#✅RenoDX: Unreal Engine

1 messages · Page 12 of 1

elfin lance
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honestly idk

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they might have custom shaders that come after

fathom rapids
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Doesn't matter that much, it's only on that screen so far.

elfin lance
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is that how it looks in vanilla/sdr

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because maybe thats just the game look

fathom rapids
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vanilla doesn't look washed out

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changing from renodrt to vanilla fixed it

elfin lance
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vanilla is sdr

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you dont want to be in vanilla

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was just curious

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try setting blowout restoration to 0

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not blowout, but blowout restoration

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@fathom rapids

fathom rapids
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Still looks washed out

elfin lance
fathom rapids
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lol I changed the exposure to 0 and it makes the character a black silhouette

elfin lance
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thats what exposure does!

bold gulch
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Per channel correction is what desaturates

spare bane
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it does the opposite

bold gulch
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Doesn’t it make the midtones look desaturated

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Maybe desaturate isn’t the right word

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But it makes red less prominent

spare bane
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ah, then yeah

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i thought you mean desaturation from blowout

bold gulch
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Ya my bad

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Desaturation in midtones and shadows

spare bane
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technically saturates green

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and desaturates red and blue, but kinda

bold gulch
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Which per channel correction I increase saturation

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To get red to a similarish level to before

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And then green becomes more saturated as a result

spare bane
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it's weird because the hue isn't different

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like, you would think, just apply "saturation back" or something

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but it's just wonky saturation based on what's on the pixel, so it's uneven in sections

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maybe there is a flat number though, like an average

elfin lance
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either way setting blowout restoration or any of the other sliders to 0

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should disable the function

bold gulch
elfin lance
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@spare bane how do you feel about reworking "copy all destinations" to just not use .usage_include if its enabled

if its on, it behaves just like old format, new format, cloning on -- and output size/ratio/all depending on slider

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as it is, that slider feels kind of useless

near crown
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Can someone tells me why lilium hdr analyze graphic is like that ? something looks wrong and it goes to +1300 nits too ( reno settings is working )

spare bane
near crown
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ok thanks but with reno peak brightness to 1000, nits shouldn't go beyond 1000 or is it normal ?

spare bane
near crown
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should i use renodx for ue instead ?

tight acorn
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chat is this true ? @elfin lance

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you could've told me

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idk about your fg shenanigans i'm a pleb 3090 user

elfin lance
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its not

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nvidia did some bullshit when they upgraded DLSS FG to transformer

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where every generated frame clips to sdr -- you can see this is you use lilium's histogram

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3.8.1 is the latest pre-transformer version of VG

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@tight acorn that just makes the game sdr .. so you dont notice the clipping

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the proper fix is in the works for all games, just need to think of a smart way to handle it

instead of having reno upgrade resources; we can use unreal's ini tweaks to upgrade resources+swapchain; but still replace all the shaders

that way there will be less overhead in dx12 (dx11 is pretty much free with reno) + transformer FG + MFG will work just fine

it will require a bit more setup on the user's side -- but I mean if you want FG/MFG you can go dig for the inis

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that would require making a standalone mod

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and probably more work since the lutbuilder (shader we fix for UE games)

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is different in native hdr games, and they're not really consisstant

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downgrading dlss fg to 3.8.1 isnt a big deal imo, and a solid compramise

elfin lance
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also the shaders in the native hdr path might not have the same colors/sdr grading as the sdr path

viscid mirage
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no

tawny mist
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Or for 8k! soyPoint

tired mulch
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i think marat described it in that comment also

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instead of upgrading the sdr path

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the fix is to use the HDR path and fix that instead

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like the oblivion mod which does support that way

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thats what i gathered anyways

ashen herald
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Why does the native HDR swapchain not cause issues whilst Reno one does in that case?

Why doesn't FG flicker on native HDR?

tired mulch
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i think by all games here they were referring to all UE games

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since we're in the unreal channel and all

ashen herald
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This FG flickering is exclusive to UEslop

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There are other compatibility issues in non UE games that upgrade from SDR path for Reno

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SK's PNF doesn't work / breaks the entire screen

elfin lance
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and I guess transformer has some sort of check

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like when its sdr -> hdr, the fake frames get clipped

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like a saturate() or something

ashen herald
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Got it

elfin lance
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but when the game is "native hdr", transformer behaves normally

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maybe its the proxy shader; who knows

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because reno ini tweaks wouldn't use the proxy shader

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custom shader we inject to create a output shader

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because most games dont have one, UE doesnt

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unless its in hdr

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if you need the proxy shader or not depends on the game

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unreal engine doesnt have a proxy shader when its in sdr

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it is

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I said how to do it like 5 times now kekwsit

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add logic to unreal engine's addon.cpp to disable the swapchain proxy shader + swapchain upgrade -- it can be a slider, so if the slider is on; dont run that stuff

find the unreal engine output shaders that spawn when ini hdr is enabled, and fix them up

  • There are 2 shaders per UE version, outputdevice 3+4 (hdr10/dx12) + outputdevice 5/6 (scRGB, DX11 -- not a thing anymore in UE5 iirc; but idr)

shared.h settings for intermediate encoding might need changing too if ini hdr is active

thats about it

small socket
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Have you compared native SDR to native HDR?

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The two look completely different

viscid mirage
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thats because of the per channel correction/blowout restoration

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you can share hdr png screenshots in discord btw

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easiest way to convert and share them would be to open up the jxrs in SKIV (Special K Image Viewer) and then Ctrl + C to copy them as HDR pngs to your clipboard and Ctrl + V in discord

unborn verge
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@thorny ferry saturation 53, blownout restoration at 0 and hue shift at 100 is very close to the SDR colors if you care about that

unborn verge
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Try to disable generic add-ons, and turn on the performance mode for shades if you haven't already

unborn verge
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I have no other ideas, sorry

unborn verge
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Swapchain upgrade is necessary for renodx to work afaik?

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otherwise it will be clamped to SDR

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I guess, but that would require making a game specific mod

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If you want to make one, don't make me stop you though xd

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ShortFuse said it's a possibility, but I think he doesn't want to do that for one reason or another afaik?

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for the generic UE mod that is

warped lynx
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they discussed that already

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iirc the reason they opted to not modify the hdr luts is because it bypasses the sdr color grading?

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#1364265094799954072 message

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it bypasses the sdr luts

bold gulch
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UE is missing some grading controls in HDR. if you can force output device and gamut to SDR and it gives you the same output as SDR then you’re good to go

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That’s what I did in dead island 2. Used native HDR but forced the SDR path and then slotted in the new tonemapping code.

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If you look at some of the other pics for stellar blade posted a few days ago

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HDR is missing some grading

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In the case of dead island 2 it actually used the same lutbuilder in sdr and hdr

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Hopefully stellar blade is the same

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Noice

warped lynx
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stellar blade's hdr lutbuilder has only two cbuffers iirc

bold gulch
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Rip

warped lynx
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are you trying to mod stellar blade?

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probably better to ignore stellar blade's lutbuilder

bold gulch
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ShortFuse has his own decompiler

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In Reno

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You can build it

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Or download it from the GitHub

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It is

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On the bottom of the main repo page

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I think it needs dxcompiler.dll and dxil.dll in the same directory as the exe to work

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You can find those on the dxcompiler GitHub

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I think you can just build it normally with the regular build

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You drag the cso over the exe

warped lynx
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anyway I guess there is one advantage

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allows mfg to work

bold gulch
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That means you need dxil and dxcompiler in the directory

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Both DLLs

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Can be downloaded from the dxcompiler GitHub

tired mulch
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Transformer 2x FG still needs it

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Else ur stuck with 3.8.1 with mixed results depending on how much gpu headroom u have

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Enabling 3.8.1 fg only net me a ~8% improvement vs fg off
Transformer made it the more expected 30-40% when in gpu limited

small socket
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Hopefully I did this correctly but this should be vanilla HDR vs Reno

spare bane
left zealot
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are you sure? first pic looks like SDR

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ah yeah what shortfuse said

spare bane
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native hdr doesn't have the green grading

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face is two different colors

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considering she wears green, tinting the game green is probably intentional, and absent in hdr

small socket
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I will remember that for the future

earnest bolt
# spare bane

green vs brown, i wouldn't call it a slight difference, pretty big

small socket
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And HDR is turned off in the game itself

left narwhal
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As it caused confusion then as well lol

earnest bolt
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ah right

left narwhal
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Other than the bot, yeah. It's cooked in HDR.

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RenoDX makes a HUGE difference in this, IMO.

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And works great! Not with DLAA and FMVs, though :/

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But I guess 99% DLSS will be fine.

small socket
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I had issues with the FMV when using DLSS quality

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Used it at 4K

left narwhal
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Bot eye is great in cutscenes, btw. Just in-gameplay it's kinda yikes.

left narwhal
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Like artifacts?

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CC: @elfin lance

small socket
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Yea lots of them

left narwhal
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Yeah

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I wonder if that happens even without RenoDX

small socket
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Mostly blue but also some green and red

left narwhal
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Let me ask a friend.

bold gulch
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cause iirc the only difference between sdr and hdr in UE is the exposure and the tonemapper

left narwhal
small socket
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Yea

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And often even worse than that

bold gulch
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probably just some unsafe math in the output shaders

left narwhal
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Yeah, friend confirmed he didn't have it on DLSS

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He wasn't using RenoDX.

left narwhal
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Gotcha, so DLSS doesn't save us. RIPPPPPPPPPPPPPP

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Not all cutscens are FMVs

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I wonder if this FMV is just there in demo?

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This wasn't in PS5 demo when it first came out

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If FMV is just for demo, then no issues. And hopefully that's the case.

small socket
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Also need to figure out why my C9 is way dimmer then my FO32U2P even when the latter is in Trueblack 400

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Starting to wonder if it is just finally dying

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Because I've been wondering if it is just me that my C9 felt so dimm and know I finally compared them when playing the Stellar Blade demo with Reno

spare bane
bold gulch
spare bane
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UE HDR gets an exposure boost (1.5) but you might as well consider part of their ACES params.

Basically when it comes to HDR in UE it does some untonemapped grading like SDR and then has no alternative for all the SDR params.

  • Untonemapped grading
  • If (HDR) return UEACES
  • Tonemap to SDR with custom params
  • Apply SDR grading
  • Apply LUTs
  • Apply custom gamma
  • Return
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UE doesn't even have PQ/ARRI lut support for HDR. Pretty lazy HDR implementation for a universal engine

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Which is why Jedi Survivor was forced to fork it

night dock
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which build should I use for stellar blade demo?

spare bane
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Latest

night dock
# spare bane Latest

the one from the latest snapshot button on github is the latest or is there another one?

bold gulch
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There were also some other differences

spare bane
night dock
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is there any way to fix Lilium's waveform shader in this game?

austere pike
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The demo fmv is just a trailer for the full game

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The game leans heavily into showing the outfits and hairstyles etc so it does cutscenes in engine

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On the other side I use DLSS Q and renodx and had no artifacts whatsoever

elfin lance
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I decieded to say fuck it

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if the full game has issues, I'll fix it

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@thorny ferry you have to change a bunch of stuff
-> swapchain upgrades
-> proxy shader
-> change intermediate encoding
-> potentially find + modify the composite shader

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if there was a way to go in and out of the cutscene ez, it might be a 1 line fix @left narwhal

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just clamp the colors to 709 in cutscenes, no artifacts

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but since its only spawning during the last demo boss, and tbh I dont want to spoil myself playing the demo

austere pike
left narwhal
austere pike
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It does not exist in the final game

left narwhal
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But someone just said that no FMVs in actual game, so.

austere pike
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Trust

left narwhal
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Yeah

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So, should be fine.

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Cause we’ve had those artifacts on 4K with DLAA and DLSS Q.

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@warped lynx said he had DLSS and had artifacts.

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I had on DLAA

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Moffinz didn’t on DLSS

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But not on 4K there.

elfin lance
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moffinz said its a demo only thing + demo only

left narwhal
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MLG and I are 4K

left narwhal
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Fuck it

elfin lance
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also the artifacts arnt dlaa related

left narwhal
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Maybe he misremembered?

elfin lance
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yea I know

left narwhal
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@warped lynx y u lie.

elfin lance
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nah I was just guessing

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dlss might mix

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but its not a dlaa issue

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I forgot the game isnt ue5

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in some newer ue5 games, native res might artifact a bit

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especially on amd gpus

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and dlss 99% res fixs it

austere pike
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Surely it's not a 4K exclusive issue?

left narwhal
elfin lance
left narwhal
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It’s a short demo and doesn’t really give away much.

elfin lance
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its due to resource upgrades

left narwhal
elfin lance
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stellar blade only upgrades output size resources

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if its a 4k resource @ 1440p display

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it wont be upgraded

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so it wont grief

left narwhal
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Ah

austere pike
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I see then it very well might be

elfin lance
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or literally any non 4k display (3840x2160)

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did you not artifact during that fmv?

austere pike
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I didn't no on 3440x1440 dlss q

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Fmv was just slightly over saturated

elfin lance
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oh ultrawide is very weird with resources, it could totally have not just upgraded the fmv

elfin lance
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but are you guys sure its a FMV?

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it has a game ui on it and stuff

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a fmv would just play normally

austere pike
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It's a trailer specifically made to show off the full game

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Definitely not rendered in engine

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There are certain flashback sequences that might be fmv later on. It's honestly hard to say from memory

austere pike
elfin lance
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oh

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so ist not even a story cutscene

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just a trailer

austere pike
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Yup

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But yeah I won't say with 100% certainty that there are no fmvs in the full game, but they are certainly extremely sparse if there are any

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Don't wanna go any further for spoiler reasons

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I am curious tho. In the demo there is a supposed "pre-rendered" flashback cutscene after chilling at the first camp. It contains still images as well

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Does anyone get artifacts there?

small socket
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For me the FMV had artifacts at 4K DLSS quality

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And if the end scenes of the game are in engine then there are no reasons to fix it

austere pike
elfin lance
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I can fix it [properly]

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like if I can save right before one plays

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and replay it over and over

austere pike
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Save system is similar to souls games

elfin lance
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or if we figure out ini hdr by the time the full game comes out

elfin lance
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so if I can alt f4

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and backup a save

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that would be nice

austere pike
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Sure can

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But I'm wondering if it's only the trailer fmv that's being problematic

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Since the cutscene I mentioned above is also suppoed to be pre-rendered, but from what I can see people had no artifacts there

elfin lance
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other games had broken fmvs just like that

austere pike
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Trailer might be different format than ither cutscenes?

elfin lance
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and the fix was just clamping the fmv to rec709

austere pike
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I guess we'll see

elfin lance
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yea

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no point in guessing

austere pike
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Meanwhile I'll be oblivious on my 3440x1440 monitor

small socket
austere pike
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Interesting

small socket
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I backup-ed my save before I fought the boss

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Don't have one before the first camp

austere pike
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Is there a way to 100% confirm whether or not a cutscene is pre-rendered?

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Aside from the obvious capped framerate, compressed video quality etc

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Would be interesting to see if that flashback actually is fmv or not

elfin lance
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it makes the game black and white

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if the fmv isnt black and white

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that means .. its a fmv

austere pike
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Alright I'll have a look later. Or if someone else that hasn't played the demo wanna see

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It's like 5 mins in from the start

elfin lance
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I mean if nobody bitched about the starting flashback

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and only the post game fmv

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its probably fine

austere pike
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Probably

elfin lance
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and if it is a fmv, there is hope the trailer is just something special

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and not treated the same as a regular ingame fmv would be

austere pike
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Yeah would be interesting to confirm if that is the case

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But I guess playing and tackling the issues when full game comes out also works

elfin lance
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yea

left narwhal
small socket
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Will not be me because I will be at Le Mans

elfin lance
small socket
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So I'll have to play when I get back

elfin lance
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the cutscene

austere pike
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Trailer is like 1,5 minutes

elfin lance
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I guess thats enough time to finda shader

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but I'm 100% on the side of

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just wait for the game to come out

austere pike
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This is understandable

elfin lance
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no

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native hdr is broken

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the game should not look like native hdr

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the game should look like sdr

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with sdr grading

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but with no clipping, highlights, etc

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you need a basic understanding of unreal engine to get all this stuff going; so if you can figure it out good luck

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we dont watch to match the native hdr image

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I dont think you understand

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but there is more to just disabling upgrades

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you have to change the code to pq encode and stuff

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also if the proxy shader runs, it will always grief

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you can just comment the code out

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for now

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and then add the sliders later

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also the proxy shader

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but you dont have to comment out the swapchain upgrades (the second comment)

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they just wont do anything

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if the swapchain isnt upgraded iirc

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or does the proxy shader not inject if you dont upgrade the swapchain

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probably not

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give it a try

elfin lance
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no

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you dont want to do that

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you want to use

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  if (HandleUICompositing(ui_color, scene_color, SV_TARGET)) {
    return;
  }
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sv target is swapchain pass, but for unreal

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also whats the output shader

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what are you looking at

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and how did you enable hdr in unreal

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because all this is setup for overriding ini tweaks

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if you enabled native hdr in game

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those are all the wrong shaders, and we dont need them

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if all that is with native hdr on

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its all the wrong stuff

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also all this might not even be possible with stellar blade

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because ini tweaks might force native hdr on

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and we dont want that

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stellar blade + ini is a rip then

left narwhal
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What happened to Stellar Blade now

elfin lance
vale yarrow
elfin lance
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watch the video

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pinned in #🧩renodx-dev

night dock
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because I've also seen in screenshots from other people where they have the old waveform

warped lynx
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oh

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I was using dlaa lmao

left narwhal
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@elfin lance ^ lmao

elfin lance
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?

left narwhal
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Stellar Blade for him that he said was bugging out on DLSS, too.

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FMV

elfin lance
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the fmv? thats going to stay broken

left narwhal
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He was using DLAA, not DLSS.

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So, everyone else reporting DLSS working with no artifacts.

elfin lance
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the full game has no fmvs, so no point in wasting time in an advertisement to buy the full game

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no

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there is an advertisement after you beat the demo boss that plays an fmv, and it artifacts -- but since the full game doesnt have fmvs

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its not a big deal

spare bane
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probably the bgr8/rgb8 upgrades

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video shader likely has negative/nans

elfin lance
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max 0

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if its somehow an issue in the full game, I'll fix it

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but if its just the "pls buy the full game, look how cool it is" ad

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the issue is the ad only plays after beating the demo boss

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so there is no ez way to constnatly spawn the ad

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also apparently a non issue on non-4k devices

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wrong renodrt

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look at draw.hlsl

spare bane
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it does, it's either 0/3

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though renodrt is more a neutral tonemapper after untonemapped graded

elfin lance
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"aces with fixs"

spare bane
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since it's using UE's SDR tonemapper to dictate tonemapping

elfin lance
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"bandACES"

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AcesDRT

spare bane
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sdr is already UE's aces "match"

elfin lance
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I was just making funny names

spare bane
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that's why if you do sdr grading bypass, i make renodrt 80/80/80, more or less

elfin lance
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1 * 3 = 3 = renodrt

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we used to ship mods with vanilla // none // aces // renodrt

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but none and aces are just meme settings

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so now all mods are just vanilla (off/sdr) and renodrt

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I dont know what you're looking at, but the unreal engine mod's tonemaptype always returns 0 or 3

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if renodrt wasnt being ran, it would've been very obvious

bold gulch
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It’s parsed as 1 * 3 in addon.cpp

spare bane
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for the proxy shader, yes

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the only way it's 1 is because it's fed from the c++ to be 1

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if not, it'd be 0

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or whatever the defines say

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look at the draw.hlsl source

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you should have the slang extension in vscode

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assuming you didn't ignore the recommended workspace extensions

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what do you have as the define for RENODX_TONE_MAP_TYPE

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and what's setting tone_map_type

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did you remove the settings utility?

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it shouldn't

elfin lance
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it doesnt, I tested no swapchain::Use in stellar blade + ini; and all sliders worked just fine

spare bane
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if you're modding on top of unrealengine folder, vscode will tell you what you changed in Source Control

elfin lance
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btw this is my "match sdr" look for Stellar Blade UE

vanilla vs. renodrt

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its not just for stellar blade; pretty much most games where reno's per channel correction shifts stuff too far in the "wrong direction"

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the math is right; but that doesnt mean our eyeballs have to like it

spare bane
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what's sdr grading bypass look like?

elfin lance
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but iirc it wasnt good

elfin lance
spare bane
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pink flames, so hard dependence on per-channel

elfin lance
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imo we need the sdr-look button

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there is a handful of games where per ch correction makes the game stray a bit too far from the sdr referance

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sdr look + whiteclip are priority #1

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I'd happily commit them; but I know you like to word shit specifically

spare bane
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you can also just set the defaults for this game as well

elfin lance
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yea, I was also thinking about that

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I just need to find the bare minimum slider combo

spare bane
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it's just saturation correction

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everything else can probably stay

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they hardcoded pink flames. the aces way

elfin lance
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the reason we cant have

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"red correct"

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or else the stuff the artists/devs made to deal with ap1/aces memes

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will end up getting griefed

spare bane
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fyi, for clair, ritsu did

#define CUSTOM_COLOR_GRADE_BLOWOUT_RESTORATION   0.75f
#define CUSTOM_COLOR_GRADE_HUE_CORRECTION        1.f
#define CUSTOM_COLOR_GRADE_SATURATION_CORRECTION 1.f
#define CUSTOM_COLOR_GRADE_HUE_SHIFT             0.f
elfin lance
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yep

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hue shift 0 is also one

spare bane
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so hard coded per game is probably fine

elfin lance
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I found 7 lutbuilders from the game's "precomp"

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but I dont trust them

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I've had UE games precomp lets say 20 lutbuilders

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but only generate the lutbuilder thats used on the fly

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and its not in the precomp

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also I dont think a game can mix ps and cs lutbuilders

spare bane
#

fyi, ctrl shift F searches globally in vscode

#

and you open vscode on any folder with right click in explorer

elfin lance
#

I use notepad++ and

spare bane
#

secret is to not look at the folder list in vscode

elfin lance
#

0x3FEFFFFF40000000 = mad(0.9999 = only lutbuilders

spare bane
#

like the devkit 😅

elfin lance
#

cso -> .ll[vm] (faster than cso to hlsl)

spare bane
#

i can look at setting defaults tomorrow. will probably be worth it

elfin lance
#

and then search .ll

elfin lance
#

but it would be nice to be a thing

#

where not just 1 game gets hardcoded

#

but a button people press

#

for the games that arn't hardcoded

spare bane
#

i was working on better ap1 per-channel stuff for then realized ff7rebirth isn't really ACES

elfin lance
#

oof

#

isnt their tm shit custom

#

with disk luts

spare bane
#

yeah it was in remake

#

but i thought remake had bt2020

#

rebirth luts are all bt709

elfin lance
#

interesting

#

I need to figure out

#

how to mess with lilium's new histogram

#

its hard on the eyes

#

the colors made it easier

bold gulch
elfin lance
#

w/e the new thing is

bold gulch
#

waveform?

elfin lance
#

I guss

#

is there a way to get it back to how it was

#

with colors

humble hamlet
#

do you know if there is a life is strange remastered hdr solution?

humble hamlet
#

Okay thanks

bold gulch
#

my process is:

  • copy and paste from an already finished mod with proxy shader
  • see if I can remove the proxy shader if the game already has its own final shader
  • find untonemapped
  • see if any upgrades are needed
  • fix any shaders after tonemap that clamp
  • insert new tonemap code
  • see if I can insert the brightness scaling in the tonemap shader or if there's a later game scene shader that reliably comes last. If there isn't anything reliable then I have to find every UI shader and scale ui brightness in those.
  • look for artifacting
  • test different graphics settings
#

no need to touch UI most of the time

elfin lance
#

dont use SK to compare perf

#

sk + reshade/reno does weird stuff, and that might be griefing your fps

#

idk literally any other performance thing

#

nvidia's overlay has one built in

#

if it doesnt crash the game it should be fine

#

its not about it working, but

#

in berserker khazan, basically unreal engine, dx11

reno + reshade as dxgi: 120 fps -- both in sdr and reno hdr

sk + reno/reshade = -20 fps

#

and there are a handful of games where this happens

#

it wasnt me; other users

#

I'm just saying if you want to compare performance, use a simple tool

#

sk does a lot of stuff

#

like capframex

#

also that scene is dynamic, its pretty hard to get a solid perf-recording cross launch

#

either way dx12 reno has a bit of overhead, this isnt new

tired mulch
#

its about 5% with SK + renoDX vs plain sdr for me

#

5800x

#

it has been 5% for a while

#

at least for my game

#

im just comparing current fps

#

#1321685184852135967 message

#

didn't change significantly for me since march

#

oh wait i linked the wrong post

#

yeah im testing GPU limit

#

with 4K DLAA

#

could be

#

wuthering waves is also cpu limited (bad optimization)

#

but i was testing gpu perf loss back then

austere pike
#

What gpu are you using?

#

Stellar Blade seem very light on the cpu on my end and utilises my gpu just fine

tired mulch
#

Something wrong with your build mybe?

#

I heard ppl getting like 120 1% lows

austere pike
#

That doesn't sound like normal behavior

#

Denuvo impact is obviously a factor that could have a say here. Hard to know for sure I guess

#

Still sounds like weird behavior to me. A 5950x is unlikely to significantly bottleneck a 4090 especially at 4K, but who knows

#

Interesting

fallow mica
#

5950x is pretty weak in terms of gaming by today's standard

fallow mica
#

7500f, a cpu whose mrsp is below $200, is quite a bit faster

rotund zinc
#

(in a good way ^^)

austere pike
fallow mica
#

if it is a really cpu light game, there should be a 120 fps mode, like god of war ragnarok

#

god of war ragnarok has hfr mode on base ps5

#

One of PlayStation's most impressive games of the year, we loved Stellar Blade, but weren't so taken with some of the compromises across the game's three graphics modes. The PlayStation 5 Pro update includes new modes which dramatically improve image quality and can boost performance too. John's impressed - and shows you why here.

Want some DF-...

▶ Play video
#

doesnt really hit 120 fps

#

capped at 80

#

btw its UE4 so its mostly likely to be single threaded

#

which is not a good news for 5950x

fallow mica
#

zen 3 cpus are generally not good for their 1% low

#

100 avg and 60 1% low are expected from a UE4 game tbh

#

yes

#

you can try if disabling one of the ccds helps

#

set a hotkey to disable all fx see if that helps

#

ya i know that

#

but some fx have proformance hit even when they not checked

#

you can try this

spare bane
#

Do you have the addon's disabled? Also are you using release builds of RenoDX?

spare bane
#

Are you using release builds of RenoDX?

spare bane
#

Heavy logging can, but not the intermittent stuff like once every 10 seconds. Usually that happens doing loading screens anyway

elfin lance
#

just downgrade it to 3.8.1

#

you loose MFG, but 2x FG works just fine

umbral prairie
#

Is DLAA broken in Stellar Blade or am I just drunk? Cause DLSS Q looks better to me. idk

bold gulch
#

do i have to downgrade dlss with stellar blade

#

2x fg is giving me flickering on highlights

tired mulch
bold gulch
#

game is too visually cluttered

#

gets annoying when I'm trying to time my parries

dense cliff
elfin lance
#

@bold gulch yes

#

3.8.1

austere pike
versed wagon
#

how are u loading reshade? could u tell me. I want to try it in one game

#

okay let me try that

#

yeah ik

#

scrgb passthrough or? like what preset basically?

#

most games which has no native hdr is the non hdr 10 mode no? ( i forgot the other mode name)

#

scRGB yah

#

ah yeah

#

thx let me try it

#

hm i see

#

hmm ic

#

isnt it bad if we switch reno hdr10 --> to the other mode?

#

also this is all just for the RenoDX: UE mod right?

#

.addon in the same dir as the .dxgi rite? not injecting gloabally through sk yah

#

could u show me ur sk hdr settings

#

on another note do yk why this keeps happening? when i ever inject sk globally into a new game this happens automatically??? i went through the .inis trying to fix it but i couldnt find anything relating to this @thorny ferry
It just gets ticked automatically

#

ait

versed wagon
#

yeah i do that manually

#

yo btw in games which u use sk hdr or whatever . What do you keep your SDR --> HDR Gamma at? I think it defaults to 0.955

#

I barely notice a diff between em hmm

#

whats hdr800 n 400 😅

#

ah

#

ah i see

#

I use prof 1 99% of the time

#

@thorny ferry btw with reno alone scRGB swap chain format 'cooks' the game . Now going to try with sk n reno

#

What game is that

#

okay it works but sk ui is broken , its rlly bright

#

yeah

#

Changing the settings doesnt fix it hm

#

I could just lower the sk osd luminance hm?

#
  • If i stay in HDR Preset 0 there's a difference when i switch between SDR —> HDR =⇒ Raw FrameBuffer
  • but scRGB Native SDR —> HDR =⇒ Raw FrameBuffer = no difference
#

also wouldnt using remasters break the game? in this case

#

let me compare

#

My pc just died 😭 . Only happens in stray hm

#

P1?

warped lynx
#

extremely outdated

#

this was way before renodx and luma was a thing

versed wagon
#

Okay iam back

#

let me see

#

my pc died , only happens in stray for some reason 🥲

#

okay everything seems to be working , my hdr screenshots arent black either 🥲

#

so did u like choose hdr 10 in sk as well?

#

thts probably cos the game has native hdr

#

this works
this doesnt look the same even with remasters off #1321685184852135967 message
Thanks tho iam going to go test this in more games lol. If reshade could take hdr screenshots in .avif format i wouldnt use sk in most games

#

example?

#

iam a bit confused hm

#

so , basically for this game since it has native hdr you had to put reno n sk to HDR10 yes? but what do you mean by "though settings needs to be different in SK:"

cobalt marlin
#

With RenoDX, SK's HDR should always be "reset" to Native (then it would show an Enable Processing button you don't want to click)

#

No that's true for if you want RenoDX to do the work alone

#

If you have SK process then it will alter RenoDX's work

versed wagon
cobalt marlin
#

Depends on the game

versed wagon
cobalt marlin
#

colorspace/swapchain (idr the actual correct name) just have to match

#

Like GTA5E's Reno used to be HDR10, SK had to be set to HDR10 native

#

Then ShortFuse changed it to scRGB, SK had to be set to scRGB native

versed wagon
#

aight thank you all

#

sk reflex injection is only for nvidia irc ?

#

yeah i use that

#

@thorny ferry why not just change sk to hdr10 (when using reno ue)?

#

when ur setting up the game

#

also ty stray works perfectly now (I think)

#

okay i think my screenshots are cooked on hdr10? hm

#

(in stray)

#

ait

#

soo in scRGB its fine lol , HDR10 = black ss . Its probably a SK related / hooking issue or something oh well xD
As far as yk does switching the swapchain format result in any problems? for games without native hdr

#

clamping values?

#

iam having some ghosting issues in stary , I should play vanilla n see if i have those issues

#

ohh

#

Nans meaning?

#

STRAY HAD FORCED TAA THTS Y I HAD GHOSTING 😭 THE GAME LOOKS SO MUCH BETTER NOW 🥲

cobalt marlin
#

Not too aliased tho ?

versed wagon
#

hmm

cobalt marlin
#

Oh, nice 🙂

versed wagon
#

Let me try 200%

cobalt marlin
#

But In game doesn't offer that, using virtual resolution ?

versed wagon
cobalt marlin
#

Or engine.ini tweak ?

#

I mean you can only set render scale beneath 100%, not above

versed wagon
#

to off taa i had to use engine tweak , for render res i can use in-game

cobalt marlin
#

Uh, game offers that ? I didn't remember

#

200% should look "perfect" but be quite heavy to run

versed wagon
#

yeah

cobalt marlin
#

If only we could mod DLSS in and get an Ultra+ treat for this game running dx12 with RT

viscid mirage
#

you can make the taa better by adding these lines to the engine.ini

[SystemSettings] r.TemporalAA.HistoryScreenpercentage=200

#

looks way sharper in motion

versed wagon
#

oh let me try

versed wagon
viscid mirage
#

oh.. never really noticed

#

just looked way better to me

cobalt marlin
#

Zn must be pretty sensitive to ghosting then cause it sure isn't obvious

#

Sharper TAA is nice tho, especially if it helps with the fur

viscid mirage
#

yea. setting that cvar to 200 basically means that the TAA upsamples to 2x your res before output iirc

#

so it still renders at 100% but then has a 200% size buffer available for TAA upsampling

#

that also comes with a slight perf hit

cobalt marlin
#

So a bit more VRAM hungry and a couple fps less I'd assume

viscid mirage
#

yup

cobalt marlin
#

Game is super light ❤️

viscid mirage
#

and also looks really great with reno :D

cobalt marlin
#

Yeah but that's always a given

bold gulch
#

looks like its going through the character portrait

#

there's a reshade addon called REST

#

that lets you apply shaders before UI

#

you have to manually select from a shader list

#

I haven't used it before but other people on this server have

#

it uses the same hashes as reno

versed wagon
#

UE RT?

#

oh

#

ah , i never used rtgi b4

obsidian verge
#

X

spice hare
#

Im trying to get this to work with Days Gone, but I cannot work it out. the game is clamped to 200 nits. Any ideas what settings to use?

maiden sphinx
bold gulch
#

rip

ashen herald
#

For this game only?

#

I am using both in FF14

#

well that is DX11

#

but REST has mid support for any other API

spare bane
#

In what sense?

austere pike
spare bane
#

Yeah, that's generally how to make it work afaik. It'll get the wrong hash if RenoDX is first I think.

#

Also there's a compatibility mode for swapchain proxy in case it wants to modify the swapchain

#

Reshade Addons are strictly alphabetical

#

Gotta rename the filename

#

Res > Ren

#

Depends how you upgrade. And what shader you're targeting

#

Also cloning and proxy changes things

#

SK for swapchain is because the game is paranoid about upgrades. Not sure that it matters anymore with hiding the swapchain desc in 6.5.x

#

You don't need SK for windowed mode: #1363583001711349840 message

elfin lance
#

rtss can do that

#

inject reflex

spare bane
#

I don't think an add-on can intercept another addon's render_effects RTV so REST supporting resource cloning is probably out

elfin lance
#

why are you upgrading with SK when using UE?

#

that's just asking for grief

pine void
#

Does Swap Chain Compatibility Mode not work here?
Afaik the only "incompatibility" there is between REST and RenoDX is swapchain proxy, and proxy's compatibility mode should fix it (iirc it was done specifically with this case in mind).
I only tried this in dx11 games though, dunno if things are different with dx12.

spare bane
raw inlet
#

weird possible regression? This is with 5/8 build vs 6/4 build vs vanilla tonemapper (on 6/4 build)
It's not a big deal in this specific instance since it's just for the player renders on these preview screens (which already were getting tonemapped weirdly), in-game seems pretty much the same, but don't know if this could possibly mean issues in other games

#

I tried messing with all the hue settings to no avail

rain tulip
narrow blade
#

Did you ever get this working completely? The game appears fine in my limited testing but the characters in the menus are washed out. Tried upgrading assets etc.

narrow blade
elfin lance
elfin lance
#

if you want I can share my screen and show you how I fix lutbuilders

#

I'll show you how I fix one, and you can try fixing the other

rain tulip
#

I tried to fix them but I couldn't get them to work. Is there anything else that needs to be done aside from editing the lutbuilders themselves?

elfin lance
#

no

#

rename 5_0 to 5_x

#

and then find the colors

#

lutbuilder_0x74A9517B.ps_5_0.cso -> lutbuilder_0x74A9517B.ps_5_x.cso

rain tulip
#

ok, I didn't rename them, that might be what's wrong then

elfin lance
#

uea

#

5_x has the shader compile for both dx11 and dx12

elfin lance
rain tulip
#

ok they're working now, just gotta figure out upgrades

elfin lance
#

ohh

#

you also want to run a bit of regex

#

cast stuff as asuint()

#

1 sec

#

@rain tulip

rain tulip
#

says no results found for either.

elfin lance
#

the first one

#

should always have results

#

did you press the regex button

rain tulip
#

oh I didn't

elfin lance
#

flattened sm6 lutbuilders are 10x faster than sm5 btw

#

thanks to shortfuse's gigachad decomp.exe

rain tulip
#

still not finding any. Is that for setting up the if branches I've seen in the other lutbuilders?

elfin lance
#

I have no idea

elfin lance
#

its not mandatory

#

so dont worry too much

#

but right ebfore output there is almost always a branch

rain tulip
#

oh, I set them up in my lutbuilders manually when looking at another lutbuilder for reference

elfin lance
#

ohh

#

yea

#

thats why it doesnt work

rain tulip
#

good to know though, thanks

elfin lance
#

np

#

btw

#

upgrades are almost always

#

bgra8 typless

#

and or rgb10a2 unorm

#

sometimes bgra8 unorm

elfin lance
#

can you please send reshade.log @raw inlet

#

so I can see what lutbuilders are used by the game

rain tulip
#

got it. Everything looks to be working except for one little thing. UI is messed up but toggling HDR on then off in-game fixes it

elfin lance
#

is it like

#

boxs

#

and squares

rain tulip
#

at boot, then after toggling HDR on then off in game

elfin lance
#

amd gpu?

rain tulip
#

did this without upgrades as well

rain tulip
#

3080

elfin lance
#

try this

#

go to addon.cpp

#

add your game to the AddGamePatches() function

#

via else if

#

you can find the product name in reshade.log

#

and for the custom code you run for your game

#

renodx::mods::swapchain::swapchain_proxy_revert_state = true;

#

or just stick proxy revert state anywhere

#

just to test

#

and if it fixs it

#

add it to the game mod list

rain tulip
#

ok I'll give it a try

elfin lance
#

ion '999.999.999.12'

#

wtf lmao

#

ohh you build your own reshade

#

for sanity checking

#

can you please use the one pinned in #🧩renodx-dev

#

also no SpecialK

#

I've seen somebody else run into issues with SK because of swapchain shit

#

tl;dr please try:
-> no specialk
-> reshade from #🧩renodx-dev

#

first try no sk, if it doesnt fix it; then get that version of reshade

#

there is bullshit like this here

#
16:39:57:049 [25036] | DEBUG | [RenoDX] utils::pipeline_layout::OnInitDevice(Hooking device: 0x0000000009754b60, api: opengl)
16:39:57:049 [25036] | DEBUG | [RenoDX] utils::shader::OnInitDevice(Hooking device: 158681952, api: opengl)
#

also whenever you guys report issues, please test the mod with just reshade + renodx -- no specialk or other mods

rain tulip
#

Just to confirm this is what I had to add in the addon.cpp?

  } else if (product_name == "MK12.exe") {
    renodx::mods::swapchain::swapchain_proxy_revert_state = true;
  } else {```
#

as for product name, that's how it shows up in ReShade. I don't know if the code is actually working or not, the issue is still there

elfin lance
#

@rain tulip show me reshade.log

#

I'll show you how to find the product name

rain tulip
elfin lance
#

17:29:32:666 [16612] | INFO | [RenoDX] No default settings for MK12.exe () -- lmao wtf

#

the product name is empty

#

you cna use the .exe though

rain tulip
#

oh lol

#

well I have it set to MK12.exe, so if that looks right then the code isn't solving the issue I guess

elfin lance
#
  } else if (filename == ".exe") {
    renodx::mods::swapchain::swapchain_proxy_revert_state = true;
  } else {

filename

#

but make sure

#

you use the winshipping .exe

#

you know how unreal engine has like

#

binaries/win64/gamename-win64-shipping.exe or something

#

you want to use that

rain tulip
#

yeah, they're both just MK12.exe in this case

elfin lance
#

guess its MK12.exe then

#

ima brb; but let me know if it fixs the UI

rain tulip
#

no good sadly

elfin lance
#

rip

#

no idea

#

try upgrading

#

either way idk

#

nap time

rain tulip
#

all good, thanks for the help

rain tulip
#

I ran through all the upgrades and none fixed it. Game otherwise looks good though. I can finally max out my monitor brightness

raw inlet
#

even if newer reshade or SK is a factor it's still ultimately a change in the addon that is the root

elfin lance
#

@raw inlet can you sanity check please?

#

it takes 10 seconds

warm lion
elfin lance
#

is that the only lutbuilder that dumped?

warm lion
#

yeah

elfin lance
#

did you make sure the game's native hdr is off?

warm lion
#

whats more, it didnt wanna dump any, got dumped only once I enabled hdr with UE console, hence the screen went black (no matter what upgrades), only UI remained, so dunno if that even makes sense 😄

elfin lance
#

this lutbuilder looks

#

custom

warm lion
#

oh I see

elfin lance
#

when you open the reshade mod without ini tweaks hdr

#

change blowout to 100

#

and load the save

#

does the game become black and white?

#

also send reshade.log

#

without ini tweaks

warm lion
#

lemme try

elfin lance
#

the game might be UE5, so the lutbuilders arnt read time

#

and require a save load or something

warm lion
#

neither blowout nor any of the sliders apart from ui brightness does anything, nothing gets dumped as well 😦

elfin lance
#

the shaders are thre

#

so the shaders probably arnt real time

#

like a lot of UE5

#

so set blowout to 100

#

and then reload your save

#

or resstart the game

#

blowout 100 should make the game black and white

#

if the game is black and white, that just means you need resource upgrades

#

which are usually just B8G8R8A_TYPELESS and/or R10G10B10A2_unorm

warm lion
#

yeah with blowout 100, the game turned black and white

elfin lance
#

ok so the shaders are there

#

you just need upgrades

#

and enjoy

#

usually every ue5 game has a trick

#

to reload the shaders

#

clair obscur press start twice

#

oblivion open the menu twice

#

but just put in the values you like, restart the game/reload save/whatever you did

#

and enjoy the mod

warm lion
#

omg thank you! turns out that game need a full restart, but then it works indeed, with these upgrades ❤️

raw inlet
elfin lance
#

so yea something broke

#

hm

#

the UE mod itself didnt do anything crazy codebase wise

#

I wonder if reshade 6.5 griefed something

raw inlet
#

no

#

because the old addon still works

echo delta
#

What would cause cutscenes in crash bandicoot 4 to flash black. Maybe there’s an upgrade I can toggle to fix?

elfin lance
#

maybe

#

what are you upgrading rn

echo delta
#

Nothing

elfin lance
#

try upgrading

#

b8g8r8a8 typeless

#

and r10g10b10a2 unorm

echo delta
#

I’ll try thanks

raw inlet
#

(from 5/8)

elfin lance
#

yea please try the one I DM'd you

#

from 5/17 -- before shortfuse added basic ini tweak stuff

#

last thing you have to test

elfin lance
#

@spare bane I did a bunch of testing with recent commits, and it seems what broke a few games is the basic ini stuff

#

where sometimes shit is washed out in menus

elfin lance
#

this

#

not really sure why its getting griefed; since on paper that code should be doing nothing; but maybe the cbuffers are lying

#

I need a game with the bug so I can test shit myself

spare bane
elfin lance
#

3/4 = hdr10 [aces 1000/2000]
5/6 = scRGB [aces 1000/2000]
7 8 9 = debug stuff

elfin lance
#

and fed 0u to all the functions GenerateOutput(0u);

elfin lance
#

@spare bane its ini hdr code

elfin lance
#

forced 0u, and mod works

#

I looked at the lutbuilder niko's game uses

spare bane
#

do ```cpp
if (OutputDevice >= 3 && OutputDevice <=6 ) {
config.intermediate_encoding = renodx::draw::ENCODING_PQ;
if (CUSTOM_LUT_OPTIMIZATION == 0.f) {
config.intermediate_scaling = 1.f;
} else {
config.intermediate_scaling = RENODX_DIFFUSE_WHITE_NITS;
}
config.intermediate_color_space = renodx::color::convert::COLOR_SPACE_BT2020;
}

#

that should do it

elfin lance
#

and the cbufferis right

elfin lance
spare bane
#

though i'm supposed to account for the different output device types

elfin lance
#

between 3 and 6

spare bane
#

because outputtype1 is 2.2 i think

spare bane
#

and outputtype 0 is srgb

elfin lance
spare bane
#

it's in the ue code

elfin lance
#

I have a list

#

of all output devices

spare bane
#

so i was waiting for it to break pepe_hide

elfin lance
#

0 = srgb [what all games use]
1 = 2.2
2 = idr

#

3-6 = hdr

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7-9 = debug

spare bane
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should be a giant switch statement

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i have it written in a shader somewhere

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in comments

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  bool is_hdr = (output_type >= 3u && output_type <= 6u);

is in dbz

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from my Thaumaturge work probably

elfin lance
#

compiling now

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7-9 is weird linear exr debug shit

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lmao I went through all the big commits with niko's game

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and realized since it works fine in vanilla

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the bug is shader related

spare bane
#
#define TONEMAPPER_OUTPUT_sRGB 0
#define TONEMAPPER_OUTPUT_Rec709 1
#define TONEMAPPER_OUTPUT_ExplicitGammaMapping 2
#define TONEMAPPER_OUTPUT_ACES1000nitST2084 3
#define TONEMAPPER_OUTPUT_ACES2000nitST2084 4
#define TONEMAPPER_OUTPUT_ACES1000nitScRGB 5
#define TONEMAPPER_OUTPUT_ACES2000nitScRGB 6
#define TONEMAPPER_OUTPUT_LinearEXR 7
#define TONEMAPPER_OUTPUT_NoToneCurve 8
#define TONEMAPPER_OUTPUT_WithToneCurve 9
elfin lance
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and the only shader logic change we had rencelty was your ini hdr support

elfin lance
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I have that written down

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if this works its off to github with the fix

spare bane
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vec3 LinearTo709Branchless(vec3 lin)
{
    return min(lin * 4.5, powScalar(maxWithScalar(0.018, lin), 0.45) * 1.099 - 0.099);
}
raw inlet
elfin lance
spare bane
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branchless is using min

elfin lance
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is it doing like some weird srgb

spare bane
#
    return min(lin * 12.92, powScalar(maxWithScalar(0.00313067, lin), 1.0/2.4) * 1.055 - 0.055);
elfin lance
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yea I see the min

spare bane
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that's bt709 encoding

elfin lance
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ohh

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709 eotf?

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yea I remember it from the itu docs

spare bane
elfin lance
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yea

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I seen that

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forgot about it

spare bane
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we're supposed to use this, but we don't. nobody grades like that

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we care about display emulation more

elfin lance
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we dont want to be like microsoft

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feeding people another missmatch

spare bane
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it's a video people vs pc people thing

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pc uses srgb, video people use that

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it honestly doesn't exactly matter as long as the oetf is known

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which we know is the monitor 2.2

elfin lance
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thought the eotf doesnt matter at all in sdr

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because the display handles it

spare bane
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er, the eotf is known, sorry

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we know to decode with 2.2, so that's it

elfin lance
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ye

spare bane
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we should use the bt709 encoding if that's how the game wanted to output

elfin lance
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speaking of gamma

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voosh pasted a code of fast srgb

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from unity

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and they have

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very fast srgb

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which is just gamma 2

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sqrt(color)

spare bane
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// OutputDevice == TONEMAPPER_OUTPUT_ExplicitGammaMapping
    // Gamma 2.2, user specified gamut
    else
    {
        // Convert from the working color space to specified output gamut
        float3 OutputGamutColor = mul( AP1_2_Output, mul( (float3x3)WorkingColorSpace.ToAP1, FilmColor ) );

        // This is different than the prior "gamma" curve adjustment (but reusing the variable).
        // For displays set to a gamma colorspace.
        // Note, MacOSX native output is raw gamma 2.2 not sRGB!
        OutDeviceColor = pow( OutputGamutColor, InverseGamma.z );
    }
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explicit gamma is the last else statement, aka default unspecified, but not default in cbuffers (which is 0)

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for now just treat HDR different and leave srgb, i'll figure out the code later