#✅RenoDX: Unreal Engine
1 messages · Page 13 of 1
anybody else getting a black screen in lies of p now?
Nice, that fixes the menus in Fantasy Life for me using the new Reshade ShortFuse just put out.
For grading you're supposed to encode with the bt709 and decode with 2.4 (then 2.2). But it doesn't really matter since we're not the ones doing the color grading. It's just a constant, a spec that everyone should follow so you're not bouncing around per-user arbitrary encodings.
It probably comes from "this is how cameras would send analog" and then 2.4 is "how crts should show things". It's all grandfathered in from old analog setups so moving to digital isn't any different
But somebody has to do the math for how cameras (optical) transfer electronically (ie: oetf)
A bit "silly" now with digital cameras but it is what it is
just a black screen for me too
@spare bane can you commit the change please?
output_type >= 3u && output_type <= 6u
yah, using reshade 6.5 and latest ue
Same here, not sure if there is a way to fix it
yup. works
Using R10G10B10A2_UNORM to output size to fix the black screen and Renodx recommended settings—both options don't work. The game (Lies of P) launches, but the max nits remain stuck at 203
Turn on dump lutbuilders and share any dumped shaders
Yeah I'm trying to do Lies of P too
For whatever reason setting UI brightness in renodx actually increase the brightness, but it seems to be a uniform brightness increase
where is the renodx folder? I turned on dump lutbuilders, but I don't see a folder named renodx
Then there aren't new shaders, try upgrading some of the 8 bit stuf (r8g8b8a8 or b8g8r8a8)
If that doesn't work, then it needs manual fix
yeah no cigar
I tried both upgrades, but no renodx folder and no lutbuilder_xxx files were created afterwards
Push PR and I'll merge it. It's just in common.hlsl no?
same situation here
yea but I thought it would be 10x easier for you than me having to make a whole branch and shit for a 1 line change
I was going to add it with my next lutbuilder commit; but I see you've already addedf it
they upgraded to ue5?
no the game's still using ue 4.27.2
dlc released
does the update break the ue addon
no idea
btw what did you search for to find the sm5 cs lutbuilder
ritsu said no realtime sliders, and thats a ue5 thing
the lutbuilder was added by shortfuse months ago
0x3FEFFFFF40000000 mad(0.99
but thats just in sm6 .ll
yes
you do
ohh you're right
you can search for any aces constant
on the top of the file
or use the devkit
yea
if the game has shader pre-compilation
you should be able to et most
but thats fine
the only other UE4 game I know of that probably does that is the quarry
ah
also uhh
the rick and marty game
with the talking guns
cs lutbuilder, not per scene
I only know it exists because the berserker lutbuiilder uses that game's lutbuilder
no idea, never played it
same
smart xD
I'm hoping the people we make them for can start learning to wiki
it takes 5 seconds
and helps a lot
there are a couple of dudes here who add games to the modlist
yep
also I think any of the AP1 constants
are good to search for too
I think the only place UE does AP1 is in a lutbuilder
yea for sure, but the game has like 14k shaders, I still don't know whats the best way to open up all of them and search for stuff
vscode crashed once when I tried
I do tha twith llvm
and notepad++ loads for an eternity
and notepad++
so
dont open files
do this
ctrl+h, find in files
point to a directory
always opened a new window with shift f6
same
xD
lol
thats a sick lifehack
ya that'd grief everything
you get a happy little progress bar
and then
thing is, with pre-compilation
a lot of shaders are fake news
like the game might not use them
theres no harm in adding them but
the lutbuilders the game uses might only spawn when the game needs it
I ran into that in a bunch of games
precompilation just dumped generic UE lutbuilders for lets say UE 4.27
but when you got a new map, it compiled its own custom lutbuilder
yea saw a bunch of those as well in some games
I think you couldn't even properly fix them lol
oof
the only ones that dont support the generic fix are
native hdr lutbuilders
well they probably work; the colors are just all over the place
yea but thats only a recent thing right
UE5.4+ or something
?
returnal had them
I think
gooner blade
ue4
I think its up to the games native hdr implementaiotn
apparently lies of p has a custom native hdr lutbuilder
oh ok, first saw that only in ShortFuse's oblivion mod
returnal had some real weird one
always thought that since the output cvar stuff is in the lutbuilders we mod, the game will also use them
it didnt draw in either native hdr or
sdr
it was like heavily cut down
my guess is its a console lutbuilder
since on consoles every line of hlsl matters
hmm
also might've been some weird shit cought in shader precompilation
shouldn't this just be if true?
bool is_hdr = (OutputDevice >= 3u && OutputDevice <= 6u);
if (is_hdr >= 3u) {
bool is_hdr would just return true/false (1/0)
so instead of checking if is_hdr 3u, just check if_ishdr is true?
anything in particular that we should do? Still getting a black screen.
- reshade 6.5
- reno-ue that Ritus posted earlier
- no blackscreen
- in-game is also set to borderless (not sure if it makes a diff with those overrides)
- in-game hdr off (as per instructions)
- sliders arent live (gamma and colourspace are) - set saturation to 0 and restart, results in b&w (expected)
- generic depth/effect sync addons disabled
No black screen now but everything is capped at 203 nits
if the game uses UAVs [compute shaders]
the sliders wont work for upgrades; and they have to be hard coded into the mod
@spare bane we really need to kill upgrade copy destinations, and rework it to just not use .usage_include
off = current behavior
on = no usage_include (basically just old format, new format, cloning)
Seems to be working for Lies of P with the new add on, at least lilium shows luminance at 2k nits
Any idea why mine is capping at 203?
Not sure! One weird behaviour I noticed, outside Hotel Krat the games HDR behaves normally
But inside the Hotel im also capped to 203 nits as you are
Area after Hotel Krat
Does the blowout slider turn the game black and white if you turn it up to 100 in the hotel? (Sliders aren’t realtime so need a scene change to see if there’s any effect)
I think the game needs special upgrades (like stellar blade) -- so the sliders dont upgrade everything
Now that you mention it the title menu is not capped dang can’t believe I didn’t try leaving
used to work
i think they changed the lutbuilder with the release of the dlc
@latent patio @paper zenith here's a build of the UE mod that works in hotel krat for example
Did I miss a lutbuilder?
no, I just made a build with the two we found
your custom build only had one of them, and the PR is still open
Ah mb forgot to post another one
I could've posted one as well
but went to bed right after sending you the shader
and also forgot
hello guys, the mod for ace combat 7 on github is not working and giving this error
If you're using reshade 6.5.0 then get the snapshot from https://github.com/clshortfuse/renodx/wiki/Mods
thnx,
Will give it a shoot when get home
Hotel Krat also not capped anymore now!
Using preset K it does look great getting 4k quality with 150+ fps
How can we fix the black screen issue with the addon?
Is it a reshade compatibility issue? I want to test it with Lords of the Fallen
did you upgrade r10g10b10a2_unorm
Is lies of p mod done for the dlc or still wip?🚧
oh thx yea that fixed it 😄
flames look nice now yay
seems to work well in the vindictus defying fate demo
add it to the wikI!
seems to work well with Last Train Home
Does someone have recommended settings for Lies of P?
Anything I should be updating? Haven't touched my setup for a month or so
All the builds on the mod page were updated for Reshade 6.5, so make sure to update those and download 6.5.1 with add ons from the website
So it's recommended to use the Wuthering Waves specific version now? Been using the repo build
You should be able to use the repo build and inject Reshade as d3d12 + upgrade R8G8B8A8_TYPELESS according to the notes
Theres a wuthering waves specific version? 🤣
Idk I think there was on the github but that was months ago
Goondictus testing (Reno sliders dont seem to do anything regardless of upgrades)
One airbust nuke pls
Blue magic beacon in the distance... Nope all gone
Whole mountain range disappears
what game?
Just want to make sure my testing is correct
Setting tonemapper to vanilla does nothing
but setting it to off does
i find it hard to believe vanilla clips like that, have you tried no reno?
shouldn't matter
that's from 2.2, it's fine. vanilla is just really that broken
All the funding went into jiggle physics, pls understand
The game is meh, soulslike combat but it dumped me with a bunch of character exposition and go from point a to point b before I even got to tast combat
Gooner Blade is out tomo and that captived me more than this
Graphics menu is also strange
Only one global option for settings, no individual setting changes
alpha so I suppose thats why
Forced sharpening and CA is kill
unreal shouldn't really clip though. idk what they did with that tonemapper
well, some clipping but not that much
What you just call me


that game likely only generates the lutbuilder luts on a scene change, so if you put it to preset off in reno it just clips
ca can be disabled with ini edits
🤷♂️ I added the following to Engine.ini and set it to Read-Only, had no effect
[SystemSettings]
r.SceneColorFringe.Max=0
r.SceneColorFringeQuality=0
Open GameUserSettings.ini and change this
[SceneColorFringeQuality@LOW]
r.SceneColorFringeQuality=0
r.SceneColorFringe.Max=0
I habe deleted the game now
At least in the Demo, disabling CA in-menu keeps it set to LOW
Got bored
Stellar Blade Launch FAQ:
-
Update the Unreal Engine mod to the latest version (snapshot on the modlist)
-
Make sure the game's Native HDR is OFF
-
Make sure to set your upgrades to b8g8r8a8_typeless + r10g10b10a2_unrom + enable "upgrade copy destinations
-> picture attached
-> Upgrade Copy Desinations is VERY important
-> the default settings will be built into the mod when the game releases, and I get the product name
-> upgrading r11g11b10 is optional -
There are 2 stellar blade shaders from the demo added in the mod, but the full game might have more shaders
-> if you find an area with missing shaders, please enable dump lutbuilders, restart the game, and share the shader here
--> you can find shaders in the game folder, a new folder named/renodx/will be made, and it will have a file(s) named lutbuilder_xxx
-> if you think an area is missing a shader, move the blowout slider to 100 -- if the game turns black and white everything is good; some areas have heavy color grading and not a lot of highlights -
In order for FG to work, you have to downgrade/replace the DLSS-FG dll to 3.8.1 (this will break MFG)
-> download link: https://www.techpowerup.com/download/nvidia-dlss-3-frame-generation-dll/
-> the game runs really well, so most of us probably wont need this -
Musa is working on colorgrading sliders that look pretty good, so stay tuned for those
-
if there are any other weird issues, we'll try to fix them asap!
@spare bane is it a good idea to add hash exceptions for dump lutbuilders, like I was thinking of adding hashes for some game's native hdr lutbuilders so people don't upload them
My idea was to just throw the unmodified shader in the addon; but there is probably a more elegant way
what lut builders shouldn't be added?
should be in a folder to fix later tbh
the custom native hdr lutbuilder
we dont need it because it has no sdr grading; and the only benefit would be so dump lutbuilders doesnt catch it
would you mind adding these to the addon?
it's THPS 3+4 demo 😄
THPS ?
can I get the full name of the game please
tony hawk pro skater?
Tony Hawk’s Pro Skater 3 + 4
that's the one !
seems like only 1 lutbuilder
give me 3 min
@warm lion please let me know if this works
its does work, thank you!
game is hdr? looks gud?
yeah, looks pretty nice
alright I'll commit it later
i mean there's no native hdr, usual shit ;((((
if you find more lutbuilders, ping me
sure!
Anyone brave enough to test MindsEye? 
there's not just one way to test 
buy and steam refund within 2hrs is a valid way too
does the unreal addon works with Atomic Heart now? according to this message #🧩renodx-dev message it needed an update?
I just played it yesterday with the latest reshade + ue renodx. Works well so far.
Life is Strange: Double Exposure works out of the box without upgrade.
RenoDX vs nativ
left is renodx?
yes
looks wrong tbh. it's crushing
can you send the log so i can see what shaders it uses
they look okay. do you have an SDR comparison?
might be graded in SDR to darken
brightness in game?
yeah, that'll warp the image and peak as well
- Add late lies of P lutbuilder
Get an extended, nearly 18-minute narrated tour of gameplay from Chrono Odyssey, an Unreal Engine 5-powered, action-heavy MMORPG that lets you manipulate time. Wishlist it on Steam if you're interested: https://store.steampowered.com/app/2873440/Chrono_Odyssey/
#IGN #Gaming
https://youtu.be/xOJMQcBnwFc?si=JTk-br_8Su-Ungy9&t=161 umm does this scene only look clamped to hell on my end?
Get an extended, nearly 18-minute narrated tour of gameplay from Chrono Odyssey, an Unreal Engine 5-powered, action-heavy MMORPG that lets you manipulate time. Wishlist it on Steam if you're interested: https://store.steampowered.com/app/2873440/Chrono_Odyssey/
#IGN #Gaming
first of all thanks to all the people involved in all of the hdr mods, great job!
messing with the generic UE renodx in The Ascent - so far so good, looks great! should scRGB always be prefered when having the option to HDR10? tested both and they look similar, what about performance?
hdr10 is faster and less vram. also UE is natively 10bit, so it's a less invasive mod
scrgb is 16bit, which still needs to get sent to your display. if you're on 10bit output, then hdr10 is not technically converted down. it's sent raw to the display. if you're on 16bit then it's converted back down to the same hdr10 signal
though if you're on 12bit HDR, then scrgb is technically better, since your display can be doing 12bit processing (it'll still do scrgb 16bit=>12bit)
thanks!, makes sense, sticking to HDR10, my display is 10bit
Is this the latest one I should be using with lies of p dlc?
Isn't the bit depth the same as hdr10 in the end since scrgb is a floating point format?
scrgb is 16bit linear. hdr10 is 10bit PQ. unPQ'd it'll still be 10bit
Yeah
re-posting for people that dont scroll up (like me)
8mins
decrypting
READY TO PLAY
for some reason i don't have the nikke and nier dlc?
i have all the things from complete tho
The Nikke dlc is a code
restarted steam i have them now
i mean the content ingame
seems i was too fast in wanting to play
Ah ok, i read somewhere you need go play two hours for the code
I assume to prevent you from refunding the game only for the code
this build has stellar blade defaults; make sure reshade.ini is clean or else it wont apply
you know your job guys, get me all the lutbuilders you find
The sliders i sent a few days ago are prob what I’d stick with
yea share them here
shortfuse merged the defaults into the repo
so the newly built UE will have stellar blade defaults
now we just need more lutbuilders (if there are more)
and maybe if there are fmvs that need fixing, a max(0
I still have to work on the hue shift stuff in Stray
Probably add per channel back as an option for no grading
This but turn down highlight saturation to 55
Don’t think can turn down hue shift at all without messing up how fires look
ima try with 55 highlight sat
@hexed crag I'm in the starting area, renodx works jut fine
make sure native hdr is off in game
yeah its working now with this one
i put the sliders right but didn't work
vanilla -- stock renodrt -- musa settings renodrt
the robot doesnt get bright because his lamp isnt a real light
musa's setting is a solid middleground between the sdr look and color in hdr highlights
base hdr / ue reno
there's auto loot? thank god
it seems there is a flashback fmv at the first bench; but it doesnt artifact
so thats good
not enabled by default, so glad saw that info somewhere while playing the demo, mashing a trigger is annoying ;(((((
whats the tl;dr no spoiler version of this
is that for the christmas outfits?
idk
Its kinda weird if you alt tab away and look at the game you can see there's a really bad fuzzy film grain but it goes away when you go back
is reno fixing that?
https://game8.co/articles/latest/stellar-blade-holiday-update-makes-it-feel-naughtier-or-nicer yeah I think it enables/disables holiday outfits and the nier dlc
oh speaking of outfits i never got my white eve suit for pre ordering :(
will test in a sec, with lut dump enabled
oh okay 😄
was working fine
yea so far so good
I'm after ||abaddon||
but the biome didnt change
what I do is make a renodx preset with blowout 100 (usually preset 3)
blowout 100 makes the game black an dwhite
if I think an area is broken, I quickly swap over to preset 3
if its black and white = good
not black and white = missing lutbuilder
i'll do that then
although im going to stop playing rn
its 2 am here
i have exam tomorrow 
how to install ?
I apologise if this is a stupid question but my game isn't rendering when I have the renodx mod applied. Have I missed something?
Reshade 6.5.1 + renodx-ue-dev.addon64 from this thread
It fixes if I disable the renodx add on and restart the game.
no idea
are you using the latest version of reshade
or any other mods
try not upgrading R11G11B10
or putting R10G10B10A2_unorm to output ratio (and if that doesnt work, all)
might be ultrawide memes; but idk
also is native hdr off in game?
Latest reshade from the reshade website, HDR is off in game. I'll tinker with those settings you suggested, thank you.
funny, those settings aren't terribly dissimilar to what I gravitated towards in the demo
ye
I had that issue, and for me deleting reshade.ini and restarting fixed it. Could be something different for you though
Thanks, didn't fix it though. I did a full reinstall of Reshade and the renodx add on and no luck, same result which is resolved by disabling the add on. Guess I will have to play without for now!
try using the regular add-on instead of the dev add-on maybe
Oh good idea, worth a shot
the dev addon should be the same
as the one currently on the wiki
oh ok
but worth a try
yeah ill give it a go
I also started the game up without reshade at all and then tried it so idk if that did something too lol
DLSS4 Quality / FG Off / Low Latency On
playing the game in portrait mode lol
I'm playing gooner blade, let me rest
with wuwa being a live service game
its going to be a never ending back and forth maintaining it
Progress by turning B8 typeless, R10 unorm and R11 float to Any Size, but its cursed. So I guess my set up isn't playing well with the recommended settings. Will tinker more tomorrow.
so what you can do is
play in 16:9
did output ratio not work?
Testing that now
16:9 with output size will work 100%
ultrawide always has issues with resource upgrades
it's been cruising for many patches now
only broke because they added a feature specifically related to color grading
so that probably got a new output shader in
Yeah you're right 3440x1440p 16:9 didn't work, but changing resolution to 2560x1440 fixes it. Damn it! I'll just have to use the native HDR cause black bars hurt my soul. Thanks for the help.
Hasn't this been there for a while?
oh wait there was an update today
I haven't looked yet
Ohhh gotcha
UI is still HDR though so that's good 🤣
LOL
I was getting the same problem in that resolution seems to not like 21:9
@spare bane do I dump all the ones after 0x271e2688
Check the snapshot view. It's probably a Draw near the end
looks like they got a new lutbuilder?
Snapshot 355 is the Lutbuilder and it's not being replaced by RenoDX.
yes
i'm busy right now though, someone else will need to fix it.
anybody else willing to fix this 😅
That's DrawIndexed but the one above it is the lut builder. It's a "Draw". There should be one lower
it's all drawindexed under the lut builder except the last one which is copy
Hmm. You need to enable Descriptor Tracking in settings fyi for dx12
with descriptor tracking
there seems to be a lot of new shaders, as there's quite a bit of shader lag
(WUWA)

hey has anybody been playing stellar blade with the UE mod? and did you get far? if so does the mod still work? would be pretty cool if the only lutbuilders are the 2 from the demo
it seems I made the right decision not wasting time on the "fmv advertisement" in the demo
the few ingame fmvs are perfectly fine
Haven't really gotten to start yet, but will blast through after work later
I'm 4h in; same 2 lutbuilders from the demo
seem to cover all the areas I've been to
so far the game is honestly one of the better games I've played in a long time
ngl idc about the gooner stuff; I have all the hentai on the planet
its just nice to have a decent game made for people who play games
made by people who play games
vs. cooked up by suits in a board room
does the unreal addon works with Atomic Heart? it's not present on the Unreal engine section of the RenoDX github
This is real and true
Nice to see it being successful as well. Almost broke 100k concurrent players earlier
yea I heard
would be nice if it beats fortring
online elden ring
but its a 1 year old game
vs. elden ring which sells off its name alone
Nightrein hit like 140k? Maybe more
300k+
I mean it's a fromsoft game. It was guaranteed to have a massive amount of players
same
but yea friday/sat will be the true peak
but I cant see them doing 3x
the game is also on EGS I think, but thats only like 20 people
finished the demo and it was hella fun imo
I'll buy it in a week or two when i have free time
the demo is also a tiny portion of the game
and I only just got to the hub city, so I barely scratched the surface
i hate how they are charging more in the EU thou
just like Doom DA
The EU price is fucked.
if it was in dollars we could save a good chunk
because this is crazy
at least there are key stores
i really don't agree with the pricing 😄
(both official and sus)
i found a very good deal for raidou
it was a global key, with discount and in dollars
6 days 
its atlus, expect some cursed shit
we don't know the engine yet right?
nope
i dont think its unreal because stuff looks like it clips
but they might have custom color grading shaders
that clip
yea ..
on the bright side gooner blade seems to be the same 2 lutbuilders from the demo
so its nice to be able to play a game for once
lutbuilders dont count as modding
they're ezpz
lets see if keysites listed it yet
I refuse to pay 4$ in tax
im waiting for that too
with 10% nyc tax
even if its the same price as steam
I save .. 10%
because key sites dont charge sales tax
oh nice
how is the pp dlc compared to the base game
I loved the base game
found every weapon
the maps where cool
bosses fun
building weapons fun
if its atleast as good as the base game, I'm happy
idk, I've been replaying the base game xD
i have heard that the difficult in ng+ is way too hard
and the enemy placement is worse than base game
but they said theyre going to fix those
i haven't played it yet, i haven't beaten the game too
i got lucky i left it where you can acess the dlc
and seems the weapons are way cooler
and theres a cat you can pet so it must be peak
Yeah the game's combat is fun
I started over my save so I haven't gotten past the demo yet, didn't have a lot of time to play last night but I'll let you know if it suddenly breaks 
Is there any hope for WuWa getting fixed?
Yea it is
I'm still waiting for a fix, I hope it will come soon, once our eyes see true native HDR we cannot go back
real
need that one
it's reading the 32x32x32 lut
actually...
it's already modified
ah, that is new
yeap, provided earlier here #1321685184852135967 message
yea we dont have that lutbuilder
if its just a lutbuilder I could've fixed it
unless wuwa lutbuilders are special?
got these two as extra in addition to the three provided earlier
im going back to bedge, if shortfuse doesnt fix them
not sure if these r already modified or not
I'll fix them later tonight
well not tonight
but when I wake up properly
but please put them all in one post
@tired mulch if the unreal addon dumps something, that means its not modified
the unreal addon ignores everything that is already in the mod
or else everybody would be spamming 20 lutbuilders that we've already fixed 
all the new wuthering waves lutbuilders (6 of them)
this should about covers it
ima eat my noodles and get to work
@tired mulch are you going to be online to test?
Yeah
anyone know what universal UE4 file could possibly exist where I can go in to make sure no remnants of forced HDR is left, or fully restore defaults? It seems something is destroying/crushing my shadows in all my UE4 games whenever I try to use any Reshade HDR method
ok im getting started
@spare bane I'm looking at the current wuwa lutbuilder, and untonemappedap1 is what we currently use as ungraded ap1
is that intentional?
this is a modern lutbuilder
I thought about setting untonemapped as line 437
r2.x = dot(r1.xyz, cb0[28].xyz);
r2.y = dot(r1.xyz, cb0[29].xyz);
r2.z = dot(r1.xyz, cb0[30].xyz);
r0.w = dot(r1.xyz, cb0[33].xyz);
this goes to bt709 i think
it goes to bt709 to tonemap
thats later on, thats tonemapped; after the branch
I'm talking about
look at the gist
I wanted to set 173 as ungraded ap1
r1.x = dot(float3(1.70505154, -0.621790707, -0.0832583979), r0.xyz);
it's before this line
search in vscode and you'll see
right
hats exactly what I wanted to do
r2.w = r3.x;
r0.xyz = r4.zzz ? r2.xzw : r0.xyz;
r0.xyz = r4.yyy ? r2.yzx : r0.xyz;
r0.xyz = r4.xxx ? r2.zwx : r0.xyz;
r1.yzw = r0.xyz * r1.xxx;
// untonemapped ap1
r2.x = dot(float3(1.70505154, -0.621790707, -0.0832583979), r1.yzw);
r2.y = dot(float3(-0.130257145, 1.14080286, -0.0105485283), r1.yzw);
r2.z = dot(float3(-0.0240032747, -0.128968775, 1.15297174), r1.yzw);
the same way I did every other lutbuilder
ohh I see my mistake
the current wuwa lutbuilder just doesnt have ungraded set
but untonemapped ap1 is right ontop of y from ap1
r0.xyz = r0.xyz * r0.www;
r0.xyz = r1.xyz * r1.www + r0.xyz;
r0.xyz = r2.xyz * r3.yyy + r0.xyz;
SetUntonemappedAP1(r0.xyz);
r0.w = dot(r0.xyz, float3(0.272228718, 0.674081743, 0.0536895171));
I'll just do lutbuilders like I always do and see if it works
steller blade selling like gangbusters on PC they underestimated the power of goon
@tired mulch let me know if this works
Aye aye

@spare bane sorry for the spam; but this is how I fixed the wuwa builders -- pretty much the same as I would any other sm5 builder
https://github.com/marat569/renodx/commit/178123d6ec5b216ea9be98814b45a793f798cca4
-> regex for branches/uint casting
-> 2722 for ungraded
-> 1.705 for untonemapped
-> -0.002 for tonemapped709 (and 1.705 again for second tonemapped 709)
-> ==0 for output
try going to all the areas you went to when dumping the lutbuilders
we only got the login screen to unclamped, but the game brightness slider is working now also
it's not dumping any new lutbuilders so I assume its bc of an output shader?
no idea
maybe I didnt do the lutbuilders correctly
but there might be new output shaders too; thats always a possibility
but I did them the same as I would any other game; so idk lol
shortfuse uses different colors in the original wuwa lutbuilders
How much better is the Renodx HDR mod copared to RTX HDR? I am paranoid on modding the game after dumping quite some cash on it
Vanilla/RenoDRT
yea that looks like its clipping
but idk if its the lutbuilder
or
new output shader
if you had the devkit you could find out
@me if u need someone to test wuwa 😄
got a snapshot
I dont have the game, it would be a pita to work over screenshots
output shaders are for shortfuse
interesting it seems to be loading 2 shaders in that frame
that means there might be a lutbuilder and output
777 + 778
lets see what they are
0x271E2688 is an output shader
thats already fixed apparently
the other shader isa lutbuilder I just fixed
try enabling upgrade all copy destinations?
one sec
yea I fucked something up and I'm not sure what
I wonder if it was the regex with asuint casting
because I got a bunch of warnings about signed/unsigned missmatch
I mean thsoe are the same shaders
now the question is
are all those pixel shaders that come after UI
or new grading shaders
start togglign draw
2036 and below
toggle "draw"
it should only toggle UI elements
if it makes the screen black
that means they added a new shader after the output shader
only 2688
the patched shader
make the screen black
all the other ones look to be UI
the original ones underneath
yea because thats the output shader
what are you upgrading rn?
just rgb10a2?
I want to say I fucked something up; but this is how I fix all my lutbuilders
and its hard to debug w/o the game sorry
shortfuse is busy rn with a sidequest
I know the second half of the lutbuilders is good
its just 1 color that might be wrong
gimme a sec my computers acting up
RTX HDR is ... SDR. And Renodx is HDR.
lol i somehow can't post images up to discord anymore
anyways it was rgb10a2, r8g8b8 typeless
and upgrade copy destination
btw, just messing around with the draw button, i noticed that some in-game moves turn off the output shader (screen is not black and the game underneath become visible), what does that mean in general
or is that not turning off and something else is now outputting
probably drawing different shaders for that action
some games draw different output shaders when you stealth or crouch
would that be before or after the current output shader
kinda wanna find it just for kicks
is it possible for the RenoDX UE addon to somehow still be active after deleting it from the game directory? or for any of the resource upgrades to be persist at least?
Wuwa Vanilla It seems to have been destroyed
Picture cannot be uploaded
RenoDRT works very well
no
it doesn't do anything right now
okay this draw thing is fun, found the shader that causes the screen to dim that @rigid path complained about previously
new wuwa update performance is shit, broke renodx, keeps crashing with RT on and getting flickering in dx11 
F tried reinstalling the reshade after the update
haven't had a single crash in 10h with RTX, DLSS Q, NO FG at 4k120 in wuwa for 10h now
but i'm on 566.36 drivers and not shitty 572+ drivers
don't use dxgi.dll
rename to d3d12.dll
i can't use 566.36 on 5090
Well its broken anyway but thank you for the headsup
almost done with the entire update... 0 crashes.
tho there was some bad shader comp stutter in the beginning that got better
I could never get FG to properly work in WUWA
@spare bane if possible, would u kindly look at these later? these are the output shaders that only trigger during specific actions (3 shaders)
yeah still not fixed with latest hotfix drivers either, but at least its only wuwa that has issues left for me, everything else has been good
Which I sold XD
But nvidia is aware, so we should be expecting a fix in the next driver update most likely
hopefully, but it has been on their open issues for a while already
I'm on 50 series but I don't regret it even tho 40 series drivers were better
I needed the performance for 4k240 so it is worth it, and when i sold my 4090 ppl offered hundreds of dollars more than what I bought it for so it was a no brainer
try please
left some debug stuff in, but would only affect performance
Oh so thats why its loading so slowly
Does this have the patched lutbuilder that marat did earlier
doesn't look like he PR'd it
ah so that's why its still looking clamped
i can pull it
ah that would be great
can u check what was still missing with it also? the brightness slider work after the lutbuilder was patched but it still looks clipped #1321685184852135967 message
would be the output shaders i modified, which i have to merge iwth marat's stuff
try this one
yeah
doesn't look like the changes from marat r merged, the lutbuilder still show as unpatched
Same lol
did I fuck the lutbuilders up?
or is it something else?
strange, that's not a new lutbuilder
maybe it didn't compile that shader
had to do cmake configure
should be in now
@tired mulch
this is 15mb now
need the devkit image
hmm, 0x271e2688 hasn't changed
there's more stuff going on in the game after that now
clshortfuse and marat569 authored 29 minutes ago
how did I author it
I never did a pull request to the main repo
where you able to like yoink my commit from my branch?
I'm actually curious lol
i was standing around doing nothing and I did like 3 dumps
its the same shader every time
modded shaders show that, iirc
i have to open up the game and see what else is drawing now
the list jumped from like 3 shaders to like 9
any of those other shaders can be clipping
at least it's not slow
jesus is that 2.5gbps internet
Probably has 3. But their mobo is 2.5
i am not a patient man
my man isnt grtiefed by optimum online
got cable as my backup, 100mbps 
idk how I'm not kickbanned
572.83 works fine, no crashes
btw what's the recommended DLSS preset for Wuwa?
all 572+ drivers have caused my oled tv problems
I use K /w DLAA
havent tested anything released in the past month though
what kind of problems?
random color flashes and black screen flickering when gsync is on
hmm weird no issues on my end, LG C1
I dont think theres a gsync module on any oled tvs?
yea I never heard of it either
my aw3225qf has regular "hdmi vrr" thats "gsync verified" or w/e
and way better than the 300$ module
it's just frame packing, not like you can really create more than that, unless we're talking compression
so
LFC is actually pog
so my aw3423dw, gsync ultimate, qd oled -- 0-144 [max] range
crazy vrr flicker during loading screens, because of unstable frametimes
aw3225qf, whatever freesync/vesa sync is built into the cable standards -- lfc compensates, and the flicker is significaly less
but both displays dont flicker if the game has solid frametimes in game
but the aw3225qf does a lot better with 30 fps content via LFC vs. 30hz on the gsync display
Oh rip
another 50gb
I remember one asian anticheat
I had an advanced task manager installed
not even running
and it would bitch at me for cheat tools
I sent the dump log to the cheat suppor
ttold me having it installed = rip
Probably has renderdoc or processmon opened
Or opened before
when are we getting those mediatek G-sync module displays again
Fatal error: [File:Unknown] [Line: 1010]
Rendering thread exception:
Fatal error!
Unhandled Exception: 0x0000087d
0x00007ffb565d85ea KERNELBASE.dll!UnknownFunction []
0x00007ffa9c57ab5b D3D12SDKLayers.dll!UnknownFunction []
0x00007ffa9c4c8af2 D3D12SDKLayers.dll!UnknownFunction []
0x00007ffa9c4c89b7 D3D12SDKLayers.dll!UnknownFunction []
0x00007ffa9c4d66a8 D3D12SDKLayers.dll!UnknownFunction []
0x00007ffa9c4bed9a D3D12SDKLayers.dll!UnknownFunction []
0x00007ffa9c562935 D3D12SDKLayers.dll!UnknownFunction []
0x00007ffa9c4aad2c D3D12SDKLayers.dll!UnknownFunction []
0x00007ffa9c4ae874 D3D12SDKLayers.dll!UnknownFunction []
0x00007ffa9c4c734b D3D12SDKLayers.dll!UnknownFunction []
0x00007fface9e4de3 d3d12.dll!UnknownFunction []
0x00007fface9e4d58 d3d12.dll!UnknownFunction []
0x00007fface9e4d14 d3d12.dll!UnknownFunction []
0x00007fface9e9722 d3d12.dll!UnknownFunction []
0x00007ffaa04d39d8 D3D12Core.dll!UnknownFunction []
0x00007ffa9c568339 D3D12SDKLayers.dll!UnknownFunction []
0x00007ffb53832a38 dxgi.dll!UnknownFunction []
0x00007ffb53832ae4 dxgi.dll!UnknownFunction []
0x00007ffb53832b67 dxgi.dll!UnknownFunction []
0x00007ffb537f7225 dxgi.dll!UnknownFunction []
0x00007ffb537f7d26 dxgi.dll!UnknownFunction []
0x00007ffb537f76c9 dxgi.dll!UnknownFunction []
0x00007ffb537f733b dxgi.dll!UnknownFunction []
0x00007ffb537f7274 dxgi.dll!UnknownFunction []
0x00007ffb5380107a dxgi.dll!UnknownFunction []
0x00007ffb53800fa6 dxgi.dll!UnknownFunction []
0x00007ffa9c97c3aa NvPresent64.dll!UnknownFunction []
0x00007ffaa1535df7 sl.interposer.dll!UnknownFunction []
0x0000000142f715f7 Client-Win64-Shipping.exe!UnknownFunction []
0x0000000142f72114 Client-Win64-Shipping.exe!UnknownFunction []
0x0000000143daf6b8 Client-Win64-Shipping.exe!UnknownFunction []
0x0000000143ddefef Client-Win64-Shipping.exe!UnknownFunction []
0x0000000143dee218 Client-Win64-Shipping.exe!UnknownFunction []
0x00000001428c026b Client-Win64-Shipping.exe!UnknownFunction []
0x0000000143df7d52 Client-Win64-Shipping.exe!UnknownFunction []
0x0000000143df8a4e Client-Win64-Shipping.exe!UnknownFunction []
0x0000000142a1c3d7 Client-Win64-Shipping.exe!UnknownFunction []
0x0000000142a13971 Client-Win64-Shipping.exe!UnknownFunction []
0x00007ffb57aee8d7 KERNEL32.DLL!UnknownFunction []
0x00007ffb5933c34c ntdll.dll!UnknownFunction []
clean install, still crashes. what a game
not gsync module, the vrr mediatech chips
https://blogs.nvidia.com/blog/mediatek-g-sync-displays/
the problem is with the mediatek+nvidia chip
gsync at driver level thinks it's a gsync ultimate chip
disable gysnc it's fine
it may have been fixed in the newer drivers, i'd have to test.
Yes but what tv has that?
the newer samsung models
Not sure if it's the same. But it looks like people have been getting Error 681 crashes since new update.
Should've bought an LG C4 😄
Oh here's the exact same thing that happens to me
literally from 2 days ago, so it seems they didn't fix it lol
had to do inject64, d3d12.dll didn't work
be careful your testing account might get beaned!
I asked him to test copy desinations earlier, he said it did nothing
or i fucked up the lutbuilder
nah, i'm running it
well, running defaults
I was thinking about that earlier
all the wuwa bois talk about having to turn off kuro tonemapping off or something
maybe they broke that or disabled it
or cleaned engine.ini on update
so @tired mulch doesnt have kurotonemapping off (or on idk what you want)
i don't see a missing branch in the 0x3a88 lutbuilder
default is kurotonemapping on which is the intended look, the only reason people turned it off is because some things were clamped with it on
the previous wuwa tonemappers used a different color for untonemapped ap1 (closer to ungraded ap1) -- but that shouldnt be the difference between clamped vs. not
at worst you get wrong colorspace
maybe it's some shader cache thing
I quickly cooked these up just to have him test something
int he main menu the game was fine
maybe it's some extra shader, but that's the generic UE output shader
with the fake PQ nonsense branch at the end
I asked spiwar to flick draw on all the shaders after the output shader; and nothing went black
if (RENODX_TONE_MAP_TYPE != 0.f) {
r0.xyz = max(0, r0.xyz);
r0.xyz = renodx::tonemap::UpgradeToneMap(
untonemapped,
renodx::tonemap::renodrt::NeutralSDR(r0.xyz), // Intentional
r0.xyz, 1.f);
}
r0.xyz = float3(0.00266771927, 0.00266771927, 0.00266771927) + r0.xyz;
r0.xyz = log2(r0.xyz);
r0.xyz = saturate(r0.xyz * float3(0.0714285746, 0.0714285746, 0.0714285746) + float3(0.610726953, 0.610726953, 0.610726953));
r0.xyz = r0.xyz * float3(0.96875, 0.96875, 0.96875) + float3(0.015625, 0.015625, 0.015625);
r0.xyz = t2.Sample(s2_s, r0.xyz).xyz;
r0.xyz = float3(1.04999995, 1.04999995, 1.04999995) * r0.xyz;
// o0.w = saturate(dot(r0.xyz, float3(0.298999995, 0.587000012, 0.114)));
o0.w = dot(r0.xyz, float3(0.298999995, 0.587000012, 0.114));
if (RENODX_TONE_MAP_TYPE == 0.f) {
o0.w = saturate(o0.w);
}
it's clamped in the output because it's samples from the lutbuilder clamped, then it returns whatever is in the lutbuilder
now thats weird stuff
i mean, that's how vanilla works
it takes the hdr render and saturates before the lutbuilder
I remember looking at the output shader fixs for wuwa
I was able to follow the fixs more or less; and could copy and paste/transplant them to another output shader if needed
but I didnt know why you did them
yeah, the clamping was actually in the output shader. that's their contribution to their custom UE
c u s t o m
just like stellar blade 
in the wuwa sample shaders you rewrite a few cmp bools as proper bools
have we even seen a custom UE that isn't full of mistakes?
and replace a cbuffer with a bool iirc
hm
depends what you define as custom
like berserker khazan has a colored colored vignette shader after output
and I dont think its implemented poorely
and I dont think its custom, I think its a store effect pack
since a few games have it
still custom though
I guess everything thats not lutbuilder + sample is custom
what about robocop, the shaders that come after it look like generic UE shaders
because you said oblivion had the same shit
same cbuffer names, same everything
for weird gamma stuff/post fx
Sooo... it sounds like a fixed version for WuWa is on the way then?
it might be already here
and spiwar's system is just broken
can you help us test, ima send you an addon
@umbral prairie
vanilla/renodrt
can you enable "upgrade copy destinations" and restart the game please?
aite let me try
yeah blowout slider does work
weird stuff
@elfin lance it says there was errors loading some addons
always use the latest reshade version pinned in #🧩renodx-dev
Okay
but it seemslike its not working
Mine seems fine
maybe it depends on the scene and the shaders/lutbuilders used
do you have any weird tweaks vyn
is this the version I linked?
it worked but
can you please sned reshade.log @hallow jacinth
Yeah. Also I do have engine.ini tweaks, including kurotonemapping=0
sec
the reno tab appeared but reno its not being used
@spare bane based on reshade.log, thats my lutbuilder; so my lutbuilders arnt busted
0xdbc737c4 lutbuilder
0x271e2688 output
there seems to be something else at play
went to same region, still busted and i'm on default engine.ini no tweaks
I restarted mine with unmodified engine.ini and it's still working
That looks clipped...
I guess I don't really know how to tell then
Could just be my phone
Let me check on a pc
hmm it does look unclipped
welp
im awake now anyways
lets try the build
welp
same issue as before
just tried kurotonemapping off and still not working, weird stuff
was using this build
just tested, same here still not working
no i reverted to stock settings before doing anything of this
try kuro tonemapping off
same thing with kuro tonemapping off

are you guys on 16:9
or 21:9
if you're on 21:9, try the game in window mode 16:9
16:9 at 4k
lol
exactly the same
16:9 at 4k
maybe u can try output ratio
im gonna be away for a bit
if it works for kotorin probably will work for me
@elfin lance I wanted to try out too but it seems that my reno tab is showing but it's not working
upgrade reshade to the one pinned in #🧩renodx-dev
I did
no idea
want me to give it a try?
The tab is showing but it's not working
