#✅RenoDX: Unreal Engine
1 messages · Page 17 of 1
Just that black screen one.
Loads fine now, will play the game and see what's up. But HDR works now.
Satisfactory did that
with 1.0
FactoryGameSteam
lmao
FactoryGameEpic
I've been using ReShade for pretty much all games now lately cause of its HDR SS capability, I just edited the ini to suit my needs.
2
It's not as nice as SK where it creates neat folders, but it still creates separate folder for specific games now.
Much better than just bunch of 'em running about.
mine go in the game folder
Yeah, I edited the ini.
I didn't like that, no.
I keep them all in a central location, easy to access.
ClearAlpha=1
FileFormat=1
FileNaming=%AppName%\%AppName% %Date% %Time%_%TimeMS%
HDRBitDepth=11
JPEGQuality=90
PostSaveCommand=
PostSaveCommandArguments="%TargetPath%"
PostSaveCommandHideWindow=0
PostSaveCommandWorkingDirectory=.\
SaveBeforeShot=0
SaveOverlayShot=0
SavePath=C:\Users\Umer\OneDrive\Pictures\ReShade Screenshots
SavePresetFile=0
SoundPath=```
It's just this.
yea good idea
i use reshade and press f12
ima just set it to my vidoes/captrures/games
I have that at -, I didn't want it to conflcit with my default Steam ones.
time to use reshade for everything
But basically, really do like the fact that I don't have to feel FOMO for not using SK for games it gives me troubles etc.
And now when I'm using Reno, my default is just ReShade as go-to.
ngl for like every modern game
No muss, no fuss.
you dont really need sk
Yeah
It's just a habit, and nice to have QoL stuff like SS and stuff. But it's not a 'necessary', except for few games where Kal does extra work for 'em, where I might find it useful. But those are the days of past for me anyway. 😩
As I don't know what he's working on with new builds.
And I can't really be waiting for anything and such, so it's w/e.
But yeah, point was that since I was bitching about SS thingy missing rom not being able to use SK
It's nice to have ReShade setup where it takes care of the needs just fine.
Simple ini edit and voila.
Same behaviour.
Odd that this is putting it at 775, when the panel alwasy shows 800.
Normally in every game it goes to 800 whenever you click reset icon.
ooooo, awesome.
Was thinking about making something like that, but if it's already done, awesome.
Will check, danke ❤️
just drag it to w/e you want
I know its hard
but you can change peak brightness to w/e you want once per game
I mean, I already had to click it once, and you asking me to click a couple more times is quite a bit more work.
But why did it pull 775, though. Curious, since it always does pull 800. Does it happen from tiem to time?
First time happening.
It's gaming time!
I could never figure what the best settings for HDR screenshots are in Discord
They're always too large for me to copy
Oh, I didn't know individual servers bypass the size limit if boosted
Thought it was Nitro or bust.
Wait, did they grief HDR stuff for non-boosted servers? wtf.
Oh, I'm deaf.
nah, just file size
Would be nice if Discord just supported an HDR format with better compression.
Default is 50MB, though. I think?
avif works... sort of I think?
Yeah
Default is 10mb
I think some devices don't support it?
Was 8mb a year ago
HDR PNG works fine.
Oh wow
Oh right, it's 10MB. 50MB is level 1/2 and then 100MB for tier 3.
Wow, 50MB is tier 2 only.
Whenever I send avif, it looks... off
I use HDR PNGs, always worked fine for me.
avif could be hardware decoded
HDR PNG is great, just the file size issue for non boosted/nitro
Yeah, I had to apply diff compression levels for my Instagram bot for Discord.
Based on boosted servers.
I just forgot about 'em, lol.
Bots are also limited to same as normal user accts and then whatever server it's opearting on.
If you know a way to make a 4K HDR screenshot consistently under 10mb, in a format that Discord supports.
size also matters on the content
like if its a lot of black and nothing
4k hdr will be like 5 mb
but if there is a lot of shit on screen
enjoy 20mb pngs
Yea, usually 20-30mb
I can do avif, but it's spotty depending on the device I think
They look fine on my PC, but not my phone
iphone?
Pixel 7
do you not use chrome?
I mean, loaded natively on the Discord app.
That's basically Chrome anyway isn't it?
HDR PNG looks fine, but then I can't send outside this server because of file size
since the embeds scale paper white from 203
what I do is
right click -> copy link
winkey + r -> skiv https://cdn.discordapp.com/attachments/1321685184852135967/1392307308314492968/Visions_of_Mana_2025-07-08_194626.avif?ex=686f0eba&is=686dbd3a&hm=e5805174a6a52365052e690587428b1baf8dd19239b8bd9ebb5ea9ef556f18eb&
and that opens jxr, hdr png, avif, w/e in skiv
Yea, I could do that.
because I dont like keeping windows brightness at 31
But the person I'd be sending to probably doesn't have skiv
honestly the embeds arnt meant to be super accurate
just "good enough"
so you see whats going on
As long as they render in HDR, I don't care about the highlights so much
yea
like that pic is fine, except its dimmer because I'm on brightness 0 vs. 31
but if I was on brightness 31, it would look identical to skiv
on the discord app
i'm at 25 brightness now
side oled is 0, main oled is 5
discord is on the side oled
I mean windows sdr content brightness doesnt matter
for hdr content
because its hdr
I know, but I use the same icc for sRGB content
So I have it calibrated for 0 slider
I just understood what you meant by this lol, Discord is considered SDR.
Yea, at 31 slider it looks about the same as in game
Yea, 80 + (x*4)
It worked as it should, I just set R10G10B10A2_UNORM to output size. I see you're already playing
yeee, ty.
Is it possible in the future that RenoDX: UE will have more games where highlights are not clamped to UI brightness?
I mean, maybe this issue will be resolved in new versions of RenoDX: UE for some games that have it, because the mod will work better overall later?
Its not an issue to resolve
Games modify UE engines and make custom shaders. Custom shaders mean custom shader mods
@spare bane did you have any more ideas for the issue i was having with eternal strands?
what issue did you have with it?
I'm testing another game, revenge of the savage planet, right now
and that one uses the same lutbuilder as eternal strands
but the mod just doesn't work, the game looks exactly like vanilla sdr
even though the log says it's replacing the lutbuilder shader
Have you tried enabling native HDR in Engine.ini instead of RenoDX?
I have not, but RenoDX is like the successor to the Engine.ini HDR tweaks
with those you miss out on the intended sdr grading, have washed out UI, ... all fixed with reno
It doesn't update live
restarted with blowout 100
Then missing a lutbuilder.
checked all .ll
cso -> .ll -> find mad 0.999 [in the float hex ofc]
only that one lutbuilder popped up
yea I looked for 0x3FEFFFFF40000000 in all .ll files
For example, RenoDX: UE does not work in the game Big Helmet Heroes, but it turns out that through Engine.ini you can get native HDR in this game, and it's almost as good
If it's still generating per draw it'll show in the devkit. Worse case you do a full DevKit trace and start searching the log file
I added trace all. You'll know what writes to the lut because the lut resource gets upgraded to 16bit float. Then you'd look for on_barrier of that resource
Game could just ditch AP1 for custom whatever so searching llvm might not work
if it doesnt work, it can always be added
I keep telling people to enable dump lutbuilders when a game doesnt work, and upload them
and then I (or somebody else) will add it to UE
thats interesting; because yea the UE mod upgrades the 32x32x32 lut
And what if it works, but highlights are clamped to UI brightness?
?
ok so
never mind
-> if the colorgrading sliders do nothing, that means the lut is missing [blowout/contrast/etc]
- enable dump lutbuilders, restart game, share lutbuilder files in /renodx/
-> if colorgrading sliders work, but the game is clamped, you need to upgrade resource
-
popular upgrades are B8G8R8A8_typeless and/or R10G10B10A2_unorm
-
Note: Newer UE5 games might not have sliders work in real time; and require a scene change; so to be safe you can check if the luts exist by setting blowout to 100, restarting the game, and seeing if the game became black and white
if it became black and white, you now know the luts exist, and you just need upgrades
wait how would I do that
DevKit has a trace all checkbox now. Rip fps
speaking of upgrades, we should probably move BGRA8 typeless and RGB10A2 unorm to the top of the list, since those are the 2 that are used the most
and then I would look in the log?
Literally logs everything. You'll find "upgrading" which refers to the lut resource. That'll give the handle number, then you search the handle number and you'll see the shader using it as a UAV
there's no handle number for the the upgrading line in my log
for some reason if I have the devkit + mod loaded, the log doesn't say that it's replacing the lutbuilder
that log doesnt have "replacing 0xe3bb0c03"
but with just the mod it does
are both the same compile
recent commits need devkit + mod to be compiled on the same commit or something
yea, but with just UE it does have that one
just yoinked the newest versions from github
I think this should be in a pinned post or something like that
I mean with these details
Hmm, upgrading doesn't have a handle yet. Might need log level 1 on the addon
Or log level 2
Also, don't think trace all is on?
Might have to boot with trace all enabled
ohh it's an extra toggle
sorry
1.4gb log file 
there's still no handle
need to test log level 2
on the bright side, it zips up to 1mb 
log level 2 has the handles
0x00000201f3cae180
how do I get the shader hash from that, don't see it at on_barrier
oof
Just says it's a srv and RTV, so should be a pixel shader. Might already be dumped
My phone doesn't like this log file at all, but it's bound as a render target
it's very likely the eternal strands ps lutbuilder
but it's just not getting properly replaced?
thats a generic ue5.3 lutbuilder
Or maybe it's not called ever
Like strength 0 looks closest they said
When it did work
Like maybe the game is just clip
And doesn't sample the lutbuilder
Might have to check the output shader
It should bind the lut
the output shader looked normal to me at first glance
and I doubt the game clips
Is it sampling the lut? The Devkit would show it as upgraded
devkit just shows the rtvs :( only did one snapshot
but I think you were right
it doesn't use the lutbuilder, has a custom output shader
the game uses the branch at l674
not the lutbuilder ColorGradingLUT
or ToneMapImpl = 1
and if I switch to the ColorGradingLUT (if (1)) it's completely black and white
since it then uses the lutbuilder with blowout 100
Worse is there's probably situations where it does use lutbuilder and some it doesn't
Needs a oblivionremastered style rewrite
Oblivion Remastered uses lutbuilder for untonemapgraded and does the actual tonemapping in the output shader
tbh no idea where did the 2nd one come from ;(((
do lut dumps work with game pass?
shouldn't be any different
couldn't remember if there were permission issues in the folder
well, seems tony hawk doesn't work and not cause of missing lutbuilders
oh wait I lied, rebooted the game and a lutbuilder dumped
hm, didn't implement this right lol
Marat added thps3+4 demo lutbuilder for me, u might wanna check if that's sufficient to the full version 😄
oh, is it just not merged yet?
no idea tbh
after the if (RENODX_TONE_MAP_TYPE != 0) I see there's usually a [branch] in these lutbuilders. Is that something we add or is that just how most of them are already?
also do we change these if statements to have the asuint?
that's a typo
should be != 0.f
I'm seeing != 0 a lot 😅
might need to do a find and replace for that
does it functionally matter? Doesn't the compiler take care of that? I mean it's good to be correct anyway, just wondering
I'm really wondering about this [branch] code, cause it's not in my lutbuilder but it seems to be in every lutbuilder I'm checking in the mod
(tbh idk what it does)
hm, well, I'm not too sure what I'm doing wrong in here. Image is a lot brighter than it should be.
its from reggex
[branch] makes the compiler not flatten
its good stuff
pretty much every if shoul dhave a branch
@jovial trout run these 2 for all SM5 shaders -- does a bit of asuint casting + adds branches
@jovial trout
r0.xyz = cb0[44].yzw * r1.xyz;
r1.xyz = -r1.xyz * cb0[44].yzw + cb0[45].xyz;
r0.xyz = cb0[45].www * r1.xyz + r0.xyz;
if (RENODX_TONE_MAP_TYPE != 0.f) {
o0 = GenerateOutput(r0.xyz, asuint(cb0[67].z));
return;
}
you put that in the wrong palce
generate output goes after pow
and before the output device selection
this shader looks a bit weirdge
(cb0[67].z is output device
where do they do pow
this looks like a custom or weird lutbuilder
not standard at all
also you missed ungradedap1 -- not used atm; but still godo to add it
Eternal Strands dumped lutbuilder with the latest reshade build, wasnt on 6.5.1
btw u might want to consider adding a slider controlling UI scaling in the games that for some reason lack it, found out it worked for every UE 4/5 game I've tried so far:
[/Script/Engine.UserInterfaceSettings]
ApplicationScale=0.75 ;1.0 default
oh okay, would be a nice addition to the advanced tab though 😄
Hm, I didn’t see that in the lutbuilder I referenced. I did see it in another but didn’t see the code that would mark where to put it.
Should I manually pow the input?
ctrl+f 2722
first dot function
the colors in that dot function = ungraded
just look at any lutbuilder in the repo
also thats a sm5 lutbuilder with named cvars
so you can see whats happening
right before the output device branch, the shader should end with a pow (log2/exp2)
Alright, thanks
I think that 0xCBE6 lutbuilder is something super weird/custom
ugh my bad, it got dumped only because I had native ue hdr forced via engine.ini, so it's shit ;((((((((
played with too many things at once and thought it's for the latest reshade build 😄
just so you know, ungradedap1 is missing from this lutbuilder at least
but yeah, I didn't see where they do pow
well, I guess I see some use of pow, but nothing that looks right compared to other lutbuilders
that would make it useless
please dump lutbuilders with no mods
or ini tweaks
wtf lmao
sure, but unfortunately none gets dumped
ungraded ap1 is the first "y from ap1"
if there is no 2722
that means theres no y from ap1?
that means the sahders are in the game
or they're compute shaders
send reshade.log with no ini tweaks
or sk
or other mods
oh no, I just meant that it wasn't setup in that shader. 2722 exists in there.
oh
that's a random shader already in the mod
yea I opened it
ungraded is unused
idk how it will be used ngl
but might aswell future proof the shaders
understandable lol
yeah I've got it in the shader I have here
I really don't know what to make of this missing pow though
he said he had ini tweaks on
probably generated a "native hdr lutbuilder"
that lutbuilder is probably useless
this is a missing lutbuilder I dumped for tony hawk
apparently it's different for full release
so I was told lol
here it goes 😄
looks like the mod already has the shaders
yeah I tried the specific dev build you gave for the game as well
ah true
in any case: one new lutbuilder to add lol
yea thats fine
I got a few that I have to add myself
you can commit it, you already fixed it I guess
lemme reference the lutbuilder you did for the demo actually, maybe it's similar
uh, you did that lutbuilder the same as mine, so it's probably visually wrong too
al the lutbuilders are the same
just ctrl f the constants
some might just have a bit more code between untonemapped and tonemapped
but where you stick the actual code in is always the same
gotcha
when I figure it out, I'll fix the other tony hawk lutbuilder as well
yeah idk, I tried putting it with the one pow inverse I could find and it doesn't work 🤷
is it also super grey for you?
eternal strands with reno
i still cant figure it out lol
came out realoading a save gets it all applied, in my case it's super bright, sdr grading kicking in with some crazy exposure
with ini tweaks?
without, just reshade+reno
this is what i get
i get this, sorry had no reshade for hdr png 😄 / i mean thats just ini tweaks
are you saying yours is ini tweaks?
cause thes i posted are reno
on vs off
@jovial trout so what does it mean if nothing in the scene grading other than strengh does anything? :)
also failed to create backup depth stencil texture seems to lead to a crash
I just remembered, Crash Bandicoot 4 has the same reaction as Biomutant. In some parts of the game the highlights are clamped to UI brightness, and then everything goes back to how it should be, but in Biomutant it stays forever until the next loading screen
And upgrading resources doesn't help in both cases
I found a weird bug in Stellar Blade
If you turn the PS Overlay on and off, it washes everything out until you turn HDR on then off again.
Can you disable ps overlay once you sign in?
Yea, I don't need to use it.
Was just wondering why it did that.
The PS notifications don't cause the issue, only opening the actual Overlay
not really sure, it's not updating if you pause/unpause or restart?
yeah i rebuilt the luts by chaning brightness
even restarted the game
they do nothing
the game is eternal strands on gamepass. Theres issues with reno mods color representation but i havent been able to fix it with any slider combination
my only guess is they're doing something highly custom
^
I mean, the scene grading stuff should work just by setting the tonemapped value in the lutbuilder, which is also a requirement for the mod working at all. I just checked the lutbuilder and it looks right. Idk what would be going on
idk that much about how this unreal addon works though, maybe @elfin lance could give a better answer
yeah I followed the code and the sliders should work with the lutbuilders in the mod
yeah, gave up on reno for now as it looked off, while surprisingly native ue's hdr seems to be looking good ootb 😄
the issue with forced native hdr is its gonna bypass anything custom the devs have in place
@jovial trout scene grading is basically tonemap pass' grading screne
strength 0 = tonemappass(untonemapped)
strength 1[00] = tonemappass(untonemapped, graded)
you almost never want to use strength 0 in the UE mod because of how UE works
the issue isnt the mod, but per channel correction; you can probably fix whatever you have issues with just playing with sliders
they're saying the sliders are doing nothing
but the code is there for them to work so 🤷
btw did it dump the same lutbuilder to u? (thps 3+4)
im using steam version
yes
demo didn't have hdr apparently, full game does, I'm guessing that's why it's different
might be, native hdr has slightly raised blacks, and ofc no ui brightness slider so it's bright af ;((((((((
they are not but im doing a full game restart and they still do nothing
only strength does anything
so i cant removen the saturation or hue correction like shortfuse recommended to correct the colors
sat and hue correction can be extremely subtle
blowout restoration would be a better test
see if it looks different between 0 and 100
i tried manually setting them to ridiculously high values. it seems they are doing something but its only visable at 500+ LOL
if it's doing anything, then its working
they do work but here's the tricky thing 😄
im using dlss, but it doesnt work until set off/on again, after doing that, sliders work, just need to reload save
0/100 for those photos
so it so working
which means the issue is elsewhere :(
came out it's even unrelated, reloading a save does the job
what game is that
Eternal Strands 😄
damn the art style looks really good
yeah and it's quite enjoyable! some ppl say it gets a bit boring later on, as it's rather repetitive, but still worth giving it a shot
I still don't see what's wrong with it in Eternal Strands. Haven't tried it myself yet though
it doesnt match sdr even slightly
its super super gray
here
sdr left reno right
@quick sedge
Sorry this is rather late as I was reading back thru parts i missed. I have a 9800x3d and i have no prob running dx12 ue4 games with renodx, altho i dunno what this 20 fix applies to, i suppose im mistaken if its for games other than what ive tried
Is Tales of Arise playable with Renodx? On Github it says "The bloom occasionally freaks out.". So if I disable Bloom it should be fine, right? I wanted to ask you guys here before I buy it :). Thanks in advance
it is absolutely playable 😄
when I added support for arise I basically had this happen to me once or twice at repeatable points
did you ever have the bloom issue?
i never got tales of arise to work when i tested it a while back, it would just clamp at 203, and enabling upgrades would result in artifacts
did you test it after I added the shaders to it
but yea, the game doesn't need any upgrades, and will actually crash or have artifacts with the common ones
like bgra8 typeless
ya it was after i saw you updated it
oof
looks like the hdr should be going well above the sub 400 nits you are seeing
havent had bloom issues, it's a build from 7th of june, but there was something fucky going on with menus if resolution was set to 100% 😄
@viscid mirage I get that same issue in Remnant2 with no DLSS
it was caused by RGB10A2 upgrades
no upgrades clamp at 203 vs upgrades hits peak but with artifacts
I think the only rgb10a2 resource that gets upgraded for arise is the lutbuilder lut.. and I guess if you use hdr10
yea you need them
which upgrades are you using
in remnant2 you didnt need any other upgrades; only RGB10A2 if you're using DLSS -- if you're not using DLSS you can use no upgrades
maybe any upgrade causes the griefed bloom
it's not just the bloom too, sometimes some culled geometry would freak out this way as well
btw Marat, two DX12 UE4 games i tested that worked perfectly were F.I.S.T. and Sifu with my 9800x3D
needed these to make it unclamp
here is a video, go torwards the end
which game ver do you have
about 55 seconds
add them to the wiki
yes sir
should be latest
don't think they've updated it in a long time
hmm yea seems to be a similar issue
I isolated it in arise's case to the proxy shader iirc
I meant more if you have the steam ver, or game pass, ...
oh steam
might be the case here too
try building an addon
revert state true
rip
ah right i also had emoose's arise sdk fix which fixes some resolution scaling stuff, cutscene fps unlock and some other stuff, not sure if that would affect anything renodx is doing
does arise sdk write a log file
to see if it's working
don't think it writes a log, but its easy to tell its working since it enables the ue4 console in game
dev console works, and the mod didn't change anything regarding upgrades for me
ah okay so prob not related to that
Has the unreal mod been updated for lies of p now? It wasn't working a few weeks back and I'm gonna dive in the game again so wanted to know if it has been fixed or not
its been updated for a while
works just fine, the sliders just dont update in real time
you need to go to the equip menu, and leave for them to update
oh. Thats not great. Its going to be very hard to get the settings right if I can't see the results in real time
has someone already worked on the sliders?
you dont really need to change the sliders
just set your peak brightness/game brightness/ui brightness
press start twice
and thats it
it works out of the box
Yeah, good to know. F.I.S.T. is a game I intend to return to now that it has proper HDR
I tried these games:
Nikoderiko - completed 1 level, everything works as it should, didn't notice any flaws
Disney Epic: Mickey Rebrushed - completed several levels, everything works well
Robin Hood: Sherwood Builders - UI Brightness controls the brightness of the game, but the icons in the interface get distorted because they are locked at about 200 nits and just get clamped and overexposed. Upgrading doesn't help with this
Outcast: A New Beginning - only launched it in the middle of the game with Reno and took a look. It seems to work, but the guy in the menu got additional lighting, I think. It didn't start the first time, this game likes to crash on loading for me
I don't mind some points where such things happen honestly. I will try it out next month or so 😄
Is reno available for jedi fallen order and jedi survivor? If not, is there someone planning to work on them?
both need custom mods
survivor had some work done
someone just needs to pick it up and finish it
Seems like no one wants to do these games? They are pretty awesome imo. I’d love to play them again with proper hdr.
ya we need someone that wants to do them
survivor was pretty close to finished I think
If no one wants To do them then perhaps I can try my hand. But sadly I don’t know anything about hdr modding. Are there any resources available for beginners? Like guides and help tools
Thank you. That’s looks helpful. Is That it?
Thank you for sharing. Perhaps other people here can also share any resources they have for beginners
i think the correct shaders have been found already so really all that would be needed is messing with the lutbuilder
I guess just forcing it to output the sdr code path in the lutbuilder first in case they do any broken shit in hdr and then slotting in the new tonemapper would be it
would probably be good to get a fresh decomp too since shortfuse has updated the decompiler to be better
I would but I’m too lazy so @elfin lance can add to the wiki

Just tested in Squirrel with a Gun, doesn't "work out of the box" as the wiki says : had to select scRGB swapchain
May I edit the wiki to reflect that or is it some abnormal/unexpected quirk I'm facing ?
the mod used to default to scrgb afaik, might have been tested back then
you're free to update the wiki
So maybe it just shouldn't edit it if it's something automatic that isn't happening anymore ?
I mean it might just need an update to default to scRGB for that game once again
Nah I mean the mod used to not have an hdr10 option at all
Oh ok, I'll correct my edit then
does this addon do anything for unreal engine 3?
found the answer as being no
nvm
It only half does
Tried it once on Rocket League, wasn't helpful at all but it did do something
Gamma correction iirc
haha, ya that was the post i just read

It also depends on whether it is dx9 or dx11?
there are dx9 ue4 games?
UE3
the addon is for ue4 / ue5
sorry I completely forgot about adding the lutbuilders to the repo; I downloaded them; and I'll fix them up tomorrow
Heh, Eternal Strands was clamped to UI brightness until I upgraded R10G10B10A2_UNORM to output size, UI brightness still controls the game's brightness, but it's no longer clamped
im not sure if this is related but im having these weird artifacts happen after install
Darktable griefs
Don't use it in UE
Hi, i tried RenoDX UE Addon with Payday 3, but i get black screen even after i upgrade R10G10B10A2_UNORM to output size, anyone can help?
did you restart the game
Yes, nothing happened.
make sure the game is in borderless
Tried switch to ScRGB, and restart, but same blackscreen, the game runs in borderless window.
Okay it fixed, if i add the launch options in steam a -dx11 line, the game runs with HDR.
amd gpu?
Well, it certainly shouldn't be like that with moonlight. Some kind of glow that sticks to objects on the screen. And then there are numerous rings. The first screenshot in SDR, how it should be
Native HDR through Engine.ini also does not have this problem
The main problem with enabling through Engine.ini is that I can't find a working command that controls the brightness in the game itself
@quick sedge does that game not look really desaturated with Reno for you?
I noticed that it is gray, as you said. But that's not the only problem with Reno here. And native HDR has the correct saturation, but overall is more unbalanced, not bright enough
native HDR has the correct saturation
looks oversaturated to me. you can use lilium's to check. sounds like the SDR is custom
how would you check with lillums?
reno set to off ^
the first one is reno uninstalled
@spare bane seems to not really exceed bt709 if thats how you judge that
do you have one of just vanilla sdr and vanilla hdr?
also of course still has the color issues with hdr
this is vanilla sdr
that's a completely different shot...
yes, in settings have it add the overlay
there's a checkbox
take screenshot with overlay, something like that
somehow failing to find this setting
doesnt seem to work, i still only get one screenshot
let me try loading it without specialK and see if thats messing with it
reno stock settings
reno set to off (rebuilt the luts)
default sdr
thats what the 3rd one is
seems to match, no? and with vanilla HDR via ini?
at least the off matches
yeah, cooked
so ini hdr is cooked and reno is undercooked :(
so whatever custom sdr grading isn't tracking in renodx. maybe it is a custom matrix
im guessing the only way to fix anything like that would be a custom mod
like generally we assume it's tonemapping in ap1 and then go back to bt709, but game might have a custom matrix which is passed by the game/cpu
99% of games do tonemapping in ap1, and then we go back to bt709, so it kinda looks like the wrong colorspace
because if you're already in bt709 and do ap1=>bt709 (which makes no sense) then you're just going to a smaller color space
i see i see
so renodx thinks it's doing an ap1 tonemap because that's what 99% of UE5 does
i can download the game later this week and see if i can pull up what it's doing, but 90% sure it's that
on my laptop till next week, and no space left
im guessing this is a bit above what can be done with configs and such
assuming that is the issue
just not performant to be checking matrixes in realtime
could just make an option, yeah
but weird to incorporate it, possibly
could you in theroy correct that with just saturation? obviosly thats not the ideal fix but you could just expand it until it maches sdr no?
once again assuming the only issue is color space being restriced
ah i see
cant expand it back up without ruining the colors that are still in mildly correct position
Has anyone tested Eriksholm yet?
Yes, everything is unbalanced. But the overall color look is more like what's in SDR. Without the gray that Scrungus was talking about
okay, but the saturation isn't correct. it's also oversaturated
what configs are you using?
r.HDR.EnableHDROutput=1
@elfin lance did you ever get the lut builders uploaded?
that would be dope, although I'm not sure where the 2nd lutbuilder came from, just tried changing some settings while ingame, upscalers, got into some cutscenes but couldn't get it to dump, might be some bs I caused somehow, but this one for sure is okay
btw there also was tony hawk 3+4 one 😄
I missed this one ty
@spare bane how about adding the jon/koklusz preset as an hdr look button for the ue plugin

Wouldn't make sense since it's a universal mod
Easy hdr look for Universal people 
the tony hawk lutbuilder is arip; idk what its doing
it doesnt have a pow at the end
and the banishers ones look custom too
or the colors are in weird places
glad I'm not alone
it might just be missing the pow
before output // where it branches to output devices
I tried adding a pow just to see what it looked like
not desirable
rip
oh?
delete it from the repo
I think I added the demo lutbuilder, somebody tested it, said its good
it doesn't look bad necessarily, but it's certainly not a match for SDR
you're right
r0.xyz = cb0[45].www * r1.xyz + r0.xyz;
if (RENODX_TONE_MAP_TYPE != 0) {
o0 = GenerateOutput(r0.xyz, asuint(cb0[67].z));
return;
}
much brighter in shadows
yeah
what did you pow against
there should be a cbuffer
normally output device 0 should be srgb encode
I think I copied the cbuffer pow it did later on in the shader
but this output device 0 is a while ass thing
moved it up to the color right before the if statement for output
or well, I put it in the if statement
the banishers lutbuilders
since it was custom behavior lol
I wonder if the first tony hawk was also weird
it goes straight from ungraded and
was that added to the mod?
to output
the demo lutbuilder? yea
some guy said it looked good
nah for 1+2
ohh
idk
I just add whatever people send me
but all the lutbuilders I add
I add a comment "Found in [game]"
so you can trace them easily
yeah I don't see anything else commented "tony hawk" at least
I'd imagine it's the same thing honestly
this game looks completely identical to the first remaster
thats in the main repo
sorry I meant anything other than 3+4
does that cause an issue with implimentation?
ohh no idk
yea; idk where the colors are
they're probably somewhere there
but if a generic lutbuilder takes 2 minutes of ctrl+f for constants
I dont want to dig
also when I dont have the game
I dont want to start experimenting with custom lutbuilders
because I cant test if its good or not
any way i can help?
no
@jovial trout if you care enough, the only color we need to find is untonemappedap1 --
ungraded is there, but its also unused so that doesnt matter
tonemapped is there, and output is there
but untonemappedap1 is either optimized away
or cbuffers
its missing the whole branch with the mobile tonemapper
2nd one is when that lutbuilder gets dumped 😄
whats weird is the other banishers lutbuilder seems to be a compute shader
i wasnt able to get that second lut builder he got
nvm
in banishers
lutbuilder_0x642ABB11.ps_5_0.cso, the other one might be a result of me testing some console variables ;((((
its just 6 am at my place haha
i can test
nvm
its rip again
its doing srgb outside of the output device branch
yea mb idk what this one is doing
I was looking at the other banishers lutbuilder; found untonemappedap1
but tonemappedbt709 is griefed
the colors are there, but this is one of those things where I'd need to have the game to make sure they're the right ones
its not a hard fix, somebody who owns the game should be able to fix them up
rip
@spare bane idk if you saw but avowed has a native hdr option now so perhaps a mod that works with mfg is possible?
build for Tony Hawk 3+4.
- Fixed demo lutbuilder and added the full release lutbuilders.
- Fix UI getting garbled
lame, no dualsense support on game pass version 😦
Another one of these... smh
i closed steam too to make sure it's not highjacking it
How devs can ship such crippled builds seriously
Not like MS store has any limitation for Dualsense or anything
wonder if it works on steam ver
Like they just assume users on GP only have xbox pads or what ?
What does pcgw say ?
the page is a stub atm
let me go find a xbox controller
at least sk has xbox mode i guess, still lame there's no native support
But I've though it was Gaben's villany that prevent the dualsense support
no sir
should I set native HDR on or off?
off afaik
Stupid question probably, Gamma Correction setting is just simulating SDR Gamma right?
So 2.2 should be "correct" for most games assuming the devs worked using an off the shelf PC monitor.
I guess it's up to preference, but some games look a little better using 2.4
Ya
Most monitors are 2.2 so we can assume most devs use 2.2 monitors
Anyone trying out RoboCop?
DLSS is broke in game pass ver
I want HDR!
no hdr for you, sorry
That makes me wonder what happens if you run RenoDX on Linux considering afaik they use 2020 instead of the srgb that Windows does
That gamma only applies to SDR content
Gamma correction is needed based on a mismatch between encoding used in a game and monitor gamma that the devs used
So games do use the correct values then?
This is all confusing to me and I wish it was written down somewhere but haven't been able to find reliable information
So what do we call the raised blacks then in some games?
What's the cause of that then?
bt 2020 is a color space, srgb is a transfer function, deciding how bright a value should be in relative to another
sdr content is encoded in gamma/srgb and in order to display in a hdr container it has to be decoded to linear
hdr content is either 10 bit PQ encoded (perceptual) or scrgb (linear), no decoding is required or done on the OS level
Ah okay
for example in linear, a value of 10.0 is 10x brigter than 1.0
in gamma 2.2 it will be .... 10^2.2
Been a long time since I read math like that
renodx is a math library in disguise of hdr modding
it might happen due to gamma mismatch. For example something encoded in gamma 2.2 but decoded with srgb
srgb_decode ( gamma_encode (0.01) ) = 0.025
But that's something the game itself is doing?
So moving to console or Linux won't change a thing?
I don't think hdr content will change
Opposite. Gamma mismatch is when devs encode with srgb but use 2.2 monitors, so it’s decoding with a function that isn’t the inverse of the encoding function. That math error doesn’t exist in hdr cause they encode with pq and the the display decodes it only one way. So you have to basically manually add in that math error
does the other situation happen, like devs encode with 2.2 and consumers use srgb monitors?
sRGB monitors are rare
And nowadays only dev I can think of that uses 2.2 is from soft
How did that happen?
Microsoft created sRGB and thus it’s the standard
Idk how from soft ended up using 2.2
Devs used to use 2.2 cause it’s cheaper
Fromsoft never stopped I guess
So basically Fromsoft is doing it correctly by complete accident?
Maybe not by accident
It’s possible they could be fully aware of sRGB 2.2 mismatch stuff for whatever reason
Probably accident though
I have some doubts we will ever know how and why
Just hope others catch on at some point
I also would like better controls in games then what most games have now
it can come from multiple things. Often it's gamma mismatch, but plenty of games use LUTs that deliberately do it and the gamma mismatch exacerbates it in HDR.
ultimately the issue is that HDR doesn't have gamma the same way that SDR does. You gotta do something very wrong to do wrong encoding for HDR (scRGB is straight up linear, HDR10 wants PQ encoding). In HDR, the standard is very clear. If games ever shift to being made HDR first, the problem will go away.
In SDR, the screen is responsible for gamma decoding, and if the input and output don't match in dev, then you have to emulate that differential when adapting to HDR. We've got a long history of Microsoft telling the world that srgb = 2.2, when it isn't the same thing. So it's extremely common for games to be made with srgb encoding on screens that want 2.2. So, in terms of the code, developers are doing things correctly when they have that raised black level. Because the commonly held belief is that 2.2 = srgb, they don't give it another thought (my assumption anyway). That's why it's so common, and probably also why if the issue is noticed, they throw in a contrast slider instead.
I figured out where the 2nd lutbuilder came from, it’s when you go to sleep as a character, thought the demo version would be of use for u to take a look at the 1st lutbuilder, send u a save in place when switching characters is already possible, but came out the demo ends right before that moment 😂 family sharing is also a no go due to regional restraints 😦
https://store.steampowered.com/app/1812620/DSX/
that thing is quite useful, has some additional functionalities, so u can utilize touchpad and so on 😁
I know, right 😉
You should join our Discord btw
Which one ? 😁
DSX's of course
Oh, as I don’t own dual sense I’m not using DSX myself but helped one of my friends with configuring it 😁
Nice of you to have done so
that's one less potential ticket I'd have had to handle I guess 😉
yeah, the current basic HDR controls for UE5 games are really really bad, saturation, contrast, these words have no meaning in HDR
@jovial trout
outlast trials lutbuilder that needs to be added for anyone that can :)
robocop unfinished business log, UI brightness seems to change whole game, can't see any dumped luts tho, upgrade R10G10B10A2_UNORM to output size was required
still havent managed to fix the crashing in banishers
only happens with reno
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000078
nvwgf2umx!NVAPI_Thunk()
nvwgf2umx!NVENCODEAPI_Thunk()
nvwgf2umx!NVENCODEAPI_Thunk()
nvwgf2umx!OpenAdapter10()
nvwgf2umx!OpenAdapter12()
D3D12Core!D3D12GetInterface()
ReShade64!D3D12SerializeVersionedRootSignature()
renodx_unrealengine
ReShade64!D3D12SerializeVersionedRootSignature()
Banishers_Win64_Shipping!ffxFsr2UEGetInterfaceVK()
Banishers_Win64_Shipping!ffxFsr2UEGetInterfaceVK()
Banishers_Win64_Shipping!ffxFsr2UEGetInterfaceVK()
Banishers_Win64_Shipping!ffxFsr2UEGetInterfaceVK()
Banishers_Win64_Shipping!ffxFsr2UEGetInterfaceVK()
Banishers_Win64_Shipping!ffxFsr2UEGetInterfaceVK()
Banishers_Win64_Shipping!ffxFsr2UEGetInterfaceVK()
Banishers_Win64_Shipping!ffxFsr2UEGetInterfaceVK()
Banishers_Win64_Shipping!AK::WriteBytesCount::Reserve()
Banishers_Win64_Shipping!ffxFsr2UEGetInterfaceVK()
Banishers_Win64_Shipping!ffxFsr2UEGetInterfaceVK()
Banishers_Win64_Shipping!ffxFsr2UEGetInterfaceVK()
Banishers_Win64_Shipping!ffxFsr2UEGetInterfaceVK()
Banishers_Win64_Shipping!ffxFsr2UEGetInterfaceVK()
Banishers_Win64_Shipping!ffxFsr2UEGetInterfaceVK()
kernel32!BaseThreadInitThunk()
ntdll!RtlUserThreadStart()
not sure what failed to create backup depth stencil texture means
Very dumb question: I'm using RenoDX for Unreal with Lies of P, seemed to be working great but at some point today I noticed that HDR was turned "off" in the options menu. Thinking I'd been a fool this whole time I turned it on, but that completely messed up the image, colors were strange and washed out like a bad tonemap and parts of the screen looked like static.
Tl;dr Is the HDR setting supposed to be set to "off" in Lies of P when using Reno? Thanks!
Asked and answered, thank you. Roger that.
Unless there is a game specific UE / custom reno that uses native HDR pathing
but fixes issues with it, those will require HDR to be on
does Reno use SDR pathing for most Unreal games that have native HDR?
UE HDR completely bypasses all SDR grading
so it will kill creative intent
hence why reno does SDR path upgrade
unless the devs are specifically aware of this and build their own custom code
ok, so unless someone was using it to tweak the native HDR of a game it's gonna use SDR pathing
Well Wukong and Oblivion Remastered for instance use UE internal HDR but then fix issues
this also fixes FG shenanigans that would occur with SDR path upgrade
but both those games have a dedicated reno
The generic UE reno addon uses SDR pathing
@elfin lance any chance i could get you to add a lut builder?
upload it
ah right, I could take a look at that now
oh did that tag you again when i replied to it? lol
nah I was just bored and checking channels lol
oh fair lol
well if you got nothing to do you could look at this lol @jovial trout
@neat wigeon
can't be much help with that lol
did you try disabling default addons?
yup
not really sure then, idk if I've seen that error before
im using specialK but i tried without it and it still crashes so its not that
an upgrade or missing lutbuilder wouldnt cause a crash, right?
still clamps
lemme know if that addon works in outlast though
let met try upgrades
why is that?
sliders work
bgratypless works
took me a solid 15 seconds to not register that as a typo
missing e did a number on me
ive noticed a lot of games with reno look a bit less saturated than with vanilla. im guessing thats expected?
i got very lazy LOL
it's a per channel corrections thing
so yeah kinda expected
varies a bit from game to game
soo how would one restore sdr levels of saturation?
In my experience with it, it makes it so the hue shift option doesn't work as well
unfortunately per channel corrections tends to mean that games need some special tuning to look right
plus 4-6 ish satuations seems right for this game
i guess i could just play with that whenever i set up a new game
surprised theres no way to mitigate that
you could try some of the settings posted for stellar blade. I could share mine but I mostly just tweaked to what I thought looked good lol
im an sdr match purist so i think it gets to me way more than it should lol
give that a try
except contrast
that's what koklusz came up with. It's extremely SDR friendly
for stellar blade anyway
the general look is almost identical but its a tiny bit oversaturated
its kinda hard to see if the highlight saturation is right because i cant see the detial in sdr lol
So Banishers can have HDR or not?
its missing a lut builder that marat had issues implimenting
im also having crashing issues
the lut builder is for the second character so its not a huge issue but still
@jovial trout looking at the color graph in lilliums shaders, the only way i could get it to match is with turning everything in scene grading other than regular strength to 0 but id image thats gonna cause other issues
nah that's effetively how you turn it off
that's fine to do
idk what it does for hues when you disable it though
turn what off exactly?
everything related to per channel corrections. Those scene grading sliders are modifying the SDR input that the HDR is generated from.
when everything is set to 0, it doesn't run that code
i see i see
its not 100% perfect match but its extremely close
like probably only able to tell looking at analysis tools close
when its all off
what might look wrong with everything at 0 is highlight hues
that would only be visable in highlights that a very satuated, right?
so i have a white highlight here but the sdr clip so bad i cant actually even tell what the color is supposed to be LOL
let me find another
just so you know what it's trying to fix in the first place, when a per channel tonemapper is used, what happens is saturation increases as contrast increases. It's kinda game dependent on how good/bad this looks imo. Per channel corrections with sat correction at 100 tries to remove this increase in saturation caused by the tonemapper.
shouldnt it appear more saturated with sat correction then? it looks less saturated in this game
no it will either look about the same or less saturated
oh i read it wrong
i see
everything to 0 seems to match sdr much better
or perhaps its becasue im just turning reno off instead of uninstalling totally?
oh it has hdr
outlast trials has native hdr yeah
it just sucks
gamma mismatch and hue shifts
blue lights look green
nah everything 0 doesn't disable renodx, it's pretty much just a straight up sdr to hdr upgrade. The issue is that you probably would want some of what per channel corrections is doing.
blowout restoration + hue shift in particular
i meant my sdr image is done by settting it to off instead of uninstalling
that should always match sdr basically
oh
so then id just always like that lol
is the idea that it would correct some issues that sdr my have with hues?
if i matches sdr without it why use it is my question
ultimately the problem is there is no "right" way to convert SDR to HDR.
what's artistically intended and what's a byproduct of SDR is subjective on our end
tonemappass with those sliders all set to 0 is the most conservative sdr to hdr upgrade you can get
sounds like thats probably what id like then
you will get almost the exact color that is in SDR, but with more of the detail from the untonemapped image
color is detail as far as the math is concerned
unless its one of the like 2 games that exist that have assets that actually use hdr colors
i mean detail lost from sdr clipping
per channel corrections isn't inventing color, it's taking more of the color from the untonemapped image. So it's still using the color from assets that the artists made
but yeah, ultimately this stuff lives on a spectrum imo
we've all got our own ideas for what's properly vanilla friendly
i think in my head im thinking about it in the same way as the whole srgb games on a 2.2 sdr monitor thing. if the game was made for sdr than matching sdr as much as possible makes the most sense to me
like it was presumably made with the shortcomings of sdr in mind
thats my thoughts at least
