#✅RenoDX: Unreal Engine
1 messages · Page 9 of 1
i'm still in university so it might be a while 

I built my cave but had to move and can only afford the minimal for HDR now 🙂 But doing reno is still fun
that is sort of me right now. i have my childhood room and its full with nerd stuff, to the point i repurposed my sisters old room into storage space, and if i move into student housing i have like 8 squaremeters lol
which is why i'll probably just stay home as long as possible and save up the money
a friend in the uk did the same and worked a few years while living home, then bought a (moderately priced) flat at 30
@elfin lance
That file you gave me works for most of the UE4 I have try..
I just got Flintlock on sale. Cuz looks like people can't write enemy AI or some environmental destruction..😅
The HDR with Renodx
Chef's kiss
pog
Pog? 🤔 😅

does this work for UE3 games?
nope
or is it only UE 4/5?
only 4+5
damn unfortunate
ue3 games if they're dx11 can probably get their own custom mods
but this relies on post processing done only in 4+5
I'm starting to play the Batman series. I think Asylum is DX9, but from Arkham city they are DX11
arkham knight is ue3 and has a renodx mod
arkham city could get a hdr mod yeah
I'm trying to do the same process as yesterday for another game today - if the game crashes on launch, and I don't even get to the lut dumping part, is there anything to do at all?
upload reshade.log
some games just need a "bypass" added in the addon so it doesnt crash
if you can buuild renodx, just add the product name to this list, and that fixs all UE crash on startup
product name can be found in reshade.log
I will try when i get home in a few hours
Thanks for the advice
anyone try JDM yet?
it should have native hdr soon-ish (hopefully)
oh, is that on the roadmap?
no
whats JDM
the racing game that you'll like maybe
(I'm being a smart ass but also maybe true)
Explore the birthplace of drift and dive into Japan’s iconic car culture!
JDM: Japanese Drift Master combines realistic, carefully-tuned physics in a simcade experience that’s as smooth on a controller as it is with sim racing hardware. Tackle hundreds of kilometers of open-world roads and uncover story-driven events and quests along the…
$29.74
188
is it UE?
yeah
should work with the UE addon
haven't bought it (yet), so I was mostly just curious
if the lutbuilders arnt there, its easy to add them
@vagrant thicket what game crashes for you
I can try to fix it real fast
and maybe attach it to my current commit
before shortfuse merges it
send reshade.log of the crashing game
Thats the game i talked about lol
Also really? I saw the roadmap at the start of the game but didnt see hdr on it
Jdm XD
Sprinting to pc
faster

if it crashes thats good
that means the lutbuilders are already there
and the root params are crashing
on shader replacement
I think ersh was implying that they're working on it lol
if its crashing, that means its UE5 btw
I like porting everything I can into the unreal mod
its one line of code anyway
also assuming nothing custom, it might be something to use while there ersh works on w/e ersh is working on
which link? to the game store page?
?
reshade.log
after it crashed
upload
@grim kernel do you mind if I add the durifuto game to the unreal mod
idk what you're working on
í need to start it real qucik cause i removed reshade to get it working
but I port whatever I can to unreal engine

reshade.log
should still be there
unless you deleted that too
was gone
rip
good ole 23:37:21:740 [52724] | ERROR | [RenoDX] utils::shader::PipelineShaderDetails(Failed to replace pipeline)
ez fix
the lutbuilders seem to exist already
lets see what its using 0x80cd76b6 this is popular
I think its from the game that starts with is
crazy how you can tell all that so quickly lol
sm5??
also is there a way to tell from the game files which UE version is being used?
oh damn its UE 5.4.4
23:37:14:666 [76096] | INFO | [RenoDX] No default settings for JDM-Win64-Shipping.exe (JDM)
they must have upgraded hte engine because i was pretty sure the demo/prologue they released was UE 4
ok done
build ready
compiling
@vagrant thicket let me know
its using sm5 shaders, so it might have real time sliders? idk
ok its launchign at least, trying out the settings
api: d3d11)
this most likely has
real time sliders
I'm surprised its crashing
what UE version is it
ohh no it might be custom
DXGI_FORMAT_R8G8B8A8_UNORM -- normally unreal engine is
R10G10B10A2_unorm
5.4.4
yes seems to work
is the peak accurate?
typical frame gen flicker
nothing looks broken?
looked fine
upgrade b8g8r8a8_typeless output size -- and maybe b8g8r8a8_unorm
ohh wiat
its just 926
dont worry about that
[insert complex math about gamma correction scaling]
not a big deal
either way attached JDM to the pull request I already have open; hopefully shortufse merges it soon
should i send the lutbuilder dump or only if i notice issues
if there is a missing lutbuilder
the game will clamp to 203 nits
and sliders like blowout/contrast do nothing
so yea always share lutbuilders
i can't get the lutbuilder folder to appear, lut dumping is enabled and i restarted the game
i'll keep trying
@vagrant thicket does the game have a dx11/dx12 setting
that means there are no lutbuilders to be found
did the sliders break
its ue 5.4 so maybe it needs a scene change
if everything is working fine, there is no need to change the lutbuilders
the game probably has no real time sliders
no setting for that
i can try -dx12 as a launch argument though
sometimes that works
no
ignore what I said
but
is the game working?
the sliders might not be real time before ue 5.4.4.0
because you're talking about dumping lutbuilders
yes
its basically the same as everspace yesterday
after reloading the save everything applies fine as far as i can tell
oh ok
yeah they showed it in the dev stream
drifting down the togue
they used the logitech wheel
depends, ebreak is good for quick angle adjustments or tight rally style corners
but you can also clutch drift
or just have so much torque that the tires spin whenever you hit the gas lol
I mean the irl peripheral
Wishlist JDM now at - https://cutt.ly/JDM-Steam
Let JDM: Japanese Drift Master suit your style! Whether you’re into more realistic and skillbased handling or prefer a more laid-back ride, our title gives you the freedom to choose your own path. Today, we’d like to introduce two different approaches in which you can face the challenges of Gu...
you can see the dev using hte wheel on that timestamp
i find drifting on a wheel really hard. i did that in forza and my arms turned into pudding by the end
nope its an eastern european studio from the accent
hoki hoshi (racing youtuber) described it as a "theme park" with a japanese theme, and i kinda agree to that. its like what someone who watched initial d or mf ghost and similar anime thinks japan looks like, and that isnt even really a bad thing
kind of a love letter to those types of anime
and the music is a banger, i've been on the phonk radio station all the time
but they also got eurobeat and a few others
looks like what I'm interestedin
but yea this is what I want
but a non chineasium one
Rev up your excitement with our top-tier racing simulator, delivering an unparalleled experience that brings the thrill of the track right into your living room. Designed for both casual enthusiasts and serious racers, our simulator offers an array of features that redefine how you experience vir...
not a game
a wheel/pedal stand
so I can set it up once
and then just move the stand to my pc when I want to use it
but apparently all of these are ass
think i heard of gtplayer before yeah
otherwise, nextlevelracing also has one of those
they are a very reputable brand in the racing scene
but its gonna be more expensive cause brand name
yeah exactly
whats the price of the gtplayer one? it doesnt show a price for me just says not available in my region
60$
thats reasonable i'd say
which raises red flags
(chineasium)
chineasium is like a meme for
garbage made in china quality
that will bend when I floor it
i figured
I'm a 125lb 6ft twig
I looked at these stands before
and the #1 review for the chinease ones where
missing parts and/or garbage instructions that arnt in english
shortfuse merged the everspace and
nippon drifting
into the repo
so after it compiles in half an hour or so -- people can use
the unreal engine mod from the website
i mean, there isnt really anything they could mess up. bunch of steel plates screwed together. and if it sucks can always send it back since amazon
'steel'
cheapo zinc screws
Mine is definitely chineasium, and the tolerances are ... questionable. But gets the job done
dorifto
If you wanna spend a bit more, like 150-200, then gt omega, or nextlevelracing are brands to check out
And they should be decent quality
yea 60$ makes me feel like
it'll tip over
from shifting
i use paddle shifters mostly due to mostly racing gt3 or gt1 cars
with an h shifter i'd be scared too
not gt1 i think they call it lmh nowadays basically super or hypercars n shit
also - for anyone interested, theyre giving away 1 key per day in the jdm discord for anyone who reacts to a specific message with a specific emoji, and there are under 1000 people who participated so far, so chances are semi-reasonable if you wanna try your luck, otherwise the game is 30 moneys in currency of your choosing
#1367423975755481242 message
and thats the giveaway
wait is the game not dx12 by default?
idk how can i tell
._.
pcgamingwiki says dx12 yeah
but the page is still being populated
heya, no reno for jdm yet right?
oh nvm I see that you can use UE for it
idk if its on github yet but this one works for jdm for me
@tacit flint
@spare bane Is this alright?
renodx::mods::shader::on_create_pipeline_layout = [](auto, auto params) {
if (params.size() >= 20) return false;
auto process_path = renodx::utils::platform::GetCurrentProcessPath();
auto process_version = renodx::utils::platform::GetFileVersion(process_path);
if (process_version != "") {
std::vector<std::string> tokens;
std::stringstream ss(process_version);
std::string token;
while (std::getline(ss, token, '.')) {
tokens.push_back(token);
}
auto major = std::stoi(tokens[0]);
auto minor = std::stoi(tokens[1]);
if (major == 5 && minor >= 3) {
return true;
}
}
...
rest of code
probably easier just to check if string starts with '5.3' and '5.4' and '5.5'. we don't know what will happen after that
It is easier but I thought it'd be better to fix it if future games throw errors
Also I think 5.3 is conservative, Jusant is 5.1.1.0 and requires return true
what games still need this btw?
maybe it's fixed now
it's specifically this ```cpp
return std::ranges::any_of(params, [](auto param) {
return (param.type == reshade::api::pipeline_layout_param_type::descriptor_table);
});
if (product_name == "Jusant") return true;
if (product_name == "InfinityNikki") return true;
if (product_name == "Lords of the Fallen") return true; // Lords of the Fallen 2023
if (product_name == "NobodyWantsToDie") return true;
if (product_name == "Ready Or Not") return true;
if (product_name == "Eternal Strands") return true;
if (product_name == "Expedition 33") return true;
if (product_name == "YKS") return true; // Slitterhead
if (product_name == "Split Fiction") return true;
if (product_name == "RSDragonwilds") return true;
if (product_name == "Enotria: The Last Song") return true;
if (product_name == "FactoryGameSteam") return true; // Satisfactory, Steam
if (product_name == "FATAL FURY: City of the Wolves") return true;
if (product_name == "Deadzone: Rogue") return true;
if (product_name == "EVERSPACE 2") return true;
if (product_name == "JDM") return true; // JDM: Japanese Drift Master
Some games fail silently. The midnight walk doesn't crash or anything but it just fails to replace pipeline
it's strictly a dx12 as well
so i'd think there's more dx12 games you can inverse and force false than the other way around
#1321685184852135967 message
Lemme try marvel rivals, it uses 5.3.
if (params.size() >= 20) return false;
this was added by marat 3 weeks ago
@elfin lance splain
I believe it was there, he just moved it around
i made it global then
dirty commit
so anything after feb24 needs to be retested
ah ```cpp
return std::ranges::any_of(params, [](auto param) {
return (param.type == reshade::api::pipeline_layout_param_type::descriptor_table);
});
compute shader stuff, i think?
actually, no, you still need a descriptor table for UAVs
should probably figure out why these games crash in the first place. and why it needs to modify root signatures for things that don't even have descriptor tables. probably something related to raytracing maybe
file version would be nice, since it would catch most games
there are games that are memes, and set their file verion as 0.0.0.0 or some random number -- but those can get the name
@spare bane all these games that I commited recently use pixel shaders, and the recent japanese drift game actually uses SM5 in DX12 -- and still needed the thing
also games dont always crash
its "fail to replace pipeline" in reshade.log -- some games crash, other games just dont replace the shader
23:37:21:723 [79488] | INFO | [RenoDX] mods::shader::OnCreatePipelineLayout(will insert cbuffer 13 at root_index 4 with slot count 21 creating new size of 27, newParams: 2466133893232 )
23:37:21:724 [79488] | INFO | [RenoDX] mods::shader::OnInitPipelineLayout(0x0000023e35495fe0, injection index: 4, injection layout: 0x0000023e35495fe0, cbvIndex:13 )
23:37:21:740 [52724] | ERROR | [RenoDX] utils::shader::PipelineShaderDetails(Failed to replace pipeline)
23:37:21:745 [11180] | INFO | [RenoDX] mods::shader::OnCreatePipelineLayout(will insert cbuffer 13 at root_index 2 with slot count 21 creating new size of 25, newParams: 2466184685104 )
if a game has Failed to replace pipeline I know I need the root param bypass
"the thing"?
here is the reshade.log a user recently sent of japan drift -- which needed the bypass
i'm not asking about return true
i'm asking what games actually need the return false condition
what games don't work if you try return true is basically what i'm asking
ohh sorry
might be some old buggy reshade stuff
with?
with?
what games
Avowed crashes
From avowed standalone mod
renodx::mods::shader::on_create_pipeline_layout = [](auto, auto params) {
// We only need output shader since it's the only shader using injected data
auto param_count = params.size();
// Needed to not crash with RT
if (param_count <= 20) {
return true;
}
return false;
};
that's basically the same though
if >20 return false
if not, return true
if (filename == "RoboCop-Win64-Shipping.exe") return true; // RoboCop: Rogue City -- crashes
if (filename == "FactoryGameEGS-Win64-Shipping.exe") return true; // Satisfactory, EGS -- crashes
auto product_name = renodx::utils::platform::GetProductName(process_path);
if (product_name == "Jusant") return true; -- not me
if (product_name == "InfinityNikki") return true;
if (product_name == "Lords of the Fallen") return true; // Lords of the Fallen 2023 -- me, crashes
if (product_name == "NobodyWantsToDie") return true; -- crashes iirc
if (product_name == "Ready Or Not") return true; -- doesnt replace shaders without this
if (product_name == "Eternal Strands") return true; -- idr
if (product_name == "Expedition 33") return true; -- crashes
if (product_name == "YKS") return true; // Slitterhead -- doesnt replace shaders
if (product_name == "Split Fiction") return true; -- crashes
if (product_name == "RSDragonwilds") return true; -- doesnt replace shaders
if (product_name == "Enotria: The Last Song") return true; -- doesnt replace shaders
if (product_name == "FactoryGameSteam") return true; // Satisfactory, Steam -- crashes
if (product_name == "FATAL FURY: City of the Wolves") return true; -- crashes
if (product_name == "Deadzone: Rogue") return true; -- iirc crashes, idr 100%
if (product_name == "EVERSPACE 2") return true; -- crashes
if (product_name == "JDM") return true; // JDM: Japanese Drift Master -- crases
except for maybe there being exact 20
not what i'm asking
what games don't work if you try return true is basically what i'm asking
what games dont work if you try return true?
basically ```cpp
renodx::mods::shader::on_create_pipeline_layout = [](auto, auto params) {
return params.size() <= 20;
}
what game crashes with that is the question
what games need the descriptor table check
download all those games 
let change it and find out 
I cant test rn, I'm leaving
also half those games I had users test
I'll happily test whatever I can when I get home
#1321685184852135967 message
Back then you added for marvel rivals
also keep in mind crashing isnt the only issue
discord search is so bad. legit can't search posts either?
posts are as bad as threads
some games dont crash, but dont replace shaders
iirc you need a special contains:: flag
but yes discord search is garbage
does marvel rivals work with return params.size() <= 20; ?
Yes, I even tried reshade 6.4.0 and it's also working
Even further, it doesn't work unless you return true
maybe the change from 25 to 20 is what did it
I guess back then you added it for reshade 6.3.3
renodx unreal mod works well in banishers ghosts of new eden 👌
oof wuwa doesn't approve of reshade
got an angry popup on launch telling me to relaunch the game with alterations removed, and to comply with EULA
I thought I had used it with the game before without issue 😦
that anticheat usually throws a fit when you put anything in the files
try playing around with the name of the reshade dll, sometimes dxgi works and sometimes you need the appropriate api name instead
use d3d12.dll
other than that, only way to consistently load it is through global injected sk in my experience
the game doesn't think to check d3d12.dll. that's all there is to it
Kuro doesn't have control over that
It's not the game that is checking for those DLLs, it's Tencent's Anti-Cheat Expert
Lole
Just gonna live with no HDR for a while until it annoys me again
there's no color banding at least, that i can see
#1321685184852135967 message
in your most cursèd of games
so comment out all games
and replace that block with that
yes'm
just so we're on the same page
renodx::mods::shader::on_create_pipeline_layout = [](auto, auto params) {
if (params.size() >= 20) return false;
auto process_path = renodx::utils::platform::GetCurrentProcessPath();
auto filename = process_path.filename().string();
// if (filename == "RoboCop-Win64-Shipping.exe") return true; // RoboCop: Rogue City
auto product_name = renodx::utils::platform::GetProductName(process_path);
// if (product_name == "Jusant") return true;
// block of meme games
// added below
renodx::mods::shader::on_create_pipeline_layout = [](auto, auto params) {
return params.size() <= 20;
}
// UE DX12 has a 4 param root sig that crashes if modified. Track for now
return std::ranges::any_of(params, [](auto param) {
return (param.type == reshade::api::pipeline_layout_param_type::descriptor_table);
});
};
yes
wait I see
sorry
I just got home from a long day
renodx::mods::shader::on_create_pipeline_layout = [](auto, auto params) {
return params.size() <= 20;
}
if (!initialized) {
AddAdvancedSettings();
for (auto* new_setting : info_settings) {
settings.push_back(new_setting);
}
compile failed
[build] FAILED: CMakeFiles/ue-dev.dir/Release/src/games/ue-dev/addon.cpp.obj
[build] C:\PROGRA~1\LLVM\bin\clang-cl.exe --target=x86_64-pc-windows-msvc /nologo -TP -Due_dev_EXPORTS -DCMAKE_INTDIR=\"Release\" -IC:\Users\desktop\source\repos\renodx\build\ue-dev.include -imsvcC:\Users\desktop\source\repos\renodx\external\reshade -imsvcC:\Users\desktop\source\repos\renodx\include /DWIN32 /D_WINDOWS /EHsc /Ox /Ob2 /DNDEBUG /Ot /GF /arch:AVX2 -flto -std:c++20 -MD /bigobj /showIncludes /FoCMakeFiles\ue-dev.dir\Release\src\games\ue-dev\addon.cpp.obj /FdCMakeFiles\ue-dev.dir\Release\ -c -- C:\Users\desktop\source\repos\renodx\src\games\ue-dev\addon.cpp
[build] C:\Users\desktop\source\repos\renodx\src\games\ue-dev\addon.cpp(853,8): error: expected ';' after expression
[build] 853 | }
[build] | ^
[build] | ;
i like how it like, draws you a picture, an arrow point to where the semicolon goes
I didnt think that was valid syntex or w/e
it's an lambda (inline) function. a variable. alias for std::function<*> variable.
var myfavoritefunction = ( () => { print('hi'); } ) ;
basically
interesting
time sto start slapping the addon into games
and see if we get shader replacement/crashing
runescape got shader replacement
good start
shaders properly replacing
lotf not crashing
this might be a good sign
@bold gulch can you test if avowed works with z
@vagrant thicket please test this in japan drift
and everspace
if it crashes those games or not + if mod works
so far so good
tested like almost all my games
that are on the list
I mean I've whitelisted all the games I know of

but techinacly the whitelist is commented?
// renodx::mods::shader::on_create_pipeline_layout = [](auto, auto params) {
// if (params.size() >= 20) return false;
// auto process_path = renodx::utils::platform::GetCurrentProcessPath();
// auto filename = process_path.filename().string();
// if (filename == "RoboCop-Win64-Shipping.exe") return true; // RoboCop: Rogue City
// if (filename == "FactoryGameEGS-Win64-Shipping.exe") return true; // Satisfactory, EGS
// auto product_name = renodx::utils::platform::GetProductName(process_path);
// if (product_name == "Jusant") return true;
// etc
// // UE DX12 has a 4 param root sig that crashes if modified. Track for now
// return std::ranges::any_of(params, [](auto param) {
// return (param.type == reshade::api::pipeline_layout_param_type::descriptor_table);
// });
// };
renodx::mods::shader::on_create_pipeline_layout = [](auto, auto params) {
return params.size() <= 20;
};
unless I did it wrong again
i mean the games you need to test
OHH
I got it
like the games that dont need the exception
lets try good ole spongebob
spongebob gud
the log is a bit weirdge
@spare bane found a game that rips
visions of mana, ue 4.27 DX12
it never needed the bypass
regular UE: it works
test version: crash on exe launch; let me paste it
The UE4-VisionsofMana Game has crashed and will close
---------------------------
LowLevelFatalError [File:Unknown] [Line: 684]
RayTracingDevice->CreateStateObject(&Desc, IID_PPV_ARGS(Result.GetInitReference())) failed
at F:/UE_4.27.2_X21/Engine/Source/Runtime/D3D12RHI/Private/D3D12RayTracing.cpp:359
with error E_INVALIDARG
---------------------------
OK
---------------------------
apparently some UE 4 raytracing thing that doesn't matter in UE5
sand land
dx12
rip too
The UE4-SANDLAND Game has crashed and will close
LowLevelFatalError [File:Unknown] [Line: 684]
RayTracingDevice->CreateStateObject(&Desc, IID_PPV_ARGS(Result.GetInitReference())) failed
at C:/jenkins_slave/workspace/ReleaseDev/UE/Engine/Source/Runtime/D3D12RHI/Private/D3D12RayTracing.cpp:359
with error E_INVALIDARG
OK
regulr unreal engine works
regular UE
ohh persona3 reloaded, dx12 with RT
this should crash
LoginId:42069
EpicAccountId:
LowLevelFatalError [File:Unknown] [Line: 694] RayTracingDevice->CreateStateObject(&Desc, IID_PPV_ARGS(Result.GetInitReference())) failed at F:/UE4/Engine/UE4.27_2_EXT/Engine/Source/Runtime/D3D12RHI/Private/D3D12RayTracing.cpp:359 with error E_INVALIDARG
yep all UE4 is griefed now
same error
tl;dr games that needed the bypass before work
games that worked before dont

spongebob worked though
ue 4.27 dx11
let me try forcing visions of mana dx11
it doesn't run in dx11
only dx12
basicaly UE 4 dx12 needs it
so we can mix Ritsu's code and just check for UE4
yea dx11 works
problem is a lot of games
do meme versions
0.0.0.0
or custom inhouse
visions of mana is 1.0.3.0
it will catch a lot of games
yeah file version won't do
but we're going to need to work on another list: for all games with meme version numbers
but just checking for exact UE4 pipeline layout will probably work
has to be exactly 4
has to not have descriptor table
and probalby some special order
would be unrelated
copy
copy
I wanted to suggest checking for sm5
but some ue4 games do sm6
like persona
and some ue5 dx12 games do sm5
pipeline layouts don't exist in dx11
probably super hacky
but we can let the game crash once
read crash report
issue is if its going to be a windows message box
or the epic crash reporter
I tested like 5 games that crashed, 4 where windows message box
1 was the epic crash reporter
but yea if its possible to scrape the crash window's contents; set cbuffer in renodx.ini to 1
so next launch its gud
Dont use a blacklisted filename
Police Simulator Patrol Officers (UE4) works with B8G8R8A8_TYPELESS output size. Has native HDR but it deep fried the menus for me, so just skipped over to Reno
How do you run it? i get black screen with a version of renodx-unrealengine.addon64 from this thread pinned messages
Upgrade R10G10B10A2_UNORM to output size if you get a black screen when launching a game with the Unreal Engine mod
how do i do that if you don't mind me asking?
I believe you should be able to open the RenoDX menu in ReShade even if the game has a black screen. Make sure to toggle on Advanced settings mode, then it'll be in the resource upgrades. After setting R10G10B10A2_UNORM to output size, restart your game.
This works! Thanks a lot!
now i can finially play this game without burning my eyes out from auto hdr text/ui brightness
any settings there that could help with color banding on smooth gradients like sky or fog you think?
I don't think Reno can do much more about it if it's already upgrading to HDR. Could try debanding filter or a film grain effect like ShortFuse's or Lilium's to smooth it out
@elfin lance [REDACTED] (name of the game) lutbuilders
noticing brief black frame on each cut (change of camera) in cinematics in Banishers with FG and Reno enabled. need to test and see if this is present without Reno but with FG only. but curios if anyone noticed such thing in this game or aby other
just woke up will do now
works
in jdm
testing everspace
everspace 2 also works fine
I'll lik at them in a bit
yea ditch that mod
all ue5 games work
ue4 = rip

but thanks for testing
@halcyon solstice you can try upgrading B8G8R8A8 typless and unorm
maybe those effects are 8bit
and rendering them in fp16/upgraded will have lower banding
Thanks a lot. I’ll try this out tonight
@maiden sphinx does redacted have native hdr?
one lutbuilder is custom
the other seems normal
nope
The game also only has taau and xess for aa; xess made the game crash with reno for me
@maiden sphinx here you go; this fixs only the standard lutbuilder
xess + reno requires upgrading xess to 2.0+
replace libxess with this https://github.com/intel/xess/blob/main/bin/libxess.dll
Thanks, i’ll try it when I’m home from work in a couple of hours
let me know if it works; you might need to upgrade bgr8 typeless
I’ve also got some stuff for the wiki from going through ue games in my library as well
pog, add it to the wiki
everybody can edit the wiki
so if you guys can help out by adding games you know work
I'd really appreciat eit
Oh sweet I didn’t know that
dont worry about breaking it
we can always revert back
just hit edit, and add the game
and in notes add
if it needs upgrades
like B8G8R8A8_output size
etc
Will do 👍
thats not the first time I see a lutbuilder like that
the custom one
I seen it in returnal, the life is strange AA lutbuilders
etc
this is HDR? not just boosted UI brightness?
whats wrong with those pics?
am I blind?
I wanna say yes. Upgrading b8 unclamped the game and there was more detail revealed. The first image is just a giant white mass in SDR without Reno, same with the lights in the third image
sometimes people set UI to 500 and think it's HDR. basically the imagine is bright, but not very varied in range. just making sure that's not the case here.
yea it doesnt look like it
because his other pics are default 203/203
wasn't sure they're the same source
@maiden sphinx the easiest way to test if UE supports your game or not is set blowout to 100
they're forwarded
if you get a grayscale, congradulations, lutbuilder is supported; just find the upgrades (usually bgr8)
Yeah I didn’t touch the sliders at all for those, just default peak 1000 203 game brightness. I tested blowout to make sure before taking the screenies
They’re all from me, I just send the pictures to myself first in a private channel to make sure they look right
thanks; please add to the wiki when you have time
and remembner; 100 blowout
I really need to write the discussions page on UE
btw what do you think about uploading unreal engine to nexus for big games
just to get some mod exposure
just upload unreal-engine.addon64 + dxgi (reshade)
and call it [game name, native hdr]
ofc addon.cpp will have working out of box defaults
Would get a lot of well deserved donation points in long term I think
its less about that
the DP on nexus is like a few dollars
its mostly for SEO and for people to get funneled into RenoDX
Ik but it's not neglectible when it gets big
the few times I upload games to the nexus was because I thought they'd be popular
still need to work on self-updating if i'm going to upload to nexus mods
and then people would click the modlist
I mean if I can upload it
even though I dont really want to
like lest say I want to upload runescape dragonwilds to the runescape nexus
which would just be unreal engine + dxgi
but name it RUNESCAPE DRAGON WILDS NATIVE HDR RENODX w/e
that's somewhat similar to what ritsu did
well, there's obviously custom stuff though
That's because you guys made it so much easier to centralize and once you go RenoDX with a game or two, that's the place you keep an eye on to check whether other games could be tried and you stick to it... Github is kinda too organized to benefit from Nexus lol
but copy pasting and making a new one is fine
I did that for berserker; just stripped out the other lutbuilders
I guess I worked on the custom post process fx
which griefed the game
I should probably merge all that shit into UE too
when I re-make SMT5, its going to just be in Unreal Engine
no reason for it to be a seperate mod imo
what do you mean? like copy and paste UE and make renodx-[game name]
the only thing I care about from nexus is exposure
I dont have donations or anything; so its not even for myself
its just nice when more people learn about renodx
and good hdr
nexus donations are whatever
I made 10$ in DP points
If you want exposure, then get in touch with the guys working on the new Nexus app
big bucks
money is in donations/patreon
It's like the perfect opportunity for combining it all
for sure; I'm just not interested in that
new Nexus app?
as silly as it sounds
Centralized, hosted, virus totaled, and auto install
the best tip I can get is if somebody enjoys a mod I made
Basically a revamped vortex but neater
i'm working on a renodx app itself, probably will double as a mod system
Basically, it could just be less hassle for you all and max exposure with max convenience for newbies
Ah well, that will do even better 🙂
Less bloated if pure RenoDX app
0x5F
somebody also gave me two lutbuilders the other day for a game when it has FXAA on (or another AA idr) -- and its nothing like a generic lutbuilder
I used to give half my do to ShortFuse but I got greedy and stopped
I’m nowhere close to making any money though
yea lol
I got a free month of premium once and that’s it
lifetime 
save your DP to buy lifetime
its 55k
if you're close
I'll give you all my DP for free
Turns out I have a bunch of pending dp
Says I have to wait 90 days
Idk when the start day was
did you cash out?
I have uhh
so let see
16k + 829 = 16.9k
add my 13k
thats
29.9k / 55k
if you can find somebody else to cover the other 20k, even if you offer them 20$ (paypal cashout price)
grabbing lifetime is worth it
I don’t see lifetime in the store page
did they remove it?
I bought 55k dp from somebody long ago [~3-4 years ago; long after they removed lifetime for $$]
just to get lifetime
They got rid of buying lifetime like several years ago
since the only way to get lifetime is DP
yes
years ago they got rid of buying lifetime
but kept it as a DP reward for modders
So I read recently that the option to buy premium memberships with donation points was recently removed, and will be replaced with a new system. But there wasn't any word about when this new system would be implemented.
june 7 2024
rip
musa griefed on lifetime
i somehow got grandfathered into lifetime. i paid $20 for a 1-year membership back in 2013 and i noticed years later that i had a lifetime membership
2012*
patreon/kofi goals are way better
people just assume others will donate. but seeing a meter not fill up dismisses that misconception
time to be like plasma, set a s95f goal shortfuse
if this goal reaches 250 usd Shortfuse will add Metal support to RenoDX
RenoDX infinity blade
stellar blade 
Blowout slider works but the colors are griefed. Upgrades didn’t seem to do anything either
rip
might've setup the lutbuilder wrong
I'll look into it later
if the blowout slider works; that means its using that lutbuilder
I'll try to fix it up later
might be the regex memes that I ficked up
nvm just had to use the pinned reshade in #🧩renodx-support
Maple fyi it seems like the unreal mod for infinity nikki doesn't work properly on 40 series
it shows the first splash screen and then starts duplicating the cursor and stuff
19:34:13:027 [17888] | INFO | [RenoDX] mods::swapchain::ShouldModifySwapchainHwnd(Ignored class name: 0x00000000004b0698)
19:34:13:028 [17888] | INFO | [RenoDX] mods::swapchain::OnCreateSwapchain(Abort from ShouldModifySwapchainHwnd: 0x00000000004b0698)
19:34:13:028 [17888] | INFO | > Replacing 'D3DCREATE_SOFTWARE_VERTEXPROCESSING' flag with 'D3DCREATE_MIXED_VERTEXPROCESSING' to allow for hardware rendering.
19:34:13:032 [17888] | WARN | IDirect3D9::CreateDevice failed with error code D3DERR_NOTAVAILABLE.
I wonder if all the new dx9 support
broke
stuff
try getting a snapshot from last week
via releases
before all the dx9 additions to reno
because "bridge" is a dx9 device
and reno might be trying to do something to it
Marvel's Midnight Suns lutbuilder (game has native hdr)
we dont need native hdr lutbuilders
only sdr path
also nick, it seems redacted
is broken
it wasnt that the lutbuilder was bad
the game just does custom stuff
Even if native HDR was off when I dumped it?
hm
ohh
marvel suns got commited recently
doesnt have that lutbuilder though
does the game not have anti cheat?
its an online game
midnight suns is single player only
ohh
you might be thinking of rivals
ohh marvel rivals
was added
looks like a regular lutbuilder
lets fix it up real fast
is the game UE5 btw?
ue4
ok good
building
@maiden sphinx let me know if this works
make sure native hdr is off
blowout works and looks good 👍🏻
do you need any upgrades?
play for a bit, let me know if there are any more lutbuilders
I'll go make a github pull request real fast
r10 unorm output size
Marvel's Midnight Suns
thats prolly because of dlss and stuff
yeah it's got dlss
it's like a deckbuilder xcom game with marvel characters
i didn't expect to like it too much but it turned out to be pretty fun
Little Nightmares seems to work well out of the box
No native HDR in the 1st and 2nd parts
Could you please tell me the name of the program that shows brightness and color gamut on the screen?
thx
It's a good game. I ended up paying for it I think. Played it on PS Plus, then got it on PC. Lots of visual mods and you can basically dress up every character
I was considering modding the game because it's one of the ones on my hard drive. No idea it was UE
I guess they still have it
ty ty
hi tokyo xtreme racers doesnt work with the last version of reno i get a fatal error and game closes
I never actually tested renodx after shortfuse merged my changes
oh
it's broken 🤔
btw this was not on bleeding edge builds
I could not get reshade to inject at all with the pinned build in #🧩renodx-dev
So I used this #1133480106078248980 message
which doesn't work with the latest snapshot, but it works with the one you linked(40 series still doesn't work at all)
crap i think i know the reason
class name stuff?
Have you tried it out on the deck?
you refactored my PR and now it always runs abort_modification : https://github.com/clshortfuse/renodx/blob/main/src/mods/swapchain.hpp#L1173
this breaks Infinity Nikki, because for some reason, ReShade thinks that one of the bridge swapchains belongs to the game's Direct3D device
when we run abort_modification for that swapchain, it deletes the renodx device data for the game, which causes the screen to go black.
hmm
because the swapchain doesn't need to be modified but still needs resource upgrades
actually, that's not it
it aborts modification because it's flagged to not modify the swapchain
so it's a device that should be ignored
the game is making multiple swapchains?
like the same device?
because we need logic to say a device shouldn't get resource upgrades, not just to ignore a swapchain.
It's not the game per-se, the game uses a middleware called Perfsight (https://perfsight.wetest.net/) , that hooks into Direct3D
It's the middleware that it's creating those swapchains, but i don't know if it's using a different device or the same device as the game.
if i get rid of the abort_modification, it works just fine, which made me assume that the swapchain was being created with the game's device
but looking at the logs, i'm not certain?
what game is this?
it's Infinity Nikki
it's ignoring the dx9 ones, but also the dx12 ones
might just be ignoring everything
try this for the swapchain mod file
has the device proxy stuff but should still run
er
needs newer reshade
might not work, but will have a better log
this doesn't build, error C2039: 'use_shared_handle': is not a member of 'renodx::utils::resource::ResourceUpgradeInfo'
i think you need to send me your utils/resource.hpp?
the changes cause the game to force close after the logos
alright, i'll check it out. i downloaded the game
poor pc-kun got that chinease spyware
first time using the unreal engine file, is it normal to have a huge performance impact in wuthering waves?
maybe he's on a low vram gpu
and resource upgrades are taking him over the vram limit
I've seen that in some games
i have a 4090
people on 8gb gpus, no mod = within 8gb -- mod = slightly over 8gb; rip fps
are you using any other mods?
other mods?
are you using the regular reshade or the version of reshade modified by shortfuse?
skin mods? 3dmigoto
in berserker sk + renodx = -20 fps for w/e reason
just renodx + reshade local = no fps loss
no just using the newest reshade with the unreal engine file and renamed it to whatever it says on github
can it be the cache?
did you get reshade from #🧩renodx-dev pins?
or the reshade website?
no i donwloaded it from the official side
you dont want reshade from the reshade website
no
thats the bad reshade
thats why perf is ass
get it from pins in #🧩renodx-dev
it still shouldn't hit perf that bad
but who knows
it does in dx12
its almost night and day
all the shortfuse builds where optimized for dx12 resource upgrades + proxy shader
without it, fps is actual shit
after the RT update
it actually fixes all dx12 with reshade, not just renodx
okay thanks let me try that, works fine i monster hunter so far 😛
that just replaces shaders
different mods
that do different things
Oh yeah runs smooth now lol thanks
can i somehow see if that is working or do i just have to trust in me?
do you know how real hdr hjighlights
usually look like
if not then use lilium's shader
to pull up the analysis info
Oh yeah of course, dont know about calibrating it but it does look like its working, just dont know what the upgrading stuff means
also
toggle r8g8b8a8 typeless upgrade
probably should add it in
ohh and toggle means "any size"?
if rgb8 is stable
I can have it auto upgrade
next time I commit something to
unreal engine
it's probably stable. I was getting crashes that just turned out to be the game crashing with RT on even on system with no mods installed 💀
any upgrade option will work
output size is the safest
Perfect, thank you so much
changing the game's exposure can have some interesting results
Yeah games like this can have fun stuff since there is not really a real reference
there is page history
so dont worry about breaking it
also midnight suns is a bit fake news
until shortfuse merges the lutbuilder; UE doesn't officially support midnight suns
but he should get to it soon
thanks a lot for helping out with the wiki guys
what I need to do next is setup a good discussions page for Unreal Engine
because that shows up on google
@spare bane you where talking about PCGW recently
there is a global hdr retrofit section on PCGW
and one of the articles is generic ue ini tweaks, which shows up on all UE games
I wonder if we can slap on the unreal engine mod under generic unreal engine tweaks
Is there someone working on Jedi Survivor HDR mod?
if thats the second game, shortfuse started work on it long ago
but never put it all together
ShortFuse keeps trying to off load it onto me
yes, its the second game
EA
Performance is so ass I don’t even wanna launch the game
EA is even worse; like they're incosistant
like dead space remake: pog -- single player game; no minilauncher
no ea account, jujst a regular steam game
It’s genuinely upsetting to play
but idk why they stuck their EA launcher shit onto 1p games like the starwars sekiro likes
didnt they "fix" perf?
they have improved the performance quite a bit now. ran pretty smooth for me for the most part apart from a couple of stutters
It’s definitely bearable if you turn off RT
I seen a few clips
Frame times get really bad with rt
Alex from DF calls it Stutter Survivor
i fixed some stutter in it
It’s like a really shitty Sekiro + uncharted
The parry timing feels all wrong
The platforming challenges can be fun
Also it’s bloated as hell
Mod should probably be redone to force sdr path
And then use renodrt with that
doesnt it have a regular UE lutbuilder?
does it run another lut after/ontop of that
i disassembled with dxil-cross so it's in rougher shape than could be
I think its a good game. Just doesn't look as good as it could. Even though RT is not great. It does look a bit better with it
swore I looked at the repo recently
and some shaders you re-uploaded with
your decomp.exe
is this enough?
probably? can you check if resource upgrades still work?
the reason i had to ignore the bridge swapchains was because RenoDX would think that the game's swapchain was 100x100, breaking the resource upgrades
by default there should be a R10G10B10A2_UNORM upgrade
@brave sand how do you bypass anticheat?
i just install reshade as d3d12.dll, is that what you are asking?
if you are asking me for a way to debug the game or use renderdoc/pix, i don't know how.
ah, crap you are trying to use the debug layer
sadly, injecting reshade through d3d12 breaks the debug layer, you can get it working by running the inject64 tool as admin
i don't know if the EGS version does anything to break that, i use the Steam version.
if the inject method doesn't work, you can try this
on the games folder:
grab the winnm.dll loader https://github.com/ThirteenAG/Ultimate-ASI-Loader/releases/tag/v8.2.0
and rename ReShade64.dll to ReShade64.asi
create a winmm.ini file with those contents
[globalsets]
DontLoadFromDllMain=0
that should still work
i just tested it
@elfin lance we were supposed to test
renodx::mods::shader::on_create_pipeline_layout = [](auto, auto params) {
return (params.size() < 20);
}
isnt that what I tested?
renodx::mods::shader::on_create_pipeline_layout = [](auto, auto params) {
return params.size() <= 20;
};
ohh
<= vs <

well made an addon
lets try a few games
oh
@brave sand works with my build without ignoring bridge
it seems to be working
but i have to fix some stuff to support Reshade 6.5, so can't push yet
actually, can push i think
renodx::mods::shader::on_create_pipeline_layout = [](auto, auto params) {
return (params.size() < 20);
};
seems to be working for both UE5 games that needed return true + dx12 ue4.27
visions of mana seems to rip for whatever reason; but with fatal error this time -- not the weird 4.27 raytracing bug
happens with regular Unreal Engine too
so thats a diff issue
honestly I want to say this is good
it feels like loading is longer in Ready or Not [ue 5.4, needed return true]
but I heard that game takes 500 years to load anyway; so I'm not sure
if anyboddy wants to throw this in some ue4 DX12 games and let us know
that would be really nice
@bold gulch can you please test avowed with this
if shaders replace/crash/etc
How do I get renodx to tonemap the dlss generated frames? It's flickering the brightness when RenoDRT tonemapper is applied.
I'm just using the default resource upgrade, r10g10b10a2_unorm on output size and nothing else changed
downgrade the dlss-fg dll 3.8
I'm pretty sure frame gen is just straight broken in most situations with unreal and RenoDx
There is a situation where you can use an older version of the framegen dll, the one before they introduced multi frame gen
Jinx
Ok thanks. Works like a charm.
@spare bane did you push your changes?
because i'm still getting a black screen, with the latest changes from main.
Tested about 30 minutes in Industria w/ RT (4.27) and an hour in The Ascent w/ RT (4.26.1): no crashes and shader replacement + load times are same as usual
thanks
I assum ethose where DX12 games
since they had RT
if they didnt crash at startup thats a good sign
yeah both are dx12
might be safe to commit this to the repo then
I tested a handful of UE5 games that needed to be whitelisted; and they worked just fine too
all thats left is Shortfuse's opinion
I pushed the swapchain changes, but I didn't remove the ignore class name line from the UE mod
Anyone ever try satisfactory
@elfin lance was working on it and wanted help from EGS users regarding its exe file.
