#✅RenoDX: Unreal Engine
1 messages · Page 8 of 1
so turns out if AMD FSR is set to no downscaling, the artifacting still appears, but if I set AMD FSR scale to 99%, the artifacting disappears
no downscaling
screen percentage set to 99
what's the issue with the normal mod
anyone try Hogwarts with this?
Is there a resource on how to dump shaders in general and/or UE?
I have a game I finally want to venture into modding with or is it even necessary with UE with the pinned comment here?
Anyone tried RenoDX UE with DQ11
#1321685184852135967 message
@maiden sphinx thanks, I'll just use SK HDR then.
No RenoDX mod for Stil Wakes the deep? :(
there's a generic unreal mod
requires hdr disabled in game
oh nice, does it also fix the black floor?
yes
@tight acorn both clair obscur and unreal probably look similar to eachother
its just how they go about modding the game, the unreal engine mod has a lot less overhead
the unreal mod replaces 1 shader per scene, a 32x32x32 shader; 32k pixels -- and all the renodx code is in there
the clair obscur mod replaces a bunch of sample shaders that run every pixel, so at 4k you're getting the renodrt code running 8 million times per frame
I didnt run the tests, but Ritsu did in MHW; and having code only run in the lutbuilder was like +10 fps
the downside to the unreal mod is no real time sliders; you have to press start twice to have them apply -- which isnt an issue for most of us; but the people on nexus would rip their hair out because "ree too hard to use"
for DQ11S you can use Engine.ini HDR tweak with ersh fix shader
Does renodx for unreal engine work for Final Fantasy 16 or do I need a custom addon or some other tweak for that because I didn't see it in the modlist?
FF16 doesn't use UE
FF16 isnt ureal engine
Oh I thought it was. It kinda looked like ue4 to me. Good to know.
Does it have a renodx btw? It does not look great tbh
One of the best looking games ever made imo
Unfortunately I didn’t think so. The combat is amazing though. It had a weird ghosting effect going whenever I’d span the camera around. That bothered me the most.
I'm the opposite where I think the combat is ass
super basic but it has to be that way cause the particle effects are so annoying you can't see shit
real
I only played the Demo of FF16 so far but the HDR was good there
combat was complete garbage in FF16
Or atleast not really noticed anything bad
~40% into the game it becomes a cooldown and cutscene simulator
where you just press your ultimates in order
watch the 30 second cutscene
press the next ultimate
and repeat
and its not like you have the option to "play nomrally", because all your other abilities fall off
I did every sidequest and piece of side content in FF16
except the post game roguelite thing
the game is mid at best
is it worth playing for 20$ on sale? maybe
We need Turn based combat again smh, hopefully they will reconsider their stance of "modern graphics and turn based combat don’t fit together" now that Expedition 33 proved that shit wrong
is it something special? nty
mid33 isnt that good of an example either
that game is a ton of issues too LMAO
ngl I dont hate on games, I sit through all of them
I just dont cope or simp for them
if its mid its mid
It’s GOTY for me lmao
and imo expedition 33, the story is ok; but the gameplay is ass
You’re like the only one I know that has this stance

Combat was so fun to me
when the options are
medium: ezpz
hard: damage sponges and 1 hit mode
the balance is garbage
and its not a skill issue, I can easily parry everything thrown at me; with all my points dumped into attack
its just not fun
but I'm sitting here on hard, playing 1 hit mode
imo if they made it a proper full turn based game it would've been better
I don’t know what you guys are talking about. I really loved combat in ff16. Maybe because I’m not particularly fond of turn based and find it boring.
nah FF16 combat was mid at best
on the lower end
did you beat the game?
because half way in you just watch skill animations
its not even combat at that point
So its turn based with extra steps
🤣
Yes. I did. Played it again on pc for the dlcs even. Well, It’s hack and slash not a souls like
pretty much
after you slot in ~4 ultimates, you just swap -> ultimate -> swap -> ultimate -> swap -> ultimate
and everything dies
and by the time ultimate #4 is done
ultimate #1 is probably off CD
This has to be the most based thing I've heard
Right, Marat we need answers
Which game wasn't mid and had good combat in your opinion?
The human ability to have opposing opinions is interesting
There are those that swear Witcher 3 is the biggest POS around, combat is utter wank, story is mid and that there's no reason the game should be held as high as it does currently
But then their favourite game of all time is a visual novel with a few fan service waifus
I used to dislike Witcher 3 because it's combat is barebones and I used to prioritize gameplay, but saying it's story is mid is a reach
Actually maybe the main story is a bit meh, but side stuff are great
I disagree with Marat on Expedition33, I think their turn based formula is great. Each character has their own mini system, and weapons incentivize different playstyles
same
But I gotta agree on FF16, I still don't understand how people say it's combat has depth
I got bored even on the highest difficulty
so here is the deeplore
they had the DMC combat dude work on it
so when we got the teaser
that FF16 + DMC dude
we all coped
"omg FF + DMC combat"
I started asking people to stream their gameplay, I thought I played it wrong 😂
like hard cope
then the game came out on ps5
it starts off as watered DMC
but actually comboing falls off VERY fast [if you can call the bare bones system comboing]
I said 40% into the game, but I was being conservative
and slowly devolves into a cooldown simulator
like do I regret my time playing FF16? no
is it worth playing? honestly maybe
but its far from an amazing game
It arguably has the best boss sequences ever
the cutscenes with hp bars 
when I first saw the kaiju fights
I was like
before the game came out, teaser stuff
"hopefully they dont ruin the combat with the kaiju stuff"
the kaiju stuff ended up being the actual cool parts
of the game
even though it was all scripted, atleast it was cool
Looks good, I'll look into this Engine.ini HDR thing.
Got it working
any clue y my stray screenshots (taken through sk) is black with ue renodx mod?
I am not sure i'd put any story above it, maybe like cohesively it's not the best all time, but it has the best quests, sidequest/characters in all of gaming still hasn't been surpassed
with full mod support and things like W3EE mod + ultimate mod list the combat is much better too
the early bloody baron quest is like GOT tier writing (early season GOT)
could you elaborate, how to use the ersh fix shader?
@tall ridge mods overhauling a game does not make it good
skyrim has objectivly medicore combat, but 1000 mods that overhaul the combat and make it ok
does that make skyrim's combat good? no imo
Witcher 3 is Pole slop
agree wotcher 3 mods is as must have as skyrim or fallout imo though it's that much of an improvement
plus it's honestly one of the best looking ganes too with them just missing path tracing
with 1000 mods you get anime moves but not okay combat lul
also 1000 mods is kinda conservative for skyrim modlists
this is something am ripping apart rn
the skyrim community went nuts
it was the shit
back then we where still on the 32 bit version
with vivid weathers enb presets
everyone was like: "omg this looks and runs so good"
There’s the idea of what Skyrim could be
And what it actually is
At the end of the day I will probably never feel satisfied playing Skyrim
Only ENB I ever liked was CFL 2 with the tetrachromatic lut
All the other ENBs looked like ass to me
they still look like ass to me
actually installed a bunch of them today and yesterday
looks like a cheap reshade preset
@elfin lance I'm pretty curious which game do you consider good or better than average
combat/gameplay wise
idk,every genre has its own
ups and downs
nioh2 is probably one of the best action games in terms of action + rpg mechanics
the story is trash, but you dont play team ninja games for the story
I agree 100%
DoS2 was one of my favorite turn based games
divinity original sin 2
I liked it more than ballsack gate
because it felt like the elemental stuff was just so much cooler
like floor effects, etc
I liked BG3 more overall but yea DoS2's "elemental combination system" was fun
I plan on restarting BG3 with @bold gulch
my og friend group got bored torwards the end of act2
and I never finished the game sadly
when it comes to simulators, arma3 all the way
for milsim and life
I think that Nier Automata has the most fluid combat ever and ofc DMC5
automata combat wasnt bad for a "story focused game"
but imo DMC5 has one of the best combat mechanics
I have over 100h in DMC5, almost all achivs
finished the bloody palace multiple times on all chars
Automata was too easy unfortunately
DMC5 isnt my favorite DMC game, but its the best DMC combat
imo the best DMC game as a full package (world, story, gameplay) woul dbe
DMC3 switch edition or DMC3 + DDMK [mod]
the switch edition lets you swap styles like DMC5
and you have access to all your weapons
like DMC5
DDMK does the same stuff
Oh yea I loved DMC3
The Evil Within 1 is an amazing game
2 is good too, but I liked 1 way more
those are all games I can safely put the "good" stamp of approval on
but these are just my preferances
both games are on my backlog haha
1 is an amazing experiance
2 some people dislike it because
1 is chapter based
2 is semi open world
and doesnt have as cool of a story/enemy design
far from a bad game
just not as good as 1 imo
when it comes to production games
factorio all the way
I still need to play space age
factorio is addicting as hell
mmorpgs oldschool goonscape 
metroidvanias is hard
OG SOTN is like a staple in my book
and aria of sorrow is good too
but modern metroidvanias are hard to pick
impossible to pick a metroidvania really
Hollow Knight is the best overall imo
The Messenger was a good game
Ender Lilies
I didnt like hollow knight
didnt get into it
the badge system, etc
not saying its a bad game, I just didnt vibe with it
Tohou Luna Nights is an underrated game
I liked Blasphemous too
I like Blasphemous but I think the level design is subpar
we should move to Chat btw 😅
art carries that game imo
yea I agree
blasphamous 1 I liked
@tired mulch Hey! What are your current recommend settings for Wuwa? What should we upgrade to fix the clamping issues?
I think the big one is just
kuro tonemapping off in the ini
i dont play the game, just what people post here
that's not enough unfortunately
rip idk then
SK HDR works well enough for this game, but Reno would be nicer

the UI is way too bright with SK 😅
yea...
The game looks amazing with Reno btw
but every second attack is clamping the highlights to 203 nits :/
I saw somebody post that
and then spiwar replied saying he has the same settings, but everything works
are you on a non standard aspect ratio
like ultrameme
nope 16:9
it depends on the character probably
Some of the characters seem to work fine
that would be really weird, based on my basic UE knowledge
Unfortunately I think SK is best as a precision upgrader, and then using Pumbo's inverse tonemapper to have the close-to-sdr image with overbrightened bits
the perceptual boost brightens the image and sometimes the UI too much
nooo fatal fury crashes immediately
Is this crash primarily related to RenoDX UE mod?
I had that yesterday in Split Fiction, I thought it was game and not mod. But that's like 1 crash in ~10hrs of gameplay, so.
lets see
cvars work btw, but raw hdr10 ui
ok it is related to the mod
the mod instantly crashes it
It was doing that for me as well in Split Fiction, then @elfin lance fixed it for me and made it part of the main.
I think you need to give ReShade logs.
Mine was an easy fix, idk about yours. But same crash.
it instantly crashes, but yea lemme provide the log real quick
shader replace still works
ersh's ui shaders don't really work, but it should be possible to get the ui looking fine
oh
@warped lynx use this
copy
let me know if it needs upgrades, and I'll add it to the wiki
add one line to addon.cpp
if (product_name == "FATAL FURY: City of the Wolves") return true;
22:04:19:501 [14936] | DEBUG | [RenoDX] utils::shader::BuildReplacementPipeline(Replacing 0xe3bb0c03)
22:04:19:501 [14936] | DEBUG | [RenoDX] utils::shader::PipelineShaderDetails(Replacing pipeline for 0xe3bb0c03, pipeline: 0x0000026ec2a99870, index: 4, type: pixel_shader, stage: pixel_shader)
22:04:19:501 [14936] | ERROR | [RenoDX] utils::shader::PipelineShaderDetails(Failed to replace pipeline)
that means you need the root signature exception or else
it seems to use a custom lut
well it has a generic lutbuilder
and its a pixel shader
so dump lutbuilders should work just fine
lemme pause the game and unpause just in case
ohh yea
with these newer games
in order for sliders to work
you have to re-generate the scene
set blowout to 100
and exit to main menu
or something
if the game is black and white, that means reno is working just fine
yea exiting the match and rejoining worked
that's annoying lol
time to find which upgrade works
normally games have a way to quickly generate
clair obscur you just press start twice
usually its just B8G8R8A8_Typeless
and maybe R10G10B0A2_unorm for dlss and stuff
but did dump lutbuilders spit anything out
B8 didn't work actually
is the game clamped?
um lemme turn it on and reopen the game
not sure
I'll be a dum dum and enable all the upgrades
if the game is black and white from blowout 100, that means its all good
please dont
try only upgrade
r10g10b10a2_unorm
output size
I used the contrast slider
ok
but whats wrong with the upgrades
it might work without them
set exposure to 99
ctrl click exposure
does it go to peak or only 203/game nits?
it only goes up to 203
interesting
r10 seems to be the one, but let me compare screenshots with typless first
either way ima go commit this shit
btw if you're able to compile renodx, you can fix these issues yourself fairly easily
https://github.com/clshortfuse/renodx/pull/233/commits/f340a6cd8ae4934b09107133de7b2189e02b5d5d
unrealengine/addon.cpp
you find the product name of a game in reshade.log
22:04:18:294 [ 8620] | INFO | [RenoDX] No default settings for CotW-Win64-Shipping.exe (FATAL FURY: City of the Wolves)
for this game the product name FATAL FURY: City of the Wolves
the way we know we need the pipeline exception is if we see failed to replace pipeline in reshade.log
22:04:19:501 [14936] | DEBUG | [RenoDX] utils::shader::BuildReplacementPipeline(Replacing 0xe3bb0c03)
22:04:19:501 [14936] | DEBUG | [RenoDX] utils::shader::PipelineShaderDetails(Replacing pipeline for 0xe3bb0c03, pipeline: 0x0000026ec2a99870, index: 4, type: pixel_shader, stage: pixel_shader)
22:04:19:501 [14936] | ERROR | [RenoDX] utils::shader::PipelineShaderDetails(Failed to replace pipeline)
if the product name is some generic bullshit, you can also use the .exe name instead -- like Robocop's product name is "Unreal Engine Game" or something
btw
this does seem to be an r10 unorm game
I tried some other stuff and r10 typeless and it clamped
22:04:18:730 [ 8620] | INFO | > Dumping swap chain description:
22:04:18:730 [ 8620] | INFO | +-----------------------------------------+-----------------------------------------+
22:04:18:730 [ 8620] | INFO | | Parameter | Value |
22:04:18:730 [ 8620] | INFO | +-----------------------------------------+-----------------------------------------+
22:04:18:730 [ 8620] | INFO | | Width | 3840 |
22:04:18:730 [ 8620] | INFO | | Height | 2160 |
22:04:18:731 [ 8620] | INFO | | RefreshRate | 0 0 |
22:04:18:731 [ 8620] | INFO | | Format | DXGI_FORMAT_R10G10B10A2_UNORM
didnt you say you got it to unclamp?
yea
with what?
I meant upgrading r10 unorm unclamps it
yea
sorry misread
was taking a table nap
either way enjoy
if you find an area with no lut; feel free to send a cso
and I'll add it
but I doubt they have multuple lutbuilders for some reason
@glossy valve 0xe3bb0c03 -- the eternal strands lutbuilder you commited some time ago -- it seems to be one of the generic UE5 lutbuilders, along with the Ninja Gaiden one
similar to the C1B sm5 lutbuilder a ton of UE4 games use
griefed ui?
ngl I didn't notice, but I was talking about the pink light and the fire
they have this blocky low res looking bloom like artifact
you can mess with the hue correction sliders
vanilla vs renodrt
and per channel stuff
that fixes the blocky artifacts?
I think its blocky in sdr too
just not as bright
so its not insttantly visible
also thats not an artifact, tahts a dither pattern
you can disable per channel correction
but yea the ui doesnt look like its getting encoded; it might have a few custom UI shaders -- but even then that shouldnt be a big deal??
does the UI get fixed when you set the game to vanilla/off with renodrt
or does the UI/Health Bar only look normal when you have no addon
based on the ini mod; it seems the UI is 10k; so its getting tonemapped down
@warped lynx if you boost saturation, does the UI get saturated
or if you set blowout to 100; does the UI become black and white?
80/80/80 doesn't look that great here
seems like it does affect the ui
based of the image I just posted
so yea the UI isnt a "UI" shader
its part of the game
and getting tonemapped down
and yea dont use 808080
you can bump saturation up a bit
also you can turn off the per channel stuff so the fire becomes white again
I clicked on sdr grade bypass
wanted to try it out
wait what do you want me to do now I've already reset it
copy
and then do w/e regenerates the scene
I wonder if changing the game to scRGB would do anything
yea the dither pattern is visible
does the game have dlss?
or any upscaling
tsr, but render res is at 100(and I'm using output ratio)
does it have anything thats not TSR
taa lol
try taa for memes
and just for fun
do scRGB and restart
but yea that fire shit might just be something you live with
or do output size upgrades
not output ratio
I was planning on super sampling
you can also upgrade b8g8r8a8_typeless -- even if it didnt unclamp
it might've helped
well I guess native res tsr still looks good
err alright I'll try both I guess
yea do both
clair needs 3
typeless, unorm, and rgb10_unorm
also why no lilium shader
ohh you can also upgrade fp11 to potentially unclamp gamut
r11g11b10_float
I can use it if you want
nah no big deal
b8 unorm + type with r10 unorm doesn't change anything
what about scRGB
forgot to mention that I'm using scrgb too yea
rip
also taa didnt fix it?
you might be able to mess with UE cvars
that disable dither
nope
try
r.Tonemapper.Quality = 4
or r.Tonemapper.Quality = 0
in engine.ini
Defines the Tonemapper Quality in the range 0..5 Depending on the used settings we might pick a faster shader permutation 0: basic tonemapper only, lowest quality 2: + Vignette 4: + Grain 5: + GrainJitter = full quality (default)
4 is everything but grain
but I dont thinkthats it
I think thats just the texture of the fire
Yea
seems like r10 unorm is the only thing that does anything
thats most of these games
Kk
@unique parcel
I mean Id ont mind getting pinged, just saying
I'm not the one who needs the info lol
so whats your setup
and does it clip or not?
it goes under [SystemSettings] right?
Kurotonemapping off
yes
thats it?
everything else is stock reshade + unreal engine?
are you on 16:9 or ultrameme
16:9

yea its kinda cooked
btw you're using 2.4 gamma
gamma is per channel
you might get better results with the contrast slider
figured; just live with the fire
I just graded around that
i'd do UI 2.4 + game 2.2 and grade on top of game if i could
these settings are cutting it real close in terms of shadows though
ppl have to raise the shadows because if ur display r crushing blacks u will start losing details
it still there
sort of
with kurotonemapping on it will hard clip to ui
with it off it will just darken but not completely hard clip

that's technically after fixing
iirc it also hard clipped if kurotonemapping off
but ritsu fixed it
yeah if you look at the analysis its not actually clipping
its just the image being dimmed, but it's def noticeable
yea
looks like the game is trying to draw an effect
thats not happy being in hdr
like a vignette or
something pop up
^
it's a vignette like effect
maybe someone can fix it
for reference this is what happens in sdr/vanilla
I had a simialr effect in one of the early games I modded
I just skipped the effect
and thats it
shortfuse helped me find the shader a while ago but didn't get further than that
very simple fix
just dont run any code
if that effect has its own shader, you can just find where it samples the color before appling the effect and do
float3 ungraded = color.rgb;
if (tonemaptype != 0){
o0.rgb = color.rgb;
o0.a = 1.f;
return;
}
that will completely nuke the effect though
it might be a solid bandaid fix
nuking is probably infinitely preferrable than the flickering
the shader he shared is aids
looks like it might be part of kuro tonemapping?
it does shit like lin2log
actually
this is a very custom unreal engine
sample shader
sadly its not just an effect
in its own comfy shader

you can chop this up
and make it a generic UE sample shader
this has all the kruo tonemapping shit in it I think
because I see curves and stuff
yeah i think it's with it on
it has the custom code wrapped in a cbuffer
so its probably the same shader regardless
of the setting
turning it off makes it a lot more generic but some ppl want the game's original look
maybe not
lut strength also doesn't work properly unless you turn kurotonemapping off since it still applies at strength 0
#1321685184852135967 message
long aog
like long ago
before the unreal mod was a thing and we where just playing with UE lutbuilders
we had to also modify the sample shaders
there might be some sort of cursed process to hack apart their custom sample shader
and then process the color through a generic lutbuilder
like any other UE game
but I dont have the game, and dont want their anti cheat on my pc
how is renodx in split fiction? Is it finished? and what does Sliders might apply only on scene change mean?
WuWa is missing an output shader. I never finished modding it
@torpid glacier seems to work just out of the box
did this happen to anyone else hm?
screenshots worked fine for me, with SK+Reno
but I will retest it later
thank you
Anyone play deadzone rogue? Tried adding the pinned Reshade but the game doesn’t load in like normal
screeshots work fine with SK+Reno:
@tired mulch upgrading R8G8B8A8_Typeless fixed the clamping, but yea I can see the effect "flickering"
hmm maybe its just a 'Stray' game thing right?
I ll try reno ue + sk in another game n see if that problem still occcurs hm
ouuhh waht game is that
Wuthering Waves
never heard of this imma look it up
it's a gacha game 😄
It's very f2p friendly tho
I really like the combat
My reno settings for WuWa, it looks really good imo, even with the shader issues
Kuro tonemapper is disabled
What do we loose out on by disabling kurotonemapping?
their tonemapping and colour grading
I also disabled it then used Reno to 'regrade' everything
alrighty
So I figured out using r10 to output size fixed the issue so that the game is visible again; however most of the sliders don't work (contrast, saturation, blowout, etc.)
Do I need to dump info to fix that? Using the generic UE addon mod.
I disabled frame gen and set dlss sharpness to 0 and nothing changed either
I grabbed these files from the dump:
@neat pulsar I'll fix those in a bit
what game is this again?
let me eat breakfast and I'll make a build
Thanks! It's Deadzone: Rogue
is the game uE5?
@neat pulsar here is an addon with those lutbuilders
use it instead of the unreal engine addon
if it crashes, send me reshade.log and I'll add the crash fix
if it works please let me know so I can upload it to the repo
It is; will do
@spare bane I was looking at the fixed wuwa output shaders, and how much of it is actually "mandatory"
like you add branches and replace cmps with proper bools, and the sign block with a proper sign()
but isnt all thats "really needed" just the removed saturates and upgradetonemap?
also is this a typo?
// r0.z = cmp(0 < cb0[96].x);
bool r0zb = 0 < cb0[96].x;
r0zb isnt used anywhere
I guess r0.z isnt either
ok nvm I see, r0.z was just checking of 0 < cb0[96].x -- and you just replaced r0.z with the proper check
either way unless there is custom stuff or decomp issues; doesnt seem like that hard of a fix
I ran it with the updated addon, but nothing changed on the sliders still, even after a full restart
set blowout to 100
and restart the game
also send
reshade.log
it might need the UE5 exception
shaders might not be getting replaced
@neat pulsar reshade.log please
grabbing it to upload; funny enough it had blowout to 100 when I loaded back in already; must have forgotten to turn it off
this was after I played a bit longer also just to attempt to load more things in if that's a thing
one second
17:11:47:262 [16176] | DEBUG | [RenoDX] utils::shader::BuildReplacementPipeline(Replacing 0x8146d205)
17:11:47:262 [16176] | DEBUG | [RenoDX] utils::shader::PipelineShaderDetails(Replacing pipeline for 0x8146d205, pipeline: 0x000001aaccf895a0, index: 4, type: pixel_shader, stage: pixel_shader)
17:11:47:262 [16176] | ERROR | [RenoDX] utils::shader::PipelineShaderDetails(Failed to replace pipeline)
yep ez fix
let me add the ue5 exception
Deadzone: Rogue
@neat pulsar try this please
OK, so the blowout 100 after restarting indeed works!
it wasnt the restart, it was the new addon
the old addon didnt replace shaders
need to run around a bit, but move the settings around. I can only see the change after restarting though. when i move the slider the real time change doesn't occur. I've used escape from the mod menu but nothing to it if that's normal
hmm, seems like I was mistaken, it's using the escape from different scenes so it is doing it actually
yea thats good ole UE5
needs a scene change
yea in clair pressign start twice
works
same in oblivion
what I'm having to do is change the setting, escape back to the main menu and hop back into the game and that causes the changes to be noticed
giving it a play to make sure it doesn't crash
the setting stuff is like all UE5 games nowadays
well ue 5.3+
but if the game is hdr; everything is good
the only thing that might pop up is a future area with different lutbuilders
but that can be easily added
off ot github
Got it; well this was awesome! I hadn’t contributed in this way before. Looking to learn more of the backend and help out
feel free to share all the lutbuilders you find
and I'll happily add them
thats whats great about the Unreal Engine project, I dont have to own the game
you guys just have to run around; and collect the shaders
(unless they're compute shaders, then its a rip; and then we need the devkit
)
I can just leave on the dump lut setting while playing then?
no
it has a perf cost iirc
you can try, and if you get your target fps why not
but I usually re-enable it when I realize hdr got turned off
and grab the lutbuilders
what version of unreal is this game btw?
lmao the steam page of deadzone rogue
is literally "aces: greatest hits"
the pink, the rorange
5.5
@west stump @grim kernel first 5.5 game with your shadow fixs built in?
iirc 5.5 should have the pumbo's silent hill 2 pull request
for UE shadows
here is what a lutbuilder looks like from that game
dunno, but u can just download 5.5 and rip shaders
I was mostly sharing because it seems like the first "production" game
thats using 5.5
if you're talking about the unreal editor or the unreal github; cant
no EGS acc
@elfin lance well I did crash just now; not sure if it's related or not but it's the first time ever since playing the game
nope
only thing I can suggest is
delete all reshade fx
I have an issue in UE5 games where if I have reshade fx loaded
they can potentially crash
and make sure to use the pinned reshade in #🧩renodx-dev
Using that pinned one
it might have been the hdr analysis tool
it was still active, but I had it hidden rather than turned off completely with a toggle
thanks for letting me know
even turning it off doesnt fix the crashing for me
I have to delete all fx in the shaders/texturs folder
so reshade shows "no effects found"
idk why; but I can replicate the issue on my end
if I have fx and play a UE5 game
it crashes
after 5 min or 20 min or
if I toggle em on or off
no fx = no crashes
no issues
etc
14900k + 5090
idk what causes it
yea and it's painful lol
cuz this game is a roguelike and it just hit me up twice on good runs
yea try no fx loaded
in reshade.ini delete effectsearchpath
and texturesearchpath
so when you press home
reshade goes
"no effect files found" or something
and make sure effectsync and depth buffer addons are off (the newest reshade installer should do that for you)
dang, well it keeps crashing now even though I followed removing the fx and paths.. seems that it's just something in UE now since a report keeps wanting to submit a log
I can get about 20 mins in before it happens
rip
at that point idk
you're on the latest reshade right
the nobuiltin installer
this is an EA game, so expect EA UE jank
using the one pinned from 5/9
yea thats the good one
I think if you get those crash windows
it might not be reno
but I'm not sure tbh
especially if it says the crash came from the game
yea
I'm just looking through the last log to see if it gives me anything to go off of
There's a DXGI_ERROR_INVALID_CALL that's the smoking gun for the crash itself, but the Invalid AssetId warnings I saw suggests issues with the game's data that could be triggering unstable conditions for why it's crashing out. Don't even see an OC on right now either. Maybe it's the latest drivers, but I'm on 40 series still, so might just verify game files
it's acting like the card is being removed
yea, nvm it found 4 files had errors so retesting
dxgi device removed is a meme error
it can be an unstable oc [gpu]
game crash [like the game itself crashing, not third party stuff causing it]
bad driver/driver bug
yea lol
yea since just verifying file integrity I got 0 crashes after removing the paths also
np, if you find more lutbuilders; ping me
bet
Does anyone have the issue where
RenoDX loads, but the add-on menu says there were some errors loading the plugins
no
there's no menu to config the settings,
but you can change the settings using the ini
I sent my reshade dll to some guy to help him set it up
and he used the latest repo build
but yea it works on my end with the menu and everything
but menu is not popping up on his end even though everything else looks to be loading correctly
01:05:23:507 [13108] | INFO | Initializing crosire's ReShade version '6.4.1.25' (64-bit) loaded from 'C:\Users\matar\AppData\Local\Programs\Special K\PlugIns\ThirdParty\ReShade\ReShade64.dll' into 'C:\Program Files (x86)\Steam\steamapps\common\Wuthering Waves\Client\Binaries\Win64\Client-Win64-Shipping.exe' (0x8499FE8C) ...
specialk 
idk anything about reshade injected through specialk
I only use local install for reshade
also thats an older reshade iirc
the latest one from #🧩renodx-support should be 6.4.1.5 I think
- #🧩renodx-dev
doesnt wuwa work just fine with reshade as d3d12.dll in the game's folder?
I'll see if it works but no reason it shouldnt be working on his when its working on mine
the log shows renodx as working
01:05:26:589 [27572] | WARN | No add-on was registered by 'C:\Users\matar\AppData\Local\Programs\Special K\Profiles\Wuthering Waves\ReShade\renodx-unrealengine.addon64'. Unloading again ...
honestly it might be sk memes idk
Yeah its working theres just no ui
Settings still apply via ini
try disabling the specialk addon idk
or install it normally
idk shit about injectign reshade+reno with sk
if d3d12.dll works just fine; just do that
Normally it should just work with reshade normal mode + lazy order
idk sk gets changed a ton
Ever since the fixes kal made
To increase compatibility
It should be normal mode + lazy at least for wuwa
unless the game explicitly needs SK to bypass an anticheat; like maple's mods
please try just using local install
the wiki says wuwa works with d3d12.dll
tell him to try no sk + d3d12
and addon in game folder
Yeah maybe i should do that in the first place
I ask the dude he said he knows how to inject reshade using SK
But he doesnt know where the reshade dll is located 😭
why are you even telling these people to use the whole sk circus
I wasnt even gonna tell him how to do it but he said he already knows how to use sk
just install the mod normally, and then if he wants to use SK; he can use it with reshade setup normally

Gonna tell him to just use d3d12 atp, i still need to explain him how to do it but hey still easier than diagnosing sk+ reshade

Tekken 7 works with this but stages are still clamped.
I had the same issue. I reseted the SK profile then it started to work
but I don't inject rehade through SK
UI works too
@ripe loom I'll mess around with tekken7 later tonight
@spare bane I'm curious what the right "fix" for this is -- look at the hp bar ontop
left sdr right reno unrealengine
the top bar is not a "ui shader" -- its part of the game, so its getting tonemapped down, and getting washed out
the yellow "spg"
reduce blowout restoration
thats what I suggested, idk if @warped lynx tried that out
I think all newer UE games (5.3+) require on_create_pipeline_layout to return true to work
Maybe we could detect the exe's version?
cool, thanks 🫡
Life is Strange Remastered - AA - FXAA
the pin says "Upload files in renodx folder" for the lutbuilder but there is no renodx folder with the lutbuilder inside? i enabled lut dumping in the addon settings.
Have you restarted the game
thank you
fixed
@elfin lance everspace 2 lutbuilder, issues i noticed: in-game "experimental" hdr needs to be turned off or it causes all kinds of trippy screen glitches, peak and game brightness sliders do nothing and ui brightness affects the overall screen brightness. idk if any of those are important but thought i'd mention it.
@vagrant thicket unless somebody else gets to it; I'll fix these around 5pm est
same with these
thank you i love this game so much
time to get to those lutbuilders
sorry these lutbuilders are like weird cut down versions
cant find all the colors
@vagrant thicket let me know if this works; if the game crashes on launch send me the reshade.log file
and I'll add the crash fix
if the shaders dont replace, also send me reshade.log
game didn't crash, peak brightnes works i think, game brightness does nothing, and ui brightness still affects overall brightness
@elfin lance
that means
the game has luts that draw
once per scene
you need to regenerate a scene for it to change
like load a save file
but let me see
let me give you
a new version
one second
so no real time change basically
this needs the fix
this is failing to replace; but that usually means
no realtime changes
like in clair obscur I press start twice
EVERSPACE 2
@vagrant thicket
remember to delete the old ue-dev addon and unreal-engine addon
yes i did
same issue, if i look at the hdr analysis ui still raises the entire graph and game does nothing
right
wait a moment i can send the log again
thats normal
you need to
re-create the scene
try to load a save or
open the start menu and close it
or restart the game
or you can go into settings
find a gamma setting
and move it up 1 click
and then move it back 1 click
idk what the specific thing that causes the lutbuilder to replace for that game is
but every game has its own thing
sometimes going in and out of combat might redraw the lut
thank you for trying anyway, it looks pretty good tho otherwise
maybe its just like you said
no real time change
do me a favor; set blowout to 100
and tell me what causes the game to turn black and white
changing blowout to 100 did that
yea if UI nits raises the entire histogram; you need to trigger a scene change -- aka
no real time changes
whatever happened
is what causes a scene change
so you should be able to mess with UI nits and shit
either way it seems like the mod works
off to github
yes definitely look better
i set game brightness to 203 and ui at 80 and reloaded
does the graph look like it should
or close to it
I mean looks fine
the 80 looks 80 nits I guess
exactly 80 nits
everything looks perfect
I'll add the game to the wiki when shortfuse
merges the lutbuilders
but do you have a tl;dr of
any settings users need to change?
you mentioned something about experimental hdr
idk if thats still an issue with the fixed mod
you can also try upgrading fp11 to see if it unclamps the gamut
so the game has hdr, but they it's "experimental" and there are literally no sliders at all. no peak, game or ui.
ah
and the ui is blindingly bright with their hdr
yes, i also tried native+reno, but that gave me all kinds of funky screen glitches
so native hdr off+reno now

well aces one meme after another
aces is the tonemapper unreal engine uses for everything
is that a setting in the addon (the fp11)?
set to output size too? like this?
yes
pog; got one too
got it on release
got the aw3423dw on release (21:9 qd oled) -- but I didnt like 21:9
and wanted 4k asap
its my main display
i thought about 21:9 but i played more esports titles (league, valorant, csgo etc.) at the time and i didn't wanna have black borders on the side
since those games aside from cs only do 16:9
usually
I used 21:9 for a bit over a year and my main display
from the release to
when the aw3225qf came out
didnt get into it
good ole 16:9 never lets you down
yeah i like the idea of 21:9, but adoption is still an issue. so many games have bugs or dont support the resolutions fully
I played a lot of 16:9 shit on the 21:9 display
and on an oled you dont see the black bars
in a way an oled is any aspect ratio display
yes was gonna say, that would be one advantage of 21:9 oled over ips
imo even native 21:9 isnt even that special
idk
a 32 inch 4k boi is a lot more immesive than 21:9 34 inch 1440p
i have an lg c9 that i use for movies and tv, and it has some pixels dying on the upper right corner (very minor and not spreading) and during movies i don't notice it because that part is black usually anyway
the only ultrameme that might actually be solid immersion are like giant ultrawides
the sim racers setup
like 3x 16:9 displays
that I can get behind
i do some simracing and thought about that too but a) expensive as hell and b) i'd need a seperate setup since it wont fit on my desk
and i'm not that commited
I bought a wheel shifter and pedal
ssome time ago
used it a few days
and got too lazy to set it up
i have a modded g923 that logitech wheel that most beginners buy you've probably seen it
just with a yoke style hypercar wheel
yeah
yup
just a 50$ shifter
i'm still putting money aside here and there to eventually get a big boy wheel and pedal setup
idc enough about racing games; it was just an impulse buy
like the logitech g pro wheel. it has something logitech calls "trueforce" which is basically dualsense haptic feedback for a racing wheel
I'd probably play more if setting up the wheel wasnt actual owrk
I'm a lazy boi
I wanted to get like a stand for it
but all the ones on amazon are chineasium
and either break or
move when you hit the breaks
or have complicated ass instructions + missing parts
yeah i got a stand for like 80€. definitely chinese but it gets the job done. not pretty but moving around is easier.
something like this would be my dream. and you can flip it 90° so it takes up less space
but that whole setup is like 1500€
what i like about racing games is that it's probably the genre most capable of being "realistic"
if htat makes sense
I'd do all that
if I like
was hardcore into racing sims
of euro truck
but I got the wheel as a meme during a sale
yeah understandable
its another expensive hobby that takes up a lot of space and time
I need to get back into gunpla
I have 4 glass shelves, a while airbrush setup
idk how much money in painting supplies
my plastic dolls cost more than pc gaming
whats gunpla?
gundam plastic models

