#✅RenoDX: Unreal Engine
1 messages · Page 11 of 1
Anyway, here's with Lilium's goodies on.
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,
});
renodx::mods::swapchain::swap_chain_upgrade_targets.push_back({
.old_format = reshade::api::format::b8g8r8a8_typeless,
.new_format = reshade::api::format::r16g16b16a16_float,
.use_resource_view_cloning = true,
});
}
yeah, her thighs are bright, robot exists in a sad SDR universe
probably a dimm texture
yep 🙏
I thought it doesnt matter
I need to find some source that is maxing out nits, though
I'm only going around 600, lol
might have to ramp up highlights, or mess with contrast
btw shortfuse
660-ish, too.
possibly
sad SDR bot
we can add a slider in the future
red fire
A quick question.
If I max out peak slider brightness slider here, and my max nits reach 800 then.
That's intended?
Like at 4000, I'll see it go towards 800 from 600.
That's normal?
In current scene I'm on, I'm sure some other sources might have more, but just curious.
that's that's because it's leaving room for 800-4000
you can adjust that curve with highlight slider and leave less room
the white clip we were saying would also double as that
Menu goes to ~800 with 800 peak nits set in addon, so I guess it's working as intended.
Gotcha
I was just making sure addon was working as intended for peaks, which in menu it seems to.
Which means I just need to find in-game sources going brighter than her thighs, lol.
yeah, whiteclip is set to 100, so you'd need to find something at 10000 nits untonemapped to hit peak
which is what we were saying if we lower whiteclip to like 3000 nits, then untonemapped 3000 = peak
@spare bane ready to merge:
https://github.com/clshortfuse/renodx/pull/248
Having a display mapper with a proper highlight shoulder would probably be better than outright clipping stuff
Clipping just to get higher APL seems like a bad choice
if you're thinking dice, dice is worse
I setup dev(unrealengine): pipeline layout fix rework as a seperate commit; so incase that needs to get reverted; we got history
I like musa's function
Log2 dice 🐐
but its like 4x of your peak
maxcll exponential rolloff
so it would maybe clip at 3200 nits for 800 peak
Maxcll tonemapping is good for sdr lut sampling
The final output shouldn’t use maxcll tonemap cause it can look off
everything clips, just it's definable in the reinhard setup
you don't define whiteclip 4.0 with dice for sdr, but it's there
I wonder if the lerp @viscid mirage and I do would be better done in log2() like your dice
you can graph it on desmos
@elfin lance explain something to me.
When I disable in-game HDR, I lose all the calibration sliders from in the game.
And when I'm using like RenoDX UE addon, it basically does it all for me auto, and I just need to adjust peak? That's usually the go-to setup, right?
This is my second game with Reno UE, so I'm curious. Normally the in-game HDR stays enabled like in case of MH Wilds/AC Shadows.
color = lerp(exp2((log2(untonemapped), log2(displaymapped), saturate(oklab-L));
what
I need to run the game in SDR in order to use RenoDX UE addon, right?
for certain games, the unintended dice hue shifts seem better for lut sampling (because of some clipped color channels)
might be able to run the game in "native hdr"
blue is dice, hits red soonest, white clips soonest
but for reno; just make sure the game is in sdr, and in reno just set your peak
game game nits/ui nits to w/e you want
I usually like to display map per channel at the end which gets me hue shifts
does anybody have tekken7 downloaded
So, sliders like these from in-game, get replaced with these sliders in the addon?
i haven't explored max-channel but by luminance has issues with bright mixed channels (yellow/cyan)
what no
dont mess with any game sliders
forget they eixst
leave them all at default
I don't have any game sliders, bro. Game is in SDR.
when using reno dx
HDR is broken in this game, we don't bother. we could, but we don't bother.
hdr in this game doesn't any of the SDR color grading, just flat ACES
SDR version has like 40 parameters, HDR has 2
Right, what I'm trying to understand is that if a game is providing you calibration tools to adjust things with its sliders etc.
We ignore them when we're using RenoDX UE, in which case, to adjust/calibrate or w/e, we use the sliders in the RenoDX Addon, right? But by large, it's good OOTB so you just set peak and off to races?
And I'm asking that generally, not just for Stellar Blade, btw.
when talking HDR, it depends on the hdr implementation of the game. with CP2077 i can salvage it. for UE, you probably can't
Right
messing with sliders in game will only break reno
for example a brightness slider in a game might be a gamma offset; which will grief
hell in UE brightness is always a gamma offset
Game specific addons usually keep the game in native HDR anyway like MH Wilds and AC Shadows, which is all I've tried with Reno so far.
And with UE, we replace it all.
if you do see SDR gamma/brightness/contrast you should leave it default/alone
in per-game mods we usually kill the sliders, so they do nothing
but yea no more meme marat builds; just waiting for shortfuse to merge; and in half an hour generic UE should work
If I wanna fuck with sliders.
Speaking of sliders, did you figure out why Jusant's UI brightness one messes up stuff when set to around 100 and lower ShortFuse ?
Cause it essentially replaces the in-game sliders with those?
yes
Gotcha
shouldn't be any different
Yeee
but outside of a note; dont mess with sliders
I mean RenoDX slider
Kk, LMK when up and I'll test it.
you already tested it
I thought you posted a new build after the one I tested.
the version I sent you is whats getting merged
And that's the one getting merged.
with the good colors
it's just a ratio: game/ui. that's what it cares about. so it being 100 or so shouldn't matter. maybe it can conflict with alpha transparencies though
Yeah that would explain it
but ye asince we're talking about
Unfortunate
displaymapping, can we please get expoential maxcll in tonemap.hlsl
link?
1s
I've been a big fan of it
been testing it on stuff with adrian
works really well with my lerp
fyi marat it works with dlss on now. No idea why after not working earlier, but whatever
yeah I assumed so, just gotta make sure
maybe shortfuse can update the pin here
ok I figured out what was wrong with my og untoenamppedap1
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)));
is "extra" shit
or ue4 shit
float _813 = ((_699 * (((cb0_050x + cb0_065x) + _597) + (((cb0_049x * cb0_064x) * _606) * exp2(log2(exp2(((cb0_047x * cb0_062x) * _624) * log2(max(0.0f, ((((cb0_046x * cb0_061x) * _633) * _523) + _449)) * 5.55555534362793f)) * 0.18000000715255737f) * (1.0f / ((cb0_048x * cb0_063x) * _615)))))) + (_588 * (((cb0_050x + cb0_055x) + _463) + (((cb0_049x * cb0_054x) * _477) * exp2(log2(exp2(((cb0_047x * cb0_052x) * _505) * log2(max(0.0f, ((((cb0_046x * cb0_051x) * _519) * _523) + _449)) * 5.55555534362793f)) * 0.18000000715255737f) * (1.0f / ((cb0_048x * cb0_053x) * _491))))))) + ((((cb0_050x + cb0_060x) + _708) + (((cb0_049x * cb0_059x) * _717) * exp2(log2(exp2(((cb0_047x * cb0_057x) * _735) * log2(max(0.0f, ((((cb0_046x * cb0_056x) * _744) * _523) + _449)) * 5.55555534362793f)) * 0.18000000715255737f) * (1.0f / ((cb0_048x * cb0_058x) * _726))))) * _802);
float _815 = ((_699 * (((cb0_050y + cb0_065y) + _597) + (((cb0_049y * cb0_064y) * _606) * exp2(log2(exp2(((cb0_047y * cb0_062y) * _624) * log2(max(0.0f, ((((cb0_046y * cb0_061y) * _633) * _524) + _449)) * 5.55555534362793f)) * 0.18000000715255737f) * (1.0f / ((cb0_048y * cb0_063y) * _615)))))) + (_588 * (((cb0_050y + cb0_055y) + _463) + (((cb0_049y * cb0_054y) * _477) * exp2(log2(exp2(((cb0_047y * cb0_052y) * _505) * log2(max(0.0f, ((((cb0_046y * cb0_051y) * _519) * _524) + _449)) * 5.55555534362793f)) * 0.18000000715255737f) * (1.0f / ((cb0_048y * cb0_053y) * _491))))))) + ((((cb0_050y + cb0_060y) + _708) + (((cb0_049y * cb0_059y) * _717) * exp2(log2(exp2(((cb0_047y * cb0_057y) * _735) * log2(max(0.0f, ((((cb0_046y * cb0_056y) * _744) * _524) + _449)) * 5.55555534362793f)) * 0.18000000715255737f) * (1.0f / ((cb0_048y * cb0_058y) * _726))))) * _802);
float _817 = ((_699 * (((cb0_050z + cb0_065z) + _597) + (((cb0_049z * cb0_064z) * _606) * exp2(log2(exp2(((cb0_047z * cb0_062z) * _624) * log2(max(0.0f, ((((cb0_046z * cb0_061z) * _633) * _525) + _449)) * 5.55555534362793f)) * 0.18000000715255737f) * (1.0f / ((cb0_048z * cb0_063z) * _615)))))) + (_588 * (((cb0_050z + cb0_055z) + _463) + (((cb0_049z * cb0_054z) * _477) * exp2(log2(exp2(((cb0_047z * cb0_052z) * _505) * log2(max(0.0f, ((((cb0_046z * cb0_051z) * _519) * _525) + _449)) * 5.55555534362793f)) * 0.18000000715255737f) * (1.0f / ((cb0_048z * cb0_053z) * _491))))))) + ((((cb0_050z + cb0_060z) + _708) + (((cb0_049z * cb0_059z) * _717) * exp2(log2(exp2(((cb0_047z * cb0_057z) * _735) * log2(max(0.0f, ((((cb0_046z * cb0_056z) * _744) * _525) + _449)) * 5.55555534362793f)) * 0.18000000715255737f) * (1.0f / ((cb0_048z * cb0_058z) * _726))))) * _802);
is the good ole untonemapped ap1 that is alwys above 0.0613 in SM6
I'm going to have to remember to fix this on release
} else if (product_name == "Stellar Blade (Demo)") { -- I dont want to just assume the product name is going to be stellar blade or the .exe is going to stay the same
I can check in like 15 minutes when i get home
finch seems good
adrian tested it
just test tekken
its 85gb so yea lol
log2 of 1 is 0... so i think this is just linear + saturate...
I mean the goal is to displaymap to 1
it's tonemapping to 0
but not just clip
and clip to peak (1)
i mean, i have to look at what rolloff does
I have to test
Log2 is equal to pq past a certain point
It’s using log2 as a shaper
Like pumbo’s dice but a little cheaper
yeah, but log2(1) = 0 and log2(2) = 1, so imagine exprolloff with those numbers
max channel by itself is good for luts
we did that in starfield... somewhere
for tonemappass/upgradetonemap, we don't actually need it to be exactly 1.0
just 1 ...ish
The min(100, peak) can be changed to change white clip
you should build these things in desmos and tweak it there first
white clip depends on where it hits 1
in the context of my lerp, saturate() and tonemapmacll have 2 different colors
float3 neutral_sdr_color = renodx::tonemap::renodrt::NeutralSDR(color);
float color_y = renodx::color::y::from::BT709(color);
// float3 color_okLCH = renodx::color::oklch::from::BT709(color); // lightness, chrominance, hue
// float color_okL = color_okLCH.x; // lightness is just the x channel of lch
// color = lerp(color, ToneMapMaxCLL(color), saturate(color_y));
color = lerp(color, saturate(color), saturate(color_y));
maxcll param 2 vs. saturate param 2
i did smoothclamp in desmos and it's about 1.5 for white clip from eyeballing
just eyeballing/ mouse cursor instead of trying to write the mathematical inverse
ToneMapMaxCLL is the best adrian and I got to vanilla hue
which is probably clip-like
like where sdr clips matters
clip at 1.5 and 2.0 and 3.0 and 4.0 have different hues
yea it seemed best in ai limit, but I tested fate and there it looked off compared to sdr
seems like a per-game thing
the perchannelcorrection is kinda that saying "just do what SDR did"
either way after a bit of testing; it feels different from saturate()
but it's not exactly built for luts
i get away with it in tunic because vanilla was hard clip to lut-sample, so anything i do is automatically better
btw anything else you want me to mess with in Unreal Engine
rn my long term todo list is:
-> figure out better composite shader stups (disable proxy shader + swapchain upgrade)
-> more defaults for games
-> discussions page
we gotta eventually start tacking output shaders
for stuff like grain, vignette and CA
composite or output?
oh output
output, like in oblivion
i kinda got that somewhat simplified
will be needed for realtime ue5
and if a game can have 1 lutbuilder; it can have 50 samples
maybe I'm the minority; but I dont think the UE5 sliders are a big deal
just press start twice
in some games
some games are on checkpoint/save
thought alt+enter twice probably works too
yea depends on game
either way if there can be a system where
if there is an output shader, it works
if there is no output shader, it works like a regular lutbuilder setup
thats fine
the biggest boost we can get in the UE mod is figuring out ini tweaks -- which I feel like might just be disabling
proxy + swapchain upgrades
and fixing the composite shaders, which arnt too hard
that way we can get FG/MFG etc no problem
problem is I think ini tweaks might not upgrade ALL resources, and some stuff might stay lets say bgr8
eventually i'll get to streamling/dlss stuff
and intercept the dlss hooks
i have an idea how to do it
kinda like how i was talking about how dx9 would work for months, until i sat down and did it

speaking of which @bold gulch when you doing GTA4
I got bored playing gta v so I’ve never really gotten into gta
So I guess 4 would be a good opportunity
it's dated though. you probably won't enjoy it
even with the cousin going bowling memes
drab nyc
I might try metal gear rising
NYC is the best city in the world
and dragons ligma 1
i remember the music was good though
marat did you modify anything after the last build
cap
just the color of untonemapped
i mean, i'm born and raised in NYC, but still
so we dont conufse random builds anymore
wait for the main repo to compile
and use that
whenever "add multiple games" is green, just download the unreal engine mods
ok
You guys haven’t seen a real shit hole
yea
only tokyo felt like a city to me. but hella clean
florida is like
the people are nice
etc
no honking
its like night and day
either way
I always wondered
is there a perf hit for keeping dump lutbuilders on in dx12
well "significant perf hit"
devkit level perf hit
I was encountering stutters
basically gotta snoop descriptor tables
big oof
i can try to optimize and have, but, it's expensive
also when you mentioned resource upgrades and DLSS -- in my experiance
you only get addresses and have to cross reference what resource it's talking about
DLSS outputs all the relevant stuff at full res/output res
@spare bane just for the heck of it, native HDR's bot is also sad SDR AF 😛
its just very early on rendering stuff like lets say a tree that might be sub res
that means the texture
isnt bright
Yeah
and is a sad texture
I was curious, so I did native to check.
doesn't acutally emit light
Yeap
yea
so in dark area will be weak
reminds e of a few of my anime games
Also, that game doesn't have a peak nits cap and such apparently.
where the lamps are fake
native hdr does look cooked
reminds me of
that one game
I shared not too long ago
slitterhead
but aces is aces
Shitterhead
it's just aces and maybe they messed with it
you can do Bypass SDR grading and get something similar with 80/80/80
what are the chances the entire game is just those 2 lutbuilders 
what other variations would there be though
well shitterhead was 6 lutbuilders
in 1 mission
I mean a lutbuilder fix is 1 minue for me so its not a big deal
Like there's a sliiiiiiiiiiiiiight difference between native SDR/HDR when it comes to the bot's eye, which is just sad SDR bot no matter what we do.
But it's just ... same same.
just curious + would be nice for the game to "just work" on launch
not lut either
Tried, looks deep fired as heck
in stellar blade
Speaking of bot, that is.
grading looked like it went byebye
reno maintains all sdr grading
Yeah
that's not slight to me
yea rip green
For bot, not overall.
ohh bot
Like I see a super slight difference that is barely there, rest of it, yeah, all cooked.
oh, yeah, i mean the brown instead of green
Highlights sliders in Reno, yeah?
yes
Well, this is native HDR, without reno. So, I don't have it installed.
Anyway, all done testing.
Gonna use Reno now, at least it caps max nits.
And retains SDR grading.
and what res
there is also a lot more shit you might be better off not knowing
this is probably my autism but
ever since I learned about rorange
Barely see it going below, at all.
it sticks out like a sore thumb
there are some scenes where you know it should be red
but
its dorito dust orange
I was talking about a red correct function, similar to how aces made blue correct to fix blue -> purple
but the tl;dr I came to with musa is
I can't enjoy movies like I used to as a kid.
a lot of shit is made with rorange in mind
so it would grief the image
like make stuff go from red/rorange -> pink
you need to lerp luminance / hue-shift-ed, but how you lerp is what matters
lerp ab or ch?
yea
and scrap the rest
If it's dorito dust orange in SDR than it should be dorito dust orange in HDR too
it's not like they graded in HDR, saw aces shift the colors and just rolled with it
thing is dorito dust orange is a math issue
if they could've made a bright red
I'm sure they would've
tekken works but highlights are clamped to ui brightness on some stages (not all)
but ap1/aces is unable to output bright red
upgrades?
i tried to keep PerChannelCorrection as understandable as i could but just gotta understand the concept of chroma as a float2
I assume you tested blowout in those clamped stages
chromas is the float2, and chrominance (a single float) is the length of those float2s
yea in ictcp and oklab/okch
x is usually their take on a brightness gradient
yeah i tested blowout and all the upgrades
b8 typeless output size unclamps generally and the griefed stages just ui brightness changes; no luck w ratio and any size
and yz (float2) is the actual chroma/hue
we don't care about x (L), we just have to retain it so we can convert back later
right
Also, not that it matters but just in-case anyone asks.
This Reno UE working fine with SK as well.
I saw that in saturation and perch correction
only yz gets modified
and then run 709::from::perceptual at the end to go back to linear
but what about fps
I am running at a locked 110 + 2x FG maxed settings DLSS Q with 68-70% GPU util on a 5090 + SK + reno
float untonemapped_chrominance = length(untonemapped_perceptual.yz); // eg: 0.80
float tonemapped_chrominance = length(tonemapped_perceptual.yz); // eg: 0.20
// clamp saturation loss
float chrominance_ratio = min(renodx::math::DivideSafe(tonemapped_chrominance, untonemapped_chrominance, 1.f), 1.f);
meaning if it was 0.80 in chrominance before we started and then 0.20 when we tonemapped, then we have 0.20/0.80 (25%) chrominance ratio (we lost 75%)
how does length work?
a^2 + b^2 = c^2
@viscid mirage write this down
c
ohh just the c
the hypotonus or w/e
so untonemapped was 0.8 chroma; tonemapping caused us to loose chroma; so we're at 0.2 now
so we gotta get a ratio to restore
chrominance_ratio = max(chrominance_ratio, blowout_restoration);
// Untonemapped hue, tonemapped chrominance (with limit)
float2 reduced_untonemapped_chromas = untonemapped_chromas * chrominance_ratio;
so we can restore blownout chrominance by taking our untonemapped and dropping it down to the tonemapped level (eg: => 25% would be 0.80 to 0.20), or we can cap it and say, only reduce by 50%, so it's really 0.80 => 0.40
blowout restoration 50 means you won't allow more than 50% of chrominance loss from per-channel nonsense
when you say drop it down, is that similar to my lerp
where I lerp color, tonemap(color), y or l
the goal is to bring down untonemapped
you're doing it in a way that favors y being stronger, attempting to say "this is where it loses chrominance"
the way perchannelcorrect is doing it is: regardless of where, never less than 50%
exactly!
wow this is actually pretty damn straightforward
just multiply the ratio back into untonemapped
life good
but the hue would be wrong
so the next is to pick a hue
const float2 reduced_hue_shifted = lerp(
tonemapped_chromas,
reduced_untonemapped_chromas,
saturate(tonemapped_luminance / 0.36));
mix original hue (chromas) and the chrominance we just fixed
yea I'm following along in draw.hlsl
is 0.36 a magic number
I remember musa used it in idr what function
basically 0% at 0, and 100% at 0.36, and 50% is midgray (0.18)
also why use y instead of l here?
ah
the way the oklab wiki reads, L is pretty solid
i from ictcp shouldnt be any worse
i could probably do this in RGB and then fix hue at the end, but i'm not sure on the math
quantifying saturation in RGB is HSV and messy
hue is easily done with perceptual color spaces
// Pick untonemapped hues for shadows/midtones
const float2 hue_correct_chromas = untonemapped_chromas
* renodx::math::DivideSafe(
length(hue_shifted_chromas),
length(untonemapped_chromas), 1.f);
interesting a way to force untonemapped on shadows/midtones
Tried to use RDX UE with Fantasy life i and it just crashes on boot, is there anyway to fix it.
01:29:10:771 [21552] | ERROR | [RenoDX] utils::shader::PipelineShaderDetails(Failed to replace pipeline)
@fathom rapids when did you download the mod
try without SK
we should have something that doesnt run into that issue anymore
failed to replce pipeline is
when you need the exception
the thing I just got rid of
might be trying to upgrade SK
DXGI_FORMAT_R8G8B8A8_UNORM UE is rgb10a2
thats fine; I had another game
downloaded the mod today
01:29:09:160 [ 884] | INFO | [RenoDX] mods::swapchain::OnCreateSwapchain(swap: r8g8b8a8_unorm => r16g16b16a16_float, present mode:0x0 => 0x4, present flag:0x8205 => 0x8a05, buffers:2 => 2)
it's doing scrgb on rgba8u
let me mod something real fast
never seen 0x8205 before
@fathom rapids use this please
thats just whats compiling rn on the github
you're also going to need reshade 6.5
damn I literally just compiled it
@elfin lance
That worked thank you
vs up to 90 minutes+
only 90
you should see my repo
wait its only 10m more
why is it so small
clang
if yours is 50mb
that means you're using ninja
80 lol
@left narwhal can you do me a favor, and get a really nice vanilla vs. renodrt screenshot with highlights -- with lilium's tool -- please post both pics in 1 post
Looking for lighjts.
The area I'm in is pretty grim, so max I go around is 500. I'd have to get in a brighter area, but yeah.
@elfin lance Any suggestions on why the game looks washed out
I think where the game starts is a nice for that.
is this good to go now
mlg shared pics earlier over in sk that looked like shit
naturally
Yeah
Max nits are capped, colour grading same as SDR, and all good.
i mean naturally that he shared the broken ones
this is good
she was so pink
needs latest reshade -- get it from #🧩renodx-dev -- there was a reshade update
in my defense the native hdr is crap
the native hdr is doodoo we know that
it gets rid of the blue-ish color grading
yea all sdr grading goes rip
do i need to set any overrides
No, just peak in Reno addon.
Everything else default.
no; just make sure the game is in sdr; and FG is off
TIL that don't even need BFF with RenoDX, it comes fixed OOTB.
Oh, this doesn't work with FG? I see.
Well, I'm not using FG so didn't know.
games optimized dont even need fg
thats like the first thing that gets fixed
it might work with 2x fg
if you downgrade dlss-fg to
2.8.1
mfg is rip
it defaults to 2.2
I'm using reshade 6.5, heres what the HDR analysis shows if that helps
lmao wtf
weird stuff
might be a custom game
esp since its not rgb10a2
btw if ya'll get to a future area and the hdr somehow disables, remember to enable dump lutbuilders
Vanilla/RenoDRT
Underwater is interesting here, @elfin lance
202 capped.
When I move, there's slight movement to nits, but it comes back down to 202.
If you can get more brightness with contrast up then it's not capped
Or like try saturation 100
Almost always a missing lutbuilder
Game is just dimmer than UI here
Vanilla/RenoDRT
Then I come up, and it's like this.
Yeah, guess capped isn't the right word.
Yeah, that affects colours just fine, nits just stay at 202.
@tight acorn btw its safe to make a video now
the thing I wanted to commit is commited
Qué? Both transformer and MFG functions. I'm not seeing any highlight flickerin
oh?
even if you look at a highlight?!
I can send video
did nvidia do a goodvideo
Vanilla/RenoDRT
wow I think it works
looks as expected
vanilla // reno with no hue// saturation correction // blowout restoration
this is default
why my eyelashes blocky though
Dlss auto exposure?
well im using dlaa and its not crashing so thats nice
Vanilla/RenoDRT
Looks a lot better. The light actually looks like it's bright now.
Yeah, it's good stuff.
Bot actually has nice light in cutscenes, just not in gameplay. Sadge.
So does this mean that Stellar Blade conig has now been "figured out"?
Accurately caps nits, colour grading is preserved in HDR to match SDR, and DLSS works.
I guess there’s some fucky wucky with FG but that’s about it?
Is this live in the Unreal addon?
Not sure if it’s merged, yet.
Pog, nice.
Only thing I need to tune is the max nits setting?
Interesting. Is that normally how Reno works with games that have HDR? You have to run in SDR mode?
depends
UE one in my experience, yes.
Most of the time no but UE is an exception
So is rise of ronin
the fmvs have artifacts
rip
if you have a save with an fmv that plays
maybe I can look into the fmv shader
Just had a bunch in this cutscene play, too.
I ALT+F4'd the game to grab you save file.
Any idea where they located doe?
Here, looks like this is it. Lives in My Documents.
nvm, looks like that was the final boss, lol
Went back in the game to 'continue' and ... heh
so its not just cutscenes
does it happen with dlss not dlaa?
that's an fmv I'm pretty sure
That's from a cutscene.
When you beat the final boss, that cutscene plays and it's riddled with artifacts.
If you can find a save file right before final boss, you can beat the boss and see it, I guess.
Not sure about DLSS, I'm using DLAA.
But @warped lynx might be using DLSS.
I was using dlaa at the time
smh
all of the cutscenes after the final boss are fmvs
weird stuff happens with dlaa
When using Reno UE?
Well, that FMV only plays when you finally finish the demo.
After final boss.
I don't have any save file anymore, once you beat it, no continue option
Start from scratch.
rip
yea
Shame if DLAA fucks up with Reno, though. 😦
you can do dlss 99%
same thing really
I was thinking that, yeah.
yes
Via NV Inspector, right?
Set game to SDR
Set your peak nits in addon
That's it.
Everything else remains default.
try this build
it seems like the snapshot might not be updated yet
its built
but its taking its sweet time to update the download link I guess lol
it'll probably be there tomorrow
yea it seems like its built when you go on the commit, but it seems like it didn't update the dl
oh
didn't git pull
🤷
How do I set my peak nits
I can’t even get the add on to work at all nvm
just put dxgi and the addon in your game folder
Quite a difference in color. Isn't it?
@spare bane we agree here ? It's cooked enough to be considered stable?
The game from what I remember from ps5 doesn't really have fmvs in the full version. I think there's one in the demo at the end as a "trailer" for the full game
yea the only fmv that was mentioned
was something at the end of the demo boss
if there are no fmvs in the full game, and its only a demo thing
it might not even be worth looking into
@left narwhal @warped lynx was the only FMV the one after the last demo boss?
Also where you guys able to play the entire demo with just those two lutbuilders? and was there like a lot of different zones?
The game is very much focused on outfits and hairstyles etc so it does everything rendered in engine to show those
I don't remember if the the end credits were ingame or a FMV
The very last cutscene credits in full game might be fmv
thats not the end of the world then
For some it might be
Marat when you dump luts do they get saved in game folder under renodx? For future reference when game comes out
Will probably play with dump luts enabled
yes, the game folder will have a /renodx/ folder; and inside of it will be files named lutbuilder_0x12345678.cso -- feel free to ping me them
dont
dx12 + dump luts = rip fps
only enable dump luts if you notice a area might be clipped to sdr
and see if it outputs setting
it does
Alrighty good to know. Thank youu
np
no artifacts in the fmv at the end of demo with dlss quality
That's good to know
You can always set it to 99% then
Still think 75% at 4K is good enough though
@elfin lance reno ue is working from ue 4.x version which one is it ?
you could do the same length for Oklabs yz/ab components right? would there be a difference to oklchs C, or is that exactly what they do to convert it into polar coords
oh yea thats exactly it
should've looked it up before asking
its supposed to support all of UE4, but we might be missing lutbuilders for the earlier versions since there are not that many games using them
The FMV that showed artifact was the only one that plays after finishing the demo, yes.
And only two zones, one where you start, second where you meet the boss after clearing it all.
I'd say it's very slight, and A LOT better than what native HDR does. This at least keeps it very close to SDR.
Musa found out that the default blowout restoration slightly desaturates things, so maybe try sat 60
I realized that as well yesterday
I was playing with sat
60 is too much, it was turniung her right side of the face pink, if you're using menu as your benchmark for it.
SDR has only left side pink-ish, right side white-ish.
60 was too much
55 was a bit better, though
There's definitely room to improve that with sat, I was gonna play more but meant to ask if that's the slider ideal for this
Or many some other one.
I guess if it's already looked into and sat is the one, I'll play more.
I found 55-57 to be better, really have to double check. But 60 was definitely a bit too much if you wanted to be close to vanilla.
Mind you, none of those inherently look BAD bad.
We're really in nit picking territory there, of course.
And can chalk it down to personal preference even.
yea. I guess you could try counteracting the saturation by increasing blowout
that should help with faces I think
Good suggestion.
But that'll also affect the scenes in the world, I guess.
Definitely something you can play a bit to find a good medium for sure.
But tbh, it really is in final phase of nit picking territory, too. So, it's not all that bad whatever you end up with, IMO.
Vanilla/RenoDRT
All defaults.
Sat at 55, and 60 in RenoDRT.
yea I see what you mean, 55 looks better
Yeap, I don't think any of those look inherently bad either, but 55 does look like the best medium to me.
And of course, the game is peak purely cause of this alone. 
There’s also per channel correction
If you increase blowout restoration you could try messing with highlight saturation or blowout to counteract the effects
There might be some really nice combination
Yeah, that's what my thought process was as well. Can tinker around a bit more to get even closer to vanilla image.
Ya sometimes I fuck around and tweak for a while
This is making me wanna play
Sat at 55 already does a great job, IMO. But it kinda makes everything more saturated, not just left/right side of things.
And then there's like outfits as well, and they have lights on them, so highlight saturation needs to factor that in, too.
Game has like Godly amount of outfits of all kinds from what I hear.
So, something for everyone.

I liked dressing up my character in red dead 2
ayyyyyyyy
But that was more about mixing and matching stuff
I assume outfits here aren’t in pieces?
Are there hair style options
I share my outfit SO many times in this game, lmao.
All in RDO, too.
Correct
You can mix/match stuff like glasses and all.
And some other minor tweaks, but not like we can in Red Dead.
Putting different coats, vests, etc. It's far more in-depth in RDR2.
What is the peak brightness when doing this?
You set your own peak brightness.
oh in game?
In the addon, look at the highlighted bit.
I have 800 set, cause I'm trying it on C4.
You set yours to what you want.
that explains why I'm confused, doesn't look like the mod applied correctly
doesnt it hit ~950-1k?
Not 48"
The one that has shipping in the name of the game exe
Don't remember what it was called exactly and I'm not at my pc right now to check myself
Z:\Games\Steam Library\steamapps\common\StellarBladeDemo\SB\Binaries\Win64
This for me.
Weird, it's still not showing up. But thanks ill figure it out
reinstall fixed it, thanks
ideally not dev build 😉
ye to both
the frame rate was lower and there were a lot of scene cuts
I think marat might have added one last thing that isn't in that dev build
hue/saturation correction removes some red and blue smear that UE's per channel tonemapper does. ends up being more accurate to texture and dark skin tones, but could also break the intended look. in some instances it's like adding AO to an image because the shadowed areas have a lot of red/blue saturation errors that end up breaking gradients in shadows
you should be getting BT2020 colors though in UE, on the graph, and more noticeably on the graph with Gamma Correction Off
@spare bane is it possible to fix the fantasy life issue or should I just leave the game for now.
can you send a log without SK?
also, reset your RenoDX settings. it was set to scRGB when i checked
do you get a crash window? sometimes it puts stuff in your clipboard that you can paste
It doen't crash it just looks washed out
do you have native hdr disabled?
does the saturation slider work? might be missing a lut builder
my favorite is the blowout slider
I tell people to set blowout to 100
if it does nothing, that means there is no lut
also that game is new and ue5 iirc
saturation to 0 = blowout 100 as wel
but it has a lut since his log showed failed to replace on startup
probably just needs upgrades
but maybe uavs like gooner blade and expedition33
no errors without SK and trying scrgb
oh?
fresh log ^
well I gave him the new build with < 20
before that he was on the old build
with the whitelist
no two swapchains either
also I'm probably going to integrate berserker khazan into this
just like 2 game shaders
also SMT5 whenever I get around to actually handling the color grading shaders correctly
no resource upgrades 
It was washed out when I had native hdr enabled so I disabled it and it doesn't look washed out anymore.
Blowout and saturation sliders don't change anything
if the game is UE5, try doing a scene chane
do me a favor
set blowout to 100
and restart the game
and tell me what happens
It turns black and white except the ui
good
that means the lutbuilders are there
and you're clamped by resource upgrades
you can set blowout back to 50/default
try setting B8G8R8A8_TYLESS to "output size" and R10G10B10A2_UNORM to "outout size"
like this
and restart the game
there's almost nothing pure black in 3d renders
since 3d rendering is all light based rendering
unless you're rendering a black hole
you can play around with a bit of flare
contrast
but a cartoon game like that might not have a natural 0 nit black floor
outside of UI
?
math
okay
well, not "always"
i'd rather have it below than above
what peak you get with max exposure

you mean game brightness ?
renodrt tonemaps down from 10k by default
so for something to be peak nits
it has to be 10k nits in untonemapped
even though UE is arri, and needs white clip 65 by default
but thats another issue
what about the 30k nit stuff
also gamma correction will slightly modify your peak; but by like 30-50 nits
everything above 10k nits is ignored and thrown away
has no info
clipped to 10k ?
I do wonder how often do games actually push beyond 10k
in linear space with no paper white scaling
everything above 10k is clipped in reno; because math wise there is literally nothing to salvage
white clip lets you clip earlier; so lets say clip to 2k nits
and tonemap down from 2k vs. 10k
because lots of games dont get that bright in their untonemapped
easy; infinite
lol
if the game stutters with reshade what could it be
I forgot that's a thing
fx
you mean serious stutter
I have an issue with UE5 games
or just small hitches
I have to have the fx point to a empty folder
there is also shader precompilation
if the game pre-compiled shaders before reno, you need to re-compile with reno
and ofc always use #🧩renodx-dev reshade installs
the depth buffer does stuff, less if there are no active fx shaders
dead space 2 100k save menu
should be amazing when we get 100k displays
is that in linear space
rip
but there is no visual difference between 10k and 99k white
dxvk with all upgrades
so there is no reason to even consider anything above 10k
there will be people that tell you there is no gain above even 1k
rip
in terms of chromanince
I cant comment on that since all my displays have been peak 1k
serious sam fusion, 20k small highlights
so I really dont know if there is a diferent in highlight color between 1k and 2k
sometimes about feel
maybe if you really wanted to emulate real life
your eyes feeling 1500 nits
right but 1500 nit white
vs. 1000 nit white
the colors are probably all gone
or very bright bright yellowish white
yeah
you'll feel the luminance, but the colors are rip
yea I saw that earlier
you feel the brightness in the clouds
yea
nice
that's the real high dynamic range in HDR
pun
Thanks for the help btw
np, let me know if the game is good
I seen it and it looks like a cute life game
bro just speak engrish
Now finish dub
no
if you want to be a real g
Marat will dub
the real G is called JDSP
he is the english boiiiiiiiiiiiiiii that needs to get it done
"whats good homies, today we finna make unreal engine hdr"
dub > sub
@left wolf they are asking for your englishism
ya bog loo lad bruv
get to work homie
but yea I wanted the pipeline rework commit to be part of unreal engine before any videos
because without it, pretty much every UE5 game would need to be added manually
or else it would crash or not replace shaders
now games should work assuming the lutbuilders are there
and like adrian says; all versions of UE4 work -- its just a matter of if there is a lutbuilder or not
I fixed a very early UE 4 game a few weeks ago; works just fine
@spare bane what do you think about a "referance look/sdr look" (retarded temp name) button that disables all the new per ch stuff
because in a few games it goes too far from the sdr look
spongebob, gooner blade, etc
yeah, though i'd still like to fix the horrible red/blue smear by default
clair33 really looks better for it
are all the new builds requiring
yea clair looks better with per ch stuff
the new reshade
https://www.youtube.com/watch?v=7-FfyTV9HjA very obvious here
#hdrcomparison #hdr #highdynamicrange
LIKE and SUBSCRIBE with NOTIFICATIONS ON if you enjoyed the video! 👍
▶︎MORE VIDEOS!
HDR GAMEPLAY: https://www.youtube.com/playlist?list=PLLmMbtN5gxwQ8qmngpHLulSvFtwwGsMMg
EDITS: https://www.youtube.com/playlist?list=PLLmMbtN5gxwQItLHrvEjKPqflYPhXrFxe
THE BEAUTY OF ... IN HDR: https://www.youtube.com...
but stellar blade is griefed a bit imo
gametsism is getting better
at videos
he used to look at game nits scenes
if you check the video, and when it transitions away/to renodx the blue smear is really obvious
yea
I watched this long ago
the per channel stuff makes clair exponentially better
but spongebob gets the suds
Per channel stuff is on new ue builds?
it's the hue correction, saturation correction, blowout restoration
Oh those then
lol thought i had to update my settings again
It really made WW better cuz the stock sdr lut kinda washes everything out
yea
thats the goal
fix washout
restore saturation/color
but here is spongebob for example
since ue hard clips their ap1
yea
not in all games though
adrian sent me this
apparently some games needed a manual max 0
yeah i fixed some
like crisis core
i think it's UE4 bug
where it relies on the lut being uint and clamping
vanilla -- reno default -- reno sat correction 0
@bold gulch can we get that as a sticker
yea we upgrade our luts
he's square, he's pants
oh shit
there is a whole bikini bottem discord
I've had a lot of fun making HDR mods, I'm leaving you guys for my new home
we will now live in bikinit bottom
btw back on unreal memes, I bought some shit game
apparently its UE5
idr what its called anyway
Hell Is Us - Deluxe Edition
nah, it's like hotswap
oh?
lets go
dx12 is a blessing and a curse
like on paper
its is the better API if you take full advantage of it
in practice game devs/engines fuck it up
and get worse perf than 11
and since its not as forgiving, that fuck up cuases stability
because 11 is old enough for the driver to just "fix shit" on the fly
Sorry to be a pain, any suggestions on how to fix the washed out look for the character.
might be a missing lutbuilder; set blowout to 100 again
and open/close that menu
and see what happens
if blowout 100 doesnt do anything; enable dump lutbuilders
restart the game
and see if a /renodx/ folder spawned in your game's folder with a lutbuilder_ file inside of it
blowout 100 makes the character black and white, should I still dump lutbuilders.



