#✅RenoDX: Unreal Engine
1 messages · Page 12 of 1
Doesn't matter that much, it's only on that screen so far.
vanilla is sdr
you dont want to be in vanilla
was just curious
try setting blowout restoration to 0
not blowout, but blowout restoration
@fathom rapids
Still looks washed out

lol I changed the exposure to 0 and it makes the character a black silhouette
thats what exposure does!
Per channel correction is what desaturates
no it doesn't
it does the opposite
Doesn’t it make the midtones look desaturated
Maybe desaturate isn’t the right word
But it makes red less prominent
Which per channel correction I increase saturation
To get red to a similarish level to before
And then green becomes more saturated as a result
it's weird because the hue isn't different
like, you would think, just apply "saturation back" or something
but it's just wonky saturation based on what's on the pixel, so it's uneven in sections
maybe there is a flat number though, like an average
either way setting blowout restoration or any of the other sliders to 0
should disable the function
Yes that’s what I wanted to find but idk how that would work
@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
as it is, that slider feels kind of useless
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 )
That's not this mod. Also that's how it looks now.
ok thanks but with reno peak brightness to 1000, nits shouldn't go beyond 1000 or is it normal ?
I'm assuming that's the https://discord.com/channels/1161035767917850784/1310634408620986511 mod. IIRC, it did custom stuff and was inconsistent for some effects.
should i use renodx for ue instead ?
chat is this true ? @elfin lance

you could've told me
idk about your fg shenanigans i'm a pleb 3090 user

yea lmao, that question gets answered like twice a day here
its not
nvidia did some bullshit when they upgraded DLSS FG to transformer
where every generated frame clips to sdr -- you can see this is you use lilium's histogram
3.8.1 is the latest pre-transformer version of VG
@tight acorn that just makes the game sdr .. so you dont notice the clipping
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
that would require making a standalone mod
and probably more work since the lutbuilder (shader we fix for UE games)
is different in native hdr games, and they're not really consisstant
downgrading dlss fg to 3.8.1 isnt a big deal imo, and a solid compramise
also the shaders in the native hdr path might not have the same colors/sdr grading as the sdr path
no
Or for 8k! 
i think marat described it in that comment also
instead of upgrading the sdr path
the fix is to use the HDR path and fix that instead
like the oblivion mod which does support that way
thats what i gathered anyways
Why does the native HDR swapchain not cause issues whilst Reno one does in that case?
Why doesn't FG flicker on native HDR?
i think by all games here they were referring to all UE games
since we're in the unreal channel and all
This FG flickering is exclusive to UEslop
There are other compatibility issues in non UE games that upgrade from SDR path for Reno
SK's PNF doesn't work / breaks the entire screen
because there are no swapchain/resource upgrades
and I guess transformer has some sort of check
like when its sdr -> hdr, the fake frames get clipped
like a saturate() or something
Got it
but when the game is "native hdr", transformer behaves normally
maybe its the proxy shader; who knows
because reno ini tweaks wouldn't use the proxy shader
custom shader we inject to create a output shader
because most games dont have one, UE doesnt
unless its in hdr
if you need the proxy shader or not depends on the game
unreal engine doesnt have a proxy shader when its in sdr
it is
I said how to do it like 5 times now 
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
thats because of the per channel correction/blowout restoration
you can share hdr png screenshots in discord btw
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
@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
Try to disable generic add-ons, and turn on the performance mode for shades if you haven't already
I have no other ideas, sorry
Swapchain upgrade is necessary for renodx to work afaik?
otherwise it will be clamped to SDR
I guess, but that would require making a game specific mod
If you want to make one, don't make me stop you though xd
ShortFuse said it's a possibility, but I think he doesn't want to do that for one reason or another afaik?
for the generic UE mod that is
they discussed that already
iirc the reason they opted to not modify the hdr luts is because it bypasses the sdr color grading?
#1364265094799954072 message
it bypasses the sdr luts
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
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.
If you look at some of the other pics for stellar blade posted a few days ago
HDR is missing some grading
In the case of dead island 2 it actually used the same lutbuilder in sdr and hdr
Hopefully stellar blade is the same
Noice
it does not
stellar blade's hdr lutbuilder has only two cbuffers iirc
Rip
are you trying to mod stellar blade?
probably better to ignore stellar blade's lutbuilder
ShortFuse has his own decompiler
In Reno
You can build it
Or download it from the GitHub
It is
On the bottom of the main repo page
I think it needs dxcompiler.dll and dxil.dll in the same directory as the exe to work
You can find those on the dxcompiler GitHub
I think you can just build it normally with the regular build
You drag the cso over the exe
That means you need dxil and dxcompiler in the directory
Both DLLs
Can be downloaded from the dxcompiler GitHub
Even without mfg
Transformer 2x FG still needs it
Else ur stuck with 3.8.1 with mixed results depending on how much gpu headroom u have
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
Hopefully I did this correctly but this should be vanilla HDR vs Reno
Vanilla in RenoDX refers to Vanilla SDR, fyi
native hdr doesn't have the green grading
face is two different colors
considering she wears green, tinting the game green is probably intentional, and absent in hdr
Ah TIL
I will remember that for the future
green vs brown, i wouldn't call it a slight difference, pretty big
Tbh I should've realised that because it is doing SDR to HDR
And HDR is turned off in the game itself
We were talking about the robot eye, I should edit that.
As it caused confusion then as well lol
ah right
Other than the bot, yeah. It's cooked in HDR.
RenoDX makes a HUGE difference in this, IMO.
And works great! Not with DLAA and FMVs, though :/
But I guess 99% DLSS will be fine.
Bot eye is great in cutscenes, btw. Just in-gameplay it's kinda yikes.
Oh?
Like artifacts?
CC: @elfin lance
Yea lots of them
Mostly blue but also some green and red
Let me ask a friend.
is this due to exposure increase in HDR?
cause iirc the only difference between sdr and hdr in UE is the exposure and the tonemapper
Like this basically, right?
probably just some unsafe math in the output shaders
Yeah, same.
Gotcha, so DLSS doesn't save us. RIPPPPPPPPPPPPPP
Not all cutscens are FMVs
I wonder if this FMV is just there in demo?
This wasn't in PS5 demo when it first came out
If FMV is just for demo, then no issues. And hopefully that's the case.
Also need to figure out why my C9 is way dimmer then my FO32U2P even when the latter is in Trueblack 400
Starting to wonder if it is just finally dying
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
It feels similar to when you underexpose a lut and try to input it, causing the wrong shadow/midtone/highlight tint, but UE HDR doesn't use LUTs. There's probably an SDR tint value that HDR doesn't get
In ac origins and odyssey they raise exposure before the tint which results in the tint being less strong
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
UE doesn't even have PQ/ARRI lut support for HDR. Pretty lazy HDR implementation for a universal engine
Which is why Jedi Survivor was forced to fork it
which build should I use for stellar blade demo?
Latest
the one from the latest snapshot button on github is the latest or is there another one?
I’m dead island the 1.5x exposure boost was there in SDR too
There were also some other differences
GitHub snapshot is always latest
ok thanks
is there any way to fix Lilium's waveform shader in this game?
There pretty much zero fmv cutscenes in the main game. The very last cutscene and credits might be, but not sure
The demo fmv is just a trailer for the full game
The game leans heavily into showing the outfits and hairstyles etc so it does cutscenes in engine
On the other side I use DLSS Q and renodx and had no artifacts whatsoever
4K?
considering the game has no FMVs and its not easy to replicate that one demo fmv
I decieded to say fuck it
if the full game has issues, I'll fix it
@thorny ferry you have to change a bunch of stuff
-> swapchain upgrades
-> proxy shader
-> change intermediate encoding
-> potentially find + modify the composite shader
if there was a way to go in and out of the cutscene ez, it might be a 1 line fix @left narwhal
just clamp the colors to 709 in cutscenes, no artifacts
but since its only spawning during the last demo boss, and tbh I dont want to spoil myself playing the demo
3440x1440
Only one is final one after boss, tbh. Maybe in final game, if I come across it again in final build I’ll share the save.
It does not exist in the final game
But someone just said that no FMVs in actual game, so.
Trust
Yeah
So, should be fine.
Cause we’ve had those artifacts on 4K with DLAA and DLSS Q.
@warped lynx said he had DLSS and had artifacts.
I had on DLAA
Moffinz didn’t on DLSS
But not on 4K there.
yea thats why I said fuck it
moffinz said its a demo only thing + demo only
MLG and I are 4K
also the artifacts arnt dlaa related
MLG said he got it on DLSS
Maybe he misremembered?
yea I know
@warped lynx y u lie.
nah I was just guessing
dlss might mix
but its not a dlaa issue
I forgot the game isnt ue5
in some newer ue5 games, native res might artifact a bit
especially on amd gpus
and dlss 99% res fixs it
Surely it's not a 4K exclusive issue?
Fair enough.
Demo isn’t that bad tbh, I’ll start it again from scratch in final game.
honestly I've seen enough 4k exclusive shit; so who knows
It’s a short demo and doesn’t really give away much.
its due to resource upgrades
Who knows
stellar blade only upgrades output size resources
if its a 4k resource @ 1440p display
it wont be upgraded
so it wont grief
Ah
I see then it very well might be
oh ultrawide is very weird with resources, it could totally have not just upgraded the fmv
its probably just clipped
but are you guys sure its a FMV?
it has a game ui on it and stuff
a fmv would just play normally
It's a trailer specifically made to show off the full game
Definitely not rendered in engine
There are certain flashback sequences that might be fmv later on. It's honestly hard to say from memory
The game ui is just them showing off some mid-game gameplay
Yup
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
Don't wanna go any further for spoiler reasons
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
Does anyone get artifacts there?
For me the FMV had artifacts at 4K DLSS quality
And if the end scenes of the game are in engine then there are no reasons to fix it
Did you have any artifacts in the cutscene I mentioned above?
if there is a way to replicate one
I can fix it [properly]
like if I can save right before one plays
and replay it over and over
Save system is similar to souls games
or if we figure out ini hdr by the time the full game comes out
yea
so if I can alt f4
and backup a save
that would be nice
Sure can
But I'm wondering if it's only the trailer fmv that's being problematic
Since the cutscene I mentioned above is also suppoed to be pre-rendered, but from what I can see people had no artifacts there
other games had broken fmvs just like that
Trailer might be different format than ither cutscenes?
and the fix was just clamping the fmv to rec709
I guess we'll see
Meanwhile I'll be oblivious on my 3440x1440 monitor
Didn't have any issues there
Interesting
Is there a way to 100% confirm whether or not a cutscene is pre-rendered?
Aside from the obvious capped framerate, compressed video quality etc
Would be interesting to see if that flashback actually is fmv or not
set the blowout slider to 100
it makes the game black and white
if the fmv isnt black and white
that means .. its a fmv
Alright I'll have a look later. Or if someone else that hasn't played the demo wanna see
It's like 5 mins in from the start
I mean if nobody bitched about the starting flashback
and only the post game fmv
its probably fine
Probably
and if it is a fmv, there is hope the trailer is just something special
and not treated the same as a regular ingame fmv would be
Yeah would be interesting to confirm if that is the case
But I guess playing and tackling the issues when full game comes out also works
yea
You’d have to beat the boss over and over. lol
Will not be me because I will be at Le Mans
how long is it?
So I'll have to play when I get back
the cutscene
Trailer is like 1,5 minutes
I guess thats enough time to finda shader
but I'm 100% on the side of
just wait for the game to come out
This is understandable
no
native hdr is broken
the game should not look like native hdr
the game should look like sdr
with sdr grading
but with no clipping, highlights, etc
you need a basic understanding of unreal engine to get all this stuff going; so if you can figure it out good luck
we dont watch to match the native hdr image
I dont think you understand
but there is more to just disabling upgrades
you have to change the code to pq encode and stuff
also if the proxy shader runs, it will always grief
you can just comment the code out
for now
and then add the sliders later
also the proxy shader
but you dont have to comment out the swapchain upgrades (the second comment)
they just wont do anything
if the swapchain isnt upgraded iirc
or does the proxy shader not inject if you dont upgrade the swapchain
probably not
give it a try
no
you dont want to do that
you want to use
if (HandleUICompositing(ui_color, scene_color, SV_TARGET)) {
return;
}
sv target is swapchain pass, but for unreal
also whats the output shader
what are you looking at
and how did you enable hdr in unreal
because all this is setup for overriding ini tweaks
if you enabled native hdr in game
those are all the wrong shaders, and we dont need them
if all that is with native hdr on
its all the wrong stuff
also all this might not even be possible with stellar blade
because ini tweaks might force native hdr on
and we dont want that
stellar blade + ini is a rip then
nothing
what even is that question?
I didn't know there was a new waveform, and when I first saw it, I just assumed it was some game-specific bug. Sorry for the confusion
because I've also seen in screenshots from other people where they have the old waveform
look at the disocclusion artifacts around hair
oh
I was using dlaa lmao
?
the fmv? thats going to stay broken
He was using DLAA, not DLSS.
So, everyone else reporting DLSS working with no artifacts.
the full game has no fmvs, so no point in wasting time in an advertisement to buy the full game
no
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
its not a big deal
maybe; another game was fixed with
max 0
if its somehow an issue in the full game, I'll fix it
but if its just the "pls buy the full game, look how cool it is" ad
the issue is the ad only plays after beating the demo boss
so there is no ez way to constnatly spawn the ad
also apparently a non issue on non-4k devices
wrong renodrt
look at draw.hlsl
it does, it's either 0/3
though renodrt is more a neutral tonemapper after untonemapped graded
"aces with fixs"
since it's using UE's SDR tonemapper to dictate tonemapping
I was just making funny names
that's why if you do sdr grading bypass, i make renodrt 80/80/80, more or less
1 * 3 = 3 = renodrt
we used to ship mods with vanilla // none // aces // renodrt
but none and aces are just meme settings
so now all mods are just vanilla (off/sdr) and renodrt
I dont know what you're looking at, but the unreal engine mod's tonemaptype always returns 0 or 3
if renodrt wasnt being ran, it would've been very obvious
It’s parsed as 1 * 3 in addon.cpp
for the proxy shader, yes
the only way it's 1 is because it's fed from the c++ to be 1
if not, it'd be 0
or whatever the defines say
look at the draw.hlsl source
you should have the slang extension in vscode
assuming you didn't ignore the recommended workspace extensions
what do you have as the define for RENODX_TONE_MAP_TYPE
and what's setting tone_map_type
did you remove the settings utility?
it shouldn't
it doesnt, I tested no swapchain::Use in stellar blade + ini; and all sliders worked just fine
if you're modding on top of unrealengine folder, vscode will tell you what you changed in Source Control
btw this is my "match sdr" look for Stellar Blade UE
vanilla vs. renodrt
its not just for stellar blade; pretty much most games where reno's per channel correction shifts stuff too far in the "wrong direction"
the math is right; but that doesnt mean our eyeballs have to like it
what's sdr grading bypass look like?
one second I closed the game
but iirc it wasnt good
@spare bane
pink flames, so hard dependence on per-channel
also the sand
imo we need the sdr-look button
there is a handful of games where per ch correction makes the game stray a bit too far from the sdr referance
sdr look + whiteclip are priority #1
I'd happily commit them; but I know you like to word shit specifically
you can also just set the defaults for this game as well
yea, I was also thinking about that
I just need to find the bare minimum slider combo
it's just saturation correction
everything else can probably stay
they hardcoded pink flames. the aces way
yep
the reason we cant have
"red correct"
or else the stuff the artists/devs made to deal with ap1/aces memes
will end up getting griefed
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
so hard coded per game is probably fine
I found 7 lutbuilders from the game's "precomp"
but I dont trust them
I've had UE games precomp lets say 20 lutbuilders
but only generate the lutbuilder thats used on the fly
and its not in the precomp
also I dont think a game can mix ps and cs lutbuilders
fyi, ctrl shift F searches globally in vscode
and you open vscode on any folder with right click in explorer
I had issus with vscode and folders with 20k files
I use notepad++ and
secret is to not look at the folder list in vscode
0x3FEFFFFF40000000 = mad(0.9999 = only lutbuilders
like the devkit 😅
cso -> .ll[vm] (faster than cso to hlsl)
i can look at setting defaults tomorrow. will probably be worth it
and then search .ll
we have 2 weeks until the game comes out
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
i was working on better ap1 per-channel stuff for then realized ff7rebirth isn't really ACES
interesting
I need to figure out
how to mess with lilium's new histogram
its hard on the eyes
the colors made it easier
not a histogram
w/e the new thing is
waveform?
do you know if there is a life is strange remastered hdr solution?
Okay thanks
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
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
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
What gpu are you using?
Stellar Blade seem very light on the cpu on my end and utilises my gpu just fine
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
5950x is pretty weak in terms of gaming by today's standard
is is likely or even pretty common in some cpu demanding titiles
7500f, a cpu whose mrsp is below $200, is quite a bit faster
yeah i literally cannot get this game to drop a frame its fked
(in a good way ^^)
Looking at specs, stellar blade shouldn't be a cpu demanding game whatsoever, but it is what it is
theres no 120 fps mode on console, so its probably not that light on cpu
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-...
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
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
Do you have the addon's disabled? Also are you using release builds of RenoDX?
Are you using release builds of RenoDX?
Heavy logging can, but not the intermittent stuff like once every 10 seconds. Usually that happens doing loading screens anyway
Is DLAA broken in Stellar Blade or am I just drunk? Cause DLSS Q looks better to me. idk
do i have to downgrade dlss with stellar blade
2x fg is giving me flickering on highlights
iirc u gotta do it if ur not using native ue hdr
IDK about this alleged fmv but I can tell you the opening cutscene is 100% realtime in engine because I played it in VR and had full 360 view
also the intro is proper hdr
Yeah intro is in engine. I think the one I'm talking about is actually in engine as well, but just curious if it is or not
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
any idea?

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?
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:"
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
scRGB Native / HDR10 Native yeah?
Depends on the game
yah ik but das wat you're talking about yah
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
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 🥲
Not too aliased tho ?
yeah iam using 150% render res maybe thts y?
hmm
Oh, nice 🙂
Let me try 200%
But In game doesn't offer that, using virtual resolution ?
wdym? u mean upscaling?
Or engine.ini tweak ?
I mean you can only set render scale beneath 100%, not above
to off taa i had to use engine tweak , for render res i can use in-game
Uh, game offers that ? I didn't remember
200% should look "perfect" but be quite heavy to run
yeah
If only we could mod DLSS in and get an Ultra+ treat for this game running dx12 with RT
so real bro
you can make the taa better by adding these lines to the engine.ini
[SystemSettings] r.TemporalAA.HistoryScreenpercentage=200
looks way sharper in motion
oh let me try
makes the ghosting worse sadly
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
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
So a bit more VRAM hungry and a couple fps less I'd assume
yup
Game is super light ❤️
and also looks really great with reno :D
Yeah but that's always a given
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
I never noticed it before but after i saw it once i cant unsee it XD
UE RT?
oh
ah , i never used rtgi b4
X
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?
The native HDR is good if you’re okay with just using that
#1212434739500154921 message
rip
For this game only?
I am using both in FF14
well that is DX11
but REST has mid support for any other API
In what sense?
I have confirmed that the cutscene in question is indeed a FMV, and considering that noone has been reporting artifacts for that, we should likely be fine.
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
I don't think an add-on can intercept another addon's render_effects RTV so REST supporting resource cloning is probably out
Eg, this is how I let Reshade effects support the new upgraded /cloned texture
If it could, it would be here: https://github.com/clshortfuse/renodx/blob/630b6ac9a1566696ea1454fbbe28319329092e6a/src/mods/swapchain.hpp#L718 to inform the other addon of the newer RTV
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.
Won't work for intermediate textures (bgra8)
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
lutbuilders for Mortal Kombat 1
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.
@raw inlet can you please try these settings and tell me if its still griefed?
@rain tulip you're a renodx modder! its 4 lines of code per lutbuilder
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
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?
no
rename 5_0 to 5_x
and then find the colors
lutbuilder_0x74A9517B.ps_5_0.cso -> lutbuilder_0x74A9517B.ps_5_x.cso
ok, I didn't rename them, that might be what's wrong then
the only major changes I can think of that happened since then are:
-> added per channel correction, can be disabled with the settings I linked
-> added support for ini hdr, should do nothing
-> reshade 6.5
-> replacing the "UE5 whitelist" with
renodx::mods::shader::on_create_pipeline_layout = [](auto, auto params) {
return (params.size() < 20);
};
ok they're working now, just gotta figure out upgrades
ohh
you also want to run a bit of regex
cast stuff as asuint()
1 sec
@rain tulip
says no results found for either.
oh I didn't
flattened sm6 lutbuilders are 10x faster than sm5 btw
thanks to shortfuse's gigachad decomp.exe
still not finding any. Is that for setting up the if branches I've seen in the other lutbuilders?
I have no idea
yes
its not mandatory
so dont worry too much
but right ebfore output there is almost always a branch
oh, I set them up in my lutbuilders manually when looking at another lutbuilder for reference
good to know though, thanks
np
btw
upgrades are almost always
bgra8 typless
and or rgb10a2 unorm
sometimes bgra8 unorm
since this isnt caused by per chanel, this is @spare bane 's wheel house
can you please send reshade.log @raw inlet
so I can see what lutbuilders are used by the game
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
at boot, then after toggling HDR on then off in game
amd gpu?
did this without upgrades as well
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
ok I'll give it a try
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
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
exe is not product name
@rain tulip show me reshade.log
I'll show you how to find the product name
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
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
} 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
yeah, they're both just MK12.exe in this case
no good sadly
all good, thanks for the help
I ran through all the upgrades and none fixed it. Game otherwise looks good though. I can finally max out my monitor brightness
it literally happens with one version of the addon and doesn't with another
even if newer reshade or SK is a factor it's still ultimately a change in the addon that is the root
would you mind adding this to renodx UE plugin to test GoT Kingsroad?
sure
is that the only lutbuilder that dumped?
yeah
did you make sure the game's native hdr is off?
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 😄
yea
we dont want this
oh I see
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
lemme try
the game might be UE5, so the lutbuilders arnt read time
and require a save load or something
neither blowout nor any of the sliders apart from ui brightness does anything, nothing gets dumped as well 😦
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
yeah with blowout 100, the game turned black and white
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
omg thank you! turns out that game need a full restart, but then it works indeed, with these upgrades ❤️
exactly the same results
thank you
so yea something broke
hm
the UE mod itself didnt do anything crazy codebase wise
I wonder if reshade 6.5 griefed something
What would cause cutscenes in crash bandicoot 4 to flash black. Maybe there’s an upgrade I can toggle to fix?
Nothing
I’ll try thanks
yea please try the one I DM'd you
from 5/17 -- before shortfuse added basic ini tweak stuff
5/17 unreal engine -- no basic ini support: https://github.com/clshortfuse/renodx/releases/download/nightly-20250517/renodx-unrealengine.addon64
last thing you have to test
@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
this
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
Maybe it's output type. Maybe it's not zero. The check should be 3456 I think
the code is > 3u
3/4 = hdr10 [aces 1000/2000]
5/6 = scRGB [aces 1000/2000]
7 8 9 = debug stuff
@raw inlet last test please,
I disabled the ini hdr code from running
latest reshade, etc
and fed 0u to all the functions GenerateOutput(0u);
yup, that fixes it
@spare bane its ini hdr code
look at the gist
forced 0u, and mod works
I looked at the lutbuilder niko's game uses
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
and the cbufferis right
yea that was going to be my next test
though i'm supposed to account for the different output device types
between 3 and 6
because outputtype1 is 2.2 i think
scRGB is only dx11
and outputtype 0 is srgb
ohh yea
it's in the ue code
so i was waiting for it to break 
should be a giant switch statement
i have it written in a shader somewhere
in comments
bool is_hdr = (output_type >= 3u && output_type <= 6u);
is in dbz
from my Thaumaturge work probably
compiling now
7-9 is weird linear exr debug shit
lmao I went through all the big commits with niko's game
and realized since it works fine in vanilla
the bug is shader related
#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
and the only shader logic change we had rencelty was your ini hdr support
ye
I have that written down
@raw inlet last one sorry
if this works its off to github with the fix
vec3 LinearTo709Branchless(vec3 lin)
{
return min(lin * 4.5, powScalar(maxWithScalar(0.018, lin), 0.45) * 1.099 - 0.099);
}
Cant test for a few hours
alright; just ping me when you do
linear to 709 branchless 
branchless is using min
is it doing like some weird srgb
return min(lin * 12.92, powScalar(maxWithScalar(0.00313067, lin), 1.0/2.4) * 1.055 - 0.055);
yea I see the min
that's bt709 encoding
we're supposed to use this, but we don't. nobody grades like that
we care about display emulation more
it's a video people vs pc people thing
pc uses srgb, video people use that
it honestly doesn't exactly matter as long as the oetf is known
which we know is the monitor 2.2
ye
we should use the bt709 encoding if that's how the game wanted to output
speaking of gamma
voosh pasted a code of fast srgb
from unity
and they have
very fast srgb
which is just gamma 2
sqrt(color)
// 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 );
}
explicit gamma is the last else statement, aka default unspecified, but not default in cbuffers (which is 0)
for now just treat HDR different and leave srgb, i'll figure out the code later


