#✅RenoDX: Unreal Engine
1 messages · Page 15 of 1
here
stellar blade isnt the best example for whiteclip; but its an example of what it does
just open multiple skiv clients
thats what i do
if i open 5 images
I open 5 skivs
its a setting
enable multiple instances or w/e
whitepoint refers to something specific (like the US LCD/JPN LCD colorspace) -- d65 vs d93
as for the whiteclip slider, yea its a solid slider
when you make per-game mods, you hard-code whiteclip
but when a mod covers 50000 games (Unreal Engine) -- we need a slider that defaults to 65 [because of log memes]
thats where it is
well advanced is only upgrade sliders; but yea its hidden from basic
I have a pull request open, but when it gets merged idk -- waiting for shortfuse to tell me what to do -- either rename it or move it up
or merge it as is, and we can fuck with names later on
dude thats a reshade fx -- you're comparing two different things
thats not the point, the fx will only apply to the final output image
when you work with a renodx mod, its applying whiteclip to the actual untonemapped game render
btw you're also double tonemapping if you use that fx ontop of a game
no thats not neutral, thats tonemapped already
via renodrt
any testing with an fx is useless
but I already sent a whiteclip addon yesterday, it just doesnt have the latest lies of p lutbuilder which is fine
stellar blade isnt a good example for white clip; white clip works the best in games that dont get that bright
because the untonemapped image doesnt get that bright
shortfuse literally explained all this an hour ago
but there are a few highlights that are getting brighter with 15
here is an extreme example, whiteclip 65 vs 10 -- look at the highlights on the blob behind the character
thats not a good example either, a good example is a game that doesnt get very bright
I just dont have a lot of UE games downloaded rn
Put it in your Chinese cartoon games
they're all chinease cartoon games
for per-game mods I dont add sliders, I just find a good value to hardcode it at
like unity (or any arri/log game) is hardcoded to 65.f
How can I make reno and sk work with logic mods? I found a mod that hides drone and thats the only mod I wanna use but can't because the game refuses to load if I install it. It needs UE4SS
#1378128119160115232 message
Check the above
what's the default value to match UE without the new whiteclip slider
whiteclip 0, whiteclip 100
Oh. Thank you. So I just need to rename reshade dxgi to reshade64.dll and it should load everything? How did you install both sk and Reno locally btw?
white clip 0 is basically untonemapped, technically
leaves no room for highlights above your set peak nits
Follow iAnime instructions, since I did local SK and that refuses to load with UE4SS
there's an internal limit of peak / diffuse (eg: 800/200 = 4)
I’ll give it a try but could you please share how did you manage to install both sk and Reno locally? because that’d be cool for other games. As far as I know they both require dxgi file.
Take SK's .DLL, rename it to dxgi.dll and drop near game's .exe (it should hook after that on game launch)
For reshade either
- take the .dll and rename it to ReShade64(32).dll then drop near game's .exe. You'll need to double check inside of SK menu that ReShade64.dll is being added as a plugin
Or
- Use the global injection of Reshade under SK menu (in-game) but make sure compatibility mode is toggled to off + you might need to fiddle with Plugin/Lazy loading to get Reno to work
The Turing Test
broken visual
sliders dont work
So this is how my game folder looks. I'm definitely doing something wrong because the game refuses to even load up with local as well as global injection
Don't have any other mods installed whatsoever besides the logic mod one
Local SK won't work with UE4SS
You'll need to use the global method iAnime explained in my linked message
But do everything one step at a time
Following the steps outlined?
yep I renamed rehade dxgi to reshade64.dll
Let's move over to #1378128119160115232 since this encompasses that title
Hi everyone, I'm trying to use the universal mod for lad: ishin, but the sliders don't do anything, I'm I suppose to do anything else other than installing reshade + addon and the addon64 file?
Did you test blowout set to 100?
Should go black and white
If UE Reno doesn't work for a game, you'll want to enable LUT dumping and send the lutbuilder over to Marat
Assuming ofc the game isn't doing some custom processing
nop, blowout doesn't seem to do anything, the only options that make a difference are color space and swap chain format from hdr10 to scRGB, which messes with the colors
obvious noob here, sorry if I come off as ignorant
enable dump lut shaders, restart the game and load back in. if a lutbuilder is found, you'll get a "renodx" folder where you installed reshade; you'll want to share the file(s) that's in there
Thanks for the guidance, here are the files inside the renodx folder

that was unexpected..🫣
for now you'll have to wait till those get fixed up and put into a new build
no problem, thanks for taking a look!
I was considering setting the slider's minimum to 4; right now its 1 -- I guess he manually input 0
@tired mulch 65+ (which the slider defaults to) should have no visual difference between regular ue and white clip
I guess theres also this
@carmine ice @pliant sail I fixed the shaders, please give them a go and tell me if they work so I can commit them
delete the old unreal engine mod, and replace it with this
you might need to enable b8g8r8a8_typless and/or r10g10b10a2_unorm output size upgrades
does that only work for unreal engine 5, i tested it with Batora and Godless, both UE4 and it doesnt work
*Godfall
let me double check FIST, i had an earlier one work on that, and its UE5
if you move the blowout slider to 100; does it change the game to black and white
UE5 games sometimes need a scene change to apply sliders (loading a save)
if the game turns black and white, that means the shaders are there; and you just need to upgrade resources
i tested multiple sliders and nothing works, but things like Levels and DPX work fine
well these arent reshade fx
but i have it going thru ReShade
just sayin somethin is workin
it works on FIST
just not those other two games
think there is an issue with it workin on UE4 games
ReShade fx are shaders that apply on top of the already-rendered image so they'll almost always work
RenoDX is an add-on that rewrites the shaders from the game's engine itself, so it doesn't always work ootb
That's where you need to select upgrades or dump lut shaders in the event the game is clamping to SDR and/or sliders aren't working
can you please simplify what you mean by upgrade or dump lut shaders, i tried it solo without any other shaders enabled in reshade and there was no change
everything else you stated i was already aware of,, just uncertain what action i need to perform in terms of upgrade or dump
If it helps, I have a video of myself working on it live when I was getting Marat’s help with Deadzone: Rogue
sure thank you
@frigid condor no prob. I have timestamps there too; thought it would be helpful for others for the Unreal Engine games:
HDR in Deadzone: Rogue is INTENSE!
https://youtu.be/e2CDRv_J1SM
Deadzone: Rogue is getting an upgrade into HDR today, via RenoDX!
► Follow me on Twitch: https://www.twitch.tv/codename_agentr/
► Follow me on Kick: https://www.kick.com/agentr/
► Subscribe: https://www.youtube.com/@UCeeotHb-a5UBMQ6yHRFVZCA/
The file used should be updated soon into the main UE addon file, but for more on the project fo...
Psychonaut 2 works ootb with this
@neat pulsar when capturing sdr; dont just capture the game in sdr mode -- windows will grief it + whatever the media player does + editing software opening sdr content
do 203 nit sdr in hdr
you can do that with renodx set to vanilla [vanilla is sdr]
that way its an hdr output displaying sdr
so it records better
Hmm I don’t recall having OBS in sdr.. I thought it captured in P010 and PQ from the desktop capture; when I brought it into the editor it retained that data, or do I thought
I’ll keep that in mind for future recording for sure
Nice. There seem to be no problems. And everything works without upgrades.
Makes sense; will make that adjustment moving forward. Just wrapped my head around where that fell off
thanks again for the video, i watched it and made note of the part where you had changed reno dx to dump the lut shaders; but then i came back and watched it now to see that the video doesnt actually show the process for this, you start the video after already selecting dump lut shaders, but actually Marat gave you a new addon with the lut shaders in it already, so this is where i am stuck and the video only really shows to get an addon with the lut shaders from Marat and im rather certain that's not how things work around here
i selected to dump the lut shaders, but im not finding any dumped lut shaders in the game directory where i have reshade and reno dx including looking in those folders
The game might have compute lut shaders which don’t get dumped by RenoDX. Try turning on “upgrade copy destinations” and see if that unclamps and/or makes the sliders work
Just did a quick test before work and its working, the sliders make changes, the blowout at 100 makes it black and white
figured it out, altho its not workin as good as on FIST using UE5, thanks for the help
What did you do to get it working (so we can add it to the wiki)?
is it normal on my end all upgrades are off ?
pretty much how it works
if a game is missing shaders, you post them here and hope a modder fixs them for you
or just learn to fix the shaders yourself, thats always an option too
@tight acorn delete reshade.ini; sometimes when reshade.ini exists it doesnt write the defaults
or you have the game on gamepass/epic and its a diff exe name
Now that it works, how do I actually make have the hdr look? what should I be looking for?
does that look right? I mean the stats?
yes
thanks
looks good, now just play the game
@carmine ice if you find an area or time of day where hdr doesnt work, re-enable dump lutbuilders and ping me; I'd be shocked if Ishin is only 3 lutbuilders
either way now we're waiting for shortfuse to merge the lutbuilders; and then we can add the games to the wiki
Yea, didn’t know how helpful the directory itself would be in that part since it changes up per game. But yea, it’s just a matter of turning on the dump lut in the advanced menu in the renodx tab in Reshade and then playing the game and eventually the renodx folder appears with the .cso files there to add here and wait for them to be worked on or do yourself but I’m working on learning that part so I can contribute directly too.
Hello guys I'm trying the unreal addon on Thymesia but the moment I put it on the game folder it crashes when I open it and I cannot change the thing it says on wiki (Upgrade B8G8R8A8_TYPELESS). Anyone knows a solution for this?
here are pics
you have to set simple to advanced ontp
to see the sliders
I get it but the game insta crashes after the initial credits (picture error). It only happens the moment I add the unreal addon to the game folder. I cannot change parameters on reshade because it crashes the moment I press a key.
did you get the latest version of the addon
from the website
also are you using any other mods?
I can play thymesia just fine
https://clshortfuse.github.io/renodx/renodx-unrealengine.addon64
try replacing your addon with that
Yep, I tried with your version and same error. No more mods. I tried installing on another drive but same error. Will try few things more.
Thanks for the help
try this
put this in the win64 folder
btw what folder are you putting the mods in
\Thymesia\PlagueProject\Binaries\Win64 I hope
put that dxgi.dll + https://clshortfuse.github.io/renodx/renodx-unrealengine.addon64 inside of
\Thymesia\PlagueProject\Binaries\Win64
if you have files in the game's root directory; delete them
I tried all this with a fresh install and same error all the time. No worries man, I appreciate the help a lot. I will live without it haha
interesting amd
open reshade.ini
ohh
disable the steam overlay
and any other overlay
but for now you can open reshade.ini
there is a [renodx]
set Upgrade_B8G8R8A8_TYPELESS=1 and Upgrade_R10G10B10A2_UNORM=1
tell me if that fixs it
but I think the steam overlay might be griefing you @shy lance -- worth disabling; and trying out manually upgrading in reshade.ini with the settings I shared above
it seems to crash right on shader replacement which is interesting
also just for fun, try running the game as dx11
add -d3d11 to the launch arguments
in steam
overlays off same problem
my reshade.ini only has this lines
[ADDON]
DisabledAddons=Effect Runtime Sync,Generic Depth
using your dxgi and the addon
[renodx]
DumpLUTShaders=0
ForceBorderless=1
PreventFullscreen=1
SettingsMode=2
Upgrade_B10G10R10A2_UNORM=0
Upgrade_B8G8R8A8_TYPELESS=1
Upgrade_B8G8R8A8_UNORM=0
Upgrade_B8G8R8A8_UNORM_SRGB=0
Upgrade_CopyDestinations=0
Upgrade_R10G10B10A2_TYPELESS=0
Upgrade_R10G10B10A2_UNORM=1
Upgrade_R11G11B10_FLOAT=0
Upgrade_R16G16B16A16_TYPELESS=0
Upgrade_R8G8B8A8_SNORM=0
Upgrade_R8G8B8A8_TYPELESS=0
Upgrade_R8G8B8A8_UNORM=0
Upgrade_R8G8B8A8_UNORM_SRGB=0
Upgrade_SwapChainCompatibility=0
Upgrade_UseSCRGB=0
yea my dxi and the link to the addon
but before you add anything
try dx11 mode
@spare bane might be some sort of amd memes
probably the size thing
yea thats what came to mind
the only weird thing is text on loading screen loads as cubes at first but the rest is fine
probably worth wrapping it in vendor id -- but that will grief UE5 games
yea thats another thing I keep forgetting about
proxy shader revert state
and fps are not as stable as on dx12 but not bad at all
yep we have to discover new things all the time haha
anyway thanks for the help
at the end it only was changing to dx 11😆
yep remnant 2
that worked just fine?
no problem with the wiki things
interesting
only flickering with FG but must be normal
yea thats just a mod thing
will try more U5 games to see
I forgot expedition 33
i played 60 hours gamepass version with mod and optiscaler for fsr4
no problem
we got whiteclip merged 
as an AMD user myself I think the Addon works best with UE5, got some trouble with UE4 games, had to fiddle some stuff, turn off some settings
sure, judging from the other games in the series there should be an evening and night scene, will let you know
@elfin lance not sure if you remember me saying the NIKKE stuff in SB being broken in 21:9, but yeah output ratio doesn't work either
So.. if it's like a new game, or like an indie game on UE5.. what resource upgrades you guys recommend just trying?
In the UE addon, if the nits in a game are locked at 203 what of the multiple settings do i need to activate?
google gemini gave me the answer
Upgrade_R10G10B10A2_UNORM=1 seems to work
but the game is capped at 500 nits
if it's not working it's custom UE
Game is Robocop BTW
and custom means the game could have done whatever
if it's a japanese game, sometimes it's bgra8u
i think robocop was really buggy last we tried, but i don't have the game to test
Shoudl have searched before #🧩renodx-dev message
apparently the game is indeed capped at 500 nits
should still be better than SDR
robocop t has 3 shaders trhat come after the sample shader
I can return the sampled color
and it works just fine
but I dont know what effects are getting skipped
@austere pike try upgrading everything
and see if stuff breaks
this probably confirms the 20 fix only works on intel
on AMD they can play dx12 UE5 games and DX11 UE4 games; but DX12 ue4 is rip
Ratio still?
Aaah like that
actually
maybe
try upgrading all the things to output size first
every single one
and if that fixs it; start going bakcwards and see what upgrade fixs it
if not; revert to defaults and set it to upgrade all
well I tried upgrade all and that breaks stuff
I'll do all output size and go backwards
interesting... using dlss hooks to, instead of sending dlss the cloned textures, clone based on dlss saying it's the game render
figured
wait
if you go into the nikki minigame
does it work?
I can try. The whole UI was broken as well, so I just exited out of the game. Let me check
also by upgrade all
are you everything every slider
or just bgr8 typeless and rgb10
just set everything that was by output size to output ratio
didnt work
upgrade all was just bgr8 typeless and rgb10
hmm actually, yeah
does the minigame work?
maybe the minigame needs bgr8 unorm or rgb10 or whatever
on 16:9 no problems
will check in a bit
probably need 16:9 always and also output size
I was thinking of a setting that always upgrades 16:9 stuff even on 21:9 displays
because output size 21:9 doesnt help if the game is rendering shit in 16:9 still
sorry it takes a while to test since I need to push a yellow box every time to access the minigame I have left lmao
testing upgrade all on bgr8 typeless and rgb10 now
so what was this?
just every slider?
no "breaks stuff" as in holes in the world. Didn't actually try the minigame earlier
tried it now, and it works with bgr8 typeless and rgb10 set to upgrade all
but the game otherwise is utterly broken
the forced 16:9 in the minigame is fine tho
@elfin lance I don't really mind going into 16:9 mode for just the minigame tho, but if it's an easy fix then go for it
same result
jesus no, I set it to size. Give me a sec
b8g8r8a8_unorm output ratio does not work. This was with everything else set to default
gotta go bedge, but if there's something else I should try upgrading let me know and I'll try tomorrow
all good
whiteclip 65 vs. 10
shortfuse mentioned most games dont really get graded above 2000 or even 4000 nits; so whiteclip 10/20 might come in clutch
any special settings for satisfactory?
just enjoy
you guys should really try out 15/20 whiteclip in the latest unreal mod
its good stuff
I gave up TBH, game would crash whenever he wanted
would do a section, arrive at point A and it would crash. Reload, would pass point A and crash at point B
no consistency, just vibes
I do think that renox was the cause though. becasue after I removed it I played for like 2 hours without problems
yea something is cursed in robocop, idk what
In Drive Beyond Horizons the Brightness stays clamped at 203. I can lower the peak brightness bit not raise it. Is there something that can be done about it?
Dump lut shaders?
The Midnight Walk works with R10G10B10A2_UNORM (output size) when you get in-game.
heya, do we have good stellar blade reno already/
Chrono Odyssey has finished installing
time to check for dat HDR
appreciated
Hmm, some people are able to get into the main menu to change settings. I just get kicked out of the game on start up
Hey @elfin lance , i think hdr stops working when chopping wood, I've enabled "dump lut shaders" and restarted the game but no lutbuilders appear in the renodx folder.
try upgrading B8G8R8A8_TYPELESS
thanks, that worked!
Hey good morning guys
Trying to run UE addon in THPS1+2 and it mostly works with every upgrade set to Output/Ratio, but the Tonemap sliders aren't doing anything
I have HDR OFF (as I assume it should be?), did I miss something in the setup?
Thanks
keep that in mind for whenever shortfuse merges the lutbuilders 
Got one more place were hdr doesn't work, I've also enabled R10G10B10A2_unorm
no lutbuilders
nevermind, there's two
Nvm game is straight ass
Perf is straight ass even on a 5090, no DLSS or FG options included
MMOs are never beating the allegations
So the new white clip slider. Is moving the slider down until I see highlights pop slightly a correct way to use it?
Currently using 400nits and the highlights start popping around white clip 5
hey, does this work with Lies of P?
Yes
Still Wakes the Deep
Disable in game HDR
R10G10B10A2_UNORM to output size
Upgrade B8G8R8A8_TYPELESS (first tried Output Size but I think I got the LUT dump file with Output Ratio)
Dump LUT shaders on
What do i do to get RenoDX to work on Jedi Fallen order?
I'll fix them up in a bit
@viscid mirage @glossy valve we should make a list of popular UE games where lutbuilders are already fixed; and add them to addon.cpp to auto upgrade
I added a few like expedition33, stellar blade, maybe I'll add LAD Ishin
I'm having mental block when it comes to popular games
ngl I have no idea whats going on here
it might've been a native hdr lutbuilder dumped accidently
if its a new UE game, you might need to have the scene re-draw; like load a save for the sliders to apply @dark mural
@carmine ice here is the mod with the new builders; please let me know if it works
I noticed with lies of P you need to use R10G10B10A2_UNORM (Output Size) or you get a black screen.
it was more because the wiki says use B8G8R8A8_TYPELESS, should I use both.
Why did it change, does it change when the game gets updated.
no idea; I didnt add lies of p
it probably always needed rgb10a2 upgrades
or rgb10a2 wasnt added because the first line on the wiki is
"IF YOU GET A BLACK SCREEN, UPGRADE RGB10A2"
derp so it does, I need to learn to read.
d.w I do too
lies of p should be in the addon for auto ugprades
mind setting reshade.log
so I can get lies of p's product name
That sounds tedious 😅
not all of them
just like a half dozen "big games"
like lies of P
stuff people care about you know
sure but I'm using SK if that matters.
23:07:45:968 [29484] | INFO | [RenoDX] No default settings for LOP-Win64-Shipping.exe (Lies of P) Lies of P is the product name
this is all I needed thank you
so the game just needs BGR8_typless + RGB10 output size?
yea same ^^
I feel like there should be an automated way of adding the upgrades from the wiki at some point
I just want to add some popular games
I'll add them myself
just need names
I read that the reshade API has a way to report the games executable's name?
Couldn't that be used?
we already use the exe name/product name
I just want to add a few popular games; but outside of Lies of P and stellar blade; idk whats popular in the UE world rn
https://steamdb.info/stats/trendingfollowers/ check the trending in steamdb, if you open the game there's a technologies row showing you the engine used
did the new addon fix that scene?
Haven't had the chance to try it yet:/ will let you know asap
as long asthose are the right lutbuilders; it should work just fine
is there a chance they're not?
nope
if the addon dumped them
they're the ones used + missing
the addon does not dump shaders it already has in it
tbh at some point I uprgaded all resources to see what would happened, not sure if they're dumped then and if it caused them to be wrong or smth
Yea I was just messing around
is it gud?
Lies of P -- b8g8r8a8 typeless + rgb10a2
Like a Dragon: Ishin! -- b8g8r8a8 typeless + rgb10a2
@spare bane could we have hit some sort of shader replacement upper limit?
I added 2 fixed lutbuilders to LAD Ishin (dx12, ue 4.27)
I get a griefed game; regardless if the new lutbuilders are in use or not
upgrades dont change anything
[brightness warning]
at first I thought it might be cbuffer slot, but its dx12 so cb50 should be fine?
commit: https://github.com/marat569/renodx/commit/4f2377d72912ab1c2a7d4d786d6098662efe6c56
double checked lutbuilders; they're fine -- but they're not the issue since even in areas they're not used stuff is griefed
if I use another build of unreal engine that is literally identical, but doesnt have those 2 lutbuilders; it works just fine
just for memes I threw the addon into sand land; so I know there is no lutbuilder overlap; and its griefed
let me sanity check with a clean compile
seems to have been a issue with cmake configure
I did a clean compile and everything works as expected
@carmine ice use this for now until new lutbuilders merged
either I had 2 vscodes open; or something changed regarding cmake configure with the new versioning stuff
sorry for the ping, was just a weird issue
I noticed weird stuff with cmake configure recently, and it not seeing if shaders where changed
Wuwa rgba problem 👀
?
oh now it's automatic?
Yes. That means it's the default setting under Advanced and will boot with that first time
Really nice
Sorry for the late reply, it's seem hdr is now working for that scene as well 🙂
I've also noticed that the thumbnails are black when saving the game with renodx enabled but I don't suppose anything can be done for those
Is there a renodx mod for final fantasy rebirth?
Check the wiki
pog nwo we need shortfuse to merge
oh look, 50 series breaks forcing 16x AF for any game without mipmaps :(
that explains a lot
hello for some reason when I try and play lies of p using the unreal hdr mod it turns the game into black and white lol
i play on steam deck if that's useful to anyone
tried the same mod with crash bandicoot 4 and that works fine
is blowout set to 100?
or saturation set to 0?
click the "reset settings" button in the addon
reset all or something along those lines
just leave everything at default and enjoy
right ok thanks for your help!
general question, because I'm clueless - how does one work out what to upgrade (and to what size) if a game isn't listed? i.e. terminator, i just tested each setting until i got rid of banding in the sky - is there a "correct/proper" way to do it?
the first thing you want to do is set blowout to 100
if the game turns black and white that means the unreal mod has the shader, and you just need to upgrade resources
if the mod has the shader, usually b8g8r8a8_tyleless outputsize upgrades are all you need
but other popular ones are r10g10b10a2_unorm
what do i do with the lutbuilder file
Post it here and someone will add it to the mod
I'll get to it tomorrow
but yea always post all lutbuilders here
except native hdr lutbuilders, we dont need those
I have a scene were even though renodx sliders seems to be working it's very dark and there's no contrast in highlights
@elfin lance Wanted: Dead lutbuilders
that's a lot of upgrades turned on and some weird settings
reset the settings, turn on dump lut then share it
same folder as wherever you installed reshade for the game
no
it doesn't dump compute shaders though
send reshade.log
compute shaders are rare
the game might just be on UE 5.3+; so sliders dont apply in real time
the ue mod has all the shaders for the game
set blowout to 100
and restart the game
if its black and white, that means everything works
and sliders just need a scene change (what that means depends on the game) to apply
Same place as addon in a folder called renodx iirc
did you restart the game
close it and open it
go in game, you might be in a UI
also the game uses pixel shaders; so dump lutbuilders will spit out anything it needs
you upgraded everything
ofc it will be broken
yea lol
any size = bad
you dont even need to upgrade b10g10r10a2_unorm
disable all upgrades except B8G8R8A8_TYPELESS, output size -- and R10G10B10A2_UNORM -- output size
output size not ratio 
also dont upgrade r11g11b10 float 
works fine for me with just rgb10a2 unorm output size
even movies?
I'll fix these when I wake up
also you dont need upgrade copy destinations most of the time
stellar blade needs it because it has uavs/compute shaders for stuff
the less stuff you upgrade the better really
yup opening fmv and first in-game cutscene play no problem
pmox is upgrading too much then
pog
enjoy
also diasble dump lutbuilders [and restart the game]
those grief fps hardcore, esp in dx12
you have flare set to 50
which makes everything darker
default flare is 0
click the "reset all" button, enable R10G10B10A2_UNORM output size upgrades, restart the game, enjoy
did you restart the game after?
UE5 games dont apply sliders in real time
you might need to load a save file
or open/close your inventory
to make the lut re-spawn
yes
even game nits
usually games have a trick like pressing esc twice
but what it is depends on the game
my settings for lies of p, are they correct?
forcing af always broke some games for me in the past so i never did that again
is there a faster way to test upgrades than restarting the game each time ?
@elfin lance can u check this mrat
it's for grounded
restart faster

SK got that restart button so I just use that
So with The Alters I downloaded the latest renodx and grabbed Reshade 6.5.1 and it is working out of the box, but when using lilium’s hdr analysis tool the waveform is grayed out instead of the usual showing color differences. It is picking up on HDR10, but is this just a change from the new update or something else up?
Also using the tone mapper RenoDRT on the Home Screen produces black bars that aren’t there during gameplay oddly enough.
the waveform has been changed in the new update
several people have reported the black bars, I haven't seen any solutions noted
ah, thanks. let me go check that out; I just installed from reshade
Thanks. So far I've only seen the issue there, but was curious if it was just me being on an old driver or something.
Grounded
Wanted: Dead lutbuilders
StarWars Jedi Fallen Order
@latent patio @maiden sphinx @tight acorn
the star wars jedi fallen order lutbuilder was a weird one, couldn't fix (might've been a native hdr lutbuilder)
but I fixed the grounded and wanted lutbuilders; please let me know if it works
one of the wanted lutbuilders looked like a native hdr lutbuilder btw; so I only fixed 2/3
sometimes games ship extra lutbuilders either from their console port version or idk
like returnal had 2 lutbuilders, but 1 was super weird -- and unused
ty lad lemme try
Dead island 2 has 2 lut builders but one is only used in the hdr calibration menu
is it a standard lutbuilder
because the one in returnal was like super cut down
like some sort of console optimization
also the game has no hdr calibration
Ya I think so
if it was standard it would be a ez fix
the ones I dont fix are like weird "custom" lutbuilders
with no output device branch
etc
off to github, the other 2 lutbuilders are standard so
no reason they shouldn't work
np
@astral relic
idk if ur still interested
but with the lutbuilder added grounded has hdr
remember to share if upgrades are needded
...
the game works without upgrades, but sometimes the odd effect plays and without bgr8 typeless it clips to sdr
add it to the wiki
I played LAD Ishin with SK HDR 
so many games I could've enjoyed with gud hdr
that are forever lost
👍
Jedi fallen order and survivor are really custom. Uses an arri lut and arri wide color space. Won't be an easy fix
ah makes sense
the games in the PR are solid
no starwars builders; only builders for games that work
Yeah your im sure youre right ill hop on try it again
that version does nothing for you
didnt add the starwars lutbuilders
only Grounded and Wanted
I just pinged you to tell you that starwars isnt added 
havent tried it just saw ur message
I ment that I think it is a native lutbuilder. I had native on by actcident when it was created
doesnt matter if they have a normal lutbuilder
that game needs its own per game mod
since they arnt a generic unreal game
they do a ton of custom stuff
wanted dead works but looks griefed unless scene grading strength is 0
scene grading strength 100 / scene grading strength 0
fuck did I break something
can you try disabling AA
honestly I have no idea
I looked over the lutbuilders, every color seem to be right
https://github.com/marat569/renodx/commit/390be8744eed34fc47904702abbfb0708c448964
if scene grading is greifing, that probably means one of the colors I found later on is wrong; but I dont see anything wrong 
try upgrading bgr8 typless?
@maiden sphinx
also did you delete the old unreal engine addon, and only use ue-dev?
yeah only using dev, upgrades didn't change anything
seems like the in-game fog setting makes it worse the lower i go
fog low / fog medium; going any higher doesn't change anything
weirdge 
these are the csos -- one of them was a weirdge one; so I only fixed 2
I looked over the commit twice; the colors seem fine
the fact that scene grading 0 works
but the rest doesnt
means it might be a decomp error?
or the game is doing something weird
if grading strength 0 works, that means all the code up to untonemappedap1 is good
so something got griefed along the way
its 2$ for a key, I'll buy it and mess around with it sometime in the near future
vanilla looks normal, so thje lutbuilder probably ecompiled fine
yep if its not strength100, its rip
0x94d68746 is the shader getting replaced in the main menu
wait no
did they miss a exp2?
shader decompiles as
r2.xyz = log2(r2.xyz);
r2.xyz = cb0[27].yyy * r2.xyz;
if (cb0[66].z == 0) {
the decompiler missed r2.xyz = exp2(r2.xyz);
what a weird decompiler bug
adding exp2 fixs renodrt; but breaks vanilla; guess I'll add it to the if statement
vanilla -- renodrt
@maiden sphinx fixed it
vanilla -- renodrt
honestly the wierdest thing I've saw since I've started fixing UE
Don't worry, I'll experience renodx hdr for you 

speaking of, I got one scene were renodx is enabled but it's dark and the highlights dull, would you know why?
this scene
might just be a dimm scene
sometimes games dont get that bright
mm, it's outside, and the outside in the rest of the game is a lot more bright
I mean if the lutbuilder is replaced, that means the games colors arnt geting bright
because of "artistic intent"
if untonemapped isnt bright, reno wont be bright
(unless you crank up highlights or reduce whiteclip)
i guess I can compare with renodx off and see if it was intended
I remember some areas having weird lighting when I played so
just assume that was RGG's vision 
No kidding, will take this over pirate yakuza oversaturated colors every time
I made a simple mod for pirates/infinite wealth/gaiden that helps with that
Yeah cheers for that, I used the mod to play it 🤗
I still have to play pirates
there's zero character development for Majima but it's a fun little game
yea thats all I want from it
just a fun action combat game
I didnt expect any deep lore from it
just funny eyepatch man
definitely, and they succeeded at that
there's some samey stuff form infinite wealth but it's still fun
and the ship wars thingy is cool
go go play the game goo
oh ok, take your time then 
and then a new game I want to mod will come out
and then the timeline gets fucked up
whatever you do, stranger that heaven will take precedence I hope
when it comes out
I mean modding it, so I can play it in true HDR 
in 20 years when it comes out maybe
Nah, i feel it’s going to be soon
i thought these were meant to be there, never played it without RDX installed
Does the latest snapshot work with Still Wakes the Deep? Anyone tried it?
one of the lutbuilders hasn't been modded yet #1321685184852135967 message
I looked into it when it was posted last week or so; and its either the native hdr lutbuilder, some cursed shit that came from the game's shader compilation, or something custom
I continued trying stuff on Still Wakes the Deep but no success - it is UE 5.3.... I waited for a scene change, checkpoint restart and went to main menu and back to game but no luck. And got that same lut again - thanks for trying
@dark mural send reshade.log
15:31:49:540 [ 1992] | DEBUG | [RenoDX] utils::shader::BuildReplacementPipeline(Replacing 0x08b5389e)
the shaders seem to be in the mod
probably just no realtime sliders
set blowout to 100 and restart the game, tell me if its black and white
I tried that - to be honest it looks the same to me with reno and with native HDR - just the HDR analysis tool limited to 250
and I tried that, will trying again for science
if its black and white, that means the mod works; and might just be an upgrade issue
remember to try "upgrade copy destinations"
does the window mode in game and in the mod affect something?
not usually
you want the game res = scren res
but if its true window mode that might be fine
sometimes ultrawide has issues
but that shouldnt matter for the blowout slider
thats only for resource upgrades
ok - cause I am using windowed mode in game and the force borderless in mod, this game has better perf that way
as long as the window is your native res
you're not answering my question
after you set blowout to 100 and restarted the game
did the game become black and white
forgot to answer, yes just tried that, blowout on 100 does not set everything black and white
you turned the game off and on
and did you get in game or jus ta main menu
lots of games have fmvs for main menus
in game
but yea thats the same shader as last time
so yea the game seems to be missing a shader; and it might be using compute shaders; no idea
dont own the game os cant tell
at least we tried, thanks
Wouldn't have guessed it but Metro Gravity is an unreal engine game, works with the mod. Time to add to the mod page lol
lets go
idk what that game is, but I assume 1000s of unreal games just wor
esp those that use the handful of "generic lutbuilders"
lofi indie game, would have been weird if it didn't work tbh
I noticed indie games/AA games usually only have a handful of lutbuilders
or just 1, the "generic engine lutbuilder"
like berserker khazan is 1 lutbuilder
0xc1b (sm5) is one of the generic ones
for UE5 there is a ninja gaiden lutbuilder; I forget the hash but a ton of games use it
Cant change peak brightness to another nits then ui nits...
doesn't work for me, no hdr
Are you using windowed fullscreen and loaded past main menu?
yes, borderless and ingame
The game is also very dark so you might only see with some highlights
updated R10G10B10A2_UNORM to output size
Might need some other upgrades idk
I don't see the highlights, only see it with RTX HDR but the blacks are crushed
the game looks gorgeous but I want to enjoy it with good hdr
yes
Damn i have no clue
Dump and send the lutbuilder shader here, someone might be able to help.
where do i get the dump files ?
should be in game folder somewhere, think renodx-dev?
What settings do I need for lies of P?
none, it should work out of the box
I disabled in-game HDR but none of the sliders seem to be working
not the one from the pin here?
thats good too
trying the one from the mod page these are my setting out of the box

yeah, sliders don't work for me either in real time. they take effect if i reload a save though
in lies of p
I just downloaded lies of p
let me test
the default upgrades applied automatically, gud
ohh lies of p has per scene lutbuilders
thats a thing in some games
sometimes going in and out of the inventory or pause/unpause works
let me see if this game has a trick
go to characacter info and back out, and the sliders apply @tulip gazelle @stoic latch
nice. mine are mostly default so it wasn't a big deal since i knew they were applying after a load
no real need to tweak
yea its one of those things you just setup once anyway so its whatever
just a nice trick to know
going in and out of equipment works too
man the game looks great with reno
when I played it on launch, I had to use SK HDR

Ah there it goes
https://store.steampowered.com/app/2149010/Little_Nightmares_Enhanced_Edition/ how about the remake
try it out
a lot of these games all use the same lutbuilders
ohh nvm its a pre-order
or is it broken?
i don't own it, nor have time 😄
Has anyone tried out the crash bandicoot trilogy with this mod?
pre-purchase; but 40 people are playing
yes. It looked all right.
and there is no release-date
wait, not, the trilogy remake is Unity not UE.
Oh right
Crash 4 is UE and works with the mod.
I fixed lutbuilders related to crash or spyro
dont remember which
yea so I fixed // Crash Bandicoot 4*
wait no that was shortfuse maybe
I tried this one recently, looks fine but nothing special, lol
and spyro
a tonemappass unity mod is fairly straightforward; it would be at the level of UE-Generic
and something with a bit more love put in isnt that hard either
assuming they dont do anything cursed
if you preorder the 3rd game, you get an early access (of 3 months) of the enhanced version
if you don't, but already own the first game, you get the enhanced for free in october
People who own Little Nightmares (2017) on PlayStation, Xbox, and PC will get a free upgrade to Little Nightmares Enhanced Edition on October 10th www.bandainamcoent.com/news/little-nightmares-3-q-and-a
"horror" platformer from what i recall watching in a playthrough 8 years ago
there's nothing platforming about this game
oh
it's a story mood game with some light puzzles
it's mostly going from left to right
and enjoying the creepy stuff
very good game
I apparently have #1
on steam?
ye
makes sense, I dont remember buying it
so if I wanted to try the game out
what version would I grab?
the 3 month pre-order for the enhanced edition?
wait nvm I see
getting the #3 pro-order
gives you #1 enhanced for free
well I grabbed it, if pumbo says it cool
I trust
I like trying the odd game outside of my comfort zone once in a while
I wanted to grab this during the summer sale, but it didnt go on sale as low as I wanted
Hope it works well with RenoDX
second one is an even better game
waiting for the release
oh yea little nightmares is awesome!
very short but I enjoyed it a lot
especially the second one
quick question: Hellblade 1, is there a working renodx mod for that or is the default hdr good?
I saw you have to crank up HDR intensity to 10 if you want 1000 nits peak
which seems really bright
Any idea why when i use Reno this quoted text won't disappear at the start of the game?
The Alters
Very odd!
weird resource upgrade bugs
for persona 3 reload, mod shows under construction, seems like there are some issues. Do you guys still recommend?
The issue is that the map whenever it pops in and out of view has a bright box around it
it disappears once the map is fully in view
also when character reaction portraits appear you see a green silhouette of the entire character
probably the biggest issue it has rn
ah I see thanks, will probably stick to no HDR then sadly.
do you guys have any recommendation on the many Ambient Occlusion and GI mods by any chance?
I've played it for some hours on the deck. I didn't find the issue too distracting.
Anyone playing Jusant with the UE addon? The game crash to desktop pretty often. I haven't tried it without the addon, so not sure if it might be the culprit or not.
Whats your fix?
Dunno if it's the addon or reshade altogether, I've disabled reshade and the game runs just fine, no issues.
Unreal mod ok to use with Dune Awakening?
easy anti cheat
force enabled hdr seems to break some sdr color grading, unfortunately
and with no per channel correction that renodx provides, you're between ungraded ACES HDR or blownout sdr
there might be an avenue by patching the unreal shaders files directly. i don't think they're signed and i don't think EAC cares
Gotcha
Trying some of those engine.ini tweaks for hdr output lol
Crazy a 2025 game having no native hdr support
probably because of missing sdr color grading just like shortfuse mentioned
they tested UE HDR and found hdr looked wired
so they just shipped the game without HDR
Ahh that makes sense.
Perhaps thats a super stupid question but where would one go to learn more about how HDR works on a technical level? Computer science?
literally here
I just checked steamdb and the game uses pak signing.
While BattleEye (the game's anti cheat) wouldn't care about us adding a new patch pak, the game won't load unsigned paks without binary patching so rip.
Do you guys have a recommendation for resource upgrade for RoboCop Rogue City? or does "it needs specific fixes" still apply? I tried the demo now with R10G10B10A2_UNORM for output size, but the output range seems to be limited to cca 500 nits.
Robocop is funky
Probably needs a game specific mod
Raising UI brightness helps to raise the peak
robocop needs a per game mod
its clamped at ~500 nits
and crashes constnatly
there are 3 shaders that come after the lutbuilder
I tried skipping the shaders, which might eb post process
it unclamps the game but
I have no idea what effect might be getting skipped -- but it looks the same
yeah, already got a crash in the demo. thanks for the info. I might get the full game just because it's 90 % off now, but maybe I'll leave it for later then. although even 500 nits would be better than no HDR, heh. but if it's crashing, that would be a no go, sadly.
the game is like 3$ on keysites
When something on the wiki says upgrade so and so but no size is specified, then any works?
Like "Upgrade R8G8B8A8_Typeless" looks fairly common but some entries specify "Output Size" for example others say nothing
output size
output ratio/all isnt really needed outside of the odd game with dynamic res
im using renodx for lies of p. The ui brightness slider seems to brighten/dim the whole scene, not just ui. The game brightness slider doesn't appear to do anything. i have hdr turned off in game.
Happens to me too in some games
In some games, UE5 ones especially, the shaders that we mod only run once anymore on a scene change, or with in-game settings changes
which means most of the sliders are unfortunately not realtime, except for the UI brightness slider
and the UI brightness slider will affect the entire image until that shader runs again
since both UI and game brightness counteract each other, but one of the components is just static
Ill have to test that but thanks
Lord of the fallen getting black screen mostly
ok had to actually disable in game HDR
why not upgrade ratio size for games that have dlss/fsr
all the post process shaders are output size with dlss
like if you open the devkit with dlss
everything torwards the end (what we care about) will be output size
yeah i saw it
output ratio is nice for games with dynamic res scaling; since that might actually mess with the output size
If a game has a resolution scale with TAA(U) in UE4 then you also need to set the upgrades to output ratio
Also applies if you mod it in through engine ini
some weird stuff like ff16 might require ratio?
post processing and even fmvs scale at internal res
ff16?
@elfin lance Another one for ishin, Not sure which scene this is from so I won't be able to test it
I'll fix it in a bit
Your favorite game Final Fantasy 16
Your favourite game is unreal tournament?
My favorite game is balan wonderworld
Which is less worse for Dune Awakening? Special K HDR or RTX HDR?
I dont think you can use Special K
Battleye will block it
Your options are forcing UE to output HDR or RTX HDR
FlyKnight appears at first look to just need B8 typeless upgrade to output size for unclamping, not a very flashy HDR type game but still...
Choo Choo Charles needs to be manually set as windowed fullscreen and b8_typeless output size, KLETKA seems to work OOTB but didnt see anything past about 350 nits, Murky Divers likes r10_unorm any size but it's like 30% dci-p3 without any upgrades so not 100% sure, Manor Lords seems to be fine ootb and THRESHOLD appears to need b8_typeless any size. Haven't done too much testing so would love a second or third opinion, can also dump shaders if needed.
Not sure if it's happening to anyone else but Ready or Not looks like it's just getting stuck on a black screen now when RenoDX UE is loaded as an addon
Try upgrading R10G10B10A2_UNORM to output size
ready or not should work just fine
I added that game myself
and tested it
just need rgb10a2 output size upgraded
Crashes for me
Was having the same issue but followed the steps below "just need rgb10a2 output size upgraded" and worked. Need to restart the game after the changes however
So I have DLSS FG flickering jittering in Still Wakes the Deep with the game's native HDR. The same FG flickering jittering I had in Oblivion Remastered with ini HDR enabled. I've tried different framegen versions, they all glitch in their own way. And RenoDX: UE mod doesn't seem to work properly with this game. The colors are washed out and it looks like SDR, even though I didn't forget to turn off the game's HDR. Only the UI Brightness slider works, which controls the brightness of the entire game, but it doesn't help. What else can I do except not use DLSS FG at all?
it's not like highlights flickering, it's more like stutters in different parts of the screen in motion
The fact it happens with the games native HDR screams that its NVIDIAS problem
Tring to start up System Shock Remake guide says System Shock Remake ✅ Upgrade B8G8R8A8_TYPELESS
There are three options which do I choose? Output Size, Ratio or Any?
Any
If that doesnt work try output size
Thanks
I've had this problem only with Unreal
if only RenoDX would work with this game, it might solve the issue
Always try output size first. If that doesn't work, output ratio likely will
With Any you'll potentially end up with crashes or artifacts
Downgrading the DLSS FG to version 1.0.7 seems to have solved the stuttering and ghosting problem
it wasn't flickering, it was other glitches, I just had the same artifacts in Oblivion and that's why I thought that this was meant
The game now finally functions without crashing, thank god, but I'm now experiencing weird and very noticeable artifacts and image garbling when I use Nvidia's FG alongside HDR. I don't have a video, but it looks exactly like this video from Jedi Survivor: https://www.youtube.com/watch?v=8DdPYmmhMKY I could either just use FG on SDR or use HDR w...
I mean go tell Nvidia?
Not relevant to RenoDX so not sure why youre saying it here
Oblivion flickering was due to how originally SDR to HDR path Reno worked
Transformer FG doesn't like that, it will clamp generated frames to SDR
But ShortFuse then made Reno support using Native UE HDR path
So FG issues were fixed
So Still Wakes the Deep has native HDR swapchain?
Why NVIDIA? All these games are made with Unreal, so the problem is most likely in the engine. This can possibly be solved by using RenoDX instead of native HDR, which is what we are discussing here, as well as UE with HDR itself, I guess. I asked for advice on RenoDX in a specific game, also mentioned that I had similar glitches with Oblivion Remastered using the RenoDX mod. This may be useful, considering that a solution was found
still wakes the deep has native HDR but its deep fried
the gamut expansion is awful
Rip
Is it as bad as that Dragon Ball Z game though?
The gamut on that goes weeeeee
no dbz was cause they added a bunch of custom shaders after the lutbuilder, but those were all made for SDR sRGB, but in HDR the lutbuilder outputs in PQ so they all apply in the wrong color space
Oh god
Its because of how frame gen handles HDR which is NVIDIAs issue
I haven't seen this problem in games other than UE
does it work alright with reno?
Okay, I just watched the video link and hmm, can't say I've ever dealt with that
r.Streamline.TagUIColorAlpha 0 fixed still wakes for me back then
Then again I haven't played many games with UE native HDR
only ui was buggy
Either way, its something NVIDIA will have to fix
If its UE then epic would have to fix each version and then devs would have to update games
And that aint happening lmao
haven't tried, someone was saying it wasn't working so I guess we need them to dump the lutbuilders
I also played some UE games with native HDR and DLSS FG that didn't glitch
Could be a DLSS preset difference
This is exclusive to using HDR + FG only?
yes
DLSS FG 1.0.7 solved the problem
Transformer still has the issue?
In Oblivion? I haven't tested it yet
I have hogwarts legacy installed so i can test if needed
I'm trying to understand what FG could possibly be doing that CNN FG has that issue but an older version of CNN doesn't
Unless transformer also has that issue
In which case we'll need to ask an expert like Nukem
I'm playing Still Wakes the Deep. Just had the same problem as in this Harry Potter discussion. Because it's all UE games. There is a similar problem with Jedi Survivor.
some renodx mods have have fixes for frame gen btw
I know but its not really RenoDX related if its NVIDIA causing the issue
ill get em
Could say the same thing about unreal engine's borked hdr. "its not really RenoDX related if its Epic causing the issue". The whole point of reno is giving hdr implementations the proper attention they deserve because most devs don't (this includes nvidia).
Does RenoDX require workarounds for it too?
Sometimes
seems to work fine with R10G10B10A2_UNORM to output size
200 nits max tho
is ui brightness meant to raise the whole game brightness
game brightness does nothing, no luts dumped
@elfin lance It seems like I cannot update the wiki without formatting shitting itself, when you have a moment could you add Ninja Gaiden 2 Black to the list with the note: Disable in game HDR. Sliders don't update in real time.
And in what order should these Ninja Gaidens be played?
Sigma for NG1 which is part of the remaster collection.
Either Black or the Xbox 360 version for NG2. The 360 is a better game mechanically while black is an upgraded sigma 2 with ability to mod to some of its issues out.
Then Razors Edge NG3 which is a part of the remaster.
doesnt really matter since they are quite different mechanically
I honestly think the 360 version of NG2 is verily worth a playthrough. It's not perfect, but it has stronger fundamental in combat, has more enemies, and probably is a bit more challenging though both are tough as nails.
ng2b with mod is better than the original imo
managed to do that 😄
would you mind adding these ? it's the casting of frank stone 😄
1
I never knew about the UE version until recently. I always thought what ever games were listed on the modlist were the only ones. I am trying it out on Deep Rock Galactic and man the lighting are so much better now instead of using RTX HDR. The lights are actually solid colors and no white tint/bars on them. Of course the increase on performance is a plus.
I tried it just now on Deep Rock Galactic: Rogue Core Alpha test and it is a black screen. Changing R10G10B10A2_UNORM (Output Size) seems to work. Hopefully the alpha gets more invites later this month to actually be able to play with people 😂
Refunct lutbuilder @elfin lance

