#✅RenoDX: Unreal Engine

1 messages · Page 10 of 1

left narwhal
#

But I think it works, if it doesn't, he might just need the exe name.

finite basalt
#

Ah I do have the egs version too

finite basalt
#

@elfin lance i just have a black screen :sadge:

tardy bear
#

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.

spare bane
finite basalt
#

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

spare bane
#

the black things, i'm not sure

#

the game is doing something custom

finite basalt
#

yeah, ui brightness scales the whole thing anyways

spare bane
#

then it's missing the lutbuilder

#

though it's in hdr?

#

did you mess with the ini?

finite basalt
#

nope

spare bane
#

and UI scales everything?

#

definitely custom then

finite basalt
#

yeah none of the other sliders work anyway

#

including scene grading

earnest bolt
#

share de lut

finite basalt
#

i turned on dump lut shaders, restarted game, loaded save, still nothing

#

sucks cuz thers no autohdr for this game

viscid mirage
#

since they updated the game to UE5 right

finite basalt
#

yes

#

thats quite possible

#

either way, those black artifacts sucks :(

left narwhal
#

bruhhhhhh wtf

#

That's in-game settings or RenoDX stuff?

shadow forum
#

Did you apply any black floor level fix or any other settings to the game? Because my black level is terrible, even with reno

pliant sail
spare bane
#

you can up Flare, but the game probably has some gain in the lut builder

shadow forum
shadow forum
#

I reinstalled the game and that fixed it

elfin lance
#

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

elfin lance
#

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

elfin lance
#

most ue5 games with renodx need a scene change for the sliders to apply

left narwhal
#

OIC, will try it out in some game.

elfin lance
#

what a scene change implies depends on the game

#

shortfuse probably had a brain fart and forgot about non-realtime sliders in ue5 games

elfin lance
warm lion
#

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

tired mulch
#

i've mentiojned this the other day

#

it crashes whether you have renoDX or not

#

its the game acting up

elfin lance
#

ah ok

#

because that crash is specific

warm lion
#

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

warm lion
tired mulch
#

Or color grading values i guess

warm lion
#

i get more fps in expedition 33 with this one, eg 59->62

elfin lance
#

what do you mean

#

did you use unreal engine before for E33

#

or do you mean expedition33.addon vs. UE.addon

warm lion
#

actually the dedicated one

warm lion
elfin lance
#

in theory it should have a perf boost

#

because it runs "less code"

warped lynx
warm lion
elfin lance
#

ue runs less code

warped lynx
#

you use output size and if you're using dlss(or supersampling) you use output ratio

elfin lance
#

also the regular unreal engine addon supports expedition 33

warm lion
warped lynx
#

even with dlss?

elfin lance
#

the resources for tonemapping and post process

#

are usually full res

warped lynx
#

oh shoot you're right

#

unless if the game is doing something weird

#

like final fantasy 16

warm lion
#

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 😄

tall ridge
#

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

left narwhal
#

Looks super fun to play with.

versed wagon
#

Wdym by norm mode?

tired mulch
#

normal mode if you're injecting with special k

#

this is irrelevant if you're using d3d12.dll to inject

versed wagon
#

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

tired mulch
#

Mod is compatible with both

maiden sphinx
elfin lance
#

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

elfin lance
#

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

maiden sphinx
#

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

elfin lance
#

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

indigo pike
#

@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

elfin lance
#

maybe you had a weird driver flag

#

I heard there are some like NVCP flags

#

that break UE games

indigo pike
#

it's fresh windows server 2025 install

elfin lance
#

either way good to know its not the mod

indigo pike
#

and it could be some config files thiings from pcgamingwiki

elfin lance
#

there is some shit with

indigo pike
#

i will add them one by one

elfin lance
#

AF

#

that breaks UE games

#

and mods

indigo pike
#

to check

elfin lance
#

people sometimes force higher AF via NVCP

#

but that breaks everything

indigo pike
#

no i didnt do that

#

there was some extra shadow settings and removal of forced sharpening

#

i remember doing that

elfin lance
#

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

indigo pike
#

same, i usually dont do that

elfin lance
#

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

indigo pike
#

the only thing i did is enable re-bar globally in nvidia inspector globally and it doesnt affect LOTF it seems

elfin lance
#

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

maiden sphinx
#

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

brave sand
#

what game?

elfin lance
#

upgrade r11g11b10

brave sand
#

uh, i dunno, i don't have the game

elfin lance
#

but wcg in games is always "fake" in a way

#

thats something else

#

thats your white point

#

has nothing to do with WCG

bold gulch
#

that tooltip needs to be rewritten

elfin lance
brave sand
#

i'm surprised the game didn't crash

elfin lance
#

the names are fine, us modern/jpn modern

elfin lance
#

or artifact like crazy

bold gulch
#

d65 is the white point

#

so does increasing saturation in renodx not go past bt709

elfin lance
#

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

maiden sphinx
elfin lance
#

either way imo its not a big deal

elfin lance
#

the output shader in unreal doesnt do anything special

#

its just sample lut and output

#

who knows, just play the game; non rec709 colors arnt really a big deal in video games

marble stump
#

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?

elfin lance
#

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

marble stump
#

sounds like bliss 🙏

elfin lance
#

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

marble stump
#

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

elfin lance
#

no idea didnt play the game

quick sedge
#

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

tight acorn
#

@elfin lance so when can i make video

tight acorn
quick sedge
elfin lance
#

@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

glossy valve
#

It works reliably in UE5 if we just remove the descriptor line at the end

tight acorn
#

ya

#

on reno unreal

elfin lance
#

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

elfin lance
#

shortfuse has been away for a bit; so none of our pull requests have been getting merged

tight acorn
#

what's that

elfin lance
#

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"

tight acorn
#

nice

#

should I wait the ini thing u said

#

?

elfin lance
#

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]

glossy valve
#

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

elfin lance
#

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

full moss
#

Which one should I keep? Both use default settings, but one has highlights at 50 and the other one at 80.

elfin lance
#

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

full moss
#

I prefer 50, but I want these brighter highlights

elfin lance
#

then use 80, the sliders are for you

#

to do w/e you want

full moss
#

50 is more ''right''?

#

or neutral

elfin lance
#

50 is "none"

#

neutral

#

49 is less

#

51 is more

full moss
#

ok

#

and thanks

elfin lance
#

np

maiden sphinx
#

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

GitHub

Renovation Engine for DirectX Games. Contribute to clshortfuse/renodx development by creating an account on GitHub.

quartz ember
#

should we always download the mod version for a specific UE5 game from nexus, or take latest snapshot from github?

neat canopy
#

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 ?

neat canopy
#

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

tired mulch
#

you dont want to disable it

#

without any additional adjustments

neat canopy
#

Seems to look "better" lol

tired mulch
#

not really

#

its very blown out

#

unless you do some additional adjustments

neat canopy
#

The sky looks better but the sand looks weird, yeah

neat canopy
tired mulch
#

adjustments as in how thje image look

#

because the stock game used that to raise the shadows

#

#1321685184852135967 message

neat canopy
#

@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

tired mulch
#

use whatever

#

i left it at what it was by default

maiden sphinx
#

@elfin lance

neat canopy
#

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..

elfin lance
tired mulch
#

peaking

#

or clipping

#

or whatever

#

also

#

the ss you posted dont look like hdr at all

neat canopy
#

How the vfx are pure white

#

They are.
Download them or view in full

tired mulch
#

i know they are hdr screenshots

#

but your highlights dont look like HDR at all

#

hence what i said

neat canopy
#

I changed the r8g8b8 thing, I set to 450nits, and scRGB, and restarted the game

#

I'll check with hdr10 I guess

tired mulch
#

check with the analysis shader

#

i doubt these are actually 450 nits

neat canopy
#

I checker in SpecialK Image Viewer and they looked hdr

tired mulch
#

only that tiny spot in the middle there is hdr range

#

did you do any tuning with the grading settings at all?

neat canopy
#

No

tired mulch
#

figures

#

do some tuning

neat canopy
#

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

tired mulch
#

renoDX just unlocks the range

#

its on you to do some tuning if the stock results are insufficient

neat canopy
#

Increasing highlights won't change the fact these VFX are clipping.

Guess I'll check on an sdr monitor

neat canopy
#

Yeah might be this, will try later

tired mulch
#

its definitely that

#

hence why disable it in the first place

neat canopy
#

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

tired mulch
#

it will clip even more because when it clips it clips to UI

#

insread of tonemapping

#

thats generally how clipping behaves

elfin lance
#

@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

maiden sphinx
#

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

elfin lance
#

copy

#

isnt ultimate edition

#

like 5$

#

for tekken7

maiden sphinx
#

ultimate definitive edition is like $15 on key shops

elfin lance
#

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

dense cliff
#

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

austere pike
#

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

maiden sphinx
austere pike
#

alright lemme try that

austere pike
#

if so still black screen

#

UI when moving camera

maiden sphinx
austere pike
#

tried quite a few upgrade combinations (I have no idea what they mean) but same result

maiden sphinx
#

maybe try upgrade copy destinations

austere pike
#

I did with just R10G10B10A2_UNORM upgraded, didn't do anything

maiden sphinx
#

upscaler on/off in game change anything?

austere pike
#

it does indeed work with dlss 4 off

spare bane
#

did you close and open the game after changing resource upgrades?

austere pike
#

I did yes

spare bane
#

are you using dlss/fg?

austere pike
#

dlss4 only for upscaling no fg

#

turning off dlss4 makes it work without any upgrades

spare bane
#

might need by aspect ratio then

#

since dlss scales

austere pike
#

that makes sense

#

lemme try dlaa

spare bane
#

custom games do custom things

austere pike
#

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

spare bane
#

that'd be lut builder

#

but if the game has native hdr, though broken, might just need some shader replacement

austere pike
#

the native hdr is not great

spare bane
#

never is

#

there's like some stuff for native hdr support

#

that's how i did oblivion

warped lynx
#

so it doesn't work atm?

spare bane
#

i ported most of it over here

austere pike
#

default settings hit 2000 peak nits, and the brightness slider seems to reduce brightness of the whole picture. There's also a contrast slider

spare bane
#

yeah, fake made up stuff, i'm sure

austere pike
spare bane
#

clamped is because they have custom shaders

#

probalby for their custom HDR

#

(sdr and hdr share the same shader)

warped lynx
#

nvm

spare bane
#

it's probably sm6 which is probably easier. @elfin lance will probably mod this in less than a day

warped lynx
#

the game itself isn't out yet

#

only the demo

austere pike
#

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

spare bane
#

yeah, lutbuilder

#

and probably compute shader if it's 5.x based

#

so needs to be dumped with devkit

austere pike
#

think it's UE4?

warped lynx
#

ue4 and dx12

spare bane
#

then the hdr is hella custom

austere pike
#

UE 4.26 to be exact

warped lynx
#

wow

#

literally one off the final version

austere pike
#

they hit one off final version for dlss dll as well

warped lynx
#

I think apparently some dlls are transformer only?

spare bane
#

might need bgra8u or something. japanese UE4 games are like that

austere pike
#

this is korean, but it might still stand?

austere pike
#

no way to choose profile in the game tho. Haven't checked what it runs with natively

warped lynx
#

interesting

#

its probably transformer only then like doom

warped rampart
#

it's J natively

austere pike
#

J was transformer?

warped rampart
#

yes

austere pike
#

J and K

#

okay

#

but yeah I'll let people who know what they're doing troubleshoot this further

unique parcel
#

@tired mulch did Marat fix Wuwa? 👀

tired mulch
#

idk

#

ask @elfin lance

unique parcel
#

I'm not brave enough doomerWojak

warped lynx
#

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

left narwhal
#

Are we talking about Stellar Blade?

#

If so, anyone here playing demo with DualSense? Is it working fine?

umbral prairie
somber tusk
#

I ordered the new 8bitdo controller yesterday with the TMR joysticks btw, I seen many were talking about stick drift just recent

austere pike
umbral prairie
#

In the opening when you try to open the door of the pod it should have resistance when you press the trigger.

austere pike
#

let me check real quick

#

yeah no trigger resistance

warped lynx
#

problem is it appears to use a different output shader

umbral prairie
warped lynx
#

or uberpost whatever its called

spare bane
austere pike
warped lynx
#

the game's native hdr still has a disgusting black floor

warped lynx
#

dang

elfin lance
#

@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

warped lynx
#

also I used the old decompiler so you probably shouldn't touch them

elfin lance
#

can you get me

#

csos

warped lynx
#

these are sdr only

elfin lance
#

ok give 5 min

spare bane
#

hdr is straight up broken

#

like, looking at the hdr lutbuilder

#

nothing UE about it

elfin lance
#

I mean I didnt expect any less

spare bane
#

only uses two cbuffers

#
cbuffer cb0 : register(b0) {
  int cb0_010y : packoffset(c010.y);
  int cb0_010z : packoffset(c010.z);
};
left narwhal
#

Friend did and said it's working that way.

warped lynx
#

360 nit paper white? it seems like the ui is hitting 360

#

nvm the default ui brightness is just high for some reason

elfin lance
#

ok compiling

austere pike
elfin lance
warped lynx
#

copy

#

I haven't tried upgrades yet

elfin lance
#

you need rgb10a2 at the minimum

#

because of dlss

austere pike
#

or both

warped lynx
#

it doesn't need upgrades

warped lynx
elfin lance
#

unorm

warped lynx
#

for frame gen

elfin lance
#

framegen works?

warped lynx
#

err wait no

#

unorm for 40/50 series my bad

elfin lance
#

I need r10g10b10a2

#

or else I get a black screen

#

if you find more lutbuilders playing

warped lynx
#

I'm on 20 series rn

elfin lance
#

send them to me

warped lynx
elfin lance
#

is there any perf cost

#

to dump on?

warped lynx
#

I didn't check

elfin lance
#

I'll commit these lutbuilders with a bit UE commit

#

in a bit

warped lynx
#

hmm it might need a different upgrade for dlss

elfin lance
#

rip game doesnt update on new game

#

start new game

#

hear audio

#

nothing

warped lynx
elfin lance
#

time to get the devkit out

#

but thats weird stuff

warped lynx
#

if you disable dlss it'll work fine

elfin lance
#

thats not a fix

austere pike
#

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

warped lynx
#

sounds like we are missing luts

elfin lance
#

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

warped lynx
#

fsr is fine lol

spare bane
#

ah, doesn't work for texture region

#

but it's basically rgb10a2

#

what format, not sure

#

could try size_any

left narwhal
#

What are we trying to do here, what's broken in HDR? I thought it was only BFF

warped lynx
elfin lance
#

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?

elfin lance
#

right

#

but output size

#

doesnt work

spare bane
spare bane
#

use_auto_upgrade

elfin lance
#

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,
});

#

?

spare bane
#

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

elfin lance
#

oh I've reaad the ui option

#

by default it does only render target

spare bane
#

so maybe it's usage_include

elfin lance
#

with usage include

tight acorn
#

mrat

elfin lance
#

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

spare bane
#

remove .usage_include from the ui and try to get the ui version working

elfin lance
#

setting rgb10 upgrades to all

#

didnt fix letterboxing

#

but weird aspect ratios with good ole upgrades did

elfin lance
#

new behavior with slider on: no usage include?

spare bane
#

remove .usage_include from the ui line. remove what you have custom for stellarblade

elfin lance
#

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?

spare bane
#

probably a SRV, not a RTV

#

or something

elfin lance
#

yea

spare bane
#

it's weird

#

send log so i can see what usage it has

#

because apparently doesn't have render_target

elfin lance
#

1s

#

log just regenerated

#

do yo want a devkit snapshot?

spare bane
#

sure

elfin lance
#

bgr8 + rgb10 output size (no usage include) = gud

#

with dlss ofc

spare bane
#

but game render is black?

elfin lance
#

no

#

game works just fine

#

with usage include removed from the UI code

spare bane
#

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

elfin lance
#

if its not cloning

#

its the lut

#

since luts are the only thing without cloning

spare bane
#

you're uprgading bgr8a typeless

elfin lance
elfin lance
#

the game is clamped to 203

#

bgr8 typeless = unclamp game
rgb10a2 = make the game not black [like every other UE game]

spare bane
#

okay, but it's black because rgb10a2 isn't getting upgraded?

elfin lance
#

if I dont upgrade rgb10a2, it will be black with sound -- like every other unreal mod

spare bane
#

says usage is 1cc8

elfin lance
#

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

spare bane
#

do increased logging, not understanding what's going on

elfin lance
#

do you want me to uncomment

#

usage include?

#

so it breaks?

spare bane
#

one sec, let me look up 1cc8

#

ah

#

it's a uav

elfin lance
#

ah

spare bane
#

custom of course

elfin lance
#

can we just have a stellar blade function

#

and life good?

spare bane
#

yeah

#

just do it, just wanted to know why it failed

elfin lance
#

copy

spare bane
#

it's not a render_target. it's UAV (compute shader)

elfin lance
#

} else if (product_name == "Stellar Blade (Demo)") {

#

gonna need a new product name when game comes out

austere pike
elfin lance
#

why is clang unhappy

elfin lance
#

ontop

austere pike
#

I am

spare bane
elfin lance
#

fix doesnt load

#

it doesnt bitch about

#

void AddAvowedUpgrades() {

warped lynx
#

made it to the city and no new luts

elfin lance
#

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

warped lynx
#

you found more lutbuilders?

elfin lance
#

no

#

just a lot of games

#
  • core unreal engine changes
austere pike
#

this is correct yes?

elfin lance
#

and leave the sliders alone

austere pike
#

aah okay

left narwhal
warped lynx
#

supposed to fix dlss and add the game's lutbuilders

warped lynx
#

the city does look quite weird though

austere pike
#

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

left narwhal
#

What's wrong with DLSS? I'm playing with DLAA, but only turned on to see some stuff.

#

Vanilla, nothing else.

elfin lance
#

time for the

      renodx::mods::shader::on_create_pipeline_layout = [](auto, auto params) {
        return (params.size() < 20);
      };

test

#

and tell me if you have issues

#

@spare bane ona scale of 1 to 10, how cooked is native hdr

spare bane
#

looks like just ACES

#

and nothing else

elfin lance
#

is it like uhh

#

that one game

#

slitterhead?

#

rip skintones

spare bane
#

that's aces

elfin lance
#

so yea big oof

#

what do I call this commit

#

dev(unrealengine): pipeline layout fix rework

#

wow

#

this is fucking

#

transformative

#

vanilla -- renodrt

warped lynx
#

native -- reno

elfin lance
#

yea native is cooked

stoic latch
#

yall should disable chromatic aberration. in-game toggle doesn't work so you need to add r.SceneColorFringe.Max=0 to Engine.ini

spare bane
#

where bt2020

stoic latch
#

there's a slight lens distoration over the whole image with CA enabled. makes everything blurry

austere pike
# elfin lance and tell me if you have issues

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

warped lynx
#

I think 6.5 is fine

#

the build in #🧩renodx-dev is older

#

nvm

elfin lance
#

for nwo I want to fuck nick's builders

#

he sent me 5x builders

austere pike
#

I have no framegen on

#

I have a 30xx series

elfin lance
#

delete any other addon

#

in your game folder

#

and put these 2 file sin

warped lynx
spare bane
elfin lance
warped lynx
#

what in the world happened

elfin lance
spare bane
#

ah

warped lynx
#

btw I am using the black floor fix too(for the native shots)

elfin lance
#

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

austere pike
# elfin lance

is this dxgi.dll different than the one pinned in the other channel?

elfin lance
#

thats what I'm using

#

just use it

spare bane
#

marat, are you still on 6.4?

elfin lance
#

no

#

6.5

spare bane
#

k

elfin lance
#

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

unborn verge
#

The heck is going on here
Why there are 15 builds all of the sudden
Which one should I use

austere pike
#

still black screen sadly

warped lynx
elfin lance
left narwhal
elfin lance
#

%localappdata%

#

thats where they all go

left narwhal
#

Yeah, I looked there. Couldn't find it.

#

Ah

#

It's 'SB' lol

austere pike
#

folder is called sB

#

yes

austere pike
elfin lance
#

yes

austere pike
#

then I am truly stumped as to why it does not work for me

left narwhal
#

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?

warped lynx
left narwhal
austere pike
left narwhal
#

That's SDR

left narwhal
#

And that SDR looks pretty different from Reno, no?

spare bane
#

i don't think marat modified any lutbuilders yet

#

not sure

left narwhal
#

Right

#

Just making sure I do have it right.

#

Goal is to have SDR look, with HDR highlights, right?

spare bane
#

as always

left narwhal
#

Man, June is gonna be PACKED with games!

#

Dune: Awakening out a day before this as well, RIP me.

hexed crag
#

this summer in general

left narwhal
#

DOOM receiving PT

#

And that MindsEye slop game as well.

hexed crag
#

raidou, lies of p dlc, lost soul aside are the ones im looking into

left narwhal
#

Oh, yeah. Summer is great with many good games.

#

Mafia, too.

hexed crag
unique parcel
hexed crag
#

stellar blade coming out (on pc) after its trailer from 6 years ago and lost soul aside too (8 years in its case)

elfin lance
#

The Awesome Adventures of Captain Spirit lutbuilder

elfin lance
#

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

left narwhal
elfin lance
#

just toggle

#

vanilla and

#

renodrt

#

in the addon

left narwhal
#

Vanilla in addon would show SDR?

#

I thought vanilla in addon would show vanilla HDR.

elfin lance
#

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

warped lynx
warped lynx
elfin lance
#

make sure native hdr is off

elfin lance
#

yea thats blowout stuff

#

huh interesting

#

I wonder if there is a decomp issue

viscid mirage
spare bane
#

yeah that's wrong

#

why is SetUngradedAP1 in a branch?

elfin lance
#

no idea

#

thats where it is

spare bane
#

did you write that?

elfin lance
#

write what? the lutbuilder fix?

#

yes

#

but I didnt put it in a branch

left narwhal
elfin lance
#

should I move ungraded down

left narwhal
#

Here, I ran all the way back to same place as MLG.

elfin lance
#

to the next 2722

spare bane
#

anyway

left narwhal
#

So, not even area difference.

spare bane
#

it's the wrong colorspace

elfin lance
#

ohh I see

#

I added it too early

#

probably should be

#

under 449

#

I thought ungraded is unused rn

spare bane
#

yeah, it's unused anyway

#

the rest is wrong though

elfin lance
#

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

spare bane
#
  [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

elfin lance
#

yea

#

was looking at that

spare bane
#

you're clipping out bt709 colors

elfin lance
#

replace tonemapped ap1 -> tonemapped bt709 ?

#

and move it down?

spare bane
#

i think it's the first UE4 in sm6

elfin lance
#

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

spare bane
#

get rid of tonemapped ap1

elfin lance
#

yep

#

get rid of tonemapped ap1

#

and move it down

spare bane
#

set tonemapped bt709 in both branches like in sm5

#

look at lutbuilder_0x4C452753.ps_5_x

elfin lance
#
  [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));
    }
  }
elfin lance
#

moved tonemappedbt709 down to where it is in sm5

elfin lance
#

SetUntonemappedAP1(float3(_820, _823, _826)); ?

#

lets lookat 4c

elfin lance
#

-0.0020000000949949026f is usually mobile tonemapper stuff no?

elfin lance
spare bane
#

yeah, but you never know

#

in terms of mobile tonemapper

elfin lance
#

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

spare bane
#

it's not a float 3

#

hmm

elfin lance
#

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

spare bane
#

0.93 is post rrt, no?

elfin lance
#

should be

#

by the time we're in tonemapped

#

should be post rrt

spare bane
#

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

elfin lance
#
    float3 ap1_color_mobile = renodx::color::ap1::from::BT709(float3(_1291, _1292, _1293));
    SetUntonemappedAP1(float3(ap1_color_mobile));

this works

spare bane
#

wait...

#

SetTonemappedAP1(_1164, _1165, _1166); is right

#

according to oblivion

elfin lance
#

yea in all the sm6 lutbuilders

#

thats how I did it

#

find 9999996423721313f

#

set it to those colors

spare bane
#

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;
elfin lance
#

oh?

#

usually always above 0.0613

spare bane
#

yeah, but you have to red what gets injected

#

r gets multiplied by 0.938639

elfin lance
#

sweenter?

spare bane
#

ue4 has some blue correct thing ithink

#

should be SetUntonemappedAP1(float3(_813, _815, _817));

#

_820 what you had doesn't appear till later

elfin lance
#

ohh i see

#

pre blue correct

spare bane
#

don't worry about settoneamppedbt709 for now

#

just untonemappedap1 corrected and tonemappedap1 as it was

elfin lance
#

got it

#

should I move

#

ungraded?

#

it was the first y from ap1

spare bane
#

i don't know where it goes, so just erase it for now

#

sm6 ue4 is weird

elfin lance
#

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

#

I assume the dirt changing is per ch grief vs. per lumiannce gud

spare bane
#

hmm

#

you can turn that off with hue correction and saturation correction

elfin lance
#

lets see

warped lynx
unborn verge
#

I've put hue correction to 0 and hue shift to 100, it brought the colors back to normal

elfin lance
elfin lance
#

guess ima commit the new colors

spare bane
elfin lance
#

ohh mb

#

wrong 2 sliders

spare bane
#

but it's saturation correction, probably

elfin lance
#

all 3 off make the stuff crunchy again

left narwhal
#

Keep everything default here, right?

#

Just gonna adjust peak.

elfin lance
#

you can try hue correction and sat correcion to 0 in a seperate preset

warped lynx
left narwhal
left narwhal
elfin lance
#

bruh upload 2 pics in 1 post

#

vanilal vs. renodrt

elfin lance
#

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

spare bane
#

so much CA

left narwhal
#

Vanilla/RenoDRT

elfin lance
#

thanks shortfuse

spare bane
#

uh

#

no peak though

left narwhal
elfin lance
#

yea idk why he has lilium's shader off

left narwhal
#

Yeah, 1 sec.

elfin lance
#

its proper hdr though

spare bane
#

no, i mean this is sdr

elfin lance
#

I opened it in skiv

#

ohh ic

#

maybe its a dimm texture? in the cutscene at start

warped lynx
elfin lance
#

I got peak 1000 and shit

spare bane
#

says image.png

#

means @left narwhal isn't taking reshade screenshots

elfin lance
#

I take SS with skiv

left narwhal
left narwhal
spare bane
#

what's your peak nits?

#

seems low

left narwhal
#

~600

#

Should be 800.

spare bane
#

is robot thing bright for you?

#

seems oddly dim

left narwhal
#

It isn't, yeah.

#

Wait

elfin lance
viscid mirage
left narwhal
#

Vanilla/RenoDRT

elfin lance
#

(dont merge yet)

spare bane
left narwhal
viscid mirage
#

ah