#✅RenoDX: Unreal Engine

1 messages · Page 11 of 1

elfin lance
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that auto upgrades b8g8r8a8 + rgb10

left narwhal
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Anyway, here's with Lilium's goodies on.

elfin lance
#
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,
  });
}
spare bane
#

yeah, her thighs are bright, robot exists in a sad SDR universe

elfin lance
left narwhal
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So, just a game thing

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We good?

elfin lance
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seems like it

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I'm confused why blue correct was griefed

spare bane
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yep 🙏

elfin lance
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I thought it doesnt matter

left narwhal
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I need to find some source that is maxing out nits, though

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I'm only going around 600, lol

spare bane
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might have to ramp up highlights, or mess with contrast

elfin lance
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btw shortfuse

left narwhal
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660-ish, too.

elfin lance
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what about

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whiteclip 65.f

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I've been meaning to add it forever

spare bane
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whiteclip in general is better per game

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this looks like a 10-15 game

elfin lance
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possibly

spare bane
#

sad SDR bot

elfin lance
#

we can add a slider in the future

unborn verge
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red fire

left narwhal
#

A quick question.

elfin lance
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since finch works ima assume tekken 7 works

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fuck it all to github

left narwhal
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If I max out peak slider brightness slider here, and my max nits reach 800 then.

That's intended?

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Like at 4000, I'll see it go towards 800 from 600.

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That's normal?

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In current scene I'm on, I'm sure some other sources might have more, but just curious.

spare bane
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that's that's because it's leaving room for 800-4000

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you can adjust that curve with highlight slider and leave less room

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the white clip we were saying would also double as that

left narwhal
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Menu goes to ~800 with 800 peak nits set in addon, so I guess it's working as intended.

left narwhal
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I was just making sure addon was working as intended for peaks, which in menu it seems to.

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Which means I just need to find in-game sources going brighter than her thighs, lol.

spare bane
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yeah, whiteclip is set to 100, so you'd need to find something at 10000 nits untonemapped to hit peak

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which is what we were saying if we lower whiteclip to like 3000 nits, then untonemapped 3000 = peak

elfin lance
viscid mirage
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Clipping just to get higher APL seems like a bad choice

spare bane
#

if you're thinking dice, dice is worse

elfin lance
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I setup dev(unrealengine): pipeline layout fix rework as a seperate commit; so incase that needs to get reverted; we got history

spare bane
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dice white clip is like 4.0 for sdr

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everything has a white clip

elfin lance
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I like musa's function

bold gulch
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Log2 dice 🐐

viscid mirage
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but its like 4x of your peak

elfin lance
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maxcll exponential rolloff

viscid mirage
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so it would maybe clip at 3200 nits for 800 peak

bold gulch
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Maxcll tonemapping is good for sdr lut sampling

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The final output shouldn’t use maxcll tonemap cause it can look off

spare bane
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everything clips, just it's definable in the reinhard setup

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you don't define whiteclip 4.0 with dice for sdr, but it's there

elfin lance
spare bane
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you can graph it on desmos

left narwhal
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@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.

elfin lance
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color = lerp(exp2((log2(untonemapped), log2(displaymapped), saturate(oklab-L));

left narwhal
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I need to run the game in SDR in order to use RenoDX UE addon, right?

elfin lance
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yes

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when I mess around with the output shader stuff

viscid mirage
elfin lance
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might be able to run the game in "native hdr"

spare bane
elfin lance
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but for reno; just make sure the game is in sdr, and in reno just set your peak

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game game nits/ui nits to w/e you want

bold gulch
elfin lance
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does anybody have tekken7 downloaded

left narwhal
spare bane
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i haven't explored max-channel but by luminance has issues with bright mixed channels (yellow/cyan)

elfin lance
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dont mess with any game sliders

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forget they eixst

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leave them all at default

left narwhal
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I don't have any game sliders, bro. Game is in SDR.

elfin lance
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when using reno dx

spare bane
elfin lance
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never move any game sliders

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leave them at their default values always

spare bane
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hdr in this game doesn't any of the SDR color grading, just flat ACES

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SDR version has like 40 parameters, HDR has 2

left narwhal
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And I'm asking that generally, not just for Stellar Blade, btw.

elfin lance
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yes

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all games

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ignore all sliders

spare bane
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when talking HDR, it depends on the hdr implementation of the game. with CP2077 i can salvage it. for UE, you probably can't

left narwhal
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Right

elfin lance
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messing with sliders in game will only break reno

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for example a brightness slider in a game might be a gamma offset; which will grief

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hell in UE brightness is always a gamma offset

left narwhal
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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.

spare bane
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if you do see SDR gamma/brightness/contrast you should leave it default/alone

elfin lance
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in per-game mods we usually kill the sliders, so they do nothing

left narwhal
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Right, okay

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Anything I wanna do, I just do it in Reno addon.

elfin lance
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but yea no more meme marat builds; just waiting for shortfuse to merge; and in half an hour generic UE should work

left narwhal
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If I wanna fuck with sliders.

cobalt marlin
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Speaking of sliders, did you figure out why Jusant's UI brightness one messes up stuff when set to around 100 and lower ShortFuse ?

left narwhal
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Cause it essentially replaces the in-game sliders with those?

elfin lance
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yes

left narwhal
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Gotcha

elfin lance
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sometimes a per-game mod might have a note

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"set X slider to Y"

left narwhal
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Yeee

elfin lance
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but outside of a note; dont mess with sliders

cobalt marlin
left narwhal
elfin lance
left narwhal
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I thought you posted a new build after the one I tested.

elfin lance
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the version I sent you is whats getting merged

left narwhal
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And that's the one getting merged.

elfin lance
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with the good colors

left narwhal
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Ah, okay

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Nice

spare bane
# cobalt marlin I mean RenoDX slider

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

cobalt marlin
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Yeah that would explain it

elfin lance
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but ye asince we're talking about

elfin lance
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displaymapping, can we please get expoential maxcll in tonemap.hlsl

spare bane
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link?

elfin lance
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1s

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I've been a big fan of it

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been testing it on stuff with adrian

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works really well with my lerp

austere pike
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fyi marat it works with dlss on now. No idea why after not working earlier, but whatever

elfin lance
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as long as it works

austere pike
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lmao trueee

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did you touch the ingame gamma setting at all btw?

elfin lance
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no!

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never touch ingame sliders, leave them default!

austere pike
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yeah I assumed so, just gotta make sure

elfin lance
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maybe shortfuse can update the pin here

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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

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or ue4 shit

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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

maiden sphinx
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I can check in like 15 minutes when i get home

elfin lance
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adrian tested it

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just test tekken

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its 85gb so yea lol

spare bane
# elfin lance

log2 of 1 is 0... so i think this is just linear + saturate...

elfin lance
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really?

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is this really just saturate(color)

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with more steps?

spare bane
elfin lance
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I mean the goal is to displaymap to 1

spare bane
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it's tonemapping to 0

elfin lance
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but not just clip

spare bane
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and clip to peak (1)

elfin lance
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ok so

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saturate with extra steps?

spare bane
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i mean, i have to look at what rolloff does

elfin lance
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I have to test

bold gulch
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Log2 is equal to pq past a certain point

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It’s using log2 as a shaper

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Like pumbo’s dice but a little cheaper

spare bane
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yeah, but log2(1) = 0 and log2(2) = 1, so imagine exprolloff with those numbers

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max channel by itself is good for luts

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we did that in starfield... somewhere

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for tonemappass/upgradetonemap, we don't actually need it to be exactly 1.0

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just 1 ...ish

bold gulch
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The min(100, peak) can be changed to change white clip

spare bane
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you should build these things in desmos and tweak it there first

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white clip depends on where it hits 1

elfin lance
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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

spare bane
#

i did smoothclamp in desmos and it's about 1.5 for white clip from eyeballing

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just eyeballing/ mouse cursor instead of trying to write the mathematical inverse

elfin lance
spare bane
#

which is probably clip-like

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like where sdr clips matters

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clip at 1.5 and 2.0 and 3.0 and 4.0 have different hues

viscid mirage
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seems like a per-game thing

spare bane
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the perchannelcorrection is kinda that saying "just do what SDR did"

elfin lance
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either way after a bit of testing; it feels different from saturate()

spare bane
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but it's not exactly built for luts

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i get away with it in tunic because vanilla was hard clip to lut-sample, so anything i do is automatically better

elfin lance
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btw anything else you want me to mess with in Unreal Engine

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rn my long term todo list is:
-> figure out better composite shader stups (disable proxy shader + swapchain upgrade)
-> more defaults for games
-> discussions page

spare bane
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we gotta eventually start tacking output shaders

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for stuff like grain, vignette and CA

elfin lance
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oh output

spare bane
#

output, like in oblivion

elfin lance
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idk; is it really worth

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all that stuff can be turned off via

spare bane
#

i kinda got that somewhat simplified

elfin lance
#

engine.ini

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more shaders replaced = stability

spare bane
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will be needed for realtime ue5

elfin lance
#

and if a game can have 1 lutbuilder; it can have 50 samples

elfin lance
#

just press start twice

spare bane
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in some games

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some games are on checkpoint/save

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thought alt+enter twice probably works too

elfin lance
#

either way if there can be a system where

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if there is an output shader, it works

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if there is no output shader, it works like a regular lutbuilder setup

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thats fine

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the biggest boost we can get in the UE mod is figuring out ini tweaks -- which I feel like might just be disabling

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proxy + swapchain upgrades

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and fixing the composite shaders, which arnt too hard

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that way we can get FG/MFG etc no problem

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problem is I think ini tweaks might not upgrade ALL resources, and some stuff might stay lets say bgr8

spare bane
#

eventually i'll get to streamling/dlss stuff

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and intercept the dlss hooks

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i have an idea how to do it

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kinda like how i was talking about how dx9 would work for months, until i sat down and did it

cobalt marlin
spare bane
#

speaking of which @bold gulch when you doing GTA4

bold gulch
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So I guess 4 would be a good opportunity

spare bane
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it's dated though. you probably won't enjoy it

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even with the cousin going bowling memes

bold gulch
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If the atmosphere and world is nice

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I can get into it

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La is boring

spare bane
#

drab nyc

elfin lance
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I might try metal gear rising

bold gulch
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NYC is the best city in the world

elfin lance
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and dragons ligma 1

spare bane
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i remember the music was good though

warped lynx
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marat did you modify anything after the last build

elfin lance
elfin lance
spare bane
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i mean, i'm born and raised in NYC, but still

elfin lance
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so we dont conufse random builds anymore

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wait for the main repo to compile

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and use that

elfin lance
warped lynx
bold gulch
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You guys haven’t seen a real shit hole

spare bane
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any city i go to is so clean compared to NYC

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also i laugh at "this is a city"

elfin lance
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yea

spare bane
#

only tokyo felt like a city to me. but hella clean

elfin lance
#

florida is like

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the people are nice

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etc

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no honking

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its like night and day

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either way

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I always wondered

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is there a perf hit for keeping dump lutbuilders on in dx12

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well "significant perf hit"

spare bane
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devkit level perf hit

warped lynx
spare bane
#

basically gotta snoop descriptor tables

elfin lance
spare bane
#

i can try to optimize and have, but, it's expensive

elfin lance
#

also when you mentioned resource upgrades and DLSS -- in my experiance

spare bane
#

you only get addresses and have to cross reference what resource it's talking about

elfin lance
#

DLSS outputs all the relevant stuff at full res/output res

left narwhal
#

@spare bane just for the heck of it, native HDR's bot is also sad SDR AF 😛

elfin lance
#

its just very early on rendering stuff like lets say a tree that might be sub res

elfin lance
#

isnt bright

left narwhal
#

Yeah

elfin lance
#

and is a sad texture

left narwhal
#

I was curious, so I did native to check.

spare bane
#

doesn't acutally emit light

left narwhal
#

Yeap

elfin lance
#

yea

spare bane
#

so in dark area will be weak

elfin lance
#

reminds e of a few of my anime games

left narwhal
#

Also, that game doesn't have a peak nits cap and such apparently.

elfin lance
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where the lamps are fake

left narwhal
#

So, RenoDX UE fixes that.

elfin lance
#

native hdr does look cooked

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reminds me of

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that one game

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I shared not too long ago

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slitterhead

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but aces is aces

bold gulch
#

Shitterhead

spare bane
#

it's just aces and maybe they messed with it

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you can do Bypass SDR grading and get something similar with 80/80/80

elfin lance
#

what are the chances the entire game is just those 2 lutbuilders copeiumdrip

spare bane
#

what other variations would there be though

elfin lance
#

well shitterhead was 6 lutbuilders

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in 1 mission

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I mean a lutbuilder fix is 1 minue for me so its not a big deal

left narwhal
elfin lance
#

just curious + would be nice for the game to "just work" on launch

spare bane
#

not lut either

unborn verge
left narwhal
#

Speaking of bot, that is.

elfin lance
#

reno maintains all sdr grading

left narwhal
#

Yeah

elfin lance
#

yea rip green

left narwhal
elfin lance
#

ohh bot

left narwhal
#

Like I see a super slight difference that is barely there, rest of it, yeah, all cooked.

elfin lance
#

try the highlights slider; the highlights slider is kindof like

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auto hdr

spare bane
#

oh, yeah, i mean the brown instead of green

elfin lance
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makes highlights brighter

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if you really want the bot to be less sad

left narwhal
#

Highlights sliders in Reno, yeah?

elfin lance
#

yes

left narwhal
#

Well, this is native HDR, without reno. So, I don't have it installed.

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Anyway, all done testing.

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Gonna use Reno now, at least it caps max nits.

elfin lance
#

how much fps do you get

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on the 5090

left narwhal
#

And retains SDR grading.

elfin lance
#

and what res

left narwhal
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4K DLAA maxed out, litty titty with 4K textures.

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137 capped.

elfin lance
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this is probably my autism but

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ever since I learned about rorange

left narwhal
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Barely see it going below, at all.

elfin lance
#

it sticks out like a sore thumb

left narwhal
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I know, I just don't let it bother me as much.

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Knowledge is a curse.

elfin lance
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there are some scenes where you know it should be red

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but

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its dorito dust orange

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I was talking about a red correct function, similar to how aces made blue correct to fix blue -> purple

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but the tl;dr I came to with musa is

left narwhal
#

I can't enjoy movies like I used to as a kid.

elfin lance
#

a lot of shit is made with rorange in mind

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so it would grief the image

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like make stuff go from red/rorange -> pink

spare bane
#

you need to lerp luminance / hue-shift-ed, but how you lerp is what matters

elfin lance
#

lerp ab or ch?

spare bane
#

i broke down all of it in PerChannelCorrection

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but you can just pick hue

elfin lance
#

yea

spare bane
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and scrap the rest

elfin lance
#

I read per channel correction

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really fun stuff

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and simple

unborn verge
# elfin lance its dorito dust orange

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

elfin lance
#

if they could've made a bright red

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I'm sure they would've

maiden sphinx
elfin lance
#

but ap1/aces is unable to output bright red

spare bane
#

i tried to keep PerChannelCorrection as understandable as i could but just gotta understand the concept of chroma as a float2

elfin lance
#

I assume you tested blowout in those clamped stages

spare bane
#

chromas is the float2, and chrominance (a single float) is the length of those float2s

elfin lance
#

x is usually their take on a brightness gradient

maiden sphinx
# elfin lance upgrades?

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

elfin lance
#

and yz (float2) is the actual chroma/hue

spare bane
elfin lance
#

right

left narwhal
#

Also, not that it matters but just in-case anyone asks.

This Reno UE working fine with SK as well.

elfin lance
#

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

ashen herald
#

I am running at a locked 110 + 2x FG maxed settings DLSS Q with 68-70% GPU util on a 5090 + SK + reno

spare bane
#
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%)

elfin lance
#

how does length work?

spare bane
#

a^2 + b^2 = c^2

elfin lance
elfin lance
#

is it c2 ?

spare bane
#

c

elfin lance
#

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

spare bane
#
  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

elfin lance
#

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

spare bane
#

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%

elfin lance
#

just multiply the ratio back into untonemapped

#

life good

spare bane
#

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

elfin lance
#

yea I'm following along in draw.hlsl

#

is 0.36 a magic number

#

I remember musa used it in idr what function

spare bane
#

basically 0% at 0, and 100% at 0.36, and 50% is midgray (0.18)

elfin lance
#

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

spare bane
#

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

elfin lance
#
  // 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

fathom rapids
#

Tried to use RDX UE with Fantasy life i and it just crashes on boot, is there anyway to fix it.

elfin lance
#

01:29:10:771 [21552] | ERROR | [RenoDX] utils::shader::PipelineShaderDetails(Failed to replace pipeline)

#

@fathom rapids when did you download the mod

elfin lance
#

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

spare bane
#

might be trying to upgrade SK

elfin lance
#

ah

#

did the snapshot finish building?

spare bane
#

DXGI_FORMAT_R8G8B8A8_UNORM UE is rgb10a2

elfin lance
fathom rapids
#

downloaded the mod today

elfin lance
#

that was rgb8u -- and it worked just fine

#

we had a fix earlier

spare bane
#

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

elfin lance
#

let me mod something real fast

spare bane
#

never seen 0x8205 before

elfin lance
#

thats just whats compiling rn on the github

#

you're also going to need reshade 6.5

warped lynx
#

damn I literally just compiled it

spare bane
#

@elfin lance

fathom rapids
#

That worked thank you

spare bane
#

vs up to 90 minutes+

left narwhal
elfin lance
#

you should see my repo

#

wait its only 10m more

warped lynx
elfin lance
#

if yours is 50mb

#

that means you're using ninja

warped lynx
#

80 lol

elfin lance
#

or visual studio

#

I guess I can see it being 80 now

#

we got 1000 more shadows

left narwhal
#

Me, every 10mins in the game.

elfin lance
# left narwhal

@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

left narwhal
#

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.

fathom rapids
#

@elfin lance Any suggestions on why the game looks washed out

left narwhal
#

I think where the game starts is a nice for that.

finite basalt
#

is this good to go now

elfin lance
#

what good to go

#

with what

finite basalt
#

mlg shared pics earlier over in sk that looked like shit

elfin lance
#

that was broken

#

its good now

finite basalt
#

naturally

left narwhal
finite basalt
#

i mean naturally that he shared the broken ones

elfin lance
finite basalt
#

she was so pink

elfin lance
#

needs latest reshade -- get it from #🧩renodx-dev -- there was a reshade update

warped lynx
elfin lance
#

the native hdr is doodoo we know that

warped lynx
#

it gets rid of the blue-ish color grading

elfin lance
#

yea all sdr grading goes rip

left narwhal
#

Vanilla/RenoDRT

#

Look how happy she is in RenoDRT world.

elfin lance
#

the robot looks better there

#

wonder if his light gets stronger in caves

finite basalt
#

do i need to set any overrides

left narwhal
#

Everything else default.

elfin lance
left narwhal
#

TIL that don't even need BFF with RenoDX, it comes fixed OOTB.

elfin lance
#

no need to upgrade anything

#

all that is built in

left narwhal
#

Well, I'm not using FG so didn't know.

finite basalt
#

games optimized dont even need fg

left narwhal
#

Yeah

#

Works with SK, Dark.

elfin lance
elfin lance
#

if you downgrade dlss-fg to

#

2.8.1

#

mfg is rip

warped lynx
fathom rapids
#

I'm using reshade 6.5, heres what the HDR analysis shows if that helps

elfin lance
#

weird stuff

#

might be a custom game

#

esp since its not rgb10a2

spare bane
#

two swapchains reported

#

also, it's running in scrgb...

left narwhal
#

@finite basalt using DualSense?

#

Actually, gonna take it to #1378128119160115232

elfin lance
#

btw if ya'll get to a future area and the hdr somehow disables, remember to enable dump lutbuilders

left narwhal
#

Underwater is interesting here, @elfin lance

#

202 capped.

#

When I move, there's slight movement to nits, but it comes back down to 202.

spare bane
#

If you can get more brightness with contrast up then it's not capped

#

Or like try saturation 100

#

Almost always a missing lutbuilder

bold gulch
left narwhal
#

Vanilla/RenoDRT

Then I come up, and it's like this.

left narwhal
left narwhal
elfin lance
#

@tight acorn btw its safe to make a video now

#

the thing I wanted to commit is commited

ashen herald
elfin lance
#

even if you look at a highlight?!

ashen herald
#

I can send video

elfin lance
#

did nvidia do a goodvideo

ashen herald
#

I can increase highlights to 100

#

And it doesn't flicker

elfin lance
#

and somehow fix FG/MFG

#

let me try

#

wonder if its a UE5 issue

#

not

#

reno

left narwhal
#

Vanilla/RenoDRT

elfin lance
#

wow I think it works

elfin lance
left narwhal
#

Much better now.

#

||/s||

elfin lance
#

vanilla // reno with no hue// saturation correction // blowout restoration

ashen herald
elfin lance
#

this is default

ashen herald
elfin lance
#

yea its doing weird stuff

#

and then starts flickering in certain spots

spare bane
#

Dlss auto exposure?

ashen herald
#

its set to off by default

#

I set it to on via SK

elfin lance
#

lilium's histogram shows like

#

1 frame hdr 1 frame clipped

finite basalt
#

well im using dlaa and its not crashing so thats nice

left narwhal
#

Vanilla/RenoDRT

umbral prairie
#

Looks a lot better. The light actually looks like it's bright now.

left narwhal
#

Yeah, it's good stuff.

#

Bot actually has nice light in cutscenes, just not in gameplay. Sadge.

umbral prairie
#

So does this mean that Stellar Blade conig has now been "figured out"?

left narwhal
#

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?

umbral prairie
#

Is this live in the Unreal addon?

left narwhal
#

Not sure if it’s merged, yet.

elfin lance
#

it is

#

just get the latest unreal from github

left narwhal
#

Pog, nice.

umbral prairie
#

Only thing I need to tune is the max nits setting?

left narwhal
#

Correct

#

And make sure game is in SDR

umbral prairie
#

Interesting. Is that normally how Reno works with games that have HDR? You have to run in SDR mode?

ashen herald
#

depends

left narwhal
#

UE one in my experience, yes.

ashen herald
#

UE HDR is utterly cursed

#

so reno tends to upgrade SDR paths

bold gulch
#

So is rise of ronin

warped lynx
#

the fmvs have artifacts

elfin lance
#

rip

#

if you have a save with an fmv that plays

#

maybe I can look into the fmv shader

left narwhal
#

I ALT+F4'd the game to grab you save file.

#

Any idea where they located doe?

#

nvm, looks like that was the final boss, lol

#

Went back in the game to 'continue' and ... heh

elfin lance
#

does it happen with dlss not dlaa?

warped lynx
#

that's an fmv I'm pretty sure

left narwhal
#

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.

left narwhal
#

But @warped lynx might be using DLSS.

warped lynx
#

I was using dlaa at the time

left narwhal
#

smh

elfin lance
#

I know DLAA has some artifacts

#

in other games

#

try dlss

warped lynx
#

all of the cutscenes after the final boss are fmvs

elfin lance
#

weird stuff happens with dlaa

left narwhal
elfin lance
#

if you can try dlss q

#

yea

#

99% render res dlss works just fine

left narwhal
#

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.

elfin lance
#

rip

warped lynx
#

yea

left narwhal
#

Shame if DLAA fucks up with Reno, though. 😦

elfin lance
#

same thing really

left narwhal
elfin lance
#

yes

left narwhal
#

Via NV Inspector, right?

#

Set game to SDR
Set your peak nits in addon

That's it.

#

Everything else remains default.

elfin lance
#

make sure you're on the latest commit

#

and reshade

left narwhal
#

Try the one pinned in #🧩renodx-dev

#

dxgi.dll

warped lynx
#

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

elfin lance
#

it should be up rn

#

for hours now

warped lynx
#

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

#

🤷

echo delta
#

I can’t even get the add on to work at all nvm

elfin lance
#

just put dxgi and the addon in your game folder

distant shadow
tight acorn
elfin lance
#

as a general ue mod sure

#

stellar blade seems fine outside of fmvs

#

and fg

austere pike
#

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

elfin lance
#

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?

austere pike
#

The game is very much focused on outfits and hairstyles etc so it does everything rendered in engine to show those

small socket
#

I don't remember if the the end credits were ingame or a FMV

austere pike
#

The very last cutscene credits in full game might be fmv

elfin lance
#

thats not the end of the world then

small socket
#

For some it might be

austere pike
#

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

elfin lance
#

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

elfin lance
#

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

austere pike
#

Alright I'll see when and if it happens

#

Dump luts does not need game restart?

elfin lance
#

it does

austere pike
#

Alrighty good to know. Thank youu

elfin lance
#

np

austere pike
#

no artifacts in the fmv at the end of demo with dlss quality

small socket
#

That's good to know

#

You can always set it to 99% then

#

Still think 75% at 4K is good enough though

tight acorn
#

@elfin lance reno ue is working from ue 4.x version which one is it ?

viscid mirage
#

oh yea thats exactly it

#

should've looked it up before asking

viscid mirage
tight acorn
#

alright thanks

#

time to get to it then

left narwhal
left narwhal
viscid mirage
viscid mirage
left narwhal
#

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.

viscid mirage
#

yea. I guess you could try counteracting the saturation by increasing blowout

#

that should help with faces I think

left narwhal
#

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.

viscid mirage
#

yea I see what you mean, 55 looks better

left narwhal
#

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. snig

bold gulch
#

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

left narwhal
bold gulch
#

Ya sometimes I fuck around and tweak for a while

left narwhal
#

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.

left narwhal
#

So, something for everyone.

bold gulch
#

I liked dressing up my character in red dead 2

left narwhal
#

ayyyyyyyy

bold gulch
#

But that was more about mixing and matching stuff

#

I assume outfits here aren’t in pieces?

#

Are there hair style options

left narwhal
#

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.

echo delta
left narwhal
#

You set your own peak brightness.

echo delta
#

oh in game?

left narwhal
#

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.

echo delta
#

that explains why I'm confused, doesn't look like the mod applied correctly

echo delta
left narwhal
#

Not 48"

echo delta
#

ohhh right

#

which folder is the mod supposed to be in

#

I cant get it to show up

small socket
#

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

left narwhal
#

This for me.

echo delta
#

Weird, it's still not showing up. But thanks ill figure it out

left narwhal
echo delta
#

reinstall fixed it, thanks

earnest bolt
left narwhal
#

Oh, that's the same one that get merged.

#

To main branch, that is.

#

So, same same.

warped lynx
warped lynx
spare bane
# distant shadow Quite a difference in color. Isn't it?

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

fathom rapids
#

@spare bane is it possible to fix the fantasy life issue or should I just leave the game for now.

spare bane
#

can you send a log without SK?

#

also, reset your RenoDX settings. it was set to scRGB when i checked

fathom rapids
spare bane
#

do you get a crash window? sometimes it puts stuff in your clipboard that you can paste

fathom rapids
#

It doen't crash it just looks washed out

spare bane
#

do you have native hdr disabled?

fathom rapids
#

no

#

I disabled the ingame HDR

spare bane
elfin lance
#

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

spare bane
#

saturation to 0 = blowout 100 as wel

elfin lance
#

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

spare bane
elfin lance
spare bane
#

fresh log ^

elfin lance
#

well I gave him the new build with < 20

#

before that he was on the old build

#

with the whitelist

spare bane
#

no two swapchains either

elfin lance
#

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

elfin lance
fathom rapids
#

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

elfin lance
#

do me a favor

#

set blowout to 100

#

and restart the game

#

and tell me what happens

fathom rapids
#

It turns black and white except the ui

elfin lance
#

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

fathom rapids
#

I think that's ok

#

Isn't that white line supposed to be at 0.00

spare bane
#

there's almost nothing pure black in 3d renders

#

since 3d rendering is all light based rendering

#

unless you're rendering a black hole

elfin lance
#

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

tight acorn
#

@elfin lance

#

do you know why

elfin lance
#

?

tight acorn
#

on stellar blade

#

the reno ue only peaks at 2500 nits instead of 3k

elfin lance
#

math

tight acorn
#

okay

elfin lance
#

the game could use white clip

#

so you can always get your 3k

spare bane
#

well, not "always"

tight acorn
#

i'd rather have it below than above

fallow mica
#

what peak you get with max exposure

tight acorn
tight acorn
fallow mica
#

no exposure

#

under color grading

elfin lance
#

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

warped lynx
#

what about the 30k nit stuff

elfin lance
#

also gamma correction will slightly modify your peak; but by like 30-50 nits

elfin lance
#

has no info

fallow mica
#

clipped to 10k ?

warped lynx
#

I do wonder how often do games actually push beyond 10k

#

in linear space with no paper white scaling

elfin lance
#

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

elfin lance
warped lynx
#

lol

tight acorn
#

if the game stutters with reshade what could it be

warped lynx
#

I forgot that's a thing

fallow mica
elfin lance
#

I have an issue with UE5 games

fallow mica
#

or just small hitches

elfin lance
#

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

spare bane
#

the depth buffer does stuff, less if there are no active fx shaders

fallow mica
#

should be amazing when we get 100k displays

warped lynx
#

is that in linear space

elfin lance
#

in TEW2, the bloom just does some infinite maths

#

so you get 99k

warped lynx
#

rip

elfin lance
#

but there is no visual difference between 10k and 99k white

fallow mica
elfin lance
#

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

warped lynx
elfin lance
#

in terms of chromanince

#

I cant comment on that since all my displays have been peak 1k

fallow mica
#

serious sam fusion, 20k small highlights

elfin lance
#

so I really dont know if there is a diferent in highlight color between 1k and 2k

spare bane
#

sometimes about feel

warped lynx
spare bane
#

your eyes feeling 1500 nits

elfin lance
#

vs. 1000 nit white

#

the colors are probably all gone

#

or very bright bright yellowish white

spare bane
#

yeah

elfin lance
#

you'll feel the luminance, but the colors are rip

spare bane
elfin lance
#

yea I saw that earlier

spare bane
#

you feel the brightness in the clouds

elfin lance
#

yea

tight acorn
spare bane
#

that's the real high dynamic range in HDR

tight acorn
#

pun

fathom rapids
#

Thanks for the help btw

elfin lance
#

I seen it and it looks like a cute life game

tight acorn
#

okay guyz i'm just finishing subs for the renodx unreal video

#

blerg

elfin lance
#

bro just speak engrish

bold gulch
#

Now finish dub

tight acorn
#

no

elfin lance
#

if you want to be a real g

bold gulch
#

Marat will dub

tight acorn
#

the real G is called JDSP

#

he is the english boiiiiiiiiiiiiiii that needs to get it done

elfin lance
#

"whats good homies, today we finna make unreal engine hdr"

warped lynx
#

dub > sub

tight acorn
#

@left wolf they are asking for your englishism

#

ya bog loo lad bruv

#

get to work homie

elfin lance
#

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

tired mulch
#

GOONER BLADE!?!?

#

oh

#

stellar blade

spare bane
#

clair33 really looks better for it

tired mulch
#

are all the new builds requiring

elfin lance
#

yea clair looks better with per ch stuff

tired mulch
#

the new reshade

elfin lance
#

yes

#

6.5

#

ideally 6.5 no shit

spare bane
#

#hdrcomparison #hdr #highdynamicrange
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▶ Play video
tired mulch
#

do we have a custom build on here

#

or its just stock build

elfin lance
#

but stellar blade is griefed a bit imo

#

gametsism is getting better

#

at videos

#

he used to look at game nits scenes

spare bane
#

if you check the video, and when it transitions away/to renodx the blue smear is really obvious

elfin lance
#

I watched this long ago

#

the per channel stuff makes clair exponentially better

#

but spongebob gets the suds

tired mulch
elfin lance
#

for like

#

3 months now

spare bane
tired mulch
#

lol thought i had to update my settings again

#

It really made WW better cuz the stock sdr lut kinda washes everything out

elfin lance
#

yea

#

thats the goal

#

fix washout

#

restore saturation/color

#

but here is spongebob for example

spare bane
#

i'm realizing that vanilla is also clipped bt709

#

that's also a thing

elfin lance
#

yea

#

but thats normal

spare bane
#

since ue hard clips their ap1

elfin lance
#

yea

#

not in all games though

#

adrian sent me this

#

apparently some games needed a manual max 0

spare bane
#

yeah i fixed some

#

like crisis core

#

i think it's UE4 bug

#

where it relies on the lut being uint and clamping

elfin lance
#

vanilla -- reno default -- reno sat correction 0

#

@bold gulch can we get that as a sticker

elfin lance
#

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

spare bane
#

oh yeah...

#

i can setup resource upgrades to not require a restart

elfin lance
#

I assume they just need

#

a swapchain change

#

alt enter or

spare bane
#

nah, it's like hotswap

elfin lance
#

oh?

spare bane
#

nah

#

dx12

#

dx12 at it again

elfin lance
#

lets go

spare bane
#

dx11 doesn't require a restart, but dx12 would

#

damn descriptor tables

elfin lance
#

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

fathom rapids
#

Sorry to be a pain, any suggestions on how to fix the washed out look for the character.

elfin lance
#

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

fathom rapids
#

blowout 100 makes the character black and white, should I still dump lutbuilders.

elfin lance
#

no

#

the game is clipped to 203 nits

#

so something isnt upgrading

#

wait no thats just UI elements

#

the character isnt clipping