#β RenoDX: Unreal Engine
1 messages Β· Page 14 of 1
It loads as special k hdr
What not working means
D3d12.dll
I dont use sk until i get the base working first
I dont know anything about specialk + renodx
thank god
Try without SK first
yeah same just running it directly with d3d12
Ah alright
i mean it worked fine before with sk but removed it from the equation for testing
If you get banned for this youll get banned fot using SK lol
Alright lol
i'm using inject64.exe because just d3d12.dll isn't working for me
Do you have the d3d debug layer enabled?
That injection method doesn't work with the d3d debug layer
game looks good thank you guys π
tho there may be a problem
a specific animation is blowing the entire image
i'll see if i can get it on video
its clamped
its probably because of the kuro tonemapping thing
yeah idk
it's a speciifc shader that blurs the edges of the screen in SDR it seems
yeah its really bad on carthe's ult lol
Sounds like Radial Blur effect (aka vignette)
yeah
it is vignette
and uh chromatic aberration
lemme see if i can get obs to record hdr video brb
You can turn those off with .ini edit.
oh
BUT I think Reno is tuned with the expectation of at least having Vignette enabled. (could be wrong)
there we go
U can clearly see it now
it's not chromatic arb since it doesn't happen with other characters that have this specific effect
it seems to be only carthe (the new character)
looks similar to the vignette effect that was clamping in the previous update as well
This fixable?
kurotonemapping off was how we got around it before
I think they got rid of that a while ago around when they did the new settings for Saturation & Brightness.
you can still try, kurotonemapping is still doing something since the colors look different with it turned off
tried it, didn't work
Speeding up with the wings also blows the image
damn other than this the mod looks amazing π
@elfin lance found another lutbuilder in Marvel Rivals
Have you confirmed with hdr analysis
Sure sec
You should look for something that obviously clips in vanilla
@tired mulch hey do you know how to apply reno through SK or it's not possible atm?
@tired mulch got it working, try clean reinstalling the game
also here's the clipping with hdr analysis if this is helpful to someone
just tested cartethyia and i'm not getting the same clipping
maybe you need a reinstall too π
Did you update your ReShade version?
latest freshly installed
6.5.1
i can reinstall it thou idm
ah ok
everything maxed except motion blur off, dlss quality, RT off
going to test RT on in a bit but I doubt the crashing is resolved
i have everything maxed, motion blur off, RT Maxed, DLSS Q
I'm not even sure how I would even test this issue.
welp doing a reinstall
just tested no clipping issues with RT maxed either
kk reinstall done
booting up game
still clipping XD
i could try to reinstall the entire game too
idk
or just clear the game's shader cache?
it should rebuild cache after reinstalling
Hmmmm... you using SpecialK or anything like that?
purely vanilla game
100% vanilla nothing except reno
and reshade ofc (but no shaders)
ima do a full reinstall for wuwa π
it's gonna take 10-15 minutes
yeah by reinstalling I meant I renamed my old folder and let it grab everything fresh to ensure theres no jank leftover
hmm interesting frame gen is working too, before I would get flickering
just deleted everything π
but the performance is really trash with frame gen
weird right?
barely any uplift
Yeah I noticed the same thing on my end? lol
must be something wrong with the implementation
framegen feels kinda useless in this game
feels much better with it off
Maybe an issue on ur end?
I took snapshots for these and shortfused patched the shaders for them
ye ye dw
Was kinda a pain bc some of the shader only appeared for 0.1s π
I appreciate all the work π
Im kind of thinking the old version's shaders could've caused an issue on my end π
or something else
So hopefully a full reinstall will fix it
40% download π
I dont know why its happening either but it would be annoying
yeah I'm assuming it's the shader cache
albeit no idea where UE games store their caches lol
Its in client/saved
For thid game
oh it could also be UE corrupting files during the update π
a lot of people reported issues with bunch of npcs missing textures etc
just crashed as expected, back off RT goes
weird, i played 12h today with RT
latest drivers aren't stable with it
You're the only one I've heard that isn't crashing with RT on then. lol
I'm on 566.36 drivers π
Been playing with the new Reno in WuWa. Mine is clipping too when I have all the effects going off.
POG drivers, 0 issues
oh then I'm not the only one
Might be my settings. idk
But when Phebe's outro goes off and Zani is smashing stuff the screen gets dark.
kk starting the game fully fresh
I did some experimenting and managed to break it
ok seems those skill effects clamp based on location
Kuro added those global filters into the game
If you enable one, even if you revert to default
clamping is here
it stays broken
oh
fully fresh game, fresh shaders, freshly installed reshade and it still happens QwQ
Oh so thats what it was
also when dashing midair it also happens lol
We need to find a way to reset the
Yeah, in my case at least I fixed it again by deleting my saved folder and letting the game repopulate it with defaults
Ah
Thats what ill try
wym
Advanced...
kk
This the 40 series note thing again??
The note on wiki did mention this π
Every... single... day.
still happens
Have you restarted the game?
restarting
Its another one
Too many ppl complained so for this game it automatically uogrades rgb10a2 now
But you still need to manually check upgrade for rgb8 typeless
So if you don't have a 40 series card what does it do?
No...
The 40xx issue gets auto fixed for this game
issue is gone...
Its a resource upgrade issue hence the note to upgrade r8g8b8 typeless in the wiki
Sorry lmao
If it was the 40xx issue you would get a black screen
But it automatically upgrades that already
Ah i see lol
So this isn't done automatically because it's just a WuWa issue?
as a punishment now i have to click on every π΄ dot π
UE game with frame gen usually needs to upgrade rgb10a2
Or you will get black screen
On 40 series and above
Hence why its just automatic
I'm a programmer and i completely skimped over this π
The average user is prob even more confused
Who added R10G10B10A2_UNORM upgrades but not R8G8B8A8_TYPLESS lmao.
Like if you are going to add an auto upgrade, at least add all of them
Mine was apparently on. I totally did that. lul
But my clamping issue is still a thing. But I think it's a setting issue, not a Reno issue. Probably need to reduce Peak Brightness further below my monitor's actual max.
Shortfuse added that when he was doing the initial fix but he doesnt play the game 
huh tf happened to the RTX setting
it used to have AO, Reflections ETC
after reinstalling the game now it's just low-high
What exe
Are you using to launch
You have to restart the game after you turn it on.
Restart also wouldnt work if hes using the client win64 exe without the -rtx cmd
It would just be stuck like that and show no options underneath
Did u restart after first toggling the option
im just confused as it was always there before i reinstalled π
the settings are back
lol
Because they don't appear until after you enable RT.
BUT after you enable RT, you have to restart the game for it to come on.
No settings>Enable RT>Restart>RT now on /w settings
really weird gpu utilisation though
What resolution?
maybe the game was capping it somehow? weird lol
idk i was hitting higher fps earlier xD
wuwa jank lol
there's no way the 9800x3d would be bottlenecking this hard right lol
anyway thank u guys π
I'm getting some weirdness too lol
So what was the tl;Dr for the fix? Upgrades + reinstall?
the rgba setting
- New region is kind of less optimized/more demanding
- If you're using RT it could be your RT cores are bottlenecking.
that wasn't in the new region
it was in Jinzhou π
Is it dropping to 71 in particular or just kinda it's getting low?
and i played 12h with RTX on today haha
yeah just seems lower than before
and GPU Utilisation is 60%
before it was 100%
Color palette made it look like new area
HDR π
something is just weird with this game in particular
like something internally is broken with RTX/FG
Delete settings
If you touched the global filter options
Ur fucked
So u need to delete settings
I did, rip
Delete saved settinfs
What settings?
#1321685184852135967 message
He wasnt specific
But youd probably want to delete
The localstorage.db
Its inside client/saved/cantrememberfoldernamebutitsdefinitelyinthere
Sounds like they just deleted the "Saved" folder as a whole.
LOL
Client /saved / localstorage
Thats one way of doing it
Yeah in rinascita I'm randomly jumping between 116 and 250 fps
And rip still clamped although I'm using sk
I'll look at it tomorrow, gotta sleep for now but yeah the fps seems to randomly get capped at low values
yeah broken game xDD
the dev addons are just older versions of unrealengine
before shortfuse merged stuff
are you using both addons at the same time?
delete the dev addon
delete that
and get the latest unreal engine from the website
dont use ue dev!
delete both your addons
and download this
they're both the same! except unreal engine might have more fixs in it
ue-dev is outdated jank I quickly compiled
ohh I see
my addon doesnt add the custom fixs
shortfuse added
its just the lutbuilders that are fixed
maybe that scene isnt clamped by a sample shader
it's not from me btw just askin for a friend
π©
k brb
we'll never know
unless he does what the top message tells him to do
yea I see
looks like upgradetonemap is at it again
I like what you did last time.
likely he is doing something wrong again
he as in bbb or shortfuse?
we've been fine for like 5-6+ patches
a new setting wouldnt do that probably
unless it uses old lutbuilders
with it off
send me reshade.log
with the setting off
I'll see what ltubuilders it uses
rip
π₯²
you should go make a note on the wiki
also I'll set rgb8_typeless as a default upgrade
next time I commit something
yea
its r8g8b8a8_typeless right?
I dont want to open a PR just for that
so I'll wait for somebody to inevitibly ask for somethng
we're still missing some output shaders for specific areas where it still clamps, the colors are also mega saturated compared to other areas
collect them
I remember dumping that specific shader....
is this with kurotonemapping on or off..
default engine.ini so its on
and so far its only in that boss area
the new boss you can quick access from menu
outside of there it works normally
bruh I dont need the devkit
just the unreal engine mod
latest version of the mod
turn it on; play around, turn it off
i sent a lutbuilder for marvel rivals earlier, mightβve gotten missed in the sea of wuwa
its been commited
weeks ago
this shader was patched hmm
@rigid pathCharacter page, isn't there any strange exposure of characters?
yeah the multiplayer one lol
Latest version
yeah
character page looks fine
re-send
Does it seem like my problem? I will try reinstalling the game
it is your problem
@rigid path
all good all good
can you test it in the new boss area
i only see it clamp there
hmm okay
one sec
LMAO
yeah
it is a new output shader for that area when you do the moves
kk
on sec
are you able to test this?
yeah Iβll be back at my pc in like 10 min
alright take your time
DeviceSaved and LocalStorage I deleted these two folders
RenoDRT It's good now
@elfin lance so all the lutbuilders are pretty much covered I think, only a few stray ouput shaders i missed
this is extra fucked
@rigid path find anywhere within the world where its clamping and tell me
there might have been one in a story cutscene but it was really quick so i'm not 100% sure
whats that
so there's output shader that triggers based on certain skill usage, I found 3 and thought that would cover it, turns out there's other variations even with the same skill depending on the area you're in
is there a quick way
to turn off draw
for multiple shaders at once
im currently turning off draw one by one and its a bit tedious
I added rgba8_tyless upgrades along with the marvel rivals commit
I'm only looking for one where you can trigger clamping with character skills (shorekeper attack like your video)
if it's story cutscene i can dump it myself when i get there
honestly with the output shaders they require testing, and I'm not installing the game
lutbuilders I'm confident in fixing; I've done a ton of them
and I refuse to download the spyware on my game
can u fixed it based on the three shortfuse already fixed?
it's a set of three shaders
yes; but I want to be able to see the changes in real time
in the meantime i'll find all the variations hopefully we can get it fixed in one go
sorry for the work tho, the game usually doesn't require this much patching π
was stable for many patches straight
The setting is pretty complex as it let's you kind of go between multiple filters to create your own with some sort of linear interpolation between them
Looks great on my end

it doesnt auto upgrade yet, shortfuse has to merge
most likely yea
Time to play stellar blade, enough WUWA
you guys may want to add Atomic Heart in the UE section of the reno github. the game needs both R10G10B10A2_UNORM and B8G8R8A8_TYPELESS to output size
I'm at work O.O
Anyone could edit the code too

A native html based github pages website for the wiki would be nice too π
If someone is dedicated enough for that π
we have github paes
oh u do?
can u send me a link
oh it's like a git discussion thing
github reddit, good one π
@elfin lance u play stellar with xbox or ps5 controller
wondering which one to use lol, idk if stellar uses the ps5 controller in any way
#1378128119160115232 has some good default settings pinned
oh hell yea thank you
Wish we have dualsense with back button that doesnt cost an arm and a leg
LMAO
LMAO
its heavy
the regular duelsense just feels good
even though I need a new one
the right stick is like getting fucked
but I had the pad since the ps5 came out (or so)
it still feels just fine in games
I did some sort of pad debug analsys
and if I move the left stick forward
the right stick moves slightly forward
but I assume with how deadzones are setup, its not a big deal
it's sad cuz at under $50 you can get a 3rd party with TMR sticks , hall effect triggers etc everything with good durability
but no dualsense exclusive haptics
but do they have
ok
yea
thats big for me
I love haptic feedback, way more than triggers
I dont mind the sticks breaking
I got this duelsense for 49$
and it lasted like 4 years
if I buy something for 50$ and it dies after a year, I'm happy
actually you can send your dualsense to ppl and have them modded with TMR sticks so you never get drift again
or I can just buy a new one every so often
and have a nice clean pad
with everything new
r2 is wearing out
like the resistance on r2 is a lot lower than l2
probably because I press r2 a lot
too rich for my imagination π
I was deciding between a 3rd party controller and the dualsense the otherday
bit the bullet and got 3rd party after all, main reason was like, i've gotten too used to back buttons
too late to go back now π
I lost interest in the back buttons
long ago
but haptic feedback/adaptive triggers
thats peak
I started using the back button as L1/R1
just one simple change
and i havent been able to go back
much more ergonomic than pressing L1/R1 directly
I keep looking into 3rd party controllers but idk if any are much better than the xbox
tbf I don't have any issues with the xbox controller in the first place, but idk how much TMR sticks and such would change the experience
you'd be surprised
but the duelsense has its gimmicks
I have a dualsense and I despise it lmao
but at the end of the day if you like your input device
Too large for me
On the smaller side, yea
I have a bunch of input devices
people still prefer xbox but they just can't with the durability
if xbox made a controller with the feature of 3rd party like tmr sticks
nobody would buy 3rd party
for gamepad, duelsense regular #1 for me
delsense edgeing is good but
a bit heavy
the regular duelsense just feels right
but thats preferance
some people like the xbox stick layout
Do you notice a difference in day to day games with TMR?
Or is it just the durability aspect?
i dont play FPS so I wouldn't be as discerning
but TMR is supposed to have hall effect durability but with normal joysticks precisiveness
so yea its mostly durability
the xbox shape is still one of the best
I grew up with sony controllers so it looked dumb to me at first
MS can't really improve on it much hence all the current controllers since xbox one looks the same lul
I used xbox a lot
and a razer one with paddles, I liked that one
but after the duelsense came out
the duelsense won my heart
Like ritsu i think its 2 big 4 me
@glossy valve ended up getting these, no dualsense haptics but its very light very comfortable for my hands (also small)
LMAO I'm watching a review rn on my 2nd monitor
I went from years of the elite and elite v2 to the razer wolverine v3 and honestly wouldn't ever go back
I'm leaning towards it. I hate how the white version looks so glad it has a black version
i like the guilikit kk3 as well, but it feels a bit cheap
kk3max was what i was originally looking at
Apparently the maglev vibration motors are very good
but the latency is a bit embarassing
I only use wired
but thats a marat autism thing
where my reasoning is
8bitdo ultimate 2 looks nice, but their dpad is horrendous
"I'm already sitting at my desk, why the fuck do I want to deal with charging shit"
I play fighting games so can't handle those
if u got a bit to spend above the cyclone 2
gamesir is coming out with a new one
the white looks a lot less gaudy and more pleasing imo
even though modern fighters are made with pads in mind
slapping those loud arcade buttons
is so satisfying
and the hitbox is a lot more ergonomic -- I'd get super tired
jerking the actual arcade stick around
8BitDo Ultimate 2 is a buy π―
good fighting game pads have 6 buttons on the face
the TMR sticks are so good
Never used elite 2 style dpad so not sure, but looks nice
and a dpad
it's replaceable dpad
so crazy
some folks, even pros go as far as to play with arcade sticks that are entirely leverless
buttons only even for movement
swappable dpads comes in the box and you can optionally replace faceplate as well
I like playing that way too π
but will always have a place for my Sanwa arcade sticks, just reminds me of growing up too much
very satisfying to play scrolling shooters with them
Is RenoDX working again in wuwa? π€
yes
Check the wiki notes before installing
Deleted my local storage just in case
Cyclone 2's switch compatibility is nice to have
4 mode on gamesir is kindof goated
on dualsense you have to re-pair every time you want to use it with a diff device
Is there a black dock too?
I think imma go for it later
That's about to change thankfully 
I have the vader 4 pro it's pretty goated
I forgot was I supposed to load reshade as plugin or lazy?
Plugin and Compatibility Mode off π
Was there any new shaders found in Stellar Blade btw? Haven't been paying attention
π
@elfin lance not sure if you've tried the NIKKE DLC stuff in SB yet, but they are broken. All default settings (well Musa's settings), and 3440x1440 DLSS Q
I can indeed
the game mode is actually capped to 16:9, but I'll check what happens
yeah it works in 16:9
not sure if I need anymore outputs enabled
Affects all UE titles only (well except for Gooner Blade for some reason, maybe because it's UE4)
Transformer FG did some changes that result in Reno SDR path to HDR upgrade flicking between SDR frame to HDR frame
The flickering is you seeing a constant change between an SDR to HDR Frame
And it only affects titles that have Reno doing a full HDR swapchain upgrade from SDR path
If Reno is fixing native HDR, this doesn't happen
No
The game is just special, I can use transformer FG and MFG with no flickering
Gooner blade has gooner magic
Well other can't for some reason
Just go with the flow
ShortFuse used UE native HDR for oblivion remastered to fix FG issues
There is a choice between using native HDR path or SDR / swapchain upgrade path
Since you're also using SK, Pace Native Frames for FG will also break for any game where Reno is doing SDR path / swapchain upgrades
Occasionally pace native frames will work
But you'll still get the flickering
#1383049193186136216 I made a dedicated wuwa thread
I think it deserves itβs own thread
Yes, weebs need to be quarantined
^
@elfin lance here's the test build with the per ch+ upgrade option
also left in normal per ch just to compare, luminance is regular UE
couldn't share it in dms lol
also, you need to disable all the blowout restoration sliders for per ch+
hue corr + hue shift still do weird things to it
you're just doing per channel contrast
cranking up pow
you're better off leaving gamma correction alone
and figuring out how to do contrast per channel
@elfin lance think this is fixable? it works fine in 16:9 but not 21:9
try upgrading output ratio
outside of that wait for us to implement ini tweaks into unreal engine; so you dont have to upgrade
I already did all the ground work, found and fixed stellar blade's composite shader
I just need to make a slider for disabling reno's swapchain upgrades that shortfuse approves of
so change the ones that are "Output size" to ratio?
yes
alright
well, I don't have access to any more of them before a later area, so I can't test it. Silly me
oh well, thanks either way!
Could that address the performance impact in Jusant ?
no problem π That's the one I use but for some reason, that game has some noticeable performance impact over others
How do I fix this? Also any idea why I'm getting this?
where is this
if you move the blowout slider
does it change the image?
also is native hdr off?
also are you on ultrawide or 16:9
I have no idea ngl
Its in the building to the left of the elevator after beating the second boss. Native hdr is off and I did check the blowout slider, it did change to black and white
I'm on 16:9
its disabled already. The whole building is like this
take a pic of renodx settings
disable r11g11b10 upgrades
ok. I'll try that. So this is happening in all the surrounding buildings
are you on an amd gpu?
but disable r11g11b10_float upgrades, and tell me what happens
not using any other mod besides reno and no reshade fx
and yes, i am using dlss not dlaa
dlss quality
AF?
ah, no. nothing else besides reno
no idea sorry
I've done that entire area; just fine
what is your game sharpness at
I have 1 game sharpness, 0 dlss sharpness
but I doubt that changes anything
send reshade.log for fun
i Have dlss at 0 but don't remember another sharpness setting.
its right above the dlss setting
i just deleted the game a bit earlier and I'm redownloading so don't have the log anymore. sorry
so that did not do anything. it was at 0 originally
where is that btw?
no idea
this shader likely needs to be fixed to make UE work with the quarry, has a bunch of decomp errors, can't figure it out
seems to be responsible for the tv crt effect in the main menu
but always draws over the entire screen
and has saturates
@spare bane would you kindly take a look at these 4 shaders for wuthering waves when you have the time
Genuinely amazing feature when it works
Also youβre insane, the edge feels sooo much better in the hand. The build is way more premium feeling imo
Wrong channel
Does anyone know if the UE version supports borderlands games? Been trying to get it working with Wonderlands but no luck yet
The borderlands games are pretty custom so unfortunately not
Wonderlands has native HDR doesnβt it?
yea it does
wonderlands has a regular UE lutbuilder
compute shader
but its still clamped for some reason with bgra8 typeless upgrades and upgrade copy destinations
and also crashes
I've compiled a version of Unreal Engine with White Clip, if you guys know any games that dont have highlights that get that bright; try the whiteclip slider
try setting it to like 20, 15, or even 10 -- just play around with it
it seems like a better highlights slider
please send comparison screenshots too (vanilla, renodrt regular, whiteclip [x])
white clip should be highlights2 and flare should be shadows2
they're just better versions at this point
thats true
as in replace highlights with whiteclip, or just rename the sliders?
I dont think replacing is a good idea
nah, just food for thought
can we just merge whiteclip for now
just to have stuff to play with
the only thing idk is if default 65 or 100 is the way to go
ngl I dont think 65 vs 100 even makes that big of a difference
as for flare being shadows 2, I know some people like to lower shadows
so stuff gets brighter
unless flare can be setup to go below its current min value, and brighten stuff up
they both need better names really
flare is way better at making stuff darker though
yeah, it drags black level down
and it doesnt like grief, a few ticks of flare and you have a nice black level
and detail isnt destroyed
its just a bit darker, in a good way
technically best accuracy is no srgb=>2.2, or srgb=>2.2 via luminance only
2.2 gamma correction is per channel
yep
but probably not enough to noticeably warp
pumbo's advanced autohdr has
i sometimes like off + flare instead
In dead island 2 the shadows can be heavily tinted and 2.2 gamma correction reduces the intensity of that
If I try doing 2.2 gamma correction by luminance and then taking the chrominance of 2.2 channel it ends up keeping the tint with the increased saturation and looks too strong
oklab is a bit strong in chrominance in shadows
if (FIX_SRGB_2_2_GAMMA_MISMATCH_TYPE > 0 && ACTUAL_COLOR_SPACE >= 4) // Check "FIX_SRGB_2_2_GAMMA_MISMATCH" hiding condition as well
{
// Ignore any out of range values, we don't want to affect them with a random gamma shift (especially if the source was HDR and already had values beyond 0-1, where gamma theoretically isn't defined)
const float3 extraColor = fixedGammaColor - saturate(fixedGammaColor);
fixedGammaColor = saturate(fixedGammaColor);
const float fixedGammaColorLuminance = luminance(fixedGammaColor);
float3 intermediaryFixedGammaColor = fixedGammaColor;
if (FIX_SRGB_2_2_GAMMA_MISMATCH_TYPE == 2) // Hue conserving method (unorthodox)
{
intermediaryFixedGammaColor = fixedGammaColorLuminance; // Only rely on the first channel
}
// No need to run the mirrored gamma functions here given we clipped values beyond 0-1, but we do it anyway
intermediaryFixedGammaColor = linear_to_sRGB_mirrored(intermediaryFixedGammaColor);
intermediaryFixedGammaColor = gamma_to_linear_mirrored(intermediaryFixedGammaColor, 2.2f);
if (FIX_SRGB_2_2_GAMMA_MISMATCH_TYPE == 2)
{
fixedGammaColor *= fixedGammaColorLuminance != 0.f ? (intermediaryFixedGammaColor.x / fixedGammaColorLuminance) : 1.f;
}
else
{
fixedGammaColor = intermediaryFixedGammaColor;
}
fixedGammaColor += extraColor;
}
https://github.com/Filoppi/PumboAutoHDR/blob/master/Shaders/Pumbo/Color.fxh
2 is fixed by luminance I think
dividing red channel by luminance
honestly I dont have a full understanding of this to chip in
I just know linearizing and all that is to emulate the display
if pow 2.2 is what the display is trying to do; maybe thats for the best?
but there is more to gammasafe than pow 2.2, so idk
Gammasafe is just encoding srgb and linearizing 2.2
Itβs that
That makes me wonder, is displaying srgb on 2.2 display closer to the per channel or luminance?
As in, how does the displays handle it in SDR?
per channel
like, if the game were 1/2.2 it wouldn't matter. it would be reciprical
but the srgb/2.2 mismatch is per channel.
Stellar Blade crashes instantly when I try to load it through SKIF with Reno insatlled. How do I fix this?
Dont use sk
apparently there is an issue with reflex that sk fixes
Are you saying I have to install them both locally in the game folder? Because I was trying skif and I have Reno reshade as dxgi already in the game folder.
Ok. Thanks. So I was finally able to load it up without crashing by adding that to ini. What do you mean by set both delays to 1?
Do the hdr settings look ok?
great. thanks. what does this do btw?
and I'll add that to ini as well
ah ok. thank you. makes sense
I'm playing through Sackboy: A Big Adventure with the UE mod and when I grab certain items, the game goes into sdr for a second. I have enabled Dump LUT shaders but don't see any shaders being dumped.
Okay it's fixed with B8G8R8A8_TYPELESS to output size. Though it breaks if render resolution is below 100% so output ratio in that case. Upscaling works on output size though.
@arctic terrace if the game clips but color grading sliders work, its a resource upgrade issue
but yea resolution scale will grief resource upgrades at output size, so you have to try output ratio
upscaling usually works at output size just fine though
idk why you'd use render res over dlss though
I'm playing Lies of P and its missing shaders. I enable dump lut shaders, now where do find the file so I can share it with you guys here
?
share it
wait nvm
lies of p has compute shaders
dump lutshaders wont work
but normally a /renodx/ folder would be made
ritsu probably already fixed that shader, but shortfuse didnt merge it
there is an open PR for a lies of PP lutbuilder
So I'm playing the dlc and it just looks off. I guess reno mod needs more work then?
@spare bane please add lies of p when you can
It's set to draft
You can't merge drafts
@glossy valve is the lies of p lutbuilder PR finished
Please merge π
put it on the wiki!
i dont know how π¦
scroll down to the unreal engine section
copy and paste a line from another game
and just change the name to colony ship whatever
dont worry about breaking anything
there is a preview button
and we can always revert to older versions
you did everything right
nice job
now you know how to add games to the wiki
the only other thing is if the gam needs upgrades, add it to notes
@spare bane I'm here thinking of names for whiteclip; like "Highlight Range"
and the slider can be re-working from 0 to 100
to where 0 is 100, and then clicks up
nvm thats stupid
because you are lowering the range when lowering white clip; but depending on the game; the results are really nice
and the name more or less works out, 100 = full range, and everything after is reduced
so by default reno tonemaps down from 10k
so if untonemapped has a 10,000 nit highlight; when you enable renodrt it will be equal to your max peak
problem is a lot of games dont get that bright in their untonemapped render
so instead of tonemapping down from 10k, you tonemap down from lets say 2,000
it works out pretty well
there are also math reasons, unity games with uberpost and unreal games sample with log; so they pretty much need whiteclip 65.f [6500]
because if the game's highlights only go to 2000 in tonemapper none
when you enable renodrt, they'll be like pretty dimm
but this way you're tonemapping down from 2000, so if its 2000 in tonemapper none; it will equal peak nits with renodrt
here try this
when it comes to unity, you want whiteclip 65.f (6500) -- because of arri log encoding/decoding
sb doesnt look bad; but games that dont get that bright
are the ones that would benefit the most
that doesnt have the lies of p lutbuilders in it 
atleast for the DLC
probably works in the base game
but I mean try any game you want
but something like this might show the best results
sacboi seems to only go up to like 600 nits
just think of whiteclip as a fancier highlights slider
any ue 4/5 game
that works with unreal engine
its just the unreal engine mod with an added slider
think of whiteclip as just another fancier highlights slider -- lower = brighter
just play around with it; idk man
here are some pics from sand land
? its part of the generic unreal mod
you can test it on any game the unreal mod supports
Lies of p dlc just got merged
yea, I'd have to re-compile the white-clip addon
When tonemapping, if the range of the scene is only up to 1000 nit (eg: 10.0) then the tonemapper (Reinhard) leaves no room for anything above it. If you violate that limit it'll just clip it.
If you don't specify, then the only way you will get 100% of your peak nits is if you input 10000 nit input (not all games are capable of this)
100 is 10k nits
We do 100 nits = 1.0 generally, so 0.18 is 18 nits
Yep
A tonemapper is best know what the scene is going to be pushing, so not leave room for something that will never happen. For example if I my peak is 800 nits what would hit 800 nits in terms of scene input? There has to be a number
I think nits would be too confusing
especially if you rename it to something like highlight range
that way it can work as a percent [0 - 100]
Input range, basically
input range works too
Input max, peak input
Idk, I don't bikeshed much there
Scene Peak is probably more accurate
scene makes me think of
I thought maxcll was supposed to be that
the big issue is people will confuse it with
peak nits
its less about accuracy when it comes to user-facing sliders
Highlight Expansion!
MaxCLL (Maximum Content Light Level) indicates the maximum light level of any single pixel (in cd/m2 or nits) of the entire playback sequence. MaxCLL is usually measured off the final delivered content after mastering. If one uses the full light level of the HDR mastering display and adds a hard clip at its maximum value, MaxCLL would be equal to the peak luminance of the mastering monitor.
MaxCLL (Maximum Content Light Level) indicates the maximum light level of any single pixel (in cd/m2 or nits) of the entire playback sequence. MaxCLL is usually measured off the final delivered content after mastering. If one uses the full light level of the HDR mastering display and adds a hard clip at its maximum value, MaxCLL would be equal to the peak luminance of the mastering monitor.
Phone dying

1% left
we'll pick this up later
I'll think of some future names
but it would be nice to throw whiteclip in unreal in the near future
so lets figure this out
I think white clip is a better name
Maximum scene brightness is the technical thing
but something with "Range" sounds nice
the issue I have with scene is
it feels like it refers to something that is relevant to say only 1 map in a game
Yeah, we don't have dynamic scene detection
But somebody could string together some mod in the future or whatever
scene grading works fine because it changes based on what the lut/filmic color is doing
I remember I had an idea to make whiteclip dynamic
months ago
and you said it would just be dynamic metadata
but musa said it was stupid
"the scene changed, why didnt the slider change" "i demand a refund"
whiteclip calculated based on peak of untonemapped
stupid stuff like that yea
I don't make mods for stupid people
doesnt stop pings
and then misinformation
@thorny ferry here is a
stellar blade comparison; look at the white highlights on the floor, and the white highlights on the mountain in the back
the lower the whiteclip, the brighter they get
but unlike highlights, its very "mild"
and the rest of the stuff stays looking normal
Don't mind the "Cellium" text on the vending machine; I forgot to enable photomode; and that flickers orange/white
thats not whiteclip, thats it changing in-game
look at these spots, compare 100, 10, and 5
stellar blade probably doesnt benefit from white clip that much because the input is already bright
but its an example of what it changes
ohh also here
dont look at the histogram
if you dont see it idk what to tell you
open the imagges in skiv
no these -- these are hdr pngs
dont save image
right click -> copy link
dont click the embed
and then open skiv
and paste (ctrl + v)
the discord client 
no copy link option?
no copy link option in browser
how do you gets get hdr pngs from discord on the browser then
if I do copy link on lets say whiteclip 10, I get
https://cdn.discordapp.com/attachments/1321685184852135967/1383940986287292566/SKIV_Snip.png?ex=68509efb&is=684f4d7b&hm=6c6229dcbad6fe09405eea1f5b3d75350f582ff4f8170182bd6bfc06dfb6202c&
if I paste it into skiv; I get the good hdr png and life good
no idea, i usually use the client but was just checking now with the browser
opening the embeds in the browser does show the hdr png tho
it does, just copy the image url and paste with skiv open
