#✅RenoDX: Unreal Engine

1 messages · Page 17 of 1

left narwhal
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Until some fancy boi at some company starts naming them The Alters (Steam), The Alters (Epic)

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Just that black screen one.

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Loads fine now, will play the game and see what's up. But HDR works now.

elfin lance
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with 1.0

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FactoryGameSteam

left narwhal
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lmao

elfin lance
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FactoryGameEpic

left narwhal
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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.

elfin lance
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2

left narwhal
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It's not as nice as SK where it creates neat folders, but it still creates separate folder for specific games now.

elfin lance
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I dont use reshade SS

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I just use SKIV and paste into discord

left narwhal
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Autocreates folders for each game.

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And throws all SS in there.

elfin lance
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but reshade ss is nice

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oh?

left narwhal
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Much better than just bunch of 'em running about.

elfin lance
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mine go in the game folder

left narwhal
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Yeah, I edited the ini.

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I didn't like that, no.

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I keep them all in a central location, easy to access.

elfin lance
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I should edit my default ini

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yea

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good idea

left narwhal
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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=```
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It's just this.

elfin lance
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yea good idea

spare bane
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i use reshade and press f12

elfin lance
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ima just set it to my vidoes/captrures/games

left narwhal
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I have that at -, I didn't want it to conflcit with my default Steam ones.

elfin lance
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time to use reshade for everything

left narwhal
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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.

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And now when I'm using Reno, my default is just ReShade as go-to.

elfin lance
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ngl for like every modern game

left narwhal
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No muss, no fuss.

elfin lance
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you dont really need sk

left narwhal
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Yeah

elfin lance
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and there is no grief

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since sk seems to grief time to time

left narwhal
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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. 😩

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As I don't know what he's working on with new builds.

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And I can't really be waiting for anything and such, so it's w/e.

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But yeah, point was that since I was bitching about SS thingy missing rom not being able to use SK

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It's nice to have ReShade setup where it takes care of the needs just fine.

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Simple ini edit and voila.

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Same behaviour.

pine void
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ReShade can also copy screenshot directly to clipboard, there's an example addon.
Compiled can be found here.

left narwhal
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Odd that this is putting it at 775, when the panel alwasy shows 800.

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Normally in every game it goes to 800 whenever you click reset icon.

left narwhal
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Was thinking about making something like that, but if it's already done, awesome.

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Will check, danke ❤️

elfin lance
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I know its hard

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but you can change peak brightness to w/e you want once per game

left narwhal
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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.

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But why did it pull 775, though. Curious, since it always does pull 800. Does it happen from tiem to time?

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First time happening.

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It's gaming time!

warm mortar
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I could never figure what the best settings for HDR screenshots are in Discord

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They're always too large for me to copy

spare bane
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should be fine if you use reshade and on this discord

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since the server is boosted

warm mortar
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Oh, I didn't know individual servers bypass the size limit if boosted

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Thought it was Nitro or bust.

left narwhal
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Oh, I'm deaf.

spare bane
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nah, just file size

left narwhal
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And blind.

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Yeah, my bad. lol

warm mortar
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Would be nice if Discord just supported an HDR format with better compression.

left narwhal
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Default is 50MB, though. I think?

warm mortar
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avif works... sort of I think?

left narwhal
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Yeah

warm mortar
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Default is 10mb

left narwhal
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I think some devices don't support it?

warm mortar
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Was 8mb a year ago

left narwhal
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HDR PNG works fine.

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Oh wow

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Oh right, it's 10MB. 50MB is level 1/2 and then 100MB for tier 3.

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Wow, 50MB is tier 2 only.

warm mortar
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Whenever I send avif, it looks... off

left narwhal
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I use HDR PNGs, always worked fine for me.

spare bane
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avif could be hardware decoded

warm mortar
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HDR PNG is great, just the file size issue for non boosted/nitro

elfin lance
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I like hdr pngs too

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with nitro I have 500mb so

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not an issue

left narwhal
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Yeah, I had to apply diff compression levels for my Instagram bot for Discord.

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Based on boosted servers.

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I just forgot about 'em, lol.

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Bots are also limited to same as normal user accts and then whatever server it's opearting on.

warm mortar
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If you know a way to make a 4K HDR screenshot consistently under 10mb, in a format that Discord supports.

elfin lance
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like if its a lot of black and nothing

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4k hdr will be like 5 mb

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but if there is a lot of shit on screen

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enjoy 20mb pngs

warm mortar
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Yea, usually 20-30mb

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I can do avif, but it's spotty depending on the device I think

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They look fine on my PC, but not my phone

spare bane
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iphone?

warm mortar
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Pixel 7

spare bane
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do you not use chrome?

warm mortar
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I mean, loaded natively on the Discord app.

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That's basically Chrome anyway isn't it?

elfin lance
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the discord app is good yea

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idk about avif, but is good for pngs

warm mortar
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Well, avif looks like this.

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If I zoom in on my PC, it fixes the color

elfin lance
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proper hdr png

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you need to set

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the sdr content slider to 31

warm mortar
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HDR PNG looks fine, but then I can't send outside this server because of file size

elfin lance
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since the embeds scale paper white from 203

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what I do is

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right click -> copy link

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winkey + r -> skiv https://cdn.discordapp.com/attachments/1321685184852135967/1392307308314492968/Visions_of_Mana_2025-07-08_194626.avif?ex=686f0eba&is=686dbd3a&hm=e5805174a6a52365052e690587428b1baf8dd19239b8bd9ebb5ea9ef556f18eb&

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and that opens jxr, hdr png, avif, w/e in skiv

warm mortar
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Yea, I could do that.

elfin lance
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because I dont like keeping windows brightness at 31

warm mortar
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But the person I'd be sending to probably doesn't have skiv

elfin lance
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honestly the embeds arnt meant to be super accurate

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just "good enough"

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so you see whats going on

warm mortar
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As long as they render in HDR, I don't care about the highlights so much

elfin lance
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yea

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like that pic is fine, except its dimmer because I'm on brightness 0 vs. 31

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but if I was on brightness 31, it would look identical to skiv

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on the discord app

spare bane
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i'm at 25 brightness now

elfin lance
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discord is on the side oled

warm mortar
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I use brightness 0

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When playing HDR content

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Because I use the same thing for sRGB

elfin lance
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I mean windows sdr content brightness doesnt matter

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for hdr content

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because its hdr

warm mortar
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I know, but I use the same icc for sRGB content

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So I have it calibrated for 0 slider

warm mortar
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Yea, at 31 slider it looks about the same as in game

elfin lance
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31 = 204 nits

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the slider is

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80 + (x*4)

warm mortar
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Yea, 80 + (x*4)

elfin lance
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where x is the notch

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ok you know

quick sedge
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It worked as it should, I just set R10G10B10A2_UNORM to output size. I see you're already playing

left narwhal
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yeee, ty.

quick sedge
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Is it possible in the future that RenoDX: UE will have more games where highlights are not clamped to UI brightness?

quick sedge
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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?

spare bane
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Games modify UE engines and make custom shaders. Custom shaders mean custom shader mods

neat wigeon
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did this ever get in? @elfin lance

elfin lance
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not yet

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I'll add a bunch of lutbuilders soon ™

neat wigeon
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@spare bane did you have any more ideas for the issue i was having with eternal strands?

viscid mirage
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I'm testing another game, revenge of the savage planet, right now

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and that one uses the same lutbuilder as eternal strands

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but the mod just doesn't work, the game looks exactly like vanilla sdr

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even though the log says it's replacing the lutbuilder shader

quick sedge
viscid mirage
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with those you miss out on the intended sdr grading, have washed out UI, ... all fixed with reno

elfin lance
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he tried restarting the game

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with blowout 100

viscid mirage
spare bane
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Then missing a lutbuilder.

elfin lance
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checked all .ll

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cso -> .ll -> find mad 0.999 [in the float hex ofc]

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only that one lutbuilder popped up

viscid mirage
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yea I looked for 0x3FEFFFFF40000000 in all .ll files

quick sedge
spare bane
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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

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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

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Game could just ditch AP1 for custom whatever so searching llvm might not work

elfin lance
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I keep telling people to enable dump lutbuilders when a game doesnt work, and upload them

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and then I (or somebody else) will add it to UE

elfin lance
quick sedge
quick sedge
elfin lance
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-> 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

spare bane
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DevKit has a trace all checkbox now. Rip fps

elfin lance
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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

viscid mirage
spare bane
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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

viscid mirage
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for some reason if I have the devkit + mod loaded, the log doesn't say that it's replacing the lutbuilder

elfin lance
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that log doesnt have "replacing 0xe3bb0c03"

viscid mirage
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but with just the mod it does

elfin lance
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recent commits need devkit + mod to be compiled on the same commit or something

viscid mirage
viscid mirage
quick sedge
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I mean with these details

spare bane
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Hmm, upgrading doesn't have a handle yet. Might need log level 1 on the addon

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Or log level 2

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Also, don't think trace all is on?

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Might have to boot with trace all enabled

viscid mirage
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sorry

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1.4gb log file doomerWojak

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there's still no handle

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need to test log level 2

elfin lance
viscid mirage
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log level 2 has the handles

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0x00000201f3cae180

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how do I get the shader hash from that, don't see it at on_barrier

elfin lance
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shortfuse showed me how to long ago

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but I forgot

neat wigeon
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@viscid mirage

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Lut builders work, the game just looks wrong lmao

viscid mirage
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oof

spare bane
# viscid mirage

Just says it's a srv and RTV, so should be a pixel shader. Might already be dumped

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My phone doesn't like this log file at all, but it's bound as a render target

viscid mirage
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it's very likely the eternal strands ps lutbuilder

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but it's just not getting properly replaced?

elfin lance
spare bane
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Or maybe it's not called ever

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Like strength 0 looks closest they said

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When it did work

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Like maybe the game is just clip

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And doesn't sample the lutbuilder

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Might have to check the output shader

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It should bind the lut

viscid mirage
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the output shader looked normal to me at first glance

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and I doubt the game clips

spare bane
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Is it sampling the lut? The Devkit would show it as upgraded

viscid mirage
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devkit just shows the rtvs :( only did one snapshot

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but I think you were right

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it doesn't use the lutbuilder, has a custom output shader

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the game uses the branch at l674

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not the lutbuilder ColorGradingLUT

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or ToneMapImpl = 1

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and if I switch to the ColorGradingLUT (if (1)) it's completely black and white

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since it then uses the lutbuilder with blowout 100

spare bane
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Worse is there's probably situations where it does use lutbuilder and some it doesn't

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Needs a oblivionremastered style rewrite

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Oblivion Remastered uses lutbuilder for untonemapgraded and does the actual tonemapping in the output shader

warm lion
jovial trout
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do lut dumps work with game pass?

spare bane
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shouldn't be any different

jovial trout
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couldn't remember if there were permission issues in the folder

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well, seems tony hawk doesn't work and not cause of missing lutbuilders

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oh wait I lied, rebooted the game and a lutbuilder dumped

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hm, didn't implement this right lol

warm lion
jovial trout
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oh, is it just not merged yet?

warm lion
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no idea tbh

jovial trout
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weird, different lutbuilder

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oh I see what I did, whoops

jovial trout
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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?

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also do we change these if statements to have the asuint?

spare bane
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should be != 0.f

jovial trout
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I'm seeing != 0 a lot 😅

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might need to do a find and replace for that

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does it functionally matter? Doesn't the compiler take care of that? I mean it's good to be correct anyway, just wondering

spare bane
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it matters on fxc

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but with uints

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fxc is weird

jovial trout
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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

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(tbh idk what it does)

elfin lance
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[branch] makes the compiler not flatten

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its good stuff

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pretty much every if shoul dhave a branch

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@jovial trout run these 2 for all SM5 shaders -- does a bit of asuint casting + adds branches

jovial trout
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that should be pinned in here tbh

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or do we have a wiki page for this?

elfin lance
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they're in #oducmentation

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idr if its pinned or not

elfin lance
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@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;
  }
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you put that in the wrong palce

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generate output goes after pow

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and before the output device selection

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this shader looks a bit weirdge

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(cb0[67].z is output device

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where do they do pow

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this looks like a custom or weird lutbuilder

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not standard at all

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also you missed ungradedap1 -- not used atm; but still godo to add it

warm lion
warm lion
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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

elfin lance
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we dont touch the ui shaders

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or the engine itself to modify that

warm lion
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oh okay, would be a nice addition to the advanced tab though 😄

jovial trout
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Should I manually pow the input?

elfin lance
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first dot function

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the colors in that dot function = ungraded

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just look at any lutbuilder in the repo

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also thats a sm5 lutbuilder with named cvars

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so you can see whats happening

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right before the output device branch, the shader should end with a pow (log2/exp2)

jovial trout
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Alright, thanks

elfin lance
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I think that 0xCBE6 lutbuilder is something super weird/custom

warm lion
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played with too many things at once and thought it's for the latest reshade build 😄

jovial trout
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but yeah, I didn't see where they do pow

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well, I guess I see some use of pow, but nothing that looks right compared to other lutbuilders

elfin lance
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please dump lutbuilders with no mods

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or ini tweaks

warm lion
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sure, but unfortunately none gets dumped

elfin lance
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ungraded ap1 is the first "y from ap1"

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if there is no 2722

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that means theres no y from ap1?

elfin lance
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or they're compute shaders

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send reshade.log with no ini tweaks

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or sk

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or other mods

jovial trout
elfin lance
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oh

jovial trout
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that's a random shader already in the mod

elfin lance
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yea I opened it

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ungraded is unused

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idk how it will be used ngl

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but might aswell future proof the shaders

jovial trout
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understandable lol

elfin lance
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it takes 1 second

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ctrl f 2722 -> setungradedap1

jovial trout
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yeah I've got it in the shader I have here

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I really don't know what to make of this missing pow though

elfin lance
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he said he had ini tweaks on

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probably generated a "native hdr lutbuilder"

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that lutbuilder is probably useless

jovial trout
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this is a missing lutbuilder I dumped for tony hawk

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apparently it's different for full release

elfin lance
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rip

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I remember commiting tony hawk lutbuilders

jovial trout
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so I was told lol

warm lion
elfin lance
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looks like the mod already has the shaders

jovial trout
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yeah I tried the specific dev build you gave for the game as well

elfin lance
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thats ancient

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they're part of the main repo now

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you can ctrl+f tony hawk

jovial trout
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ah true

elfin lance
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I add comments to all my lutbuilders

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for what game they where found in

jovial trout
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in any case: one new lutbuilder to add lol

elfin lance
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yea thats fine

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I got a few that I have to add myself

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you can commit it, you already fixed it I guess

jovial trout
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lemme reference the lutbuilder you did for the demo actually, maybe it's similar

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uh, you did that lutbuilder the same as mine, so it's probably visually wrong too

elfin lance
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al the lutbuilders are the same

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just ctrl f the constants

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some might just have a bit more code between untonemapped and tonemapped

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but where you stick the actual code in is always the same

jovial trout
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gotcha

elfin lance
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sm6 lutbuilders are easier kekwsit

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no 3dm memes

jovial trout
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when I figure it out, I'll fix the other tony hawk lutbuilder as well

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yeah idk, I tried putting it with the one pow inverse I could find and it doesn't work 🤷

neat wigeon
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eternal strands with reno

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i still cant figure it out lol

warm lion
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came out realoading a save gets it all applied, in my case it's super bright, sdr grading kicking in with some crazy exposure

warm lion
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without, just reshade+reno

neat wigeon
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this is what i get

warm lion
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i get this, sorry had no reshade for hdr png 😄 / i mean thats just ini tweaks

neat wigeon
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are you saying yours is ini tweaks?

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cause thes i posted are reno

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on vs off

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@jovial trout so what does it mean if nothing in the scene grading other than strengh does anything? :)

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also failed to create backup depth stencil texture seems to lead to a crash

quick sedge
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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

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And upgrading resources doesn't help in both cases

warm mortar
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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.

torpid glacier
warm mortar
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Yea, I don't need to use it.

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Was just wondering why it did that.

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The PS notifications don't cause the issue, only opening the actual Overlay

jovial trout
neat wigeon
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even restarted the game

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they do nothing

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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

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my only guess is they're doing something highly custom

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^

jovial trout
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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

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idk that much about how this unreal addon works though, maybe @elfin lance could give a better answer

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yeah I followed the code and the sliders should work with the lutbuilders in the mod

neat wigeon
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would be apprecated

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my fear is that it would require a custom mod

warm lion
neat wigeon
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the issue with forced native hdr is its gonna bypass anything custom the devs have in place

elfin lance
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you almost never want to use strength 0 in the UE mod because of how UE works

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the issue isnt the mod, but per channel correction; you can probably fix whatever you have issues with just playing with sliders

jovial trout
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they're saying the sliders are doing nothing

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but the code is there for them to work so 🤷

elfin lance
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might not be

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real time sliders

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ue5 game

warm lion
jovial trout
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yes

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demo didn't have hdr apparently, full game does, I'm guessing that's why it's different

warm lion
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might be, native hdr has slightly raised blacks, and ofc no ui brightness slider so it's bright af ;((((((((

jovial trout
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probably gamma mismatch

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also seems to be ACES 2000

neat wigeon
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only strength does anything

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so i cant removen the saturation or hue correction like shortfuse recommended to correct the colors

jovial trout
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sat and hue correction can be extremely subtle

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blowout restoration would be a better test

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see if it looks different between 0 and 100

neat wigeon
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i tried manually setting them to ridiculously high values. it seems they are doing something but its only visable at 500+ LOL

jovial trout
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if it's doing anything, then its working

warm lion
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they do work but here's the tricky thing 😄

neat wigeon
warm lion
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im using dlss, but it doesnt work until set off/on again, after doing that, sliders work, just need to reload save

neat wigeon
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so it so working

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which means the issue is elsewhere :(

warm lion
warm lion
red marten
warm lion
red marten
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damn the art style looks really good

warm lion
neat wigeon
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its a great game imo

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just want to get reno working right

quick sedge
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I still don't see what's wrong with it in Eternal Strands. Haven't tried it myself yet though

neat wigeon
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it doesnt match sdr even slightly

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its super super gray

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here

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sdr left reno right

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@quick sedge

frigid condor
#

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

cunning birch
#

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

viscid mirage
viscid mirage
rigid path
#

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

viscid mirage
#

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

rigid path
#

ya it was after i saw you updated it

viscid mirage
#

oof

frigid condor
#

looks like the hdr should be going well above the sub 400 nits you are seeing

warm lion
#

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% 😄

elfin lance
#

it was caused by RGB10A2 upgrades

rigid path
#

no upgrades clamp at 203 vs upgrades hits peak but with artifacts

viscid mirage
elfin lance
viscid mirage
elfin lance
#

maybe any upgrade causes the griefed bloom

viscid mirage
#

it's not just the bloom too, sometimes some culled geometry would freak out this way as well

elfin lance
#

for me it was

#

looking into the water

#

.

frigid condor
#

btw Marat, two DX12 UE4 games i tested that worked perfectly were F.I.S.T. and Sifu with my 9800x3D

rigid path
elfin lance
#

here is a video, go torwards the end

viscid mirage
elfin lance
#

about 55 seconds

frigid condor
#

yes sir

rigid path
#

don't think they've updated it in a long time

viscid mirage
#

I isolated it in arise's case to the proxy shader iirc

viscid mirage
rigid path
#

oh steam

viscid mirage
#

same

#

weird

elfin lance
#

try building an addon

#

revert state true

viscid mirage
#

I'm pretty sure I tried that

#

and didn't help

elfin lance
#

rip

rigid path
#

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

viscid mirage
#

to see if it's working

rigid path
#

don't think it writes a log, but its easy to tell its working since it enables the ue4 console in game

viscid mirage
#

dev console works, and the mod didn't change anything regarding upgrades for me

rigid path
#

ah okay so prob not related to that

torpid glacier
#

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

elfin lance
#

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

torpid glacier
#

has someone already worked on the sliders?

elfin lance
#

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

quick sedge
#

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

cunning birch
fresh meadow
#

Is reno available for jedi fallen order and jedi survivor? If not, is there someone planning to work on them?

bold gulch
#

both need custom mods

#

survivor had some work done

#

someone just needs to pick it up and finish it

fresh meadow
#

Seems like no one wants to do these games? They are pretty awesome imo. I’d love to play them again with proper hdr.

bold gulch
#

ya we need someone that wants to do them

#

survivor was pretty close to finished I think

fresh meadow
#

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

bold gulch
#

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

bold gulch
#

I would but I’m too lazy so @elfin lance can add to the wiki

elfin lance
unborn verge
cobalt marlin
#

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 ?

jovial trout
#

the mod used to default to scrgb afaik, might have been tested back then

#

you're free to update the wiki

cobalt marlin
#

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

jovial trout
#

Nah I mean the mod used to not have an hdr10 option at all

cobalt marlin
#

Oh ok, I'll correct my edit then

frigid condor
#

does this addon do anything for unreal engine 3?

#

found the answer as being no

#

nvm

cobalt marlin
#

It only half does

#

Tried it once on Rocket League, wasn't helpful at all but it did do something

#

Gamma correction iirc

frigid condor
#

haha, ya that was the post i just read

cobalt marlin
quick sedge
#

It also depends on whether it is dx9 or dx11?

topaz quail
quick sedge
topaz quail
#

the addon is for ue4 / ue5

elfin lance
#

sorry I completely forgot about adding the lutbuilders to the repo; I downloaded them; and I'll fix them up tomorrow

quick sedge
#

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

echo granite
ashen herald
#

Don't use it in UE

elfin lance
#

darktable bad

#

just stick to oklab

hollow lichen
#

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?

elfin lance
#

did you restart the game

hollow lichen
#

Yes, nothing happened.

elfin lance
#

make sure the game is in borderless

hollow lichen
#

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.

elfin lance
#

amd gpu?

hollow lichen
#

No, RTX.

#

Seems like the game only works with RenoDX in DX11.

#

Like Khazan.

quick sedge
#

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

quick sedge
#

Native HDR through Engine.ini also does not have this problem

quick sedge
#

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

neat wigeon
#

@quick sedge does that game not look really desaturated with Reno for you?

quick sedge
spare bane
neat wigeon
spare bane
#

cie triangle and gamut percentages

#

well, cie triangle mostly

neat wigeon
#

reno set to off ^

#

the first one is reno uninstalled

#

@spare bane seems to not really exceed bt709 if thats how you judge that

spare bane
#

do you have one of just vanilla sdr and vanilla hdr?

neat wigeon
#

also of course still has the color issues with hdr

neat wigeon
spare bane
#

that's a completely different shot...

neat wigeon
#

lemme redo it

#

is there a way to get reshade screenshots to include lillums tool?

spare bane
#

yes, in settings have it add the overlay

#

there's a checkbox

#

take screenshot with overlay, something like that

neat wigeon
#

stock reno

#

gimme two sec for the others

#

ah oops hold on

neat wigeon
spare bane
#

Save separate image with overlay visible

#

3rd checkbox in Screenshots section

neat wigeon
#

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

spare bane
#

when i mean vanilla, i mean unmodded

#

like no renodx

neat wigeon
#

thats what the 3rd one is

spare bane
#

seems to match, no? and with vanilla HDR via ini?

neat wigeon
#

let me try the hdr ini

#

one sec

spare bane
#

at least the off matches

neat wigeon
#

yeah the off matches

#

ini hdr LOL

spare bane
#

yeah, cooked

neat wigeon
#

so ini hdr is cooked and reno is undercooked :(

spare bane
#

so whatever custom sdr grading isn't tracking in renodx. maybe it is a custom matrix

neat wigeon
#

im guessing the only way to fix anything like that would be a custom mod

spare bane
#

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

neat wigeon
#

i see i see

spare bane
#

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

neat wigeon
#

it sounds likely

#

that would great

spare bane
#

on my laptop till next week, and no space left

neat wigeon
#

im guessing this is a bit above what can be done with configs and such

#

assuming that is the issue

spare bane
#

just not performant to be checking matrixes in realtime

#

could just make an option, yeah

#

but weird to incorporate it, possibly

neat wigeon
#

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

dire saffron
#

Has anyone tested Eriksholm yet?

quick sedge
spare bane
#

okay, but the saturation isn't correct. it's also oversaturated

quick sedge
neat wigeon
#

@elfin lance did you ever get the lut builders uploaded?

elfin lance
#

I'll do it later today

#

the 3 right

#

well 2

#

from banishers?

warm lion
warm lion
elfin lance
tight acorn
#

@spare bane how about adding the jon/koklusz preset as an hdr look button for the ue plugin

spare bane
tight acorn
#

Easy hdr look for Universal people plasmaGuyHdr

elfin lance
#

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

jovial trout
elfin lance
#

it might just be missing the pow

#

before output // where it branches to output devices

jovial trout
#

I tried adding a pow just to see what it looked like

elfin lance
#

but since I dont have the game, I cant test

#

oh

jovial trout
#

not desirable

elfin lance
#

rip

jovial trout
#

the demo does the same thing btw

#

that lutbuilder was added wrong

elfin lance
#

oh?

#

delete it from the repo

#

I think I added the demo lutbuilder, somebody tested it, said its good

jovial trout
#

it doesn't look bad necessarily, but it's certainly not a match for SDR

elfin lance
#

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;
}

jovial trout
#

much brighter in shadows

elfin lance
#

its wrong

#

probably because of the pow

jovial trout
#

yeah

elfin lance
#

what did you pow against

#

there should be a cbuffer

#

normally output device 0 should be srgb encode

jovial trout
#

I think I copied the cbuffer pow it did later on in the shader

elfin lance
#

but this output device 0 is a while ass thing

jovial trout
#

moved it up to the color right before the if statement for output

#

or well, I put it in the if statement

elfin lance
#

the banishers lutbuilders

jovial trout
#

since it was custom behavior lol

elfin lance
#

are like

#

idk where untonemapped ap1 is

#

there is no branch

jovial trout
#

I wonder if the first tony hawk was also weird

elfin lance
#

it goes straight from ungraded and

jovial trout
#

was that added to the mod?

elfin lance
#

to output

elfin lance
#

some guy said it looked good

jovial trout
#

nah for 1+2

elfin lance
#

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

jovial trout
#

yeah I don't see anything else commented "tony hawk" at least

elfin lance
#

but in UE, lots of games might share generic lutbuilders

#

there is one

jovial trout
#

I'd imagine it's the same thing honestly

jovial trout
#

this game looks completely identical to the first remaster

elfin lance
#

thats in the main repo

jovial trout
#

sorry I meant anything other than 3+4

neat wigeon
elfin lance
#

ohh no idk

elfin lance
#

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

neat wigeon
#

any way i can help?

elfin lance
#

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

warm lion
elfin lance
#

whats weird is the other banishers lutbuilder seems to be a compute shader

neat wigeon
#

i wasnt able to get that second lut builder he got

elfin lance
#

nvm

neat wigeon
#

in banishers

elfin lance
#

I can fix it

#

somebody else found the colors

warm lion
#

lutbuilder_0x642ABB11.ps_5_0.cso, the other one might be a result of me testing some console variables ;((((

elfin lance
#

found the colors

#

stay up a bit mpq

#

and tell me if it works

warm lion
#

its just 6 am at my place haha

neat wigeon
#

i can test

elfin lance
#

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

neat wigeon
#

rip

jovial trout
neat wigeon
#

@spare bane idk if you saw but avowed has a native hdr option now so perhaps a mod that works with mfg is possible?

jovial trout
earnest bolt
cobalt marlin
#

Another one of these... smh

earnest bolt
#

i closed steam too to make sure it's not highjacking it

cobalt marlin
#

How devs can ship such crippled builds seriously

#

Not like MS store has any limitation for Dualsense or anything

earnest bolt
#

wonder if it works on steam ver

cobalt marlin
#

Like they just assume users on GP only have xbox pads or what ?

#

What does pcgw say ?

earnest bolt
#

the page is a stub atm

cobalt marlin
#

err 😢

#

Steam page says what ?

earnest bolt
cobalt marlin
#

Looks like it's no DS support period

#

Unless Steam Input ig pepe_cross

earnest bolt
#

let me go find a xbox controller

#

at least sk has xbox mode i guess, still lame there's no native support

unborn verge
night dock
earnest bolt
#

off afaik

warm mortar
#

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

bold gulch
#

Most monitors are 2.2 so we can assume most devs use 2.2 monitors

quick sedge
#

Anyone trying out RoboCop?

earnest bolt
quick sedge
earnest bolt
small socket
#

That makes me wonder what happens if you run RenoDX on Linux considering afaik they use 2020 instead of the srgb that Windows does

jovial trout
#

Gamma correction is needed based on a mismatch between encoding used in a game and monitor gamma that the devs used

small socket
#

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?

thorny silo
#

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

small socket
#

Ah okay

thorny silo
#

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

small socket
#

Been a long time since I read math like that

thorny silo
#

renodx is a math library in disguise of hdr modding

small socket
#

At least there it's useful

#

In school I didn't really know why I should know it

thorny silo
#

srgb_decode ( gamma_encode (0.01) ) = 0.025

small socket
#

But that's something the game itself is doing?

#

So moving to console or Linux won't change a thing?

thorny silo
#

I don't think hdr content will change

bold gulch
thorny silo
bold gulch
#

sRGB monitors are rare

#

And nowadays only dev I can think of that uses 2.2 is from soft

small socket
bold gulch
#

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

small socket
#

So basically Fromsoft is doing it correctly by complete accident?

bold gulch
#

Maybe not by accident

#

It’s possible they could be fully aware of sRGB 2.2 mismatch stuff for whatever reason

#

Probably accident though

small socket
#

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

bold gulch
#

Pumbo says he made some headway with his contacts at epic

#

So we’ll see

jovial trout
# small socket So what do we call the raised blacks then in some games?

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.

covert hound
# elfin lance its not a hard fix, somebody who owns the game should be able to fix them up

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 😦

covert hound
cobalt marlin
#

You should join our Discord btw

covert hound
cobalt marlin
#

DSX's of course

covert hound
cobalt marlin
#

Nice of you to have done so dsxCatHeart that's one less potential ticket I'd have had to handle I guess 😉

earnest bolt
neat wigeon
#

outlast trials lutbuilder that needs to be added for anyone that can :)

quick sedge
earnest bolt
#

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

neat wigeon
#

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

unborn crest
#

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!

ashen herald
#

Yes... UE global reno uses SDR pathing

#

so internal game HDR needs to be off

unborn crest
#

Asked and answered, thank you. Roger that.

ashen herald
#

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

unborn crest
#

does Reno use SDR pathing for most Unreal games that have native HDR?

ashen herald
#

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

unborn crest
#

ok, so unless someone was using it to tweak the native HDR of a game it's gonna use SDR pathing

ashen herald
#

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

unborn crest
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ahhhh ok

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gotcha

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appreciate the explanation

neat wigeon
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@elfin lance any chance i could get you to add a lut builder?

elfin lance
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upload it

neat wigeon
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its the outlast trials

jovial trout
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ah right, I could take a look at that now

neat wigeon
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oh did that tag you again when i replied to it? lol

jovial trout
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nah I was just bored and checking channels lol

neat wigeon
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oh fair lol

neat wigeon
# neat wigeon

well if you got nothing to do you could look at this lol @jovial trout

jovial trout
jovial trout
neat wigeon
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its banishers

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it just crashes with reno

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tried everything i can think of :(

jovial trout
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did you try disabling default addons?

neat wigeon
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yup

jovial trout
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not really sure then, idk if I've seen that error before

neat wigeon
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im using specialK but i tried without it and it still crashes so its not that

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an upgrade or missing lutbuilder wouldnt cause a crash, right?

jovial trout
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upgrades can

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one reason to only use the minimum amount necessary

neat wigeon
jovial trout
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lemme know if that addon works in outlast though

neat wigeon
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let met try upgrades

jovial trout
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weird

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ah nvm not so weird

neat wigeon
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why is that?

jovial trout
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forgot about upgrades

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would be 8 bit something

neat wigeon
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sliders work

neat wigeon
jovial trout
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took me a solid 15 seconds to not register that as a typo

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missing e did a number on me

neat wigeon
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ive noticed a lot of games with reno look a bit less saturated than with vanilla. im guessing thats expected?

neat wigeon
jovial trout
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it's a per channel corrections thing

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so yeah kinda expected

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varies a bit from game to game

neat wigeon
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soo how would one restore sdr levels of saturation?

jovial trout
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sat correction 0 iirc?

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though you may be better off increasing saturation instead

neat wigeon
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yeah that works

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whats the negative to reducing saturation correction?

jovial trout
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In my experience with it, it makes it so the hue shift option doesn't work as well

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unfortunately per channel corrections tends to mean that games need some special tuning to look right

neat wigeon
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plus 4-6 ish satuations seems right for this game

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i guess i could just play with that whenever i set up a new game

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surprised theres no way to mitigate that

jovial trout
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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

neat wigeon
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im an sdr match purist so i think it gets to me way more than it should lol

jovial trout
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give that a try

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except contrast

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that's what koklusz came up with. It's extremely SDR friendly

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for stellar blade anyway

neat wigeon
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the general look is almost identical but its a tiny bit oversaturated

jovial trout
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it's a darker game so that kinda makes sense

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try sat 70 blowout 70

neat wigeon
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its kinda hard to see if the highlight saturation is right because i cant see the detial in sdr lol

jovial trout
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or maybe more like sat 60 blowout 60

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I'll post the settings I was using, one sec

quick sedge
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So Banishers can have HDR or not?

neat wigeon
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im also having crashing issues

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the lut builder is for the second character so its not a huge issue but still

neat wigeon
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@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

jovial trout
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nah that's effetively how you turn it off

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that's fine to do

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idk what it does for hues when you disable it though

neat wigeon
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turn what off exactly?

jovial trout
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everything related to per channel corrections. Those scene grading sliders are modifying the SDR input that the HDR is generated from.

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when everything is set to 0, it doesn't run that code

neat wigeon
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i see i see

jovial trout
neat wigeon
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its not 100% perfect match but its extremely close

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like probably only able to tell looking at analysis tools close

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when its all off

jovial trout
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what might look wrong with everything at 0 is highlight hues

neat wigeon
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that would only be visable in highlights that a very satuated, right?

jovial trout
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or white

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or what should be yellowish

neat wigeon
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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

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let me find another

jovial trout
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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.

neat wigeon
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shouldnt it appear more saturated with sat correction then? it looks less saturated in this game

jovial trout
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no it will either look about the same or less saturated

neat wigeon
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oh i read it wrong

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i see

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everything to 0 seems to match sdr much better

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or perhaps its becasue im just turning reno off instead of uninstalling totally?

quick sedge
neat wigeon
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outlast trials has native hdr yeah

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it just sucks

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gamma mismatch and hue shifts

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blue lights look green

jovial trout
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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.

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blowout restoration + hue shift in particular

neat wigeon
jovial trout
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ah

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that should be fine

neat wigeon
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gotcha

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so it seems in this game everything to 0 seems to match sdr

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which is odd

jovial trout
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that should always match sdr basically

neat wigeon
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oh

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so then id just always like that lol

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is the idea that it would correct some issues that sdr my have with hues?

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if i matches sdr without it why use it is my question

jovial trout
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ultimately the problem is there is no "right" way to convert SDR to HDR.

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what's artistically intended and what's a byproduct of SDR is subjective on our end

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tonemappass with those sliders all set to 0 is the most conservative sdr to hdr upgrade you can get

neat wigeon
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sounds like thats probably what id like then

jovial trout
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you will get almost the exact color that is in SDR, but with more of the detail from the untonemapped image

neat wigeon
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to me i want hdr to just be highlight detial

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i dont want the color to change

jovial trout
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color is detail as far as the math is concerned

neat wigeon
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unless its one of the like 2 games that exist that have assets that actually use hdr colors

neat wigeon
jovial trout
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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

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but yeah, ultimately this stuff lives on a spectrum imo

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we've all got our own ideas for what's properly vanilla friendly

neat wigeon
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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

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like it was presumably made with the shortcomings of sdr in mind

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thats my thoughts at least

jovial trout
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yeah, matching everything below near peak in SDR makes complete sense, it's that hyper compressed highlight range where it's a tossup

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where in many cases they couldn't show more detail/color if they wanted to