#✅RenoDX: Unreal Engine
1 messages · Page 10 of 1
Ah I do have the egs version too
@elfin lance i just have a black screen :sadge:
Wuthering Waves is running well
RT crash
I think it's an issue with NVIDIA driver 576.
I have been using version 572 without any issues.
you didn't upgrade rgb10a2
oh i figured it was automatic if it already had an entry in the addon
any risk here
tbh i dont really know what those settings mean
i scaled it back because im seeing those weird black things in the distance but its still there
yeah, ui brightness scales the whole thing anyways
nope
share de lut
thers no folder :(
i turned on dump lut shaders, restarted game, loaded save, still nothing
sucks cuz thers no autohdr for this game
I think the sliders only apply on scene or settings change
since they updated the game to UE5 right
Did you apply any black floor level fix or any other settings to the game? Because my black level is terrible, even with reno
No. All default settings in reno except peak brightness.
you can up Flare, but the game probably has some gain in the lut builder
Weird. so different from my game. Are you using steam version or gog?
I reinstalled the game and that fixed it
I found the namne
@spare bane so whats the tl;dr on the pipeline stuff? do we merge? it seems people tested enough UE 4.27 + UE5 games to where it seems to work just fine
@left narwhalits a reno slider, and you really dont want to mess with it outside of maybe photomode
to take a pic
its just linearly scaling the brightness of untonemapped
@finite basalt its not custom, it works just fine -- generic unreal engine setup
the game is just on UE 5.3+
the sliders are not in real time
you need a scene change for the sliders to apply
Ohhhhhhh
most ue5 games with renodx need a scene change for the sliders to apply
OIC, will try it out in some game.
what a scene change implies depends on the game
shortfuse probably had a brain fart and forgot about non-realtime sliders in ue5 games
@tardy bear was it this crash?
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
hey guys, im trying to get game of thrones: kingsroad dump lut shaders, since only UI brightness slider works, but it doesnt seem to dump anything
its not
i've mentiojned this the other day
it crashes whether you have renoDX or not
its the game acting up
Managed to get shaders dumped with devkit, would that be of any use to add missing ones to the renodx addon? 😄
https://gofile.io/d/a5RSX9
thats actually reshade.log, dunno why it got uploaded this way
Engine ini tweaks, you can change ue's internal exposure values
Or color grading values i guess
i get more fps in expedition 33 with this one, eg 59->62
what do you mean
did you use unreal engine before for E33
or do you mean expedition33.addon vs. UE.addon
actually the dedicated one
this 😄
generally you don't ever use any size
u mean expedition33.addon runs less code or ue-test addon?
ue runs less code
you use output size and if you're using dlss(or supersampling) you use output ratio
also the regular unreal engine addon supports expedition 33
oh that makes sense, will do some more testing later on but so far so good 😄
output size usually works
even with dlss?
oh shoot you're right
unless if the game is doing something weird
like final fantasy 16
btw I noticed "GTA San Andreas Definitive Edition" disappeared from unreal addon game list on https://github.com/clshortfuse/renodx/wiki/Mods
although u added shaders i dumped at some point and it's working flawlessly with every new renodx ue addon build since then 😄
you just can't get passed the basic combat and that's fair. You play TW3 for story and characters/world combat I find it to be fun especially versus humans, but no if you're a monster hunter fan it's super weak
Oh, I thought you changed it via Reno in real time like Marat said, in photo mode.
Looks super fun to play with.
Wdym by norm mode?
normal mode if you're injecting with special k
this is irrelevant if you're using d3d12.dll to inject
alr
also if a game is on dx11 my default do i use the launch arguments -dx12 to switch it to dx12 if using it with reno ue hdr mod
Mod is compatible with both
change blowout
does blowout make the game black and white?
blowout 100?
ok so the lutbuilders are there
everyting is good
you just need to upgrade
popular upgrades are:
B8G8R8A8_typeless (output size)
R10G10B10A2_unorm (output size)
try those, and restart the game
@maiden sphinx I'll get to these in a bit
downgrade the framegen dll to 3.8.1
@maiden sphinx here is unreal with the 2 games you found lutbuilders for; let me know if there are any issues
please let me know how it goes
and I'll throw them on github
you can use FG as long as you replace the dll
to 3.8.1
I believe it’s something to do with how transformer model interpolates the frames vs the pre-310.xx cnn model
You can turn off dump lut shaders unless you run into an area where it’s clamped and blowout slider test isn’t working
when I got my 5090 close to release
fg and mfg worked
nvidia broke something
between then and a month later
so you dont want to upgrade everything
if it looks fine fuck it
but you're getting a potential perf hit
and might artifact
you want to upgrade the bare minimum
which is probably only B8G8R8A8_typeless and R10G10B10A2_unorm
@Marat i built new PC, reinstalled Windows, downloaded LOTF 2023 again - latest game pass patch brings back DLSS and it's no longer causing that shining artifact i posted before
maybe you had a weird driver flag
I heard there are some like NVCP flags
that break UE games
it's fresh windows server 2025 install
either way good to know its not the mod
and it could be some config files thiings from pcgamingwiki
there is some shit with
i will add them one by one
to check
no i didnt do that
there was some extra shadow settings and removal of forced sharpening
i remember doing that
all nvcp tweaks
especially global
can lead to potential grief
I dont do any global nvcp changes
if I need to force vsync, I do it on a per-game basis
all tweaks = per game
global tweaks is how you run into issues
same, i usually dont do that
you forget about it, and wonder why something like the LOTF mod doesnt work
not saying thats what happened
but I've seen it with other people
the only thing i did is enable re-bar globally in nvidia inspector globally and it doesnt affect LOTF it seems
I used to do that
but then there are some games
that get griefed by that
some direct storage games
like it caused artifacts and shit
wonder if thats the issue
cant help with that
are you using reshade from #🧩renodx-dev
either way idk anything about injecting reshade with SK + addons
I install all my mods with reshade in the game folder + addon in the game folder
if I use SK; I just launch it with SKIF
and it usually loads my addon just fine
but sk doesnt load it
sk doesnt handle any dll loading
but yea you're better off asking over at specialk; but they banned renodx support for non patreons
or wait for a sk user to hop on
I get this error sometimes and the add-on does load and unclamp, just can't change any of the sliders. Restarting the game a couple of times till it works usually did the trick
what game?
upgrade r11g11b10
uh, i dunno, i don't have the game
but wcg in games is always "fake" in a way
thats something else
thats your white point
has nothing to do with WCG
that tooltip needs to be rewritten
yea
i'm surprised the game didn't crash
the names are fine, us modern/jpn modern
I have a theory dlss might be clamping gamut in some games that dont have native hdr
when ersh was making the ff14 mod, dlss clamped gamut iirc
since this is sdr -> hdr
dlss might be doing something weird
or the fp11 upgrade slider isnt upgrading as much as regular old format new format
Looks good for both games 👍🏻
either way imo its not a big deal
off to github 
the output shader in unreal doesnt do anything special
its just sample lut and output
added those 2 lutbuilders to the marvel midnight suns pull request
who knows, just play the game; non rec709 colors arnt really a big deal in video games
that's not the only loss, 3.8.1 can't even use the new FG model which is faster by 10-20% with the updated streamline files, and uses a bit less VRAM
Real shame that the new ones conflict with reno. Does Avowed still need 3.8.1 to work well with Reno?
but we're working on getting ini tweaks to work with the unreal mod
so you can have unreal engine upgrade the swapchain/resoures
and renodx will only
replace shaders
that way there will be no fg memes
and everything will work
just requires a few sliders and a bit of logic
sounds like bliss 🙏
and I guess finding output shaders
the composite shader stuff isnt hard
they usually use like one for multilpe UE versions
shortfuse already did that for oblivion
w8 does Oblivion now work properly with all FG models or?
I can't believe they haven't put out a single update yet, still waiting for that to play the fcking game
DF reported they were "aware" of performance issues and are working on it, like they weren't aware before launch lmao
no idea didnt play the game
Big Helmet Heroes got some pretty neat native HDR. But it is activated only through r.HDR.EnableHDROutput=1 in the config files. Why didn't they add it directly to the game settings? It works perfectly and it looks not bad
@elfin lance so when can i make video
reno doesn't apply the hdr output ?
No, it can't in this game. It's not needed anyway in this case
@tight acorn onw hat
unreal engine? the mod is pretty mature
it covers a large ammount of UE4 games
like you can drop i tin a UE4 game, maybe it needs a bgr8 typeless upgrade
and there is a higher chance it works than it doesnt
as for UE5, thats a big "it depends" because of pipeline memes
It works reliably in UE5 if we just remove the descriptor line at the end
yea I have a version
thats literally just
renodx::mods::shader::on_create_pipeline_layout = [](auto, auto params) {
return (params.size() < 20);
};
and people tested tons of games, ue4.27 dx12 + UE5 games that needed the exception -- everything works perfectly
just waiting on SHortfuse to say if he wants it in the mod or not
@glossy valve
I already have an unreal commit open, and can throw that in; but thats not the issue -- the issue is if its "shortfuse approved"
the only favor I have for you is to test avowed if you can
avowed had another one for RT fix
@tight acorn maybe hold off on making a video until this is part of the repo
shortfuse has been away for a bit; so none of our pull requests have been getting merged
what's that
uhh
better ue5 support
the current build requires some UE5 games to be manually added
which is inefficient
after that gets added, it will be a lot more "universal"
the ini stuff is probably a longer term project
but no
ini stuff pretty much just needs some logic to disable swapchain upgrades + proxy shader; and we just use the UE composite shader
and I think its more or less done
oblivion uses a slider iirc
or used a slider, and just defaults to ini now [I think]
we also have to dig up the composite shaders; but its only really like 2 hashes that cover a large # of UE versions [2 hashes per version]
Context for the whole thing for when shortfuse comes back:
- Added descriptor_table signature check in this commit
- The commit was added to fix dx12 UE5 games on 40x0 GPUs, probably because of framegen. Testing on Marvel Rivals and Ghostrunner 2 [Context](#1321685184852135967 message) [Context2](#1321685184852135967 message)
- Params.size thing was first added for wuthering waves RT commit and [Context](#🧩renodx-dev message)
- Right now dx12 UE games work on 40x0 by returning true in pipelines (size < 20 is still needed for RT stuff). Not sure what fixed it but since then renodx got a major rework in March, and reshade got a lot of changes. There was also this [cbuffer fix](#1321685184852135967 message)
tldr: params < 20 is all that's needed
tldr: params < 20 is all that's needed
yea tested a bunch of games
the odd game that might be griefed can just get a named exception
Which one should I keep? Both use default settings, but one has highlights at 50 and the other one at 80.
whichever one you like more
50 looks good
80 might need a bit of contrast and saturation to offset it
but the tl;dr is whatever you like
I prefer 50, but I want these brighter highlights
np
The wiki will usually have the required upgrades listed for UE games that have been tested and logged https://github.com/clshortfuse/renodx/wiki/Mods
Renovation Engine for DirectX Games. Contribute to clshortfuse/renodx development by creating an account on GitHub.
should we always download the mod version for a specific UE5 game from nexus, or take latest snapshot from github?
Any idea what disabling kuro tonemapoing does ?
I would prefer to keep their artistic direction intact...
Is disabling it significant in terms of color/feel/atmosphere ?
kuro tonemapper = 1 on left, kuro tonemapper = 0 on right
scRGB with the R8G8B8 Unorm thing changed
Could be the game time advancing a bit, hard to know..
BTW, is scRGB useful over HDR10 ?
In wuthering waves, or in UE4 games in general...
I have a 10bit HDR QD-OLED monitor
disables part of their color grading
you dont want to disable it
without any additional adjustments
Seems to look "better" lol
The sky looks better but the sand looks weird, yeah
what adjustments ?
do most attack VFX peak with it ?
adjustments as in how thje image look
because the stock game used that to raise the shadows
#1321685184852135967 message
@tired mulch Do you use scRGB or stay with HDR10 ?
If it's barely better (for 10bit monitors) and reduce FPS... I won't use it lol
idc
use whatever
i left it at what it was by default
Tekken 7 lutbuilders
These were the only two I ran into after doing all the story fights
What Remains of Edith Finch lutbuilders
The Awesome Adventures of Captain Spirit lutbuilder
@elfin lance
is it the game tonemapper making these vfx peaking above ?
I guess it makes sense for light vfx with zani or phoebe 😅
these are 12bit hdr from sk
but even shorekeeper ult, and some areas lighting..
I'll do them tomorrow 
what do you mean by peaking
peaking
or clipping
or whatever
also
the ss you posted dont look like hdr at all
i know they are hdr screenshots
but your highlights dont look like HDR at all
hence what i said
I changed the r8g8b8 thing, I set to 450nits, and scRGB, and restarted the game
I'll check with hdr10 I guess
I checker in SpecialK Image Viewer and they looked hdr
only that tiny spot in the middle there is hdr range
did you do any tuning with the grading settings at all?
No
So renodx hdr does nothing until you increase highlight and reduce shadows ? Lol
I have to check these hdr analysis shaders, haven't looked at these yet
renoDX just unlocks the range
its on you to do some tuning if the stock results are insufficient
Increasing highlights won't change the fact these VFX are clipping.
Guess I'll check on an sdr monitor
turn off kurotonemapping?
Yeah might be this, will try later
It's same shit if I chose "vanilla" in renodx
I should also check how it is in vanilla without renodx
I just don't remember these vfx being that clipped.
Though last time was on a shitty va monitor lol
it will clip even more because when it clips it clips to UI
insread of tonemapping
thats generally how clipping behaves
@maiden sphinx do me a favor before I start fixing them, go to tekken7 training mode, and try every map
if I fix the lutbuilders for that game; might aswell make sure I got all of them
I just tried all besides the DLC ones since I don't own them; no other cso's dumped besides the two I sent earlier
I think one is used for all the standard stuff and then the other was during a flashback fight where it was basically a sepia filter
ultimate definitive edition is like $15 on key shops
goes up and down
but you cant upgrade I think
either way dont worry about the DLC maps
ultimate edition goes down to like 7$
(<gg.deals>)
but I think you'd have to delete the regular edition from your steam account and then apply the ultimate edition key
you can delete licensces from stema
it does but they are dumb and don't check anything graphics related. you could literally use reno or shader toggler and like hide walls or something and the only way you'd get banned is from manual review. game also has skin modding despite efforts to block it. still a bit odd for reno to officially support it but whatever
Hm, it looks like that file might've been a virus. Instead of cooking up trouble, try cooking up a Spicy Italian Meatball: https://www.foodnetwork.com/recipes/ree-drummond/spicy-italian-meatballs.html
UE renodx for stellar blade doesn't seem to work out of the box. All I did was open it up and used default settings for everything and I was just met with a black screen with certain frozen UI elements here and there
black screen usually means you gotta upgrade r10g10b10a10_unorm
alright lemme try that
like this?
if so still black screen
UI when moving camera

tried quite a few upgrade combinations (I have no idea what they mean) but same result
maybe try upgrade copy destinations
I did with just R10G10B10A2_UNORM upgraded, didn't do anything
upscaler on/off in game change anything?
it does indeed work with dlss 4 off
did you close and open the game after changing resource upgrades?
I did yes
are you using dlss/fg?
dlss4 only for upscaling no fg
turning off dlss4 makes it work without any upgrades
custom games do custom things
dlaa also doesn't work and afaik it renders at native res?
gameplay clamps to 203 nits. Upgrades might sort that. Not running any upgrades atm
that'd be lut builder
but if the game has native hdr, though broken, might just need some shader replacement
the native hdr is not great
so it doesn't work atm?
i ported most of it over here
default settings hit 2000 peak nits, and the brightness slider seems to reduce brightness of the whole picture. There's also a contrast slider
yeah, fake made up stuff, i'm sure
as of right now no. Black screen with upscaler, and clamped gameplay without upscalers
clamped is because they have custom shaders
probalby for their custom HDR
(sdr and hdr share the same shader)
did you try any other upgrades
nvm
it's probably sm6 which is probably easier. @elfin lance will probably mod this in less than a day
for sure, but this is what demos are for amirite
fix all the broken shit for when the game actually launches
and hope it carries over
correction. Gameplay clamped to whatever UI brightness is set to
probably is the same thing
yeah, lutbuilder
and probably compute shader if it's 5.x based
so needs to be dumped with devkit
think it's UE4?
ue4 and dx12
then the hdr is hella custom
UE 4.26 to be exact
they hit one off final version for dlss dll as well
I think apparently some dlls are transformer only?
might need bgra8u or something. japanese UE4 games are like that
this is korean, but it might still stand?
not sure if transformer only but 3.10+ at least supports them. Game ships with 3.10.1
no way to choose profile in the game tho. Haven't checked what it runs with natively
it's J natively
J was transformer?
yes
J and K
okay
but yeah I'll let people who know what they're doing troubleshoot this further
@tired mulch did Marat fix Wuwa? 👀
I'm not brave enough 
so this either has a new lut or its something custom
the contrast slider indeed does nothing
exiting the game and going back does nothing too
Are we talking about Stellar Blade?
If so, anyone here playing demo with DualSense? Is it working fine?
I have an Edge. Feedback works, trigger resistance doesn't.
I ordered the new 8bitdo controller yesterday with the TMR joysticks btw, I seen many were talking about stick drift just recent
What is supposed to trigger trigger resistance? I have non-edge and can see if it works there
@elfin lance
In the opening when you try to open the door of the pod it should have resistance when you press the trigger.
Maybe it will only be in the final game? idk
or uberpost whatever its called
how decompiled?
seems odd to not be included in demo
lets go gooner blade
#🧩renodx-dev message
the game's native hdr still has a disgusting black floor
unfortunately old decompiler
dang
@warped lynx are those all lutbuilders from stellarblade
I'll fix em up real fast
downloding the demo
also please dont send any native hdr luts
the ones I pinged your for are sdr
also I used the old decompiler so you probably shouldn't touch them
ok give 5 min
I mean I didnt expect any less
only uses two cbuffers
cbuffer cb0 : register(b0) {
int cb0_010y : packoffset(c010.y);
int cb0_010z : packoffset(c010.z);
};
Try this, see if it helps.
^ you can also try this.
Friend did and said it's working that way.
360 nit paper white? it seems like the ui is hitting 360
nvm the default ui brightness is just high for some reason
ok compiling
I'll try this thanks
@warped lynx test this, make sure sdr is on
it doesn't need upgrades
unorm
unorm
for frame gen
framegen works?
I need r10g10b10a2
or else I get a black screen
if you find more lutbuilders playing
I'm on 20 series rn
send them to me
alright I'll play with the dump option on I guess
I didn't check
hmm it might need a different upgrade for dlss
yeah that's what happens with dlss enabled
if you disable dlss it'll work fine
thats not a fix
stuff still looks clamped on my end. DLSS off. I'm in the city area. I'll check the intro and see if that works fine like with mlg
sounds like we are missing luts
you probably need more lutbuilders
17:02:44:368 [24084] | WARN | [RenoDX] OnCopyTextureRegion(mismatched: 0x0000001777d60720[0] (0, 0, 0) (r10g10b10a2_unorm) => 0x00000000582ba510 (clone: 0x0000001777d60720[0] (r10g10b10a2_unorm) (clone: r16g16b16a16_float))
so it needs proper upgrades
let me make a steller blade mod in addon.cpp
fsr is fine lol
try the new auto_upgrade
ah, doesn't work for texture region
but it's basically rgb10a2
what format, not sure
could try size_any
What are we trying to do here, what's broken in HDR? I thought it was only BFF
I tried that and still have a black screen
I think I fixed
dlss
void addStellarBladeUpgrades() {
renodx::mods::swapchain::swap_chain_upgrade_targets.push_back({
.old_format = reshade::api::format::r10g10b10a2_unorm,
.new_format = reshade::api::format::r16g16b16a16_float,
.use_resource_view_cloning = true,
});
}
for some reason
but clamped
lutbuilder replaces
@spare bane what are auto upgrades?
that should be output_size
if OnCopyResourcetries to copy a resource and cloning is on, it's just cloning it to rgba16f, regardless of rules
idk what to tell you
use_auto_upgrade
how does that work
use auto upgrade = true?
renodx::mods::swapchain::swap_chain_upgrade_targets.push_back({
.old_format = reshade::api::format::r10g10b10a2_unorm,
.new_format = reshade::api::format::r16g16b16a16_float,
.use_resource_view_cloning = true,
.use_auto_upgrade = true,
});
?
nah, not related to this
renodx::mods::swapchain::swap_chain_upgrade_targets.push_back({
.old_format = format,
.new_format = reshade::api::format::r16g16b16a16_float,
.ignore_size = (value == UPGRADE_TYPE_ANY),
.use_resource_view_cloning = true,
.aspect_ratio = static_cast<float>((value == UPGRADE_TYPE_OUTPUT_RATIO)
? renodx::mods::swapchain::SwapChainUpgradeTarget::BACK_BUFFER
: renodx::mods::swapchain::SwapChainUpgradeTarget::ANY),
.usage_include = reshade::api::resource_usage::render_target
| (g_upgrade_copy_destinations == 0.f
? reshade::api::resource_usage::undefined
: reshade::api::resource_usage::copy_dest),
});
this is what the UI option does
so maybe it's usage_include
with usage include
that's so mean to these poor native hdr luts
mrat
then I tried enabled copy destinations
still rip
only way I got it to work is via good ole old format new format
same with expedition
remove .usage_include from the ui and try to get the ui version working
setting rgb10 upgrades to all
didnt fix letterboxing
but weird aspect ratios with good ole upgrades did
default behavior: current
new behavior with slider on: no usage include?
remove .usage_include from the ui line. remove what you have custom for stellarblade
ohh ok 1sec
auto value = new_setting->GetValue();
if (value > 0) {
renodx::mods::swapchain::swap_chain_upgrade_targets.push_back({
.old_format = format,
.new_format = reshade::api::format::r16g16b16a16_float,
.ignore_size = (value == UPGRADE_TYPE_ANY),
.use_resource_view_cloning = true,
.aspect_ratio = static_cast<float>((value == UPGRADE_TYPE_OUTPUT_RATIO)
? renodx::mods::swapchain::SwapChainUpgradeTarget::BACK_BUFFER
: renodx::mods::swapchain::SwapChainUpgradeTarget::ANY),
// .usage_include = reshade::api::resource_usage::render_target
// | (g_upgrade_copy_destinations == 0.f
// ? reshade::api::resource_usage::undefined
// : reshade::api::resource_usage::copy_dest),
});
std::stringstream s;
s << "Applying user resource upgrade for ";
s << format << ": " << value;
reshade::log::message(reshade::log::level::info, s.str().c_str());
}
}
gonna test that
ui works now
is the cutscene at the start a fmv?
yea
it's weird
send log so i can see what usage it has
because apparently doesn't have render_target
sure
but game render is black?
17:16:57:975 [41584] | INFO | [RenoDX] mods::swapchain::OnCreateResource(Upgrading, flags: 0x0, state: 0x80000000, format: r10g10b10a2_unorm => r16g16b16a16_float, width: 32, height: 32, usage: undefined(cc4), complete: 0)
32x32
nah, that's lut
you're uprgading bgr8a typeless
here is the good build for now if anybody wants to play the demo
yes without bgr8 typeless
the game is clamped to 203
bgr8 typeless = unclamp game
rgb10a2 = make the game not black [like every other UE game]
okay, but it's black because rgb10a2 isn't getting upgraded?
if I dont upgrade rgb10a2, it will be black with sound -- like every other unreal mod
says usage is 1cc8
also with usage includes; the menu is griefed
without everything looks good
I wonder if theres something with shader replacement
let me try the < 20 pipeline shit
do increased logging, not understanding what's going on
ah
custom of course
copy
it's not a render_target. it's UAV (compute shader)
} else if (product_name == "Stellar Blade (Demo)") {
gonna need a new product name when game comes out
game still black with rgb10a2 for me
I am
function case. use fix
made it to the city and no new luts
A
kek
forgot functions need to start with caps
stellar blade upgrades seems to work just fine with dlss in its own comfy function
this PR is going to have a lot of stuff
its going to have lutbuilders
< 20
you found more lutbuilders?
this is correct yes?
ono
just put that in the game folder
and leave the sliders alone
aah okay
What is this build doing for Stellar Blade, though? Any notes?
supposed to fix dlss and add the game's lutbuilders
fix dlss
the city does look quite weird though
is this dlss fix specific for 40/50 series? on 30 series myself, and I just can't seem to get dlss to work with the custom build
What's wrong with DLSS? I'm playing with DLAA, but only turned on to see some stuff.
Vanilla, nothing else.
time for the
renodx::mods::shader::on_create_pipeline_layout = [](auto, auto params) {
return (params.size() < 20);
};
test
this addon has stellar blade + experimental code; please use this
and tell me if you have issues
@spare bane ona scale of 1 to 10, how cooked is native hdr
that's aces
so yea big oof
what do I call this commit
dev(unrealengine): pipeline layout fix rework
wow
this is fucking
transformative
vanilla -- renodrt
native -- reno
yea native is cooked
yall should disable chromatic aberration. in-game toggle doesn't work so you need to add r.SceneColorFringe.Max=0 to Engine.ini
where bt2020
there's a slight lens distoration over the whole image with CA enabled. makes everything blurry
reinstalled all reshade components. Downloaded custom build, didn't touch any sliders. Black screen with dlss on and city area does not go above 203 nits. First area works as intended with dlss off, but not with dlss on
probably needs fp11 upgrades
for nwo I want to fuck nick's builders
he sent me 5x builders
dont use framegen
what are you changing?
what in the world happened
ah
btw I am using the black floor fix too(for the native shots)
I've tested a bunch of dx12 ue4.27 + dx12 ue5+ games that needed whitelisting
so far so good
had users here test
no issues
is this dxgi.dll different than the one pinned in the other channel?
no idea
thats what I'm using
just use it
marat, are you still on 6.4?
k
thats reshade 6.5; but from reshade.com
didnt get your noshit build yet
I woke up not too long ago
and wanted to get gooner blade working asap
but yea I'm naming it dev(unrealengine): pipeline layout fix rework
The heck is going on here
Why there are 15 builds all of the sudden
Which one should I use
still black screen sadly
the one I linked should be fine, but this is the latest one marat posted(with reshade 6.5) #1321685184852135967 message
@spare bane this is the pull request, please dont merge it yet; I want to add some more lutbuilders for other games
https://github.com/clshortfuse/renodx/pull/248
I'll ping you when its good
Where's Engine.ini located for this
you install dxgi.dll into StellarBladeDemo > SB > Binaries > Win64 yes?
yes
then I am truly stumped as to why it does not work for me
Did you compare it with SDR?
I feel like SDR that I'm playting on rn looks more clolse to native than Reno there.
Isn't the goal to have HDR look be same as SDR?
you using default hdr settings?
That's SDR
Yeah, but I'm in the same area as your pics.
And that SDR looks pretty different from Reno, no?
Right
Just making sure I do have it right.
Goal is to have SDR look, with HDR highlights, right?
as always
Man, June is gonna be PACKED with games!
Dune: Awakening out a day before this as well, RIP me.
this summer in general
raidou, lies of p dlc, lost soul aside are the ones im looking into
that one looks interesting
Death Stranding 2 👀
stellar blade coming out (on pc) after its trailer from 6 years ago and lost soul aside too (8 years in its case)
The Awesome Adventures of Captain Spirit lutbuilder
I did
I fixed 2 lutbuilders
unless he's in a later area
look at the pull request
there is something weird going on with blowout restoration
the new per ch stuff
so like set that stuff to 0 for a closer to sdr look
My SDR SS is from same area as MLG's native HDR and Reno SS.
Vanilla in addon would show SDR?
I thought vanilla in addon would show vanilla HDR.
yes
vanilla = no renodrt code
so if you set the game to sdr
and set renodx to vanilla
its the game in sdr
more or less
@maiden sphinx here are your 3 games -- tekken7, finch, and the captain one
Adrian tested finch, and it seems to work
let me know about the other 2, and if they're good off to github
more saturation yea
no new lut builders yet
make sure native hdr is off
vanilla in this case is default reno hdr?
did you write that?
Yes, Vanilla SS is from MLG.
should I move ungraded down
Here, I ran all the way back to same place as MLG.
to the next 2722
anyway
So, not even area difference.
it's the wrong colorspace
ohh I see
I added it too early
probably should be
under 449
I thought ungraded is unused rn
how so?
is it because its ue4
so
rec709?
ok I think I see the issue
I should use
tonemapped 709
and use diff colors
-.002 for the mobile tonemapper
[branch]
if (!_379) {
float _1209 = 1.0f / (dot(float3(_820, _823, _826), float3(cb0_033x, cb0_033y, cb0_033z)) + 1.0f);
float _1219 = max(0.0f, (((_1209 * cb0_035x) + cb0_034x) * dot(float3(_820, _823, _826), float3(cb0_028x, cb0_028y, cb0_028z))));
float _1220 = max(0.0f, (((_1209 * cb0_035y) + cb0_034y) * dot(float3(_820, _823, _826), float3(cb0_029x, cb0_029y, cb0_029z))));
float _1221 = max(0.0f, (((_1209 * cb0_035z) + cb0_034z) * dot(float3(_820, _823, _826), float3(cb0_030x, cb0_030y, cb0_030z))));
float _1227 = max(0.0f, (cb0_031x - _1219));
float _1228 = max(0.0f, (cb0_031x - _1220));
float _1229 = max(0.0f, (cb0_031x - _1221));
float _1231 = max(_1219, cb0_031z);
float _1232 = max(_1220, cb0_031z);
float _1233 = max(_1221, cb0_031z);
_1291 = (((((((cb0_032x * _1231) + cb0_032y) * (1.0f / (cb0_031w + _1231))) + -0.0020000000949949026f) + (cb0_030w * min(max(_1219, cb0_031x), cb0_031z))) + ((cb0_028w * _1227) * (1.0f / (cb0_031y + _1227)))) + cb0_029w);
_1292 = ((((((1.0f / (cb0_031w + _1232)) * ((cb0_032x * _1232) + cb0_032y)) + -0.0020000000949949026f) + (cb0_030w * min(max(_1220, cb0_031x), cb0_031z))) + ((cb0_028w * _1228) * (1.0f / (cb0_031y + _1228)))) + cb0_029w);
_1293 = ((((((1.0f / (cb0_031w + _1233)) * ((cb0_032x * _1233) + cb0_032y)) + -0.0020000000949949026f) + (cb0_030w * min(max(_1221, cb0_031x), cb0_031z))) + ((cb0_028w * _1229) * (1.0f / (cb0_031y + _1229)))) + cb0_029w);
} else {
_1291 = max(0.0f, mad(_27, _1166, mad(_26, _1165, (_1164 * _25))));
_1292 = max(0.0f, mad(_30, _1166, mad(_29, _1165, (_1164 * _28))));
_1293 = max(0.0f, mad(_33, _1166, mad(_32, _1165, (_1164 * _31))));
}
this is different
you're clipping out bt709 colors
i think it's the first UE4 in sm6
yea
what I'm thinking is like
_1291 = max(0.0f, mad(_27, _1166, mad(_26, _1165, (_1164 * _25))));
_1292 = max(0.0f, mad(_30, _1166, mad(_29, _1165, (_1164 * _28))));
_1293 = max(0.0f, mad(_33, _1166, mad(_32, _1165, (_1164 * _31))));
tonemapped 709
just remove max0
get rid of tonemapped ap1
set tonemapped bt709 in both branches like in sm5
look at lutbuilder_0x4C452753.ps_5_x
[branch]
if (!_379) {
float _1209 = 1.0f / (dot(float3(_820, _823, _826), float3(cb0_033x, cb0_033y, cb0_033z)) + 1.0f);
float _1219 = max(0.0f, (((_1209 * cb0_035x) + cb0_034x) * dot(float3(_820, _823, _826), float3(cb0_028x, cb0_028y, cb0_028z))));
float _1220 = max(0.0f, (((_1209 * cb0_035y) + cb0_034y) * dot(float3(_820, _823, _826), float3(cb0_029x, cb0_029y, cb0_029z))));
float _1221 = max(0.0f, (((_1209 * cb0_035z) + cb0_034z) * dot(float3(_820, _823, _826), float3(cb0_030x, cb0_030y, cb0_030z))));
float _1227 = max(0.0f, (cb0_031x - _1219));
float _1228 = max(0.0f, (cb0_031x - _1220));
float _1229 = max(0.0f, (cb0_031x - _1221));
float _1231 = max(_1219, cb0_031z);
float _1232 = max(_1220, cb0_031z);
float _1233 = max(_1221, cb0_031z);
_1291 = (((((((cb0_032x * _1231) + cb0_032y) * (1.0f / (cb0_031w + _1231))) + -0.0020000000949949026f) + (cb0_030w * min(max(_1219, cb0_031x), cb0_031z))) + ((cb0_028w * _1227) * (1.0f / (cb0_031y + _1227)))) + cb0_029w);
_1292 = ((((((1.0f / (cb0_031w + _1232)) * ((cb0_032x * _1232) + cb0_032y)) + -0.0020000000949949026f) + (cb0_030w * min(max(_1220, cb0_031x), cb0_031z))) + ((cb0_028w * _1228) * (1.0f / (cb0_031y + _1228)))) + cb0_029w);
_1293 = ((((((1.0f / (cb0_031w + _1233)) * ((cb0_032x * _1233) + cb0_032y)) + -0.0020000000949949026f) + (cb0_030w * min(max(_1221, cb0_031x), cb0_031z))) + ((cb0_028w * _1229) * (1.0f / (cb0_031y + _1229)))) + cb0_029w);
} else {
if (RENODX_TONE_MAP_TYPE == 0.f) {
_1291 = max(0.0f, mad(_27, _1166, mad(_26, _1165, (_1164 * _25))));
_1292 = max(0.0f, mad(_30, _1166, mad(_29, _1165, (_1164 * _28))));
_1293 = max(0.0f, mad(_33, _1166, mad(_32, _1165, (_1164 * _31))));
} else {
_1291 = mad(_27, _1166, mad(_26, _1165, (_1164 * _25)));
_1292 = mad(_30, _1166, mad(_29, _1165, (_1164 * _28)));
_1293 = mad(_33, _1166, mad(_32, _1165, (_1164 * _31)));
SetTonemappedBT709(float3(_1291, _1292, _1293));
}
}
moved tonemappedbt709 down to where it is in sm5
yes?
SetUntonemappedAP1(float3(_820, _823, _826)); ?
lets lookat 4c
I assumed this is basically
r3.x = dot(float3(1.70505154, -0.621790707, -0.0832583979), r2.xyz);
r3.y = dot(float3(-0.130257145, 1.14080286, -0.0105485283), r2.xyz);
r3.z = dot(float3(-0.0240032747, -0.128968775, 1.15297174), r2.xyz);
SetTonemappedBT709(r3.xyz);
r0.xyz = max(float3(0, 0, 0), r3.xyz);
-0.0020000000949949026f is usually mobile tonemapper stuff no?
not the first; there is persona3 reloaded; 4.27 UE4
also idk why this is bitching
the if/else is because I removed the max(0 -- so vanilla is actually "vanilla" if that makes sense
because in sm5 lutbuilders we put tonemapped bt709 before
max 0
same issue here -- for the mobile tonemapper
_1291 = (((((((cb0_032x * _1231) + cb0_032y) * (1.0f / (cb0_031w + _1231))) + -0.0020000000949949026f) + (cb0_030w * min(max(_1219, cb0_031x), cb0_031z))) + ((cb0_028w * _1227) * (1.0f / (cb0_031y + _1227)))) + cb0_029w);
_1292 = ((((((1.0f / (cb0_031w + _1232)) * ((cb0_032x * _1232) + cb0_032y)) + -0.0020000000949949026f) + (cb0_030w * min(max(_1220, cb0_031x), cb0_031z))) + ((cb0_028w * _1228) * (1.0f / (cb0_031y + _1228)))) + cb0_029w);
_1293 = ((((((1.0f / (cb0_031w + _1233)) * ((cb0_032x * _1233) + cb0_032y)) + -0.0020000000949949026f) + (cb0_030w * min(max(_1221, cb0_031x), cb0_031z))) + ((cb0_028w * _1229) * (1.0f / (cb0_031y + _1229)))) + cb0_029w);
SetTonemappedBT709(float3(_1291, _1292, _1293));
I can do something scuffed
and do tonemappedbtap1
and run bt709 from ap1
inside of the lutbuilder
0.93 is post rrt, no?
rrt isn't a tonemapper though
uh, let me look at oblivion
some of these lutbuilders could be wrong
0.93 isn't rrt
it's whatever the hell UE does for sdr
float3 ap1_color_mobile = renodx::color::ap1::from::BT709(float3(_1291, _1292, _1293));
SetUntonemappedAP1(float3(ap1_color_mobile));
this works
yea in all the sm6 lutbuilders
thats how I did it
find 9999996423721313f
set it to those colors
ah
float _820 = mad(_27, _817, mad(_26, _815, (_813 * _25)));
float _823 = mad(_30, _817, mad(_29, _815, (_813 * _28)));
float _826 = mad(_33, _817, mad(_32, _815, (_813 * _31)));
SetUntonemappedAP1(float3(_820, _823, _826));
no bueno
oblivion
float _548 = ((_434 * (((ColorOffset.x + ColorOffsetHighlights.x) + _331) + (((ColorGain.x * ColorGainHighlights.x) * _340) * exp2(log2(exp2(((ColorContrast.x * ColorContrastHighlights.x) * _358) * log2(max(0.0f, ((((ColorSaturation.x * ColorSaturationHighlights.x) * _367) * _258) + _184)) * 5.55555534362793f)) * 0.18000000715255737f) * (1.0f / ((ColorGamma.x * ColorGammaHighlights.x) * _349)))))) + (_322 * (((ColorOffset.x + ColorOffsetShadows.x) + _198) + (((ColorGain.x * ColorGainShadows.x) * _212) * exp2(log2(exp2(((ColorContrast.x * ColorContrastShadows.x) * _240) * log2(max(0.0f, ((((ColorSaturation.x * ColorSaturationShadows.x) * _254) * _258) + _184)) * 5.55555534362793f)) * 0.18000000715255737f) * (1.0f / ((ColorGamma.x * ColorGammaShadows.x) * _226))))))) + ((((ColorOffset.x + ColorOffsetMidtones.x) + _443) + (((ColorGain.x * ColorGainMidtones.x) * _452) * exp2(log2(exp2(((ColorContrast.x * ColorContrastMidtones.x) * _470) * log2(max(0.0f, ((((ColorSaturation.x * ColorSaturationMidtones.x) * _479) * _258) + _184)) * 5.55555534362793f)) * 0.18000000715255737f) * (1.0f / ((ColorGamma.x * ColorGammaMidtones.x) * _461))))) * _537);
float _550 = ((_434 * (((ColorOffset.y + ColorOffsetHighlights.y) + _331) + (((ColorGain.y * ColorGainHighlights.y) * _340) * exp2(log2(exp2(((ColorContrast.y * ColorContrastHighlights.y) * _358) * log2(max(0.0f, ((((ColorSaturation.y * ColorSaturationHighlights.y) * _367) * _259) + _184)) * 5.55555534362793f)) * 0.18000000715255737f) * (1.0f / ((ColorGamma.y * ColorGammaHighlights.y) * _349)))))) + (_322 * (((ColorOffset.y + ColorOffsetShadows.y) + _198) + (((ColorGain.y * ColorGainShadows.y) * _212) * exp2(log2(exp2(((ColorContrast.y * ColorContrastShadows.y) * _240) * log2(max(0.0f, ((((ColorSaturation.y * ColorSaturationShadows.y) * _254) * _259) + _184)) * 5.55555534362793f)) * 0.18000000715255737f) * (1.0f / ((ColorGamma.y * ColorGammaShadows.y) * _226))))))) + ((((ColorOffset.y + ColorOffsetMidtones.y) + _443) + (((ColorGain.y * ColorGainMidtones.y) * _452) * exp2(log2(exp2(((ColorContrast.y * ColorContrastMidtones.y) * _470) * log2(max(0.0f, ((((ColorSaturation.y * ColorSaturationMidtones.y) * _479) * _259) + _184)) * 5.55555534362793f)) * 0.18000000715255737f) * (1.0f / ((ColorGamma.y * ColorGammaMidtones.y) * _461))))) * _537);
float _552 = ((_434 * (((ColorOffset.z + ColorOffsetHighlights.z) + _331) + (((ColorGain.z * ColorGainHighlights.z) * _340) * exp2(log2(exp2(((ColorContrast.z * ColorContrastHighlights.z) * _358) * log2(max(0.0f, ((((ColorSaturation.z * ColorSaturationHighlights.z) * _367) * _260) + _184)) * 5.55555534362793f)) * 0.18000000715255737f) * (1.0f / ((ColorGamma.z * ColorGammaHighlights.z) * _349)))))) + (_322 * (((ColorOffset.z + ColorOffsetShadows.z) + _198) + (((ColorGain.z * ColorGainShadows.z) * _212) * exp2(log2(exp2(((ColorContrast.z * ColorContrastShadows.z) * _240) * log2(max(0.0f, ((((ColorSaturation.z * ColorSaturationShadows.z) * _254) * _260) + _184)) * 5.55555534362793f)) * 0.18000000715255737f) * (1.0f / ((ColorGamma.z * ColorGammaShadows.z) * _226))))))) + ((((ColorOffset.z + ColorOffsetMidtones.z) + _443) + (((ColorGain.z * ColorGainMidtones.z) * _452) * exp2(log2(exp2(((ColorContrast.z * ColorContrastMidtones.z) * _470) * log2(max(0.0f, ((((ColorSaturation.z * ColorSaturationMidtones.z) * _479) * _260) + _184)) * 5.55555534362793f)) * 0.18000000715255737f) * (1.0f / ((ColorGamma.z * ColorGammaMidtones.z) * _461))))) * _537);
SetUntonemappedAP1(float3(_548, _550, _552));
float _588 = ((mad(0.061360642313957214f, _552, mad(-4.540197551250458e-09f, _550, (_548 * 0.9386394023895264f))) - _548) * BlueCorrection) + _548;
float _589 = ((mad(0.169205904006958f, _552, mad(0.8307942152023315f, _550, (_548 * 6.775371730327606e-08f))) - _550) * BlueCorrection) + _550;
float _590 = (mad(-2.3283064365386963e-10f, _550, (_548 * -9.313225746154785e-10f)) * BlueCorrection) + _552;
sweenter?
ue4 has some blue correct thing ithink
should be SetUntonemappedAP1(float3(_813, _815, _817));
_820 what you had doesn't appear till later
don't worry about settoneamppedbt709 for now
just untonemappedap1 corrected and tonemappedap1 as it was
yea
I wanted to look at p3r
but
no commenjt "found in"
I always add a comment "found in [game]"
ohh I think you cooked
vanilla/reno with new colors
@left narwhal can you please that that scene agian with this
I assume the dirt changing is per ch grief vs. per lumiannce gud
lets see
yes, let me try.
I've put hue correction to 0 and hue shift to 100, it brought the colors back to normal
yep
need new build
guess ima commit the new colors
you did satcorrection+blowout restoration
but it's saturation correction, probably
yea
you can try hue correction and sat correcion to 0 in a seperate preset
hit the revert button
Yeah, that's what I did.
pls and ty lol
either way this looks solid
off to github
also good to know for future lutbuilders; since ima play this game on launch
and there will probably be a lot more
so much CA
Vanilla/RenoDRT
I disabled it.
yea idk why he has lilium's shader off
Yeah, 1 sec.
its proper hdr though
no, i mean this is sdr
you need ini edits to disable that
I got peak 1000 and shit
I take SS with skiv
These are ReShade.
This isn't.
This is also ReShade.
aren't you missing the upgrades? even with the auto upgrade stuff bgra8typeless and rgba10u should be toggled to output size right
Vanilla/RenoDRT
commited new colors to https://github.com/clshortfuse/renodx/pull/248/files
(dont merge yet)
it's custom, needs UAV upgrades
This is what mine is, I thought it's all supposed to stay default.
I have a function
ah

