#✅RenoDX: Unreal Engine

1 messages · Page 7 of 1

spare bane
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But I have to make upgrading swapchain optional.

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And deal with user settings

elfin lance
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loosing ui control is fine

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but having a washed out srgb ui in pq isnt fine

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which is the main issue with ini hdr (no mods/no reno/etc)

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the ui is hard griefed

spare bane
#

I actually haven't looked at modding the UI compositing shader. I assumed UE draws onto swapchain in steps in Oblivion

elfin lance
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ask ersh what he did

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long ago when he had the unreal engine tweaks

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ersh had 2 csos that used the reshade shader replacer

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that hardcoded 203 nit ui with gamma correction

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apparently it was 1 line, encoding them correctly

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we had 2 shaders -- one for ue 4.27, one for ue 5.0/5.1

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but there where still issues; like remnant2's white UI elements where 10k nits

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hell most HDR10 DX12 games had 10k nit UIs

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since its done through reno we can obv work something out though vs. a static shader replacement

spare bane
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Custom games will be custom but I also don't deal with much of the HDR path.

elfin lance
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shit wil get griefed

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also there are always risks associated with reading/writing to engine.ini

spare bane
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Oblivion is for performance/fg and they had HDR for a bit in their game. They removed it

elfin lance
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people's setups, games go in diff locations

elfin lance
spare bane
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All the lutbuilders have both lin2log and pq in them so they're SDR/HDR permutation safe

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Just have to change the output.

elfin lance
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this spawned earlier which started the discussion

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I cought 7 lutbuilders for that game iirc, and was surprised to see a new lutbuilder

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but native hdr spawned that

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but this isnt "ini hdr"; but the games own native hdr [which is generic ue native hdr iirc]

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which opens a whole new can of worms

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I dont think ini hdr works if the game has native hdr // its own hdr on/off slider

viscid mirage
elfin lance
viscid mirage
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yup

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thats also what I did in wukong

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but how are we losing UI control

elfin lance
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btw

cobalt marlin
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😅

elfin lance
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I never fully understood

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why does wu kong not work with UE generic

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did lutbuilders not replace?

viscid mirage
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I never added the lutbuilders to it since no other game uses the ue 5.0 nvidia branch

spare bane
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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);
}
elfin lance
viscid mirage
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ya

elfin lance
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you could make your own lutbuilder mod but still

viscid mirage
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I'm only modding the lutbuilders in my wukong mod

elfin lance
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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

elfin lance
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and let UE decode?

spare bane
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Yes

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You also need no swapchain pass. Also rip d93

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UI is srgb, not 2.2 and possibly some other minor things

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Though if there's a composite shader, you can mess with it there.

elfin lance
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iirc 5.2+ fixed the griefed UI

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but the UI is going to be hard fucked on 5.0 and below

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without modiying the composite shader

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like a very low nit srgb encoded UI in a hdr container

spare bane
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I think UI is still srgb, regardless of how it blends

elfin lance
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so its going to have the encoded look; because the display isnt decoding [because hdr]

spare bane
elfin lance
viscid mirage
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you can default it to off, but some games definitely need it

elfin lance
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and then we can mess with it per game

spare bane
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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

elfin lance
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the bug with off is a blocky ui

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let me send a pic

spare bane
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No

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I need the bug with it on

viscid mirage
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crisis core's bug wasn't reproducible?

elfin lance
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yea can we reproduce it somehow

spare bane
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Don't have that location

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Crisis core is episodic

elfin lance
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so it was a specific location in crisis core that broke it

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not like a generic thing

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because in the games I've tested that are broken; it was a straight up fix

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whats wrong with a slider for now as a bandaid?

spare bane
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You can still do it by process name regardless

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It's not an every game thing. Better to understand the issue, even which games need it and why

elfin lance
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but didnt want to bloat addon.cpp

spare bane
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C++'s initializer lists is like its JSON, but compile-tile only. We can stick it all into another file.

elfin lance
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a slider we can just tell users to flick on via the wiki modlist or set to true when setting up the upgrade defaults

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like here ```cpp
"Avowed",
{
{"Upgrade_R10G10B10A2_UNORM", UPGRADE_TYPE_OUTPUT_SIZE},
},

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we already have that

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and if its a slider, we can enable it in that array

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hmm what about an invisible slider (is visible = false)

elfin lance
spare bane
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It's all the same, really. Just wondering if there were to integrate the stuff we're doing now for custom games.

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Like Avowed

elfin lance
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like the custom upgrade function I made?

spare bane
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Yes

elfin lance
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I mean that was for stuff you have no choice but to use

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like the weird aspect ratios

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but yea sticking them in a "json" would be really nice

spare bane
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JSON schema is basically the same as a C++ struct

elfin lance
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because addon.cpp is going to get out of hand

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if we had a seperate file, I'd start adding a lot more game's default settings

spare bane
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Yeah, we're editing the wiki and not the addon out of convenience, not practicality

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It's the same work, but modifying the addon.cpp = scary

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(also we need the exe or process name)

elfin lance
elfin lance
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gamepass and steam/epic = diff filenames

spare bane
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JSON are meant to be "bloated". They're mini databases

elfin lance
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also some games might have a generic exe name

elfin lance
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I'm talking about the current system

spare bane
elfin lance
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because devs where too lazy to change it

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and they're popular games

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why would product name not work?

spare bane
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I can also do path as well.

elfin lance
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like what we're doing now

spare bane
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Were doing filename

elfin lance
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with .exe name being a fallback incase the product name is a meme

spare bane
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I mean path

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Like folder/folder/filename.exe

elfin lance
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auto product_name = renodx::utils::platform::GetProductName(process_path); whatever this is seems to be the best option imo

elfin lance
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I read the code

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but thought product name was something fancy

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I get it now

spare bane
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Could also do Window Title

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But that might get translated

elfin lance
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yea

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localization

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either way I'm sure we'll figure it out; but imo exe name is unreliable

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and if we get a seperate file, we can move most of the shit on the wiki over to the seperate file

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so unreal just works out of the box

spare bane
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Output shaders will let us control chromatic aberration, local exposure, vignetting, bloom, film grain, and of course, realtime tonemapping in 5.3+

torpid glacier
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I could not get the UE version to work with Jedi Survivor. Is there a custom addon for it?

spare bane
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The shaders are on the repo, but nobody has compiled it into a mod

torpid glacier
elfin lance
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This might be a bad take, but I feel like sample shader mods

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should be saved for per-game mods

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while UE4 shared sample shader mods accross multiple games, UE5 doesnt seem to share hashes

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and while a game can have 1 lutbuilder, it can have 5,10, hell more sample shaders

elfin lance
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fucking ladder ladder memes

sacred zinc
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Does jedi Fallen Order work with this or is it custom as well?

bold gulch
left narwhal
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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.

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Cutscene ended, and now happened again. I think scene change causes it? Not sure.

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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.

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Will try it without SK next and let you know.

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Nope, does it without SK, too.

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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.

elfin lance
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are you using ritsu's mod

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or unrealengine.addon64

left narwhal
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For OptiScaler?

bold gulch
elfin lance
#

thats not clair?

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ohh

left narwhal
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lmao

elfin lance
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thats split fiction

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LMAO

left narwhal
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No, it's the one you made for me.

elfin lance
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bro idk what the game looks like

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I just read reshade.log

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did you play the game, and did any areas go back to being SDR?

bold gulch
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split screen game

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what else could it be

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also the pic says splitfiction.exe

left narwhal
elfin lance
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alright, you know what to do if a scene goes hdr

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enable lut dumping and ping me

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dont play with lut dumping though; I think it has a perf cost

left narwhal
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Yeah, I remember your write up.

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Yeah, that's just for troubleshooting.

elfin lance
narrow fern
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Can I use this plugin in SDR mode?

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The game I’m playing is Wuthering Waves.

spare bane
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I'm realizing there's some SDR benefit to this as well. Specifically control of the tonemapper

narrow fern
viscid mirage
spare bane
viscid mirage
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btw, there are some dx11 games we previously marked as working that crash now

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like vampyr

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don't see any errors in here tho

spare bane
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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.

narrow fern
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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.

narrow fern
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Should I enable Windows Auto HDR?

spare bane
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no

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also, you should ask in #🖥️tvs-and-monitors or #🔧hdr-troubleshooting

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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

viscid mirage
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crashes with 20250410

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same for remnant

spare bane
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GitHub might be gaslighting

spare bane
viscid mirage
viscid mirage
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oh you were comparing the latest ver with the one in april.. github is def lying lol

spare bane
spare bane
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@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

tired mulch
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80 peak 80 game 80 ui i mean

spare bane
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Yes, 80/80/80 in terms of nits

tired mulch
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i was too lazy to turn off HDR when streaming to my SDR tv

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so things were blown own til i did 80 80 80

spare bane
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With scRGB it's the correct way to use RenoDX for SDR

tacit vale
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Drive Beyond Horizons doesnt want to unclamp brightness with any upgrade but gamut works.

tacit vale
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:)

elfin lance
viscid mirage
spare bane
viscid mirage
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commented out l1022 to 1052

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and then something after that that also used abort modification

spare bane
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Do you know how to do a debug build and launch with VSCode?

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It'll tell you what RenoDX code is making it crash

viscid mirage
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I don't

spare bane
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Use the cmake tab, set ninja x64 debug

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There's a line about while debugger not attached, sleep(100)

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It makes the game wait for VSCode to attach before proceeding

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You want that line in attach part of the addon.cpp

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When you the start the game, nothing seems to happen. Press F5 with VSCode and pick the exe (process) of the game.

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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)

viscid mirage
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when I enable the microsoft C++ extension I can select the process

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and get the debug console which also shows the process log

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but theres no stack trace on crash

fierce lava
spare bane
elfin lance
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I need to figure out how to regex the lutbuilder fixs

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I'm following the code

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I'm thinking under like 169 idk

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@fierce lava what verison of UE is this?

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right click gam.exe

fierce lava
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4.13.1 according to pcgw

elfin lance
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propperties -> details

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now thats old

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I wonder if its not using the filmic tonemapper

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so we dont have untonemapped ap1

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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?

spare bane
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usually there's a branch for mobile tonemapper

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0.93 is ACES RRT desaturation

elfin lance
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thought I found that

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so yea thats long after untonemapped

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yea I ahve no idea

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I can set it right above the matrix with 1.705

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but it feels wrong

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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);
spare bane
#

seems like

elfin lance
#

that was my first guess

spare bane
#

not a lot of linear grading in old ue

elfin lance
#

but it felt "wrong" lol

spare bane
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just some weak contrast

elfin lance
#

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);
  }
spare bane
#

did you add the branch?

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that's fine

elfin lance
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yes

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building mod

spare bane
#

you added a branch?

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nah you didn't

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it's fine because settonemappedbt709 retains the negative that the next line of max(0 will clamp

elfin lance
#

@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

elfin lance
#

one was found (the output device cbuffer)

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the other was not found

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this

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I didnt add any ifs myself -- except the generate output

elfin lance
elfin lance
# elfin lance

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)+ \?

spare bane
#

you're basically looking for assigning a value from a cbuffer. it will read them as float, but should be asuint

elfin lance
#

I learned about the asuint memes with atelier yumia

#

where the cbuffer is float, but the code expects uint or something else

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so we have to cast it properly

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is this the branch you where talking about adding?

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ngl idk how the branch flag works 100%; thought it was just compiler microoptimization

spare bane
#

nah, the other branch that was in the code

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btw, 3dmigoto doesn't force branch

elfin lance
#

ik

spare bane
#

technically all if in 3dmitogo should be [branch]

elfin lance
#

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) {

elfin lance
elfin lance
languid escarp
#

by chance, does anyone here have a good preset for wuthering waves?

bold gulch
#

this person might

languid escarp
finite copper
#

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.

left narwhal
#

Playd another hour or so of Split Fiction today with Reno UE universal, so far so good, @elfin lance

elfin lance
#

outside of potentially upgrading B8G8R8A8_Typeless; you should be fine

#

also let me know how it is; I'll add it to the wiki

elfin lance
#

ima just buy dyx: shards of darkness

fierce lava
elfin lance
#

it seems dark a.f

#

lutbuilders might be broken

fierce lava
#

sdr seemed very dark but it is a game about hiding in shadows

elfin lance
#

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

fierce lava
#

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

elfin lance
#

yea I'm playing rn lol

#

got it for 2$

elfin lance
spare bane
#

if (asuint(cb0[26].w) != 0.f) { should be 0u

#

@elfin lance

#

Ya dun goofed

viscid mirage
#

get the UE crash window in remnant for example

spare bane
#

Time to check piece by piece, remove the swapchain proxy first

#

I'm assuming no upgrades

elfin lance
#

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

#

well we learned a lesson today

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I should probably start leaving 0 as 0

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my understanding is 0 doesnt need any .f or u

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0 is 0

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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]

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yea no idea; messing with the post shaders; but they dont seem to change much

#

messign with tis

spare bane
#

runs always?

elfin lance
#

yea

#

I think I got it

spare bane
#

then have lutbuilder send out untonemapped_graded

#

see oblivion

elfin lance
#

well not "always"

#

main menu doesnt exist

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just lutbuilder

#

nope has an encoded look

viscid mirage
#

@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

spare bane
#

settings[0] maybe

#

weird though

viscid mirage
#

yea

spare bane
#

try removing the is_visible, add_setting, on_change_value until it stops crashing

elfin lance
#

yep menus are lutbuilder only

spare bane
#

what does output write to then?

#

swapchain?

elfin lance
#

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

spare bane
#

nah, must be lutbuilder issues

#

maybe maybe some weird blend, but devkit would say it

elfin lance
#

nothing unusual

#

could it be the game is not on the filmic tonemapper

#

or would that not even matter

spare bane
#

@viscid mirage ```cpp
add_setting(setting);
renodx::mods::swapchain::prevent_full_screen = (setting->GetValue() == 1.f);

#

invert the order

elfin lance
#

UE 4.13

spare bane
#

hmm, no srvs

#

remove the resource filter option in Settings

elfin lance
spare bane
#

yeah, it writes to swapchain

elfin lance
#

yea I didnt need upgrades

#

for the game to work

spare bane
#

so you can easily pass a cbuffer, if swapchain write then do tonemappass + renderintermediate

elfin lance
#

there is unorm_srgb in the

spare bane
#

if not swapchain then leave as it for next shader

elfin lance
#

devkit

spare bane
#

391x167

viscid mirage
spare bane
#

so the game needs ForcedBorderless

viscid mirage
#

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;
}
spare bane
#

and it was never reading the ini before

elfin lance
#

ok found the draw

spare bane
elfin lance
#

0x4E is the lutbuilder

#

its like almost 5am, break time lol

viscid mirage
#

just tested again

elfin lance
#

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

spare bane
elfin lance
#

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

viscid mirage
#

@spare bane do you want to fix the prevent fullscreen setting yourself real quick

#

or do you want me to make a PR

spare bane
#

should honestly just revert that to being on

elfin lance
#

what about the

#

other thing

#

revert state

spare bane
#

was for Kal anyway pepe_hide

#

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

elfin lance
#

to be fair, I'm not a big fan of when games force FSE

#

and move all my icons to the side monitor

viscid mirage
elfin lance
#

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

spare bane
#

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

elfin lance
#

like the game I'm testing now on first launch moved my icons/went FSE -- but it restored them just fine

elfin lance
spare bane
#

but not crash

elfin lance
#

it seems false is mostly fine

#

but probably more stable

#

but true fixs a few games UI

spare bane
#

exclusive fullscreen is buggy and variable by Windows versions, better off

elfin lance
#

as for stability, didnt do any long testing

elfin lance
#

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

spare bane
#

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?

viscid mirage
#

I think you pushed too much stuff now.. despairge

elfin lance
#

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

elfin lance
spare bane
#
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

elfin lance
#

btw I really like the new reshade build

#

no fx, no addons

#

I can manually enable fx if I want

spare bane
#

prevent fullscreen implies borderless fullscreen

elfin lance
#

wait no fx might be my ini setting

spare bane
#

that's your ini

#

i just install liliums

#

maybe i should just package lilium's

#

it's a good troubleshooting tool

elfin lance
#

that kills fx

#

which griefed clair for me

#

and enotria

elfin lance
#

can I package your dxgi/reshade

#

so people can just extract shit from a zip and enjoy

spare bane
#

ye. i think ritsu does anyway

elfin lance
#

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"

fierce lava
#

UE addons seems to work fine with Everspace 1!

elfin lance
#

do you need any upgrades?

fierce lava
#

Im using these upgrades. Im playing through GOG and im using the 64-bit version of the executable (RSG-Win64-Shipping.exe)

north kindle
#

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

spare bane
#

if your display on SDR looks different than on HDR with RenoDX (besides highlights and BT2020 colors) you have a calibration issue

elfin lance
#

I made a pull request; so it should be part of the generic addon soon ™️

north kindle
# spare bane sounds like you have a broken HDR output since the default black level should ma...

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

elfin lance
#

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

fickle moth
elfin lance
#

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

dense cliff
fickle moth
left narwhal
#

I’ll just delete it, though. Considering I don’t wanna use that and just DLSS.

elfin lance
#

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

maiden sphinx
elfin lance
#

@tawny mist I remember liked that game

elfin lance
tawny mist
#

Ohhh sick I'll have to try it with Reno

elfin lance
#

I'm curious what lutbuilders it uses

tawny mist
#

I loved how it looked with SK

maiden sphinx
#

seems clamped during a few attack animations

elfin lance
#

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

maiden sphinx
#

yep that fixes it

elfin lance
#

ty adding that to wiki

elfin lance
#

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

left narwhal
#

And got this error now.

elfin lance
#

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

fickle moth
# elfin lance but for now everything si good

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.

elfin lance
#

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

bold gulch
#

SK by default deep fries

#

So you’re gonna wanna increase contrast or lower shadows and maybe increase saturation

#

For a similar effect

left narwhal
elfin lance
#

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

left narwhal
elfin lance
#

I'd have to write a wall of text

#

I really dont want to

left narwhal
#

lmao

elfin lance
#

but you can try it out and see if you like it

left narwhal
elfin lance
#

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

warped lynx
#

kinda curious to see how it looks in p3r

fierce lava
#

Awesome! I've already added Everspace 1 to the wiki

elfin lance
#

oh pog, just make sure to add upgrades to the notes [if needed]

#

thanks a lot

fierce lava
#

No thank you for Styx haha

#

Easy to edit a bit if text all the other stuff is wizardry

elfin lance
#

no thank you, it let me see how an ancient lutbuilder looks like

elfin lance
#

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

dense cliff
left narwhal
#

Well, I did your first suggestion and deleted the DLL and that just leads to a crash.

#

On a scene change, that is.

austere pike
#

WuWa seems to be clamped for me still. Not sure if there's been done anything to fix it since last time

fickle moth
spare bane
elfin lance
#

@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?

fickle moth
elfin lance
#

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 kekwtf

spare bane
#

Jesus, Reshade4.ini

left narwhal
#

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.

elfin lance
#

you can make different loadouts in the menu

left narwhal
#

Loadouts as in presets?

elfin lance
#

yea

#

profiles and shit

left narwhal
#

Ah, okay

#

That explains it. I guess SK creates one of its own.

elfin lance
#

if thats not it; idk

left narwhal
#

I thought that one created a file called 'preset' in it, but not sure. Never bothered with it.

spare bane
elfin lance
spare bane
# left narwhal What causes new ReShade1.ini, 2, 3, and so on to be created?

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

left narwhal
#

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.

spare bane
#

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

elfin lance
#

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

left narwhal
#

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.

elfin lance
#

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

left narwhal
#

Launched the game, and it created these two files just now. One only has overlay, other has all the rest lol

left narwhal
elfin lance
#

no idea what SK does; never used SK to inject reshade when I need to use addons

elfin lance
#

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

left narwhal
#

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.

elfin lance
#

50% size for the cie graph/histogram

elfin lance
#

also numpad1

left narwhal
#

Agreed

#

I think I'll keep 2 configs to copy/paste.

earnest bolt
left narwhal
#

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.

elfin lance
#

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

left narwhal
#

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.

left narwhal
#

Central place for all the screnshots as well, so I don't miss SK for not being able to take HDR screenshots.

elfin lance
#

esp the reno stuff

left narwhal
#

Why, don't I want that there, so my Reno window is always assigned where I want it to be etc?

elfin lance
#

the widnow is fine; but not the presets

left narwhal
#

[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?

elfin lance
#

yea

left narwhal
#
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.

elfin lance
#

honestly I'd nuke most of that ini

left narwhal
#
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?
elfin lance
#

no idea; but stuff might change between versions

#

and you dont want to force your old defaults

left narwhal
#

tru

elfin lance
#

the only things you want in reshade.ini are the bare minimum changes you made

left narwhal
#

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?

elfin lance
#

I'd nuke most of general too

#

less changes = better

left narwhal
#
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.

elfin lance
#

sk + reno/reshade = -20 fps

#

100 -> 80

left narwhal
#

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.

elfin lance
#

I dont know whta tool is at fault; but nowadays if I use reno in a game I'm most likely not using SK

left narwhal
#

SK + ReShade = Fine
SK + Reno locally = Fine
SK + ReShade + Reno = Bad

elfin lance
#

there are some older games with horrible window management; and I might use SK for that -- but thats an exception

left narwhal
#

One annoying thing, though.

left narwhal
# left narwhal

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

elfin lance
#

sk support is on the sk discord

left narwhal
#

Oh welp, one time thing anyway.

elfin lance
#

this is the unreal engine thread kekwsit

left narwhal
#

You asked

fickle moth
#

i think i did a good ok , also i have a neo g7 odesey

fickle moth
left narwhal
fickle moth
left narwhal
fickle moth
left narwhal
#

I know, congrats on G7

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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…

Price

$29.99

Recommendations

6009

Metacritic

81

▶ Play video
#

Nvm

elfin lance
fickle moth
#

yeah , those are presets that i made, i dont remember why though

elfin lance
#

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

fickle moth
elfin lance
fickle moth
#

contrast 70 or 80 too dark

elfin lance
#

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

fickle moth
elfin lance
#

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

left narwhal
#

Split Fiction stays winning with the UE mod so far.

elfin lance
#

yea when the UE mod works, its peak

left narwhal
#

aye

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Did another 1.5hrs session just now, al good. No issues so far using the mod.

elfin lance
#

I played clair for hours yesterday, same mod (renodx-unrealengine)

#

so far so good

#

I think the recent reshade installer helped a lot

left narwhal
#

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.

elfin lance
#

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

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but I think its getting overhyped a bit

left narwhal
#

Fair

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We'll see, if I get around to playing it.

jovial trout
#

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

elfin lance
#

is it not UE 4+?

#

or is it just your gamepass version?

viscid mirage
#

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

empty thunder
#

Did anyone try UE renodx with DQ11S?

cobalt marlin
#

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 ?

cobalt marlin
#

*UE5

#

Thanks to Lazorr for these

elfin lance
#

so if there are invalid colors, weird

elfin lance
maiden sphinx
elfin lance
#

there might be compute shaders idk

#

but ther eis 100% something custom

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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

viscid mirage
elfin lance
#

like every game I tested with WCG would clip at 2020

#

so maybe its a custom shader's upgrade grief

empty thunder
elfin lance
#

Does puredark's mod have MFG?

empty thunder
#

ah

elfin lance
#

and does it work with renodx?

azure stream
#

I'll just forward this here

#

this is using the reshade version pinned in #🧩renodx-dev

azure stream
#

so Satisfactory uses unreal engine 5.3.2.0

#

huh, the silent hill 2 renodx addon runs perfectly?

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so does the oblivion remastered version

elfin lance
azure stream
elfin lance
#

idk thats an sdr png

#

but I got a new version for you

azure stream
elfin lance
#

delete the old addon, use that

#

let me know if it works

azure stream
#

ah
lemme just figure out how to make reshade save HDR screenshots

elfin lance
#

if reshade screenshots are outputting sdr pngs

#

the game is in sdr

azure stream
#

well it does boot up, but I think I need to enable resource upgrades because it's a black screen

elfin lance
#

yea

#

r10g10b10a2_unorm, output size

#

and maybe b8g8r8a8_typeless, but only try that if you get artifacts or clipping

#

@azure stream ?

azure stream
#

uhh

#

hold on I enabled b8g8r8a8_typeless and got a crash

elfin lance
#

disable b8g8r8a8

#

you might only need r10g10b10a10_unorm

azure stream
#

oh with just r10g10b10a10_unorm I got artifacting

elfin lance
#

same as #🧩renodx-support ?

#

are you using the latest reshade version from #🧩renodx-dev ?

#

any other mods?

azure stream
elfin lance
#

how do I get the UE5 version?

azure stream
#

pcgw

elfin lance
#

do I set beta participation to experimental?

azure stream
#

OH

#

yeah I'm using experimental build

elfin lance
#

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

azure stream
elfin lance
#

do you have any friends that have the game on EGS?

#

try disabling framegen

#

if it has it

azure stream
#

oh I think it's already disabled

elfin lance
#

its doing HDR though

azure stream
#

I'll take a look at my settings

elfin lance
#

the hdr is working perfectly

#

just artifacting

#

I'd like the product name for the EGS version

azure stream
#

I'm running the steam version

elfin lance
#

same

#

but when I commit this stuff to github

#

it would be nice to have both

azure stream
#

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

elfin lance
#

wtf there are no

#

.exe files

azure stream
#

oh

#

yeah about that

#

Satisfactory -> Engine -> Binaries -> Win64

#

it got me a few times KokoroLMAO

elfin lance
#

got it

#

lmao weird ass folder

azure stream
#

ah, the artifacting seems to be coming from the distant foilage

elfin lance
#

works fine for me

azure stream
#

if I look at my factory everything looks fine

elfin lance
#

how do I

#

check if distant folage is on?

azure stream
#

options -> video

elfin lance
#

I set it to

azure stream
#

okay maybe I'm pushing these too far lol

elfin lance
#

cinamatic

azure stream
#

you might have to start a new game if you've already got a factory 🤷

elfin lance
#

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

azure stream
#

hmm

#

maybe it's the environment I'm in

elfin lance
#

I also have

#

dlss on

azure stream
#

oohhh

#

I have DLSS off

#

and I'm on an AMD card

elfin lance
#

ohh

azure stream
#

ah yep, FSR completely removes them

elfin lance
#

amd gpus are known for artifacts

#

rip

#

ohh

#

fsr fixs it

#

pog

#

off to github

azure stream
#

kind of pog, but personally I prefer to play the game at native res

elfin lance
#

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

azure stream
#

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"

elfin lance
#

interesting

#

what if you lower the foilage setting

#

this is an experimental branch after all

azure stream
#

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

elfin lance
#

weird stuff, might be an AMD issue

#

upgrades on AMD are weird

azure stream
#

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...

elfin lance
#

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 kekwtf

#

its factorygamesteam-win64-shipping.dll

elfin lance
#

I assume the the product name is

#

FactoryGameEGS ?

#

fuck it we'll just add the .exe for EGS

elfin lance
#

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" thonk

#

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

spare bane
#

I just googled it, you can find it I'm sure

#

There are cheat tools

elfin lance
#

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

spare bane
elfin lance
# spare bane

I was just googling FactoryGameEGS-win64-shipping.exe

spare bane
elfin lance
#

yea it was on the third one for me; my first results where

#

steam forums for steam

spare bane
#

you're googling for a file you're not sure exists

elfin lance
#

then reddit with factory game

spare bane
#

just google factorygameegs

elfin lance
#

ok that has better resulst

elfin lance
#

I guess its safe to assum ethe product name is FactoryGameEGS then

spare bane
#

var rootExecutables = []string{"FactoryGame.exe", "FactoryServer.sh", "FactoryServer.exe", "FactoryGameSteam.exe", "FactoryGameEGS.exe"}

elfin lance
#

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

viscid mirage
#

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

elfin lance
#

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

viscid mirage
#

Ah ok

#

Wasn't aware of that

full moss
#

Is repo build the nightly one?

spare bane
elfin lance
#

@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

azure stream
#

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...

warped lynx
#

it doesn't dump compute shaders

elfin lance
#

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

azure stream
azure stream
#

but yeah it happens with

  • no AA
  • FXAA
  • native TAA
elfin lance
#

FXAA usually griefs everything

#

idk what it is, but it sometimes even breaks games with native HDR

#

no aa and native TAA is weird

#

either way you should be using native DLSS/native FSR anyway

#

wait you're the guy from yesterday

#

mb didnt see the name change