#✅RenoDX: Unreal Engine
1 messages · Page 16 of 1
Miasma Chronicles ✅ Upgrade R8G8B8A8_TYPELESS (Output).
The only options I have are Output size, Output ratio or Any size
Is this just an error on the wiki that it only says Output and not Output size?
How do you fix when a game has completely washed out colors after installing RenoDX?
Thanks, I have the latest REshade and RTX HDR is off,
I will get this analyzer
Does it mean anything when there are two installers for the same game in the Reshade list?
Seems normal depending on the game
But yeah send a screenshot
I pulled it from the mods page
how recent was this update?
Maybe the mods aren't updated yet
yeah it says this mod hasn't been updated since april i think
well actually a different mod than the one we were talking about sorry
The washed out mod is Hogwart's Legacy
Huh
now i'm having trouble with FF7 remake
Ok thanks, you said something had changed a month ago so I didn't know if April was recent enough
Now i gotta figure it out sigh
Hogwarts legacy doesnt have a dedicated mod and isnt on the UE list so thats a bit difficult
Understood
With FF7, the installer didn't find RenoDX or the shader effects, does that mean I have wrong directory?
it also found two copys of FF7.exe or whatever..
both of them just say "Ff7remake.exe"
Can you screenshot the games root folder please
I don't own the game so i cant look at its files
yes thanks
here i go:
I'm new to windows can't get snipping tool to work second
what monitor do you have?
LG B7 OLED
The correct EXE has an underscore in it i believe
Should be in end/binaries/win64
ff7remake_.exe
oh thanks!
I'm going through the reshade install again that will probably work!
thanks
Sigh, Renodx isn't in the list of shaders to install
even though it's in the same folder
ok it was on the next screen sorry
forgot there were two
great community here
!
thanks
If its in the folder you shouldnt install it through the installer, not that ive ever had the installer not have it greyed out
yeah it's been gray
Man so when this is working it's like a new game
Really impressive
hello, im trying to use unreal engine renodx mod for little nightmares, but it instantly crashes when i launch the game
im doing something wrong?
just installed reshade and placed addon on the .exe folder
You have the full addon support build of reshade 6.5.1?
yes i just downloaded it from reshade
Can you upload the reshade.log please
and youre just using reshade nothing else?
yes
does it crash without RenoDX?
rare amd user
yes
Reshade install issue if it crashes without RenoDX
15:00:14:086 [ 1928] | WARN | Skipping device because it uses the Microsoft Basic Render Driver.
overlays?
gamebar?
that would be my guess
unlikely
gamebar isn't an overlay, steam, amd, etc
steam or RTSS would be the most likely to cause issues
not sure what's trying to use microsoft basic render driver
amd on dx11 is fine, as well
OnSetFullscreenState related maybe
15:00:15:213 [ 1928] | INFO | [RenoDX] mods::swapchain::OnCreateSwapchain(swap: r10g10b10a2_unorm => r10g10b10a2_unorm, present mode:0x0 => 0x4, present flag:0x2 => 0x800, buffers:1 => 2)
weird for any game to use single back buffer, especially unreal, i think
it crashes without renodx?
try the latest reshade from here : https://github.com/crosire/reshade/actions/runs/16033694054
working
idk how to download
no download button anywhere
Correct
thanks, i was recovering my password
i didnt remember it
no, instant crash
ill try to disable gamebar
be sure to try without renodx
without renodx its also not working
i know
Just try
that's why it's best to test without it to see if it can narrow down why the game doesn't launch with reshade
hmm, can you try without the shaders
can you open reshade.ini and add...
[ADDON]
DisabledAddons=Effect Runtime Sync,Generic Depth
this to the top of the file
so it looks like
[ADDON]
DisabledAddons=Effect Runtime Sync,Generic Depth
[GENERAL]
xould it be drivers? im struggling to find info on AMD driver numbers, im assuming reshade logs a different version number to what theyre called
i think the basic driver is rare
but reshade crashing is a thing that crosire will probably fixed
which version?
310.0 doesnt line up with any Radeon drivers i can find thats my concern, could just be how reshade is reporting it tho
Yeah best to try 6.5.0
ok
ill do
ah
it was working because
i had reshade64.dll and dxgi.dll
a comb with specialk
now its not working again
Ok so youre using SK?
Hmm strange
now that it is working
did 6.5.0 work?
Is there a chance special K was trying to inject
program is closed
6.5 crash
only works the comb of specialk
ill try with that if reno works
so somewhere between 76dae8b and 6.5.0 it broke
Lovely
its crashing with 10 again
i reinstall it from 0
maybe was sk on
i forgot to rename
ill try 11
so 10 crashes?
shortfuse, is there any chance that its not an interaction with AMD stuff?
doesn't honestly matter
should fix it in reshade
like even if there are 14 overlays running
i was just wondering if it was worth me downloading the game to troubleshoot thats all
commit 10c5888c60d4e6f6fec90f24925b7ea824f000e6
the game works, so it's more something about the machine
@devout kiln can you try the reshade64 from above ^?
they did say this so theyre probably busy
ah
might have been SK tbh
between 6.4.1 and 6.5.0 it passes some information to SK
and SK can run as a service and autohook
you can also close SKIF to minimized notification area
I dont mind trying it out if thatll help at all
Yeah
i went as far back as the latest reshade autobuild, and then had to build myself for inbetween builds, but it's between mar 2nd and april 18
Fairly new to RenoDX, does anyone know how to stop the loading screens in Trials of Mana having glitchy black boxes around the text?
I'm assuming I need to upgrade one of the texture types?
japanese games are generally custom UE. don't know what devs do in Japan, but might be some common plugin they all use. sometimes you need one of the BGR8 textures upgraded
Yeah there seems to be weird Japanese game dev stuff that happens
I know the RGG games have some weird shit going on in places
I tried upgrading them all individually and didn't fix it, might just have to deal with it.
So far it only seems to be in loading screens.
i come back
and was thinking
what if i launch it from steam...
and thats it
worked
hahah
reshade has some reliance on knowing to hook based on steam i heard
its strange bcause until now, it didnt matter where i launch it
so the game launches from the exe without reshade, but will only launch with reshade if it's launched via steam?
always worked on any game
yes
this little nightmare
is the first game i has this issue
but reshade must be dxgi right?
well today
until somebody else comes along with a similar issue
or some other game has the issue
you can pin it, like, "if game crash, try launch from steam" or something like that
and if the game doesn't use steam?
thats an strange situation
not really because we still don't know why it doesn't work
we just know that launching via steam fixes it
with strange i mean
most of people only use steam
if its not from steam
or its pirated
or
epic shit
you don't know why it works from steam, so saying just run steam doesn't make sense
because you don't know what steam is doing to make it work
ah yes
i know
ah
does reshade 6.5.0 work when launching from the exe?
so something between 6.4.1 and 6.5.0 broke
that's everything changed between 6.5.0 and 6.4.1
so i'm asking for you try different versions of in-betwen 6.4.1 and 6.5.0 to figure out what caused it to break
#1321685184852135967 message i don't know about thi sone
okay
so that narrows it down to something between 6.4.1 and 10c5888c60d4e6f6fec90f24925b7ea824f000e6
i have like a few more things it could be if you're willing to try
Is this purely a steam hook issue, as in would be replicable on other configurations
i don't think i ever launch anything via steam itself
only ff7remake because it complains if you don't
at this point it's any of these 28 files https://github.com/crosire/reshade/compare/v6.4.1..10c5888c60d4e6f6fec90f24925b7ea824f000e6
@devout kiln this is my build of 6.4.1 for a sanity check. it should work from launching from exe
so #1321685184852135967 message which is my build of 6.4.1 crashes, but reshade's setup version of 6.4.1 doesn't crash?
stop
something different, can i have that at the old style?
i dont like it
its not colorful anymore
that's lilium's reshadefx
it's how it looks now
@devout kiln #1321685184852135967 message
so the 6.4.1 i built crashes for you? but 6.4.1 from the website doesn't crash?
everything crash
6.4.1 crashed?
as i said that 6.4.1 didnt crashed because sk
https://github.com/marat569/reshadeinstaller -- those are most of the builds you made; if you want him to test any of them
no
because was mixed with sk
being sk the dxgi, and reshade being reshade64
I know another dude on AMD that can test stuff; but I noticed AMD related issues are weird between skus (like 6xxx gpus, 7xxx gpus, etc)
well, testing between 6.4.1 and 6.5.0 is a waste of time if it doesn't work on 6.4.1
basically we don't know if reshade ever worked without requiring steam
@devout kiln probably reshade does wrong, but SK sets the steam variables and whatever, so SK isn't really directly launching the exe.
I know SK does some weird stuff with steam, and SKIF has a thing that bypasses steam (quick launch)
I know it does something weird with the steam user, and sometimes like your save will be visible when you only use SK (in games that tie saves to steamid)
strange, that reshade requires steam to load the libraries (my guess), when it should realy hook into anything
but if i can reproduce it, i'll file it with crosire
you can kill most sk steam functionality with a ini flag iirc
but as i said
its only on this game
i know, but if a game can launch without steam, then reshade should be able to hook into it without needing anything different
probably really is getting a reproducible to figure out why reshade starts up, does stuff, and then... quits/crashes
DRAGON BALL Z: KAKAROT HD upgrade (enhanced environmental graphics and improved rendering) coming to Steam on July 17 (free upgrade) store.steampowered.com/news/app/851...
Game is $13.19 on Fanatical buff.ly/NOmrQSL
127
Guess I’ll finally get this working with this addon then
get them lutbuilders (or they might already be in the mod) and try it out
but I have a feeling the game might have berserker-like effects after sample
which might not be hard to fix
Yeah it has shaders after, it’ll be more than the lutbuilder
But I’m def waiting for this update to do it
Eh, maybe I’ll do it sooner. The shader afterwards would at least be worth figuring out. There’s a chance they changed tonemapping with this update since they also did GI stuff.
smt5 has shaders that come after, but they're a bit more complicated
so I have to fuck with those some time soon
procrastinating heavy
You're telling me the game wasn't HD before? 
Yeah for whatever reason they didn’t update pc with the next gen features
In Biomutant, the UI Brightness slider sometimes controls max nits in the game, and sometimes it doesn't. How is that? o_O
Sometimes the brightness in the game drops to the UI Brightness level, and sometimes it doesn't. What is that?
I don't even know how to recreate this
Probably something to do with sliders only updating properly on scene change or similar
I wonder if there is any way to prevent this. My guess so far is that some kind of filter is turned on at certain locations in the game
I don't want to play with the interface at max brightness all the time, it's horrible
Any ideas what could be done?
Might wanna try this if it has native HDR
Replace 300 with whatever you fancy, should force the HUD brightness to that (not sure if it works with UE4 titles, but it does for UE5 normally)
Does this require native HDR to be enabled in the game?
It requires the engine to be outputting HDR
Which
Depends on the game
I'm using RenoDX in the game now
we can force hdr output
I know
Okay. I found the exact moment when this happens. When the game shows a hypoxia warning on the screen, then the game brightness level drops to the UI Brightness level and then this slider starts controlling max nits. Before that, everything is fine. I think you can write this down as a RenoDX bug with this game
This does not control the brightness of the interface when using RenoDX
Tried to enable native HDR in the game. It's just a mess, does not work
Sorry for wasting your time then :/
Any thoughts on how the appearance of one message on the screen (which contains a timer) can switch the max nits adjustment to another setting slider?
yea a small UI element like a timer can use a shader that draws over the entire image and clamp to UI brightness. saw that in chorus and asterigos, and that required a manual fix
What can be done?
you'd need to fix the shader responsible for that
you could find the shader for us, if you want to do that
I honestly have no idea how difficult this would be for a first time user lol
but you basically need to download the reno devkit
and put it next to the UE addon
and then in-game, wait for the timer to appear and press "snapshot" in the devkit menu
does the devkit work by itself, without the UE mod
yes
then do this
after the snapshot, you have to switch to the shaders view (second menu on the left in the devkit window)
scroll basically all the way down and try to disable the shaders one by one
actually, without the UE mod I don't really think there's an easy way to tell you which one is the problem
you can try dumping the bottom/last ten shaders when the timer is present via the dump button
and then share the cso files from the renodx-dev/dump folder
The timer disappears when I disable this shader
but it also disables the rest of the text in the HUD menu
yea I don't think that's the one, doesn't have saturates in them. since the timer shader draws over the entire screen, disabling it may end up freezing the game instead
but it's not the last one in the list
you can also just send me those ten last shaders and I'll look through them
Had a silly funny thing happen today
Using transformer frame gen in banishers ghost of new Eden
It wasn’t actually flickering like it was clipping it to sdr like the normal issue. It looked more like vrr flicker.
Issue went away when I disabled my override. Very strange
the last one doesn't go because it's 0 byte
wait were you using any kind of upgrades
it likely just needs B8G8R8A8_TYPELESS at Output Size
none of the shaders you shared look similar to the ones in chorus and asterigos
it didn't help
output ratio maybe?
that didn't help either
yes
hmm
maybe it requires some other resource upgrades
just try setting everything to output size lol
tried everything to output size and output ratio, it didn’t help
no idea then, sorry
There were a couple of shaders in the list that when disabled caused the game to freeze
@viscid mirage I think the problem is not in the message itself, it is in the vignette effect that appears on the screen during hypoxia
If there was a way to make this vignette effect not appear at all, maybe then we could get around this
Hello
I'm trying to play to Ninja gaiden 2 black but when I launch the game with the add on file I have a black screen
Send your reshade.log
How I do that ? 😅
open the renodx menu and upgrade rgb10a2 unorm to output size and restart your game
I don't see that anywhere

change the settings mode to advanced and it'll be at the bottom
R10G10B10A2_UNORM
Ok
also make sure the game's native hdr is turned off
Ok thanks it works but now when I launch a new game or a save there is another problem
It's stuck like that but I hear the game working
I don't even know what SK is 🤣
Probably not
@zealous quartz do this but to output ratio
I close the game ?
when I change the game brightness with renod that doesn't change anything
only the UI brightness
🤔
Yes
Sliders dont update in real time
Close and open a menu or go through a loading screen
When I do it whith Witcher 3 I see the change un brightness in real time
It depends on the game
Ah ok
There is no change with ninja even with a menu
I'll go to sleep I'm tired i'll try another time
Thanks for your help !
Try a loading screen
@warm lion @maiden sphinx @carmine ice added your lutbuilders, sorry it took a while
need addon32 to test refunct 
100% returnal with the ue mod, its sold didnt notice any issues 👍
Speaking about completed games with RenoDX: UE. Not long ago finished The Alters. Visually everything worked fine, including with framegen. The only thing is that the game constantly crashed starting from the second act, but judging by the discussions on the forums, this is normal behavior
look good 👍🏻 it's a really small game (<150mb) so the dev probably just didn't care about memory requirements
pog
I tested frank stone myself, cool game
found more lutbuilders playing 
@maiden sphinx if you go between vanilla and renodrt; its not that crazy different
@vital terrace I got EA Sport's WRC lutbuilders merged to the repo for the UE generic mod. I remember you mentioned it a while ago
ohh thats you
I looked over the commit last night
and told shortfuse they're good
nice job, you did everything right
your github name is not your discord name lol
Lol yeah, I should probably change it. Thanks for looking it over and giving it the green light
its not a big deal
was just a name I didnt recodnize
so I was like "who this"
I got excited we got a new dude fixing lutbuilders
Yeah it looks pretty straightforward, I'll probably end up going through the UE games I own and get their lutbuilders fixed
banishers is crashing with the newest UE reno
not even sure how id start with the troubleshooting lmao
5090
23:42:53:597 [ 6772] | INFO | Registered add-on "Special K" v25.7.5.2 using ReShade API version 10.

i was using specialK but i tried it without and it still happens
try without specialk please
23:42:54:067 [ 9668] | DEBUG | [RenoDX] utils::pipeline_layout::OnInitDevice(Hooking device: 0x0000021874cbc420, api: opengl)
@spare bane unreal mod might need ignore dx9, ignore opengl, ignore vulkan
but that shouldnt matter idk
i get an actual unreal crash too
yup
try this for fun
its slightly older
its what I use
also did the mod work before
and is broken now?
d3d11 may technically be working but it fucks the performance in this game it seems
is this your first time using the unreal mod with banishers?
although it may have just not crashed yet
it was working last night but ive had issues with it before
make sure when you turn on reshade, it says "unable to find any fx"
addons were already off
all fx are deleted
lemme see if it crashes again
this is a game that you have to do the output size r10g10b10 change
if thats any context
also use this; latest commit
yea I saw that in the log
still crashes
trying this now
no i mean after i removed the fx files lol
ah
disable all your overlays?
idk
nvidia overlay, steam overlay
wtf is all this
00:10:30:831 [27928] | WARN | [RenoDX] OnCopyTextureRegion(mismatched: 0x0000016caad3d940[0] (0, 0, 0) (r32g32b32a32_uint) => 0x0000016b78c20450[0] (bc3_typeless) (11880, 11616, 0))
00:10:30:831 [27928] | WARN | [RenoDX] OnCopyTextureRegion(mismatched: 0x0000016caad3f5f0[0] (0, 0, 0) (r32g32_uint) => 0x0000016b78c20de0[0] (bc4_unorm) (11880, 11616, 0))
00:10:30:851 [27928] | WARN | [RenoDX] OnCopyTextureRegion(mismatched: 0x0000016ca121eeb0[0] (0, 0, 0) (r32g32b32a32_uint) => 0x0000016c90687a20[0] (bc3_typeless) (11880, 11352, 0))
00:10:30:851 [27928] | WARN | [RenoDX] OnCopyTextureRegion(mismatched: 0x0000016caad40910[0] (0, 0, 0) (r32g32b32a32_uint) => 0x0000016c90687090[0] (bc5_unorm) (11880, 11352, 0))
no clue lmao
yea ik
00
47:738 [28732] | ERROR | Device was lost with DXGI_ERROR_DEVICE_REMOVED!
00
47:738 [28732] | ERROR | > Device removal reason is DXGI_ERROR_INVALID_CALL.
00
47:743 [28732] | ERROR | Device was lost with DXGI_ERROR_DEVICE_REMOVED!
00
47:743 [28732] | ERROR | > Device removal reason is DXGI_ERROR_INVALID_CALL
thats not very helpful
that can mean the gpu is unstable
or oc is unstable
the classic device was removed
or the game crashed
or the mod broke it
try to drop clock by like 50mhz for fun
or remove oc if you have one
i havent manually oc'd
do you have auto oc on or something like that
its an factory oc'd card
thats the same as no oc
yeah ik
try dropping oc by 50
im just sayin
-50
i will try
yeah other stuff works fine
iirc banishers is ue 4.26
dx12
I have no idea ngl
game is 20$, cant test
idk who else owns the game to test
did they upgrade it?
you can right click the .exe
properties
and then the version info will have the ue vrsion
guess they upgraded it
pcgamingwiki says the same
im pretty sure it was always 5 lol
The Casting of Frank Stone
ue5
also 5090
works just fine
but I have no overlays
no overlays did not fix
maybe I'm confusing it with a diff game
-50mhz on clock?
trying now
you can go to renodx releases
and get an older version of the addon
from last week
and see if that works
https://github.com/clshortfuse/renodx/releases
click the assets dropdown to see the addon files
go back a week or two
thanks for trying lool
hopefully somebody here has banishers
it should work because
we commited banishers lutbuilders
wait so
only thing i can think of is a windows update or some shit lol
for shits and giggles try reshade 6.5.0
I've had crashing issues with 6.5.1
though they were repeatable and at startup for both grim dawn and titan quest
I sent him my reshade
its 6.5.1.2
its an unnoficial build
iirc its a noaddon build
where could one source the files for 6.5.0?
reshade site hosts all the old builds afaik, you can just plug in the version number
oh sick
if it worked before he went to bed
I dont think the issue is reshade
I'd try restarting the computer
like make sure it turns off fully
not a quick restart
i did
so i havent crashed yet but uh
this is a new one
could also just be the game to be fair
lemme load it up without reno and see
dlss overrides
I've noticed some issues with the sand in the Grand Desert area of Stellar Blade when using the latest Unreal Engine build (I did clear my cache).
The issue seems to affect all builds released after RenoDX Nightly Build 20250706
try the game in 16:9 window mode
and tell me if its still an issue
also if you can, clear the shader cache
and have it try to rebuild it
I'm running around the great desert, 4k 16:9
no issue
no mods except reno
Still here in window mode 16/9 for me, I did clear the shader cache every time.
RenoDX Nightly Build 20250706 works fine, I have issues only with the 2 last builds (Nightly 20250707 and the snapshot).
I have my game modded and I have only swap the DLSS DLL of SR.
interesting
try this?
Hum I just tried to remove every other changes / mods but the issue is still here
shortfuse commited some core changes recently
I will try
that is the latest commit that I built locally
but idk
if something from a few days ago works; guess we prayge
shortfuse can narrow the bug down
since the unreal mod itself didnt change outside of adding a few more lutbuilders -- but that shouldnt matter
rip
do me a favor
upload a reshade.log on a working version + broken version
make sure to name the files
and ping shortfuse
-
open gooner blade with working version, go to the area, close the game, upload reshade.log
-
open gooner blade with a broken version, go to the area, close the game, upload reshade.log
name each files with the version of the snapshot
@spare bane
I noticed an issue on my side with the latest version of RenoDX UE and Stellar Blade :
#1321685184852135967 message
Here is my Reshade logs for the problematic version (snapshot-20250707) and the latest working version on my side (nightly-20250706).
now we prayge
@neat wigeon I have banishers. If you guys still need someone to rest it, I can install it tomorrow and check it out
IIrc the game had no native hdr on launch. Is it still the case?
that would be nice
get the latest renodx unreal engine
and try it out
Gotcha. No problem. I'll test it out and update. Does it have missing lut builders or is that part already done?
Yeah the lut builders are done already as far as I know
Thanks for all the help guys
@neat wigeon I'm also getting this. Here are some captures. What even is this? I'm not sure whats happening here
Weird nonsense in the game that it tries to prevent because if it's as the nonsense says, would crash:
OnCopyTextureRegion(mismatched: 0x0000001ea81429e0[0] (0, 0, 0) (r32g32b32a32_uint) => 0x000000038ffc6eb0[0] (bc3_typeless) (4160, 1560, 0))
So something in Reshade isn't being passed to RenoDX correctly, or RenoDX isn't storing formats properly.
Dx12 is a helluva drug
Maybe I should try to save in another region, load from there and then come back in that region as Marat have no issue, if I understood correctly.
it's likely psuedorandom chance. the log is saying what's doing. it's blocking a texture being written because it thinks it's an invalid write. just have to figure out why it thinks that
Ok I see, I tried different builds before the latest who is problematic and everything works fine on all of them
yeah, i'm grabbing the demo now, so i'll see what's going on. the point is it thinks the game will crash if it lets it continue
which is a good thing to prevent, if it were accurate
yeah idk
Star Wars Jedi games still don't work? Doesnt seem to accept any upgrades.
Jedi games are very custom, they'd need bespoke mods
graphical issues seem to not be there when i do it through specialK for some reason
but it does still crash after maybe 20-30 minutes
different error code this time though
Is there no one working on Jedi games?
yeah, stellar blade hue shift 100 is vanilla hue
and 0 because i broke the slider
not sure if the sand is fixed, but looks okay
hue clip is insane in this game
are you having fun
"Your video has been paused. Press to continue"
the yakuza games are qte heaven
thats some super pessemistic way of looking at it
I think of it as interacting with the video
and the duelense has haptic feedback + goonerblade supports it
so when you lets say take the hand
you get the vibration
dont get me wrong there are games that are over the top with QTEs -- but they can be done well and make your gaming experiance better imo
i think it was spider-man where it makes you button mash and i just set the accessibility to hold instead
tried renodx with the demo until full game gets downloaded, and im getting this weird, purple thingy, not there without reshade, also looks like demo didnt get any of the updates the full game got
latest builds are rip
of unreal
well not just unreal, I think a lot of mods are rip rn
let me build a mod for you
it uploaded
oh ok @warm lion re-download unreal engine and try again
seems to be okay on the latest game's build and most recent renodx-unreal 😄
looks like it clamps at 1000 nits, mb that lutbuilder would help tho?
what game is that
nvm log says banishers
1
no lutbuilder should clamp to 203 nits/game nits
but no reason to not add a lutbuilder
Is it normal for Visions of Mana to crash unless I force -dx11?
visions of mana is weird
it started crashing a while ago idk why
so yea -dx11 for that
also UI brightness controls brightness on 2nd character 😄
maybe the game is custom
and has effects after the generic unreal lutbuilder
when you're on the second char
do the color grading sliders do anything
like
set blowout to 100
does it make the game black and white?
Yea, I thought it was SK at first, but usually that works fine with RenoDX on UE games. Tried without and it crashed still.
yea idk whats up with visions of mana nowadays; but its a light game so dx11 should be fine
I remember supers being clamped; idk if that ever got fixed
My first time playing it, my 7950X3D should be overkill for it.
Does the game use RT or any other effects that would be missing in dx11?
doubt it
its a switch port
it doesnt, mb that's that lutbuilder that got dumped 😄
It's not on Switch actually
ok yea; so there is a different lutbuilder when the second char is on screen
thats why brightness controls everything
I'll fix it later
there should be a new build on the repo in about 5 minutes that has better dx12 stability
oh?
even before the new stuff; visions of mana was weird
Guess I'll wait a bit then
That one still gets the fatal error
yea its just visions of mana being weird
using sdr grading bypass pushes it over 1k nits, so it's just sdr grading, on the 1st character only ofc 😄
you dont really want to use sdr grading bypass
unless you know for sure the game doesnt use an sdr lut
Is it a newer build of RenoDX that broke Visions or an update to the game itself?
I can always just use an older build if it's the former.
Might be best to use the dx11 path then lol
just play in dx11, thats what I settled on
idk what broke where; but its only that one game
At least they patched in a shader compile step, I heard it was a mess with zero compilation at launch.
seems to look almost identical, only going to 2k nits as intended 😄
@elfin lance did you switch to release?
I think so
yes
clang 64 release
but visions of mana has been busted for ages; even before the whole descriptor table stuff
just that one game
new build is up anyway on repo @warm mortar
Thanks
it worked in dx12 before the unreal mod was a thing, and I had a standalone mod for it
I tried in the exact same save/configuration, seems to works fine on my side now. 👍
i think eternal strands needs have its luts redone
it was updated and reno seems to not work anymore
does nothing other than gamma fix
enable dump lutbuilders
and upload them here
i enabled it
does it generate the files somewhere?
yes in the game folder
there will be a /renodx/ folder
and inside of that will be .cso files
so play the game for a bit
and then close the game
dont play with dump lutbuilders on; it griefs fps
only use it for find lutbuilders
that means:
- the lutbuilder already exists
- its a compute shader
do me a favor
set blowout to 100
and restart the game
and tell me what happens
the sliders are just totally fucked
ok
that means renodrt works
ue ~5.3+ games
dont have real time sliders
you need to edit the sliders, and then do a scene change
sometimes opening the menu and closing it works
loading a save file, etc
tl;dr, everything works -- just set the sliders to w/e value you want; and either exit to menu and reload
and if that doesnt work; restart the game
heres a funky one. UI brightness is changing the whole image
means the game isn't separated from the ui, so it's a missing a shader/lutbuilder
or as marat explained, you need to force the game to run the lutbuilder for it to take effect
i have dump lut shaders on
yea that usually always rebuilds the lut
moving brightness/contrast down 1 tick, and then setting it back to normal (move it back up 1 tick)
nothing in the game folder
but in most games opening and closing the menu works
that means all the lutbuilders are in the mod, so turn off "dump lutbuilders"
the game is just on a new vrsion of UE without realtime sliders
whats up with this then?
the sliders not applying in real time is not a bug
its intended behavior in unreal 5.3+ games
#1321685184852135967 message
one of two things
missing lutbuilder or not running lutbuilder
builder is there; he restarted the game with blowout 100
he just doesnt get what no realtime sliders mean
no i understand that lol
its just the ui brightness thing
was trying to work out how that could be fixed
that's part of it
that will properly apply when you regenerate the lutbuilder
aka cause a scene change
all the sliders are
so set whatever values you want, and try loading a save file if the game has a load open
or open/close the inventory (that usually works)
so i suppose the game just kinda looks like this then lmao
?
theres things that look like clipping but it might just be the way the game looks
just lack of detail
if you're talking about how the game looks after you messed with UI brightness
thats nto how it will look
eternal strands
not on the wiki
it’s on game pass
but you probably need rgb10a2_unorm output size
the mod works, I dont need the game
scrungus just needs to figure out how to set the mod up
did need to do that
black screen
no im saying i already did that when i orginally installed it
oh ok
so
if stuff isnt getting bright
you can try upgrading b8g8r8a8_typeless to output size
ontop of r10g10b10a2_unorm output size
(restart the game)
btw take an hdr screenshot of the game
trying this now
looks... hdr to me considering this is sdr
maybe im just trippin
press the Off Preset and compare
the ingame just looks oddly flat but that could just be art style
ohh and when you do preset off, you need to regenerate the scene again
well, that too
The ui brightness slider works by multiply the game brightness as a ratio of game/ui brightness and then multiplying the ui brightness at the very end over everything. Since the lut builder isn’t re generating in real time it’s not first doing the ratio scaling, causing everything to get brightened up
both pics are proper hdr; and if its flat you can mess with the colorgrading sliders
just slide contrast to like 60 or 70
^
HDR does not mean Contrast
what do you mean, rtx hdr told me it has to be bright and contrast on 500
Nice, it was plug and play with UE mod?
reno off looks wayyyyy more saturated
ill just play with that ig
that slider i mean
seems odd that it doesn't match, or mismatches that much
are you regenerating the lut after doing slider off
yup
like opening the menu or loading a save
yeah, because the sdr image has no highlights
if hue correction and saturation correction at 0 don't restore color, then it could be a bad lutbuilder
yea this is super gray
i knew i wasnt crazy lmao
there are tons of warnins compiling UE nowadays
with perceptual new/old being unused
it did not
lutbuilder looks like a perfectly fine generic sm6 builder
If the game has a gamma slider then moving that usually regenerates the lut builder
with all the right colors
thats what ive been doing
do you set it back to the original value
scene grading 0 isnt what we want
but that shows the colors for untonemappedap1 are there
How did you load ReShade? Dxgi.dll? It's producing a black image.
Oh, you fixed this shit for me in past with custom mods.
Split Fiction and all, I think
That's why I never had to.
stuff like cope33 and stellar blade has that stuff built in
I should hide the download link for unreal
unless somebody mouses over that message
about black screens
or make that the download link
Make a .txt downloadable, where it just says that, and then the actual download link in that text file.
And make that final file password protected in a zip, that has a password "YesIReadIt"
and then you get another text
Case sensitive, too.
That's how I made my money back in the day.
pog
ive tried most slider options i can think of so im stumped lol
Can I tell you the game exe or something, so you can add it where this is built-in in future UE builds as well?
I remember you asking for stuff like that for games
Not sure if that's how it works for this, too.
Kinda, yeah. It's also on Game Pass, so lots of users now.
Heard great things, so trying it out now.
05:05:49:322 [57164] | INFO | [RenoDX] No default settings for TheAlters-WinGDK-Shipping.exe (The Alters)
rgb10a2 output size
its just "The Alters"
the reason we use product name is
Is it same across builds?
TheAlters-WinGDK-Shipping.exe is only gamepass
steam/epic is
TheAlters-Win64-Shipping.exe
but both steam and epic will have "The Alters" as the product name
Right, which might be different if devs actually went in and changed.
Figures.
I mean, either scenarios are a crapshoot, and not anything you can do with 100% certainty unless someone reports it.
But product name seems to be a better approach anyway, as it's unlikely they'll change it for diff builds.
what upgrades does the alters need



