE addon
Then deleted RenoDX UE because the black levels were crushed, only to find that with everything reset back to default, the game is outputting HDR and the black levels are broken
Win11 AutoHDR has also always been off
I have no idea why this game is still in HDR even after fresh install and just running HDR analyzer tool
sounds like you have a broken HDR output since the default black level should match SDR 1:1
playlist: https://www.youtube.com/playlist?list=PLNtyx1Z3xGr4mfR8I_Ll2GH0mXmgHDNKG
UHD 4K HDR 10 Black Clipping from the Diversified video solutions website. A great test pattern for 4k uhd hdr 10 t.v. calibration
General
ID : 1
Complete name : C:\Users\steph\Videos\DVS_UHD_HDR10_...
if your display on SDR looks different than on HDR with RenoDX (besides highlights and BT2020 colors) you have a calibration issue
@fierce lava styx fixed; I griefed the lutbuilder -- this one matches the OG
I made a pull request; so it should be part of the generic addon soon ™️
the black levels on my TV are dialed in, as other games don't render shadows as 0 nit black
the issue I'm encountering in DBZK seems that this mysterious HDR rendering is overtaking the RenoDX addon (even the regular AutoHDR.addon) and breaking shadows, and I'm at a loss as to why it's still rendering in HDR despite a clean install
every other RenoDX UE game I've tested is rendering fine, just wondering if anyone else's DBZK is doing what I described
@fickle moth download the universal unreal engine mod: https://clshortfuse.github.io/renodx/renodx-unrealengine.addon64
now open the game and test if it works (move the blowout slider)
if the blowout slider does nothing
go to advanced ontop, enable "dump lut shaders", restart the game
inside of your game folder, there should be a renodx folder, and inside of it a file (or files) named lutbuilder_0xxxx
send me that
if the blowout slider modifies the game, that means its already supported by the unreal engine plugin
@fickle moth the game works perfectly fine with the unreal engine mod; I tested the demo
if you find an area where HDR doesn't work; you can enable dumplutshaders, and send me the files
but for now everything si good
😩😩
I'm working tonight.. Once I get out.. I'll be eager to check it
Thanks!!!!
np gl; remember to always to test the Unreal Engine mod when
playing unreal engine games
because there are a ton of games the wiki supports that arnt listen
listed
Just delete libxess or use it as the loader dll for a mod. libxess.dll has no exported functions so almost any game that uses it will happily call dllmain on any dll named libxess
i got a black screen , let try removing optiscaler
OIC.
How would I use it as the loader DLL?
I’ll just delete it, though. Considering I don’t wanna use that and just DLSS.
@fierce lava Styx is now built into the generic UE mod; and all the decompilation issues are fixed:
https://clshortfuse.github.io/renodx/renodx-unrealengine.addon64
I'll be adding it to the wiki; and what was that other game you played; with upgrades
let me know any game you find, and I'll add it ot the wiki
I started mission 2 in styx; and it seems to be using the same lutbuilders; but if you get further in the game feel free to share the shaders and I'll add them
Sword and Fairy 7 seems to work ootb
can you send me reshade.log for fun
Ohhh sick I'll have to try it with Reno
I'm curious what lutbuilders it uses
I loved how it looked with SK
seems clamped during a few attack animations
upgrade b8g8r8a8_typeless to output size
restart game
and tell me if it still happens
if you dont know how to upgrade; set the slider from simple -> advanced
drag b8g8r8a8_typess to output size, restart game
yep that fixes it
ty adding that to wiki
good ole 0xd2748e73
one of the OG lutbuilders
found in scarlet nexus
thats whats amazing about the UE mod, fix one lutbuilder
you add compat for 100+ games
Just tried this, and now the game has crashed. Basically stuck on this screen as the scene tried to change, I can't open OptiScaler or anything.
So, I'm assuming it tried to access XeSS and since I deleted both libxess and libxess dx11 files, it can't access them and just causes a crash.
And got this error now.
try getting rid of all fx
in reshade.ini delete the 2 lines with
EffectSearchPaths=C:\Program Files\Special K\Global\ReShade\Shaders\**
TextureSearchPaths=C:\Program Files\Special K\Global\ReShade\Textures\**
also does it work without optiscaler? is this a renodx issue or optiscaler issue?
@left narwhal
Yes I had to add a true to allow reshade.
Is working.
I'm not expert, but it does look a bit wash out, the same with Kena bridge of spirits.
Is that how is meant to look. Maybe I've been using SK a lot but I don't see the pop or highlights.
I lowered the shadows a bit to 45.
well if you've been using sk or other post-process HDR
those are a lot more lets say
bright
(for the wrong reasons)
if you want a profile that pops, mimics a "filmic/contrasty look"
80 contrast, 80 saturation, 80 blowout
SK by default deep fries
So you’re gonna wanna increase contrast or lower shadows and maybe increase saturation
For a similar effect
OptiScaler issue. And happens with or without effects/textures. as I only installed that yesterday locally.
there is a hdr look button, "bypass sdr grading"
it does 808080, but sets grading strength to 0
I'm not a fan of grading strength 0, so I suggest just 808080 -- and if its too much lower it to 707070, etc
@bold gulch get ready for some WOAT screenshots
vanilla -- reno -- reno sdr grade bypass -- reno 808080 fried mode
808080 is pretty nuts here; 707070 would probably look better; or maybe just increasing contrast/saturation a bit to 55 and not touching blowout
look at the highlight on his chest piece -- in bypass sdr mode its opaque blue because of grading 0
pretty much on every oled its safe to crank up contrast and saturation to 55
What does SDR grade bypass do
lmao
but you can try it out and see if you like it
I'm not playing that game, not anytime soon at least.
all unreal engine mods
have a sdr grade bypass button
split fiction has the button
I guess the simplest explination would be is renodrt tonemaps a different color, and uses the color grading sliders to compensate for the unreal engine/ACES grading
while by default we use upgradetonemap, which creates a delta between 2 colors to generate "untonemapped + graded" -- which we then tonemap with renodrt
huh
kinda curious to see how it looks in p3r
Awesome! I've already added Everspace 1 to the wiki
No thank you for Styx haha
Easy to edit a bit if text all the other stuff is wizardry
no thank you, it let me see how an ancient lutbuilder looks like
honestly fixing an unreal engine lutbuilder
is 4 lines of code nowadays
you search for constants
and define a color
I wrote this up some time ago; this is sm6 but the concept is mre or less the same
pretty sure somebody thats decent at computers can learn to fix lutbuilders in a day
atleast generic ones, the styx ones where older so the colors werent in "the same place" as a generic one
I told you. Anything that already loads it will load a dll named that without needing to call a certain function
Well, I did your first suggestion and deleted the DLL and that just leads to a crash.
On a scene change, that is.
WuWa seems to be clamped for me still. Not sure if there's been done anything to fix it since last time
Using ghe universal renodx for UE4,
With Kena I can't open the reshade menu.. Any ideas why
You only need two files, Reshade and the addon. Sounds like one of the are missing
@viscid mirage all you had to do for Arise was safepow?
you didnt have to re-encode the color back to srgb; since thats what the shader expects the color to be in -- vs. encoded by intermediate pass?
there both there, but with opti scaler reshade.dll is renamed to reshade64.dll
just to debug
remove optiscaler
and rename reshade to dxgi.dll
if it works, then its a setup issue with optiscaller -- and idk shit about optiscaler 
Jesus, Reshade4.ini
What causes new ReShade1.ini, 2, 3, and so on to be created?
I thought that was an SK thing only.
I see ReShade2.ini and only when using it with SK.
you can make different loadouts in the menu
Loadouts as in presets?
I thought that one created a file called 'preset' in it, but not sure. Never bothered with it.
100% no
is that only for fx presets?
When a game creates multiple windows and Reshade has to support multiple windows it increments. Never seen a game do that and it's meant for VR setups. The alternative is Reshade can't read/write a file because of file access restrictions.
Practically, it only happens because of how SK loads/handles the ini
copy
Right, so in normal ReShade usage for flatscreen gaming, it shouldn't ever occur.
It did for me in ACS, cause I was using SK.
One of the ini would have all my configs, and the other would have very little data in there, I forget what, though.
I can probs delete files, and let it generate again.
I don't know why it happens, but my guess is SK locks out being able to access the file/files and Reshade compensates by making another file
this is what I use; you can delete some stuff
you can delete NoReloadOnInit=1
the big ones are:
disabled addons (even though shortfuse's latest installer has that stuff off)
tutorial skip
effect paths
skiploadingdisabledeffects is nice because it only compiles lilium's analsys tool
Generic Depth,Effect Runtime Sync
That's technically not needed anymore with the new build ShortFuse has shared, the naked one without all that.
Since no addons exist now. But yeah, I keep that there.
there is also another small file I paste around, reshadepreset -- this has lilium's shader configured to be small, toggled by numpad1
this is what I paste into like every game
dxgi = reshade
other dlls = for sm6 devkit
devkit is devkit
the inis are my defaults
I forget exact details, but I think Kal added some kind of support so that if you're using central ReShade install on SK, and if it detects you loading one locally, it'll automatically stop using one via SK and such.
At least that's what I remember, I could be wrong here.
Launched the game, and it created these two files just now. One only has overlay, other has all the rest lol
I'd ideally just paste dxgi.dll + ReShade.ini in every game I wanna use Reno in, along with the addon64 file.
no idea what SK does; never used SK to inject reshade when I need to use addons
yep
and reshadepreset.ini if you want lilium's shader ready to go
since it gets annoying setting it up every time
I like setting font size to 50%, only show cll instead of r/g/b
Central Install of ReShade via SK works flawlessly, never been an issue. Always handy to have it that way, and be able to load ReShade at any spot I feel like, and use Lilium's shader and such.
Next time I launch the game, ReShade won't be auto on, etc. Always handy AF.
50% size for the cie graph/histogram
Yeah
also numpad1
It’s not always reliable at loading Reno, sometimes it loads Reno and doesn’t load reshade
One where I'm only using Reno, so I'd point it to the lilium's shaders/textures.
One where I'm using it via SK, then I'd just use it without or w/e.
so yea if you want something to copy and paste, this is good
[ADDON]
DisabledAddons=Special [email protected],Generic Depth,Effect Runtime Sync
[GENERAL]
EffectSearchPaths=C:\Program Files\Special K\Global\ReShade\Shaders\**
TextureSearchPaths=C:\Program Files\Special K\Global\ReShade\Textures\**
SkipLoadingDisabledEffects=1
[OVERLAY]
TutorialProgress=4
the only thing you have to change is the effect/texture path -- remember to keep the \** at the end
That comment is ONLY regarding ReShade, not RenoDX.
But yes, if you try to load RenoDX via central install, it's mixed bag. Works great for MH Wilds, doesn't for AC Shadows for instance.
And when it did work for AC Shadows, there was a big performance penalty.
Which it might be present in MH Wilds as well, but I never measured. I only did it in AC Shadows as I was running benchmarks and shit while toying with RenoDX.
This is my go-to for copy/pasta now.
Central place for all the screnshots as well, so I don't miss SK for not being able to take HDR screenshots.
get rid of all the etc stuff
esp the reno stuff
Why, don't I want that there, so my Reno window is always assigned where I want it to be etc?
the widnow is fine; but not the presets
[renodx]
DumpLUTShaders=0
ForceBorderless=1
PreventFullscreen=0
SettingsMode=0
Upgrade_B10G10R10A2_UNORM=0
Upgrade_B8G8R8A8_TYPELESS=0
Upgrade_B8G8R8A8_UNORM=0
Upgrade_B8G8R8A8_UNORM_SRGB=0
Upgrade_CopyDestinations=0
Upgrade_R10G10B10A2_TYPELESS=0
Upgrade_R10G10B10A2_UNORM=0
Upgrade_R11G11B10_FLOAT=0
Upgrade_R16G16B16A16_TYPELESS=0
Upgrade_R8G8B8A8_SNORM=0
Upgrade_R8G8B8A8_TYPELESS=0
Upgrade_R8G8B8A8_UNORM=0
Upgrade_R8G8B8A8_UNORM_SRGB=0
Upgrade_SwapChainCompatibility=0
Upgrade_UseSCRGB=0
This shit?
yea
DumpLUTShaders=0
ForceBorderless=1
PreventFullscreen=0
SettingsMode=0
Upgrade_B10G10R10A2_UNORM=0
Upgrade_B8G8R8A8_TYPELESS=0
Upgrade_B8G8R8A8_UNORM=0
Upgrade_B8G8R8A8_UNORM_SRGB=0
Upgrade_CopyDestinations=0
Upgrade_R10G10B10A2_TYPELESS=0
Upgrade_R10G10B10A2_UNORM=0
Upgrade_R11G11B10_FLOAT=0
Upgrade_R16G16B16A16_TYPELESS=0
Upgrade_R8G8B8A8_SNORM=0
Upgrade_R8G8B8A8_TYPELESS=0
Upgrade_R8G8B8A8_UNORM=0
Upgrade_R8G8B8A8_UNORM_SRGB=0
Upgrade_SwapChainCompatibility=0
Upgrade_UseSCRGB=0
[renodx-preset1]
ColorGradeBlowout=0
ColorGradeBlowoutRestoration=50
ColorGradeColorSpace=0
ColorGradeContrast=50
ColorGradeExposure=1
ColorGradeFlare=0
ColorGradeHighlights=50
ColorGradeHighlightSaturation=100
ColorGradeHueCorrection=100
ColorGradeHueShift=50
ColorGradeSaturation=50
ColorGradeSaturationCorrection=100
ColorGradeShadows=50
ColorGradeStrength=100
GammaCorrection=1
ToneMapGameNits=203
ToneMapHueProcessor=0
ToneMapPeakNits=800
ToneMapType=1
ToneMapUINits=203```
Gonna nuke this.
honestly I'd nuke most of that ini
Alpha=1.000000
ChildRounding=0.000000
ColFPSText=1.000000,1.000000,0.784314,1.000000
EditorFont=
EditorFontSize=26
EditorStyleIndex=0
Font=
FontSize=26
FPSScale=1.000000
FrameRounding=0.000000
GrabRounding=0.000000
HdrOverlayBrightness=203.000000
HdrOverlayOverwriteColorSpaceTo=0
LatinFont=
PopupRounding=0.000000
ScrollbarRounding=0.000000
StyleIndex=2
TabRounding=5.000000
WindowRounding=0.000000```
This can remain, too.
ForceShortcutModifiers=1
InputProcessing=2
KeyEffects=0,0,0,0
KeyFPS=0,0,0,0
KeyFrametime=0,0,0,0
KeyNextPreset=0,0,0,0
KeyOverlay=36,0,0,0
KeyPerformanceMode=0,0,0,0
KeyPreviousPreset=0,0,0,0
KeyReload=0,0,0,0
KeyScreenshot=109,0,0,0```
What is this doing?
no idea; but stuff might change between versions
and you dont want to force your old defaults
tru
the only things you want in reshade.ini are the bare minimum changes you made
With bunch of that nuked.
Overlay, Screenshot, and Style can remain. Since that's gonna be same each time.
Disabling addons can stay, cause it's not harming and we don't wanna load SK anyway with it.
General looks good, too?
thats why I only use this
EffectSearchPaths=C:\Program Files (x86)\Special K\Global\ReShade\Shaders\**,.\
TextureSearchPaths=C:\Program Files (x86)\Special K\Global\ReShade\Textures\**,.\
IntermediateCachePath=C:\Users\Umer\AppData\Local\Temp\ReShade
SkipLoadingDisabledEffects=0```
I guess just that is fine.
I had a dude ping me about my berserker mod [dx11] causing FPS loss -- tl;dr no sk = almost no perf cost
sk + reno/reshade = -20 fps
100 -> 80
I had like
10fps-ish loss in AC Shadows, lol.
When using central with reno
But when I loaded Reno locally and SK globally without ReShade there, it was fine.
I dont know whta tool is at fault; but nowadays if I use reno in a game I'm most likely not using SK
SK + ReShade = Fine
SK + Reno locally = Fine
SK + ReShade + Reno = Bad
there are some older games with horrible window management; and I might use SK for that -- but thats an exception
One annoying thing, though.
If I launch a game via SK and it's auto creating ReShade.ini and ReShade2.ini, and only putting all the juicy config in ReShade2.ini, as seen here ^
Then the copy/pasta method gets annoying, I have to manually paste that data inside ReShade2.ini instead of just pasting the ReShade.ini file in there
sk support is on the sk discord
Oh welp, one time thing anyway.
this is the unreal engine thread 
i think i did a good ok , also i have a neo g7 odesey
i think those are presets that i named lol
What game is that
looks like i didnt need to rename dxgi ... lol things are working.. thanks again
Yeah, mine aren't any presets. Just auto created.
monitor
I know, congrats on G7
What game is that in screenshot.
Six years ago, the Machine Legion invaded and colonized the Torch City, which was originally inhabited by animals. Rayton, the former soldier in the resistance war, has been living in seclusion since then. After his friend is forcibly arrested, Rayton reclaims his mechanical fist and steps to his journey fighting back. And he never expects tha…
$29.99
6009
81
Nvm
looks like hdr is working perfectly fine!
yeah , those are presets that i made, i dont remember why though
si
if you find an area later on where hdr is broken; feel free to share a lutbuilder
you might need to upgrade b8g8r8a8_typeless to output size -- but outside of that, enjoy the game
i made some adjustments to it . like 60 another ones was 1.3 exposure , makes alot of diference and 80 saturations shadows 43 and contrast 60
im i now !!!
yea thats all preferance, set the sliders to what you think looks nice
contrast 70 or 80 too dark
imo exposure isnt something we normally touch
if you want to increase highlight detail/make stuff brighter
increaes highlights
exposure stays default ideally
you can try something simple like 60 highlights, 60 constrast, 60 saturation
how would i send the lutbuilder
you enable dump lut shaders and restart the game, and if there is a missing lutbuilder in a game; it will appear in the games folder
there will be a renodrt folder generated
Split Fiction stays winning with the UE mod so far.
yea when the UE mod works, its peak
I played clair for hours yesterday, same mod (renodx-unrealengine)
so far so good
I think the recent reshade installer helped a lot
I wanna play that game at some point, but turn based isn't my cup of tea.
But hearing so much praise, and I loved the OST, so I kinda wanna give it a shot at least.
for me the game is mid ngl
but maybe thats just me not being a fan of non anime shit idk
maybe there will be a twist or something
like I heard people say the prologue made them cry
but it just felt like a mid prologue idk
dont get me wrong clair is one of the better games made in a long time
but I think its getting overhyped a bit
wonder if this will work with gears 4
suppose I'll find out
oh, this game predates microsoft opening up the files doesn't it
yeah RIP only option for this game is probably autohdr/rtx hdr
Yea there were a ton of artifacts without safepow
That's a normal output shader so after sampling the lutbuilder lut the color is already srgb encoded
Didn't have to undo that
I think there are still some (0.3%) invalid colors or something due to the sharpening
Considered adding an ap1 clamp
But I thought the UE addon should do that in the swapchain proxy
Did anyone try UE renodx with DQ11S?
Riven looks rather nice with its Native HDR but why oh why did they not offer any HDR brighness settings.. The UI is harmful bright ^^
Is there a whatever.ini setting to force a UI brightness value in UE ?
@viscid mirage the proxy shader should have a built in 2020 clamp
so if there are invalid colors, weird
I remember trying it out and iirc something was off
I tried it before I left home earlier, b8_g8_r8_a8 typeless output size unclamps but the blowout slider doesn’t work, some text turns into blocks and the vn scenes seem broken(?). I tried dumping lut shaders but wasn’t getting anything
yea
there might be compute shaders idk
but ther eis 100% something custom
generic unreal engine tonemaps to 1 properly
even upgrades wont unclamp the game
unless you modify the code
so if upgrades unclamp, that means there is some (or a bunch of) custom shit going on
I find a switch port weird though
yea I thought so too
like every game I tested with WCG would clip at 2020
so maybe its a custom shader's upgrade grief
yeah same experience. Didn't go as far as seeing a cutscene but noticed broken texts in loading screen at least
the broken text is something else entierly
Does puredark's mod have MFG?
ah
and does it work with renodx?
I'll just forward this here
this is using the reshade version pinned in #🧩renodx-dev
so Satisfactory uses unreal engine 5.3.2.0
huh, the silent hill 2 renodx addon runs perfectly?
so does the oblivion remastered version
@azure stream give me 2 minutes
I'm not sure if there's actual HDR information when using the oblivion remastered version
o
ah
lemme just figure out how to make reshade save HDR screenshots
well it does boot up, but I think I need to enable resource upgrades because it's a black screen
yea
r10g10b10a2_unorm, output size
and maybe b8g8r8a8_typeless, but only try that if you get artifacts or clipping
@azure stream ?
oh with just r10g10b10a10_unorm I got artifacting
same as #🧩renodx-support ?
are you using the latest reshade version from #🧩renodx-dev ?
any other mods?
nope, different artifacting
how do I get the UE5 version?
pcgw
do I set beta participation to experimental?
yea download the game lets see
the crash was a seperate issue
that was fixed
as for artifacts, idk, lets see
I forgot i own the game
do you have any friends that have the game on EGS?
try disabling framegen
if it has it
oh I think it's already disabled
its doing HDR though
I'll take a look at my settings
the hdr is working perfectly
just artifacting
I'd like the product name for the EGS version
I'm running the steam version
product name would be something like FactoryGameSteam-Win64-Shipping.exe right?
alright I tried disabling anti aliasing and lumen and the artifacting is still present
oh
yeah about that
Satisfactory -> Engine -> Binaries -> Win64
it got me a few times 
ah, the artifacting seems to be coming from the distant foilage
works fine for me
if I look at my factory everything looks fine
I set it to
okay maybe I'm pushing these too far lol
cinamatic
you might have to start a new game if you've already got a factory 🤷
I get no artifacts
but its clamped to sdr
so I might need
more upgrades
let me set everything to cianmatic
my game works just fine
ohh
ah yep, FSR completely removes them
kind of pog, but personally I prefer to play the game at native res
it should work
at native res
just set it to fsr native
either way off to github; this might only fix the steam version
but we can help epic bois out if they ever need hel
yeah it works with no downscaling, although no downscaling has the distant trees have a little bit of funk to them
completely gone when going down to "quality"
interesting
what if you lower the foilage setting
this is an experimental branch after all
I tried that and the without DSR, artifacting changes based on how much foilage there is, but it's still intense
I think I'll be fine with using DSR for now
oh yeah do note that I'm using driver version 24.12.1, since later versions tend to have driver crashes when playing VR, and since I frequently use VR...
yea amd is a mixed bag when it comes to this stuff
as much grief as nvidia's giving us
when it comes to resource upgrades and hdr mod
for now they're the best
there is one game I made, AMD straight up doesnt work
and somebody else made a mod, amd is also 100% rip
idk if its a game engine thing
or driver thing, or gpu sku thing
whatever genious made satisfactory
named it "FactoryGameSteam" for the steam version
which means the fix I added will only work on the steam version
so I need somebody who has the EGS version of Satisfactory to launch it once
so I can get the product name for EGS
also the .exe name is different for steam too 
its factorygamesteam-win64-shipping.dll
FactoryGameEGS.exe

I assume the the product name is
FactoryGameEGS ?
fuck it we'll just add the .exe for EGS
wait we need the UE .exe
so it would be FactoryGameEGS-win64-shipping -- lets see if google can help us out
..\Epic Games\SatisfactoryEarlyAccess\FactoryGame\Binaries\Win64\FactoryGame-Win64-Shipping.exe
...\Epic Games\SatisfactoryEarlyAccess\FactoryGame.exe
wait no its just "FactoryGame" 
I'll just wait for somebody to post a reshade.log -- they might've changed stuff since the steam release -- google has a bunch of diff stuff
google is just giving me factorygame.exe
I'm getting mixed results
one most from 8 months ago has FactoryGameEGS.exe -- but thats probably just the launcher
other posts have factory game and factorygame-win64
I was just googling FactoryGameEGS-win64-shipping.exe
you're googling for a file you're not sure exists
then reddit with factory game
yea
just google factorygameegs
ok that has better resulst
I guess its safe to assum ethe product name is FactoryGameEGS then
var rootExecutables = []string{"FactoryGame.exe", "FactoryServer.sh", "FactoryServer.exe", "FactoryGameSteam.exe", "FactoryGameEGS.exe"}
oh shit lets go
VersionPath: filepath.Join("Engine", "Binaries", "Win64", "FactoryGameEGS-Win64-Shipping.version"),
LockfilePath: filepath.Join("FactoryGame", "Mods"),
the diff tells us
factorygame.exe no longer exists
so thats good
so yea ima just assume the new product name is FactoryGameEGS -- if somebody crashes in the future I'll fix it
man I'm really bad at googling
Btw, if you ever encounter a dx12 game where the UE mod doesn't do anything even though all the lutbuilders are already included - you'll also need to add that prevent crashing line
Even though the game doesn't actually crash
Happened in nobody wants to die
yea ik
I found a ton of games
I always look at reshade.log
you search for "failed to replace pipeline"
some games dont crash, they just dont replace shaders
they need the same fix as the games that crash
Is repo build the nightly one?
Snapshot, technically
@viscid mirage would look something like:
10:05:14:484 [13476] | DEBUG | [RenoDX] utils::shader::BuildReplacementPipeline(Replacing 0x95b1e481)
10:05:14:484 [13476] | DEBUG | [RenoDX] utils::shader::PipelineShaderDetails(Replacing pipeline for 0x95b1e481, pipeline: 0x000001c39130f430, index: 4, type: pixel_shader, stage: pixel_shader)
10:05:14:484 [13476] | ERROR | [RenoDX] utils::shader::PipelineShaderDetails(Failed to replace pipeline)
trying to replace, and then Failed to replace pipeline
might dump the LUT shaders for Satisfactory experimental
oh what the
the artifacting when an upscaler is disabled is almost gone
okay for some reason there's no renodx folder...
it doesn't dump compute shaders
@azure stream are you on EGS?
and yea for some reason the artifacting is only with native TAA
enable DLSS or FSR, and its perfectly fine
also all the lutbuilders and stuff are there
still on steam
I'm more surprised that it's almost fixed
but yeah it happens with
- no AA
- FXAA
- native TAA

