#✅RenoDX: Unreal Engine
1 messages · Page 18 of 1
like here this fire is yellow because that's just what ACES does to bright orange/red. Maybe they wanted it yellow, maybe it's just the way it was and they ran with it.
anyway, I guess what I'm saying is to trust your gut with it lol
im guessing you're referring to the sdr/sldiers at 0 pictures?
talking about sdr reference
i see what you mean then
when you were originally explaining it thought you meant it was a nessicarry thing that counteracts a side effect of renodrt
hut seems its more of an addative thing
i see i see
yeah i think ima have to give up on banishers and just used the fucked up forced ini hdr
the game just no work
with reno i mean
and i dont know if any of the modders have the game
@neat wigeon show it, what it looks like?
ini hdr or reno?
Reno is more interesting, I think
I would if it didn’t crash :)
I wanna play games with HDR
me too buddy
Oh you can play robocop 1 in hdr with ultra+
Is there any point enabling all resource upgrades in UE game? I dont see any artifacts after doing so. The game is The Ascent
as i understand it, itll either fix something or do nothing/cause issues
id leave them alone unless you're noticing an issue that could be solved
normally its very obvious though
black screen on boot, stuff clipped to paperwhite, etc
can cause problems and crashes, and not all games use all resource types
and for the ascent, you only need to upgrade BGRA8 typeless to output size
thanks
ya but it also strips a lot of custom grading if you do ini hdr
as opposed to ue renodx
its my only option left sadly
i cant get the unreal mod to work with banishers
consistent crashing
and now ive discovered i cant use ini hdr with specialK because the game lacks an engine.ini and UUU doesnt work with specialK
Usually I can't get any other command to work except r.HDR.UI.Level, I guess
There is no way I can adjust the brightness of games when I use ini HDR
we really need to get reno to support ini hdr
its a few lines in addon.cpp
and then we need to add the composite shaders (theres only 1 per UE version -- 5.1/5.2, etc and a few secs to fix)
the benefits are framegen working + potentially better perf because reno wont be doing any swapchain/resource upgrades
I often get other framegen glitches when using native UE HDR, but it would still be a right move
As an option
If it works as it should and has working settings
now we are back to asking for ini hdr support lol
I mean its all there
I made my own build
that has ini hdr support
fixed composite shader for a UE version and everything
all we really need is a slider that enables/disables renodx swapchain::Use() [ini hdr off/on]
and then start fixing composite shaders
We inch towards Wuwu with trans frameslop being a reality ever closer
yes please
But if RenoDX: UE won't work with some game, it won't work with ini HDR enabled either 🤔
@elfin lance I found this for DQ11. There is another one which is already covered but not the right one for the scene.
thanks in advance
@thorny silo that lutbuilder is useless; did you dump it with ini hdr on?
maybe it was from when you had ini hdr on earlier or the game made one
its not a regular lutbuilder
reminds me ofa native hdr lutbuilder
this lutbuilder is already in the addon, but sliders still don't do anything
dq11 might not be using a lutbuilder then
you can make a custom addon
add that lutbuilder in
set the output to like 1 1 1, return
and see if there is any difference
I can confirm that it uses the lut builder
I set the o0 *=2 and changed the brightness -> x2 bright
ok
it uses the lut above
its all black and white now
intersting
it seems DQ11 seems to work out of the box
just the lutbuilder doesnt draw in real time
sliders work, I just need to reset the lutbuilder.
by changing gamma
get the devkit out
are there game shaders
after the sample shader
or is it lutbuilder -> game -> ui
game -> ui
yes it works out of the box, the Blue Sun is just because of the per channel hue shift
yea per ch correction does funky stuff
I had pink flashlights in one game
guess thats mystery solved
ouch its because of the per channel blowout restoration
thats weird because when I set scene grading to 0, the sun is red
yep
well
you dont want to mess with scene grading
but yea blowout restoration is part of per ch correction
sometimes setting that to 0 helps fix things up
@elfin lance The Callisto Protocol works with Upgrade_B8G8R8A8_TYPELESS=1, Upgrade_CopyDestinations=1 & Upgrade_R10G10B10A2_UNORM=1, Here's the lutbuilder
if it works why is there a lutbuilder
might be a native hdr lutbuilder, lets c
yep
its the native hdr lutbuilder
By works, I mean you can get in the game, and it displays anything, which didn't happen before when I've tried to get renodx to work
Previously it either crashed or showed black screen
No, that's why I posted the lutbuilder
try blowout 100, and see if it makes the game black and white -- and if it doesnt restart the game to see if its per scene
also share reshade.log real fast
also make sure native hdr is off
nope
it is

because the above lutbuilder is useless
is there an easy way to dump it?
you'd dump all shaders
all 10 thousand of them
then you'd convert .cso to .hlsl
all 10 thousand of them
and then use something like notepad++ to search all the .hlsl files for a constnat
like y from ap1
like 0.2722
I can dump them and convert them and post them here
well if you know how to convert to hlsl
the only shaders we're interested in are the ones that have 0.2722 in them
this is how you search in a folder with np++
find what: 0.2722
filters: *.hlsl
directory: the dump folder
as for converting to hlsl, you use the 3dm cmd_decompiler with decompile.cmd to convert .cso -> hlsl
and you dump with the devkit
get in game, and click "dump all"
its almost 7am and bedge time; so if you dont know how I can help you out tomorrow
actually 1 sec
@unborn verge after you dump all with the devkit, put both of those files in the /dump/ folder with the .cso files -- and run decompile.cmd -- it will convert all cso to hlsl
(this only works on shader model 4/5 -- files with like ps_5_0 in them; if it has 6 in them you need different tools)
what can be done with banishers constantly crashing with reno?
I've made this pack lol
I just made the zip with files from my folder
but I guess people shared those 2 files 10000x times
Well I've posted the similar one here before
yea its nothing new
either way that means you know what to do
gl
load game with devkit -> get in game -> click "dump all" in the devkit -> close game -> convert cso to hlsl -> search all hlsl for 0.2722
files with 0.2722 are what we want
how exactly does this help you?
its just another way of getting lutbuilders
why we need them?
thats how the unreal mod works
there is a dump shaders option, the community dumps shaders, we fix them; and it adds games to the supported list
Ok, I can to this with Banishers
but the unreal addon isnt able to dump all the lutbuilders (what we need for the unreal mod) -- usually only compute shaders -- so you have to find those manually
but problem is that reno already works in the game, but game constantly crahses
no need to do that with banishers
and adding shaders wont make it crash less
the lutbuilders they use seem a bit custom, and I cant fix them without owning the game to see what I'm doing
so somebody who owns banishers needs to look into it
its ok
thats a lot of lutbuilders
a lot of them are CS too
which need manual fixs 
if all CS lutbuilders are RWTexture3D thats not a big deal
this is an interesting find
// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);
never saw 3dm define anything outside of cmp
It's strange, but in RoboCop during human gameplay the 500 nit limit goes away. It easily goes to 2000. I wonder if the 500 nit clamping could be some part of "RoboCop vision"
Does it spit out another lutdump?
V-Sync said here that LUT dumping doesn't work in this game
What did G-Sync say?
Oh I’m not sure then
But they still left that lens dirt texture on the screen, even though you're not RoboCop in this scene and you're not supposed to have that
float4
GenerateOutput(uint OutputDevice = 0u) {
renodx::draw::Config config = GetOutputConfig(OutputDevice);
float3 untonemapped_graded = renodx::draw::ComputeUntonemappedGraded(RENODX_UE_CONFIG.untonemapped_bt709, RENODX_UE_CONFIG.graded_bt709, config);
float3 color = untonemapped_graded;
if (CUSTOM_LUT_OPTIMIZATION == 0.f) {
config.gamma_correction = 0.f;
} else {
color = renodx::draw::ToneMapPass(untonemapped_graded, config);
}
color = renodx::draw::RenderIntermediatePass(color, config);
color *= 1.f / 1.05f;
return float4(color, 1.f);
}
@elfin lance do you know why there is a color *= 1/1.05 at the end?
yes
UE's lutbuilder encodes * 0.95 at the end
and then the sample shaders decode * 1.05
interesting
the * 1.05 is the same as that *0.95 encoding to keep things consistant
what fork?
with the unreal engine native support
ohh no, its just something on my pc
and only supports 1 composite shader
I used for testing
amd gpu?
@quick sedge RoboCop has all the lutbuilders it uses built into UE already -- the 500 nit issue is from the 3 custom post process shaders that draw after the generic UE stuff
try updating drivers or
-d3d11
oh damn good idea
yo what -d3d11 actually works for once
adds a lot of stutter though
weird
probably no shader precomp
@elfin lance I fixed the blue Sun in DQ11 by moving the per channel correction to the final step in the LUT builder, instead of at SetTonemappedBT709
🤔 its how it is in ToneMapPass, per channel correction after grading
interesting
another game I tried had pink flashlight highlights instead of white
with perchcorrection 
I guess its because of the grading function after correction
you want to correct torwards untonemapped, but in unreal/aces untonemapped can be a completely diff color idk
like disable per channel correction, and set grading strength to 0
thats what perch correction is comparing against iirc
yes its quite different
would be great if the unreal addon has another option to apply per channel correction for graded_bt709
significantly less hitching on my good rig 🤔
its less annoying overall actually despite targetting 120fps
yo marat
do you remember what was wrong with stellar blade's dlss and renodx in the demo?
nothing
wait what
I could have sworn that it caused issues
no, the issues where (probably) from upgrading the promo movie at the end of the demo
but since the full game doesnt have that movie, the full game had no issues
@elfin lance I found some lutbuilders as compute shaders during auto dump, not sure if they are used or not
auto dump with the unreal engine addon?
that shouldnt be able to dump CS
some games use CS
the only way to get cs should be to manually find them
if they're used or not is another thing
if a game has any form of pre-compilation
it might make a ton of lutbuilders
that are useless
autodump with devkit, and then I find them based on AP1 numbers
ah
if the game is already using PS lutbuilders
and you know it is
I highly doubt the CS lutbuilders are used
👍
if the ini HDR doesn't use the same LUT Builder with grading, then we can't fix it, I guess
usually ini hdr uses the same lutbuilders
but native hdr might generate a new lutbuilder
and that new lutbuilder might not have the sdr grading in it
like stellar blade, enable native hdr = new lutbuilders, and they dont have any of the sdr grading
but if you enable ini hdr (only 1 cvar); it doesnt enable native hdr -- but creates an hdr swapchain
and uses the sdr lutbuilders; just uses a different path (output device 3) -- which doesnt matter for us since we return before the output devices
Not sure what you guys did, but Visions of Mana works in DX12 now. Very nice.
Changed a bunch of internal stuff. Maybe RoboCop doesn't crash left and right anymore either
ultraplus can force ue hdr anyway, it's been working fine for me, no crashes
I've only had 2 crashes in a couple of days so far
Can Reno be used to stay in SDR but benefit of stuff like lowering UI brightness for games that do not have it native?
If you set scRGB
Why dont use scrgb always?
Frame gen needs hdr10
If i dont care about fg?
Is there a benefit of using scrgb?
Bit depth is higher = better quality?
scRGB can be used in both sdr and hdr
Technically scrgb can allow for even wider color gamuts than BT2020 but no screen can display, so its futuristic
@elfin lance Celestial Empire lutbuilder
I'll take a look at it later
There is only one game I've played where there is a noticeable difference in tech, and that's the crew motorfest. I wouldn't say there was a night and day difference but it was big enough to be noticeable. At least in the benchmark scene.
It also used more bt2020 color space on average than hdr10.
it sounds like an implementation error, for example they forgot to convert BT2020 -> BT709 -> saturation drug
in 2025, hdr10 is better than scRGB because its a wire format
so your display doesnt have to process scRGB -> hdr10 -- it gets to skip that step
so a bit less vram
also since most (99%) UE games are R10G10B10A2_unorm by default, hdr10 is usually a safer fit than scRGB
I just think that usually if a game (mod or native) has a noticeable difference between 2 modes, there is something wrong
personally I used to forget to convert BT709 -> BT2020 before converting to PQ
for sure
did you ever get a chance to take a look at this?
@bold gulch the hue correction slider is gonna push hues shifts towards the actual texture color at higher values and towards the sdr appearance at lower values, right?
In UE it should push towards the real color of the texture
with 0 not combating sdr tonemapping hue shifts at all im guessing?
I think if you want vanilla hues completely you have to disable all the per channel correction related sliders
Hue correction, saturation correction, hue shift, blowout restoration
All to 0
And you’ll get vanilla saturation and hues
but then highlights will have 0 color restore, right?
wish there was a way i could have the highlight clipped colors restored without hue shift correcting things that aren't even remotely close to highlights
Maybe hue shift to 100 and blowout restoration to whatever you want and the others to 0
Haven’t ever used per channel correction in my mods so idk
does blending (lerp) colors with and without correction based on luminance work here
so if hue correction restores color from sdr shifts
what does hue shift actually do?
is that strengh of hue shift from the hdr tonemap?
cant really reduce sat correction. fire goes to megenta
Per channel correction applies before the hdr tonemap and the upgrade to hdr
It takes the sdr tonemap and undoes the hue shifting and blowout
Honestly idk how it works haven’t looked at the code
Never had a reason to use it
im just curiuous what the intended effect of it is because hue shift and hue correction read like theyd be the same thing to me lol
they're the opposite
hue correction shows the original color
hue shift shows the shifted color
Hi @Musa, so I want to change the native HDR in a UE5 game called Steel Seed, the game uses SM 6.6 which is not compatible with the current SM 5.0 decompiler, the newest dxc can be used, but only to get the .asm file, you cannot get the hlsl and the shdr file currently with that matter, So I assume you do it differently for the UE5 games, so can you tell me what do you guys do for any newer UE5 games? To enable HDR and/or to fix native HDR in newest games such as Steel Seed? I want to joint the HDR mod community and test and add more RenoDX HDR modded games. I assume I have to first use the renodx-unrealengine.addon64 file, then run the game in SDR, then dump the shaders? Or does the universal renodx-unrealengine.addon64 file work on any UE4/UE5 out of the box?
Requires shortfuse’s decompiler
The generic unreal mod has a dump lutbuilder option though
If you turn that on
Then you can play and drop the file here that gets put in your folder and someone will add it to the mod
It’s also possible that the mod already has the shader
Ok, so here is what I did so far, I just used the generic unreal mod, with R10G10B10A2_UNORM to output size, then I got the game working, already looks far better than SDR, but some things do work while others dont; the game can have the peak brightness adjusted, UI brightness adjusted (adjusts the game brightness though), Game brightness does not adjust anything, and most of the advanced settings like contrast, shadows, exposure, highlights do not work. So what does that tell me?
that means the lutbuilders haven't been added
so it's not outputting actual hdr
the controls for game brightness, peak, and grading are all in the lutbuilder
that means you have to turn the dump lutbuilder option on and post the file it dumps into your folder here
well dump the lutbuilder from sdr
cause the generic ue mod requires hdr off as it uses sdr as a base
Aha, understood, how long to play the game until lutbuilder is dumped? I have both windows HDR off and in-game HDR off
It should dump immediately once you get into gameplay
Windows hdr can be on
Just in game should be off
It’s possible it’s one of those games where the sliders don’t apply in real time but it’s working
If that’s the case then you can set blowout to 0 and reboot the game and if it’s black and white then that means it’s working
Hmm, I have RenoDX addon enabled and set to vanilla, trace and dump shaders enabled, Windows HDR on, in-game HDR off, I still don't get the renodx folder with the lutbuilder. Adjust blowout to 0, restarting the nothing changes either, I only have
blowout to 100
blowout 0 does nothing
but if blowout 100 + game restart does nothing -- and dump lutbuilders doesnt dump lutbuilders -- maybe the game uses Compute Shaders -- the mod isnt able to auto-dump those
ive got this lutbuilder dumped in Banishers with latest generic ue addon
banishers does custom stuff, cant fix it since I dont own the game
do i understand correctly that it will not dump if its already added in addon?
when it comes to custom stuff, I want to see the changes inr eal time
nope, there are a few missing banishers lutbuilders
oh ok
but you are right, if a lutbuilder is in the mod; it wont dump (or else everybody would get tons of useless lutbuilders)
banishers demo is older build?
no idea
nevertheless, ue addon is working for me
it stopped crashing after I finished prologue
maybe the lutbuilders are unused then, who knows
thats very different behaviour then Scrungus's
if the game works just fine
once u can switch between characters, it's clamped if playing as that woman 😄
špoilerš
with reno mod?
maybe creators intent 😄
yeah, no just some atypical lutbuilder 😄
Oof meant blowout 100 lol
i ended up force enabling game console and playing with native ue hdr 😦
i cant get it to work
https://opm.fransbouma.com/uuuv5.htm
only uuu manages to enable console in that game, then I always put the whole set of commands like this:
r.SceneColorFringeQuality 0|r.MotionBlur.Amount 0.5|r.MotionBlurQuality 3|r.MotionBlurSeparable 1|r.MotionBlur.TargetFPS 0|r.Tonemapper.Quality 3|r.AllowHDR 1|r.HDR.EnableHDROutput 1|r.HDR.Display.OutputDevice 4|r.HDR.Display.ColorGamut 2|r.HDR.UI.CompositeMode 1|r.HDR.UI.Level 0.6
all of them apply at once 😄
its paid stuff = unacceptable
is piracy a taboo on this server?
and 4
@spare bane are you still a laptop gamer?
i have a 5090 desktop and 4050 laptop
no i mean you said you only had access to your laptop for a bit
i'm on my pc now
any chance you could take a peak at eternal strands? i know you mentioned you'd be down before
i'll try to get to it this week. got a backlog
appreciate it
So we need a separate mod for Banishers 🤔
Game is unstable for some people when using generic addon, reason unknown
missing a lut builder as well
the issue is that doesnt seem anyone who devs the mods actually owns the game lmao
Do devs accept gifts?
im sure they do
ive seen pumbo mention that hes not opposed to it before but i cant really speak for anyone else
a gift for all of them? 🤔
considering a lot of them have a kofi i wouldnt be surprised
i would certainly be surprised if anyone was willing to do that
I think that “i buy u a game, u mod it for me” is not very ok neither. If i spend 20 eur on smth I definitely would like to get smth in return 😂 but its toxic vibe
Or we just need more modders 🤔
What is a LUT? And what is a lutbuilder?
Ask ai 
Can AI make an HDR mod?
a lut (look up table) is used for color grading
A lutbuilder builds a lut
in my experience ai is really unhelpful for doing reno stuff
It can confuse the basic stuff
Hlsl and cpp programming is hard stuff. A lot of context needed
Reno modders are geniuses in that regard
Yes, something that leading game programmers can't do
Its also hard to explain normies why it even matters
For most gamers rtx hdr/winautohdr is already super cool
yes
LUT = look up table, it takes a color and return a color. For example, the Dragon Quest XI LUT I am looking at, seems to de-colorize in the red direction and increase intensity by adding more green. (this might be an error on my end though)
(the blue Sun is the result of mapping the red Sun)
a LUT builder is a function that generates that look up table.
so bright 
People have bought me games to mod, and I've done it. Though the ones willing to spend money also realized they can mod things themselves
idk if there are other modders this happened to but I already had that sleepy dogs key in my humble account rotting away 😂
Probably not my case heh
I cant code and idk how to mod, theres no guide
Plasma's stream is actually useful to setup the first steps
you can learn to fix God of War
its still very time consuming (8 hour stream)
I will try with blowout to 100 + restart the game after work today. If the Steel Seed game uses compute shaders, will you guys add support in the near future for that, or can we do it manually using the Renodx devkit, which I have already built on my PC.
I wishlisted 7DTD a while ago on here and ended up making the mod myself with little prior programming experience besides (a bit of python scripting and web dev)
Ritsu’s video and Musa’s guide on the Plasma stream were both really helpful for getting started, and it’s a really helpful and insightful community we’ve got here that will support your learning
You should be able to find and dump it with the devkit if it’s a cs
Should check it, im interested
I hope that ai can assist the programming part. Maybe someone here will help
Id like to mod game called IXION, but its unity engine
AA game, relatively unpopular
Yes, yesterday after taking a snapshot while in game, I saw a nice amount of cs and ps in the snapshot list, I haven't fully yet read the devkit's capabilities or tried them all, but can we get a single LUTbuilder file or do we have to fetch all cs and ps from the game using the devkit if the generic UE RenoDX mod does not work in that case?
In this Stream we will be following this guide to get all the tools necessary to start moddiing RenoDX. Musa will be walking me through ithttps://github.com/...
Is this correct? 5.5h stream? Is there something else? Ritsu video?
This one talks about setup, compiling the devkit, what to look for in a game such as GOW which is not a UE4/5 game, so no Unreal Engine mod talk here. So this video could be linked to RenoDX channel instead of RenoDX:Unreal Engine channel I guess
I have never played Mass Effect but I installed the Legendary Edition. The PCGamingWiki says it is UE3 so I assume Renodx is compatible with all versions and not just 4 and 5?
Ah ok. I did try it after my comment and it worked but the game seemed extremely bright at the very beginning. I'll have to test that version out then. I was not aware of the snapshot link with all the other games out there.
btw I've tried renodx with the latest version of Dragon Ball Z: Kakarot, the Upgrade B8G8R8A8_TYPELESS was not enough to unclamp it, but found a workaround by accident, these variables which can be put in engine.ini
[/script/engine.renderersettings]
r.DefaultFeature.AntiAliasing=2
r.TemporalAA.Upsampling=1
then it's unclamped, colors are still a bit off compared to vanilla but can be tuned a bit 😄
usually means you're bypassing their custom shader
which is why it's clamped in the first place
yeah, although it at least partially does the job
ps5 got the proper hdr, dunno why it wasn't added to pc version as well 😦
people use TVs on PS5 for proper HDR. pc "HDR" is pretty bad
that makes sense, most of the gaming displays offer some "hdr compatible" thing which is usually worse than sdr, I myself prefer pc gaming on an oled tv, gaming monitors are usually overpriced as hell
should be ootb! 😄
ps5 hdr is shit ootb
and cant be fixed
system level calibration works in 3 and a half games... so yeah... not so great
oh yeah, in titles with messed up gamma and lifted blacks, PC at least lets u fix things 😄
there are 3 shaders that follow tonemapping that are custom and very much for SDR. I tried modifying them, but tbh kinda lost interest when it wasn't super straight forward. It's possible it could work perfectly fine with this mod tbh https://www.nexusmods.com/dragonballzkakarot/mods/19
honestly I'd recommend the mod in general, idk why they use a sun glare that's just an overlay and not actually dynamic with any light source
berserker has a mod similar too that, but without the color grading shaders it looks super sterile and fucked up
but fixing the grading shaders there wasnt that big of a deal
tonemapmaxcll at the start, upgradetonemap at the end
I think so?
then you gotta undo srgb encoding and scaling
idk, I can't check, I deleted the shaders cause I stopped caring lol
yea invert intermediate ass
thats linear color
then you make a sdr color with tonemapmaxcll or neutralsdr
and then a gamma color with srgb encode
oh there's a solid chance I forgot to convert the color back to gamma for it
if lutbuilder was first and you did tonemap there then don't use neutralsdr
yeah you sent me it before
that works if you know the grading shader draws 100% of the time
in berserker the ingame fmvs only do lutbuilder + sample
I could do some cbuffer jank to check if the shaders exist
but the mod looks just fine as is; so its not a big deal
ya if the shader draws 100% of the time then you can defer display mapping
dbz sparking zero has a composite shader since it already has hdr
so you can just move displaymapping there
but yeah, I booted up the game, looked at the graphics update, went "cool", tried modding it, didn't go smooth, thought "I already 100% this game, am I really gonna play it again now?" and uninstalled
unfortunately it crashes with the latest game update 😦
RIP
lol okay, looks like it gets clamped with TAA on, with none or fxaa it's okay-ish
that's vanilla
with saturation correction 0 at least sky is not purple anymore ;(((
looks like the "blue vignette" is gone
which is probably what the post process fx shaders are doing
thats what they do in berserker
just figured out what makes the game clamp again, resolution scale and my dumb ass using Upgrade_B8G8R8A8_TYPELESS=1 ;((( ofc with =2 it works just fine
btw that's just main menu that looks so off, here's vanilla vs renodx w/default settings
Wuchang is busted
@spare bane getting an "unexpected goto" error when trying to decompile this lutbuilder
Are you using --use-do-while ? Might need spirv cross
lemme try
no I was not to answer the question lol
that worked
thanks!
tbh idk what flags we've got for decomp, is it written anywhere?
Type decomp.exe and it'll say
@jovial trout don't forget -f too to flatten
-f --use-do-while is what I decomp all lutbuilders with
that's what I ended up using yeah
got the lutbuilder added, game is still weird and clamps sometimes
no other lutbuilders dumped
maybe it needs 8 bit, didn't try. I'm not on the ball rn apparently
it does need rgb 10 bit unorm
like clair obscur needed
bgr8 typeless and unorm
also maybe try
"upgrade all shader destinations"
that will upgrade uavs too
stellar blade nee3ded it
what game
wuchang
yea just pr all the lutbuilders you fixed into one
also for wuchang
you can add it to addon.cpp
so it auto upgrades
just use the product name
you can find the product name in reshade.log
will do, I remember how from tony hawk
theres an array in addon.cpp that controls game defaults

@spare bane is untonemapped ap1 always right before the branch with mobile tonemapper/etc [sm5]
normally I use constants to find it; since 99% of lutbuilders are the same
but banishers had a custom lutbuilder that did a few extra things; and since I dont own the game I cant test in real time
banishers 😔
aspect ratio upgrades aren't catching dlss balanced mode...
upgrades work at full res, but the game also has a crashing issue with dlaa apparently
crashed with tsr too
hm
didn't catch quality mode either
fuck it, let's see if any size works without issues
crash
might be cooked
game has native hdr, no clue if it's good
oh, upgrades may not be necessary. I wasn't looking very hard and there are a ton of RTVs on these shaders
it wasn't clamping so it didn't make much sense, but it doesn't exactly look right either
maybe it's fine and this scene is just that muted
what game?
wuchang
this just doesn't look right to me
there's a grading shader after output. If I output the ungraded color, it looks very similar
I'm gonna see what their native hdr looks like I guess
ignores their color grading
lot of contrast...
maybe I'm worried about nothing though
w/e, lemme just get it ready to post, though the game needs special work I think
@elfin lance is there a regex posted anywhere for sm6 lutbuilders?
might be kinda jank, but here's a build for wuchang
had to upgrade rgb10_unorm by any size because they use weird aspect ratio resources for cutscenes that change based on your monitor aspect ratio.
without that, you get clamped cutscenes
main menu is borked by the looks of it
maybe fix their native hdr instead? seems like it'd be less work
Newer UE versions seem to upscale after tonemapping
For the game Steel Seed, it did not work dumping a lutbuilder .cso file using the common generic UE mod at blowouts set to 100, so when using the devkit, we have to manually find the correct shader and dump that one and then decompile it using the SM6 decompiler for that game?
Sounds bad
Huh, it's DLSS 4 but it works without downgrading FG version
nice
maybe someday everything in games will work as it should right away
on PC
because everything works perfectly on consoles, right?
the sky flickers
but only sometimes, the rest looks ok
updated addon for Wuchang. Still a bit scuffed, but better than native.
- fix upgrades and add custom upgrade (reset those settings)
- replace with safe functions
- fresh decomp for lutbuilder
still has the posterization that shows up in some situations near-black. We're trying to figure it out...
any specific settings for wuchang? game shows UI but rest is black
hmm weird, loaded Reno through SK instead of without and it functions normally now
delete reshade.ini [so it reloads settings] and use this plugin
https://cdn.discordapp.com/attachments/1293788112081915916/1398058893933936671/Project_Plague-WinGDK-Shipping_2025-07-24_17-46-40_312.png?ex=6884a40e&is=6883528e&hm=56cd235e4073a2f4f2bad9ea10f3e7541834ec86b07ec183ece7cfe4c86125a2&
https://cdn.discordapp.com/attachments/1293788112081915916/1398058702812090500/Project_Plague-WinGDK-Shipping_2025-07-24_17-43-55_110.png?ex=6884a3e1&is=68835261&hm=2c75f8cf8ab36f084a668801521f8311d14080c3dda0c3c439781d038d970fdc&
@spare bane so we have an issue in Wuchang and we think it might be renodrt related in some way (the posterization in shadows in some circumstances). We've verified that there aren't any grading shaders that follow it. We've also gone and replaced all the subsequent sqrt, pows, and saturates in following shaders with no luck. In these screenshots, it's even using a super standard lutbuilder that's been in the mod for a while (and I tried replacing with an updated decomp with the same problem).
You have any ideas? (If it tells you anything, those black splotches become white if darktable is selected 🤷)
sounds like NaNs
yeah
or just negative numbers
just have no clue where they'd be coming from
might be a division somewhere and some min value they output
like no channel is ever really 0
rgb = max(MIN_FLT, rgb) would probably fix it, showing it's probably a divide by 0
if rgb = max(0, rgb) still doesn't have issues, then it's a negative issue
would this be done on the color going into generateoutput?
that would be where we mod stuff mostly, but since we upgrade textures, can happen anywhere
some games rely on the LUT being 0-1
crisis core needs the saturate
I think we might have tried max 0 here, but i'm unsure so lemme try real quick
still happening with max 0 input
MIN_FLT isn't recognized, do I have to set that up?
just doing this lol
yeah still there
it might be easier to just make a mod specific for this game with the HDR path 🤷
idk what the cause of this is
does it happen before or after the lut shader
as far as we could tell, this is happening from the lutbuilder
and if you do scene strength 0 it goes away?
well, kinda hard to tell
darktable still hits the same spots
gradient looks natural if you crank exposure
so I'm not really sure
so you can see what I mean with darktable
you can basically just copy robocop then
might be dlss. just have to be care the hdr path is missing effects/code/lut
oblivion remastered breaks with sdr path
I wanna say I checked and TSR still has the problem
lemme double check though
yeah still there with tsr
I’m using the generic UE module (Renodx) and I get a black screen on Life is Strange: Double Exposure
I’ve tried R10G10B10A2_UNORM and also all the others, but no luck. It’s my first time using the generic UE module. Is there anything else I need to apply?
Thanks in advance!
Anyone have issues with wuchang title screen, I'm using SK + renodx and it looks like this
What about with RenoDX alone?
yeah it works fine, I'll disable SK.
It looks like that for me without SK too
@spare bane we went through all the unsafe functions and made them safe
in wuwang
so yea idk what the game is doing lmao
here's a lutbuilder from Robocop: Rogue City, is it doable? 😄
Custom mod that uses engine.ini hdr
oh was convinced it's for base game only, thanks! 😄
I’m able to use both together just fine, just with reshade loading normally as dxgi
Rogue city is the base game
actually it doesnt seem to work for me, sliders dont do anything, neither real time nor after restarting the game
I didnt do unfinished business
omg sorry
lol
i means unfinished business
I’ll add unfinished business lutbuilders
meant
Any updates on the Wuchang mod? I read a few of your posts and it sounded like you were going to make an individual mod because you were having some type of issues?
Nothing new, I may spin it off into a separate mod, not sure. I haven’t even actually played the game yet lol.
@jovial trout did you see if the shadow issues are limited only to that one area
or more of the game
if its just that one area, who cares; some games have worse issues
No clue
This is Steel Seed, a UE5 SM6.6, DX12 game, I am working on a mod, found the postprocess shader using the devkit, then I applied some code fixes for it. Is it normal that I only can adjust peakbrightness and if I ajdust UI brightness, it acts like game brightness? I checked the other shaders in the pipeline, there are separate shader for UI, highlights, but after trying to mod these, colors are weird, the issue persists. Is the UE5.5.x issue or SM6.6 issue? Are there other way to mod the shaders? I see there has been used 3Dmigoto in some other UE games, but that software does not support DX12. Trying to dump a lutbuilder, does not work either for this game
so far shadow issue has been everywhere in the first chapter area, there was some funky stuff going on in a cave that leads to an early look at the chapter 2 zone aswell
rip
i can take some screenshots and send them through if you nee
I trust
UI slider affecting game brightness means you have an error in the logic
It means RenderIntermediatePass isn't applying correctly
Might be caused by your shader fixes
The thing is Ritsu, if we just use the generic/common UE addon without doing any mod whatsoever to any shader, like if we just put the addon to game folder and run the game and upgrade output size to R10G10B10A2 to make the screen appear and not be black, the UI brightness affecting game brightness is still there.
Yes, it means there's a shader between lutbuilder and swapchain that's adjusting the image
Would that be the postprocess shader which seems to handle everything at the end of the pipeline? One of the very last shaders or somewhere else? I cant dump the lutbuilder shader from the Steel Seed game either
It's either a missing lutbuilder, or the postprocess shader
If game brightness slider doesn't do anything at all, then it's a missing lutbuilder
So some UE5/DX12 SM6.6 games may be missing lutbuilder, so we can't dump the lutbuilder, is that what you mean? I can post you the postprocessing shader which is one of the last shader files in the pipeline of the game after we do snapshot and you can quickly take look into it? The shader freezes the game if we click "Draw" in the devkit.
Newer UE versions use compute shader lutbuilders which the addon won't recognize on it's own. You'll have to dumb all shaders, then decompile them
If you dumb all shaders, compress and send them to me I can find it for you
And you haven't answered if game brightness slider affects game at all.
Ok, I can do that. And to answer your question: No the game brightness slider does not affect the game at all. Only UI brightness affects the whole image, instead of the UI it self.
Hi, here are all the ps and cs, please check which one we need to mod.
Couldn't find anything
Send the csos
Here are the cso files in this zip archive (undecompiled )
Also can you test changing the game brightness, then reloading the save data or something to see if it's working?
If you mean RenoDX game brightness slider, that one does nothing. if you mean actual game brightness from the game graphics settings menu, then yes, it can be adjusted, but its just a brightness slider for the overall picture, nothing more
I mean renodx game brightness
Sometimes you have to reload savedata or something for the settings to apply
Yeah, should be working. All lutbuilders are accounted for
@glossy valve Well I tried multiple times but at no effect. Game brightness slider in RenoDX does nothing. The UI slider does, but it changes the whole picture brightness as if the UI should be game brightness slider. Did you check those shader cso files I sent you if you had the chance?
Yeah, no missing lutbuilders
Ok, why cant we dump the lutbuilder shader then using the generic unreal engine addon then when we we have the "dump lutbuilder shader" turned on and restarted the game?
The addon doesn't dump lutbuilders that are already added to the mod
@glossy valve Ok, so the game has lutbuilders already so the generic ue addon wont dump lutbuilder shaders? Is that what you mean?
The game's mod has the lutbuilders already
Ok, and yes you are right, but these are spread across several shader files. Whats the next objective then? To find and isolate the ones with lutbuilders and patch then for RenoDX injection?
I found 11 lutbuilder shader candidates, so I will try to work with them for RenoDX HDR meanwhile, here are the candidates zipped.
@celest ginkgo when a UE game pre-compiles shaders
it will dump like 20 lutbuilders
but 19 of them are probably trash
its just lutbuilders that are baked into that UE version
usually the lutbuilders the game itself uses dont even spawn until you visit that area
@elfin lance when does this happen? In the 3D rendered menu or in game as you play a bit. The shaders I posted here, can they be used to mod for RenoDZ or not?
if they're lutbuilders, adding them never hurts
but what I'm trying to say is maybe 1 of those is the lutbuilder your game needs; and which one you'd have to test
I guess you can force the output of each lutbuilder to a different color; and then when you start the game and the game is a flat color; you know "ok its lutbuilder 32"
also a lot of those are sample shaders, not lutbuilders -- we dont need those
actually they're all sample shaders
not lutbuilders
here is how I find lutbuilders
- convert all cso -> .ll
update set DXC_PATH="C:\Users\desktop\Desktop\dev stuff\tools\decompiler\bin\dxc.exe"
to where your DXC is
- use notepad++ to search all
.llfiles for0x3FEFFFFF40000000
all the files notepad++ returns will be lutbuilders, because that hex string is mad(0.999[repeated) -- something found only in lutbuilders
also when you use decomp.exe, use the -f tag
it flattens the decomp, makes it comfy
These are output shaders, not lutbuilders
I told him lol
I guess he just searched for lut
@glossy valve did you ever see a game that uses BOTH PS and CS lutbuilders/sample shaders
like lets say level 1 is PS, level 2 is CS
so far I havnt
I want to say with some confidence that is a UE game uses lets say PS lutbuilders/sample shaders, it will use that the entire game -- unless there is an update (Lies of PP went from PS -> CS with the DLC update)
Are they custom
Savage planet 2 added some other tonemapper (AgX) in the output shaders
Still need to make a mod/fix for that
But they still run the normal lutbuilder and sample it in another branch
Steel seed could maybe be the same
those look like fairly standard UE5.3+ output shaders
from the input signatures to a quick look at the code
@elfin lance Thank you so much for the guide Marat! We should have a guide for this for everyone who is interested in modding PC games for RenoDX HDR, of course we have other methods as well, but I like this one if it works properly.
I made a guide for sm5 lutbuilders
I need to make one for sm6
and put it on the wiki
you made sure your game wasnt just using per-scene lutbuilders right
like you set blowout to 100, and restarted the game [turned it off completely, and turned it on]
also reshade.log will have entries like "replacing 0xdeadbeef"
which means the mod already has the lutbuilder
@spare bane @jovial trout @bold gulch I found the cause of the nans; I removed the max0 from untonemapped ap1 pow
ima try to safepow it now
nice
max 0 in ap1 is fine cause anything wider than bt2020 is useless anyway
just gotta make it safe
@Marat what is the chance of finding UE5 SM6_6 LUTbuilder shaders which have the same Unique ID as 2 other already patched games in the gamelist?
I dont get what you're saying
yea ik, max0 should be fine there; but if its causing nans who knows
man this being flattened for once is grief
and I'm not good enough with regex to automate this
probably need to make a ton of pows safe
in the lutbuilder
also it seems if I swap from oklab -> ictcp; it goes from white nans to black nans
this is a generic lutbuilder used in a ton of games; so I wonder whats special here thats griefing shadows
no powsafes should be in the lutbuilder
shouldn't have negatives
unless its in bt709 after converting from wcg
yea ik its all ap1, I'm just playing around
well right before the branch
its bt709
so I guses after it goes from ap1 -> 709
I wonder if its hue shift/hue correction
I assume strenght 0 = dont run any of the code
all this work in the lutbuilder, maybe a custom mod is worth making
if jon doesnt do it, maybe I'll figure it out when I want to play the game
@elfin lance After using your SM6 LUTbuilder guide on how to find and convert to .LL files. Notepad++ found 2 of them for Steel Seed. Can you confirm if these are ones, if I need both or just one of them for patching?
These are already added in the mod
@glossy valve Yes, that is what I noticed, how can Steel Seed have exact same hash names for 2 other games already modded games in the sm6 repo folder, this will also conflict while building the renodx-unrealengine.addon64 I think
Whole reason unrealengine mod works is because games share lutbuilders
If two shaders have the same hash, it means their code is 100% the same
@glossy valve Ok, so if Steel Seed has the same lutbuilder hash as any of the already patched games, will that mean we dont need to patch the lutbuilder shader for Steel Seed?
@glossy valve Yes, so that's what I struggle to figure out. Because I can only adjust the peak brightness slider and UI brightness slider, which seems to work as the game brightness slider, changing the brightness of the whole scene in this game. Gamma Correction slider works too. I cant use any other slider in this game, like any of the other sliders like in scene grading or custom color grading.
Game is working fine
Whenever you change sliders, you'll have to adjust the ingame brightness setting for the lutbuilder changes to apply
As I mentioned here
@glossy valve So, if I today try to use the official renodx-unrealengine.addon64 file in Steel Seed and then try again to reload save game data or try adjusting the brightness in the game's brightness slider to see if RenoDX sliders takes effect? Is that what you mean? If not than we need to patch custom addon for this game?
Official unrealengine mod is working in steel seed, yes
@glossy valve Ok, I will test again later today when I get home from work. If after reloading a couple of times and also adjusting the in game brightness and game brightness of the mod, suddenly works or not, then I will let you know 🙂
@glossy valve Just tested Steel Seed with the official unreal engine mod, it hooks and I get HDR as usual, but I tried loading and reloading save games multiple times, I tried adjusting in game brightness, yet still no RenoDX HDR adjustment sliders work except for peak brightness slider and UI brightness slider (which acts like the game brightness) and gamma correction slider.
did you mess with the ini?
Ingame HDR is off?
Nope
Yes
Not sure what to tell you. I tested the game myself and it's working
@glossy valve Thats very strange you got it to work but not me hmm with the official renodx unrealengine mod. What reshade version are you using?
6.5.1
@glossy valve ok. I have the same and you only did R10G10B10A2_UNORM to output size right? What are your RenoDX UI settings by the way?
Same upgrade, and I just push renodx game brightness to 500 nits and adjust the ingame brightness and the new game brightness applies.
@glossy valve and does scene and color grading sliders work after this?
Yes
Wow thats good.
I think I will reinstall my game and re-add reshade again to the executable, then put the official unreal engine addon again to the folder. I am currently on a laptop with HDR 600 nits peak. amd W11. However if this works/does not work I will try on my OLED TV with 1500 nits peak and with my main gaming desktop PC connected to the TV.
Do you think running the game on a laptop could have any issues? Reason I am running on a laptop is because its easier for me to do any kind of a mod and because I do other projects, but the laptop has HDR screen so it should work fine.
Where you run the mod shouldn't affect it
@glossy valve Can you show RenoDX UI please while in-game?
@glossy valve Wait a minute, the slider values you set in RenoDX UI only update if you touch the in-game brightness slider?
Yes
@glossy valve oh my god.. Then it works for me as well!. All this time I thought the slider would update in real time. But I guess this requires a custom mod, am I right? Like I tried Asterigos game, which I also have, sliders there can be updated in real time, so we dont have to touch the brightness control in-game at all.
@glossy valve Thanks for this Ritsu, mayne I misunderstood you about this game, well at least I spent some hours over few days to learn the devkit, source code what it does and how to mod games hehe
I told you multiple times sliders won't update realtime 
All's well that ends well, enjoy the game
lmao
Anyway thanks guys for your help, been a pleasure, I will work and may ask questions for other games as well once I have time. Hopefully I will be able to patch to have the sliders adjustment in realtime at least locally on my PC first
@errant spindle
thx
@elfin lance @spare bane lutbuilders for grounded2
Finally built my first custom Steel Seed addon, my first RenoDX HDR mod ever, all sliders work and this is HDR10 BT2020. Yes I have many sliders available for now, but not all are used 🙂
I'll get to it later
@elfin lance any luck friend 
Help, so for The Ascent, i use it through SK to Reshade addon, and it works
I did the upgrade mentioned
Do i need to do anything else ?
doesnt hurt to check with lilium analysis shader if stuff works and adjust sliders to your liking.
what is lilium analysis?
when installing reshade you can choose this shader pack which contains a lot of useful shaders with the most useful one being the analysis one.
allows you to see peak brightness, CIE diagrams and other stats
ah, i use SK, so i only took the reshade64.dll, is there a way to add it to reshade through SK
Hello, ceci est la refonte de mes TUTO à jour, tout est inclus ici.
Elle fait suite a vidéo HDR en 3 minutes.
Once you finish this video you will have understanding and all the tools for HDR.
English pictures : https://imgur.com/a/dFhz6YG
les outils utilisés dans la vidéo :
(Win 11 only) Calibration windows : https://apps.microsoft.com...
You'll need to use eng subs
ah sorry i dont really use SK, someone else can prolly help
But gets the job done
since reshade works as it is, presing home and it shows and all of that, i just need to add the lilium reshade files in reshade that is now in SK, same way i did with renox as a addon, and the unity game addon for The Ascend
i wander now were can i get the lilium reshade files?
https://wiki.special-k.info/en/SpecialK/ReShade you can follow central installation
or my video
Thanks :3
@tight acorn does this look ok? also sorry for the ping
it looks like it's working ya
@tight acorn sorry for the ping.
Can this pin include a link to https://github.com/clshortfuse/renodx/wiki/Mods
+
If you get a black screen when launching a game with the Unreal Engine mod, upgrade R10G10B10A2_UNORM to output size
if you are a new user and you come to this channel, you just have to know to google renodx unreal engine and scroll down
to fix the game
which is stupid
I think the download link should link to a GitHub discussion that has the instructions or something
I also pointed out something similar the other day that we don't mention in the legend properly that even if the game seemingly works perfect, if upgrades are mentioned, use them.
Casue we have contradictory text there.
Having a direct link to snapshots without instructions just leads to people not understanding certain things. Thats why I only use nexus links for my mods on the mods page
there are github discussions as well
Ya that’s why I’m saying it should link to GitHub discussions
So the snapshot link should just be a link to discussions
I think it should still just be a download link to the mod itself, it's simple, but when user has a black screen and doesnt know why, they have to ask
when the information is on the github, but how would they even know to go there
for regular mods I don't think we get many people that get confused by it. Seems like people know to look for instructions instead of blindly assuming the snapshot is all they need. We do get a lot of questions about the unreal mod though
we had a good influx of confused people with the move to reshade 6.5.0 though lol
Problem is that 99% of the instructions are given by people in the chat.
And then directed: download the pinned mod.
there is that
And by 99%, I mean the basic instruction etc.
So, linking there and making it all better.
it's usually people not knowing the mod page exists it seems like
Yeah
Yeah there is nothing we can do to make clicking the pin button easier
People aren't all that savvy with how GitHub functions either, so.
@tight acorn sorry I was buisy
but that is just a nature of discord and a million channels
discord UX is ass, it's bad at everything
truly a testament to the state of other communication platforms that discord conquered all without question lol
We could create a nice welcome channel going over basics, too.
Make people read it all, get a role, and then access to rest of channels.
Onboarding wizard basically.
people don't read if it's more than a paragraph 
Quiz time!
Don't pass the quiz, no entry allowed!
||jk, that's horrible UX, too. lol||
dw bro i just have a friend eager to grounded in hdr

actually u could add the info about clicking pin button on the welcoming message while joining the server - font 50, RED 😄
https://betterdiscord.app/
btw try this thingy, which brings plugins support back do discord, custom themes can be applied as well as dozen of qol plugins which are easily accessible from discord plugin settings they added - there's a built in marketplace 😄
actual date instead of hourly timestamps are godsend
there's also one that adds local pins functionality, so u can save whatever u find relevant, as only ppl with permissions can pin messages 😄
I really should give some of these third party discord things a try sometime
u won't be disappointed, there's even simple, but priceless tabs functionality, coz jumping between servers/channels/threads can be a pita
so i just drop that in grounded 2 and test ?
yea lmk
I was going to make a PR since it looks generic
but yea its just unreal with your 2 builders
ty bud lemme see
you still need upgrades, idk what they are for the game
ya i put same as grounded 1
having hdr already is gud
i'm laucnhing game
looks like it's hdr
enjoy
although the game crashes when i use lilium shaders
tyvm
it did capture 2000 nits for the frame lol
oof
sliders aren't workin tho
based on the lutbuilder; it looks new
so its 100% scene based lutbuilders
so you'd need to like open and close the equip menu
or load a save
unlike the first game :(
@elfin lance It doesn't work on the Steam version apparently.
who doesnt work
the reno for grounded 2
yes i have try
the only settings make changement is UI brightness
do U need my LUTbuilder ?
it works perfectly fine
the lutbuilders are just per scene
so the sliders are not real time
so you configure the sliders once, restart the game (or load a save), and enjoy
yea I have that same issue
with my setup
in UE5 games
@spare bane was thinking about a neat QoL feature we could add, is it doable to add highlights or like colour to the text in the RenoDX menu within ReShade?
Or like even highlight a certain option etc?
If so, whenever UE5 one is used, and it detects an Xyz game is playing, it highlights one bit in the menu that you determine. So, if I launch Jusant, R10G10B10A2_UNORM gets highlighted in the menu.
Or like in another colour and such.
Uh, is he supposed to look this orange? 
Jusant is 90% hue shifts
But yes, orange boy orange
I just made him Lara Croft instead 
Doesn't look as weird
(by I, I just mean I installed a mod)
doesn't work for me
Do I need to enable UE hdr ?
gamepass
do you use the generic UE renodx ?
ok it's now working, i must have picked the wrong file
thanks
We already add rules for some games to get upgrades automatically. We could go back and do that for the whole compatibility list, but tedious. Actually, might be a perfect little task for AI.
Nvm it wouldn’t have project name
Yeah would be tedious
Is the looking up the different exe's and its paths the most tedious part?
Because if so maybe other people here can help gather the information?
Oh, we do? Then that’s best. I thought we didn’t for some reason so I suggested that.
That’s definitely better then, yeah.
Sadge
That trailer is proper orange, yeah. Will just play then, loving the game.
The left one looks really nice here, ngl. 👀
The code is quite simple, we could probably post a template for people to fill out for the game they care about and we could copy paste into the mod.
But we play as orange, since designed that way. It’s fine.
I mainly wanted to know if shit was broken on my end or what.
the screenshot shows that because of ACES hue shift they have to pick weird colors to get it to look the color they really wanted in design process. but ACES hue shifts very differently depending on shadows/midtones/highlights
I recently got a new display so I always get sus’d out since I haven’t fully calirated it, yet.
ACES ruined their ability to provide a consistent output
so they did some overly tomato red in the texture so it comes out the orange they wanted
Star Wars lookin’ ass orange boy.
The game is ridiculously pretty.
You should try out Cairn if you liked this, btw.
Cairn is also climbing but more simulation. More granular control.
Only demo out and I played it couple months ago, really loved it. Waiting for its release.
Probably UE there as well, I forgot.
i don't play games 😕

i play with numbers
Looool fair
I think that would be a good idea
What would the fill out require, like owning the game so you know the exe name etc?
Project name shows up in the reshade log with the unreal addon installed, after that it’s just filling out the resource types in the if statement template.
So the tedious work is needing to install/open every game in the list, the code is easypeasy
This is all that’s needed for us to copy paste into the mod.
{
"Expedition 33",
{
{"Upgrade_B8G8R8A8_TYPELESS", UPGRADE_TYPE_OUTPUT_SIZE},
{"Upgrade_B8G8R8A8_UNORM", UPGRADE_TYPE_OUTPUT_SIZE},
{"Upgrade_R10G10B10A2_UNORM", UPGRADE_TYPE_OUTPUT_SIZE},
},
},
On phone so screwed up ‘’ symbols, can’t code post I don’t think
Right, but every mod we have listed on that repo, we already have a project name for that, correct? Since that's more of a 'validated' list of mods?
If so, we don't need project names. And now it comes down to what resource types we need in the template, which is also something we can copy from that validated mods list, as in the notes we mention which resources need to be upgraded, correct?
If that's the case, for current validated listed mods, we shouldn't need to install/open every game, or am I missing something else?
No, project name isn’t the same as game name
Can’t use exe name either cause it varies beteeen stores
Ahhh, okie
Yeah, RIP scenes then.
Something to be vigilant about when someone comes asking for support about an Xyz game, and then just have them post the log, lol.
Outside of that, that's too tedious, even if you own the games.
Game name is the one it shows when it is running in window mode or how should I interpret that?
| [RenoDX] Marked default values for SB-Win64-Shipping.exe (Stellar Blade)
Like this?
I think that’s it
I think it’s setup for stellar blade already so you could check if that’s what’s in the code already
It's setup like this
{ "Stellar Blade", { {"Upgrade_CopyDestinations", 1.f}, {"Upgrade_B8G8R8A8_TYPELESS", UPGRADE_TYPE_OUTPUT_SIZE}, {"Upgrade_R10G10B10A2_UNORM", UPGRADE_TYPE_OUTPUT_SIZE}, }, },
So I guess we need to add the between the brackets ( ) from the reshade.log
Also wonder what the difference is between E33 in the universal UE mod and the standalone one
