#✅RenoDX: Unreal Engine

1 messages · Page 18 of 1

neat wigeon
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i see i see

jovial trout
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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.

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anyway, I guess what I'm saying is to trust your gut with it lol

neat wigeon
jovial trout
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talking about sdr reference

neat wigeon
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when you were originally explaining it thought you meant it was a nessicarry thing that counteracts a side effect of renodrt

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hut seems its more of an addative thing

jovial trout
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oh, no, it's applying to the SDR tonemapper

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per channel correction stuff that is

neat wigeon
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i see i see

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yeah i think ima have to give up on banishers and just used the fucked up forced ini hdr

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the game just no work

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with reno i mean

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and i dont know if any of the modders have the game

quick sedge
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@neat wigeon show it, what it looks like?

neat wigeon
quick sedge
neat wigeon
quick sedge
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I wanna play games with HDR

neat wigeon
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me too buddy

earnest bolt
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Oh you can play robocop 1 in hdr with ultra+

verbal thicket
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Is there any point enabling all resource upgrades in UE game? I dont see any artifacts after doing so. The game is The Ascent

neat wigeon
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as i understand it, itll either fix something or do nothing/cause issues

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id leave them alone unless you're noticing an issue that could be solved

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normally its very obvious though

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black screen on boot, stuff clipped to paperwhite, etc

maiden sphinx
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and for the ascent, you only need to upgrade BGRA8 typeless to output size

verbal thicket
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thanks

neat wigeon
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using ini hdr you need to apply gamma correction, right?

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@bold gulch ^

bold gulch
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ya but it also strips a lot of custom grading if you do ini hdr

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as opposed to ue renodx

neat wigeon
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i cant get the unreal mod to work with banishers

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consistent crashing

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and now ive discovered i cant use ini hdr with specialK because the game lacks an engine.ini and UUU doesnt work with specialK

quick sedge
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Usually I can't get any other command to work except r.HDR.UI.Level, I guess

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There is no way I can adjust the brightness of games when I use ini HDR

bold gulch
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Lilium brightness adjustment shader

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I think ue5 has some parameters

elfin lance
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its a few lines in addon.cpp

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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)

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the benefits are framegen working + potentially better perf because reno wont be doing any swapchain/resource upgrades

quick sedge
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I often get other framegen glitches when using native UE HDR, but it would still be a right move

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As an option

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If it works as it should and has working settings

warped lynx
elfin lance
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I mean its all there

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I made my own build

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that has ini hdr support

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fixed composite shader for a UE version and everything

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all we really need is a slider that enables/disables renodx swapchain::Use() [ini hdr off/on]

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and then start fixing composite shaders

ashen herald
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We inch towards Wuwu with trans frameslop being a reality ever closer

neat wigeon
quick sedge
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But if RenoDX: UE won't work with some game, it won't work with ini HDR enabled either 🤔

thorny silo
elfin lance
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I'll look into it later

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its almost 5am

thorny silo
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thanks in advance

elfin lance
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@thorny silo that lutbuilder is useless; did you dump it with ini hdr on?

thorny silo
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no, the dump actually doesn't give me any shader

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I dumped all shaders and searched

elfin lance
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maybe it was from when you had ini hdr on earlier or the game made one

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its not a regular lutbuilder

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reminds me ofa native hdr lutbuilder

thorny silo
elfin lance
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you can make a custom addon

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add that lutbuilder in

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set the output to like 1 1 1, return

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and see if there is any difference

thorny silo
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I set the o0 *=2 and changed the brightness -> x2 bright

elfin lance
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ok

thorny silo
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it uses the lut above

elfin lance
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set blowout to 100 in the UE addon

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and restart the game

thorny silo
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its all black and white now

elfin lance
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it seems DQ11 seems to work out of the box

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just the lutbuilder doesnt draw in real time

thorny silo
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sliders work, I just need to reset the lutbuilder.

elfin lance
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per-scene lutbuilders on an ancient version of UE

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I'm surprsied

thorny silo
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by changing gamma

elfin lance
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get the devkit out

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are there game shaders

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after the sample shader

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or is it lutbuilder -> game -> ui

thorny silo
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game -> ui

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yes it works out of the box, the Blue Sun is just because of the per channel hue shift

elfin lance
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yea per ch correction does funky stuff

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I had pink flashlights in one game

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guess thats mystery solved

thorny silo
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ouch its because of the per channel blowout restoration

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thats weird because when I set scene grading to 0, the sun is red

elfin lance
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well

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you dont want to mess with scene grading

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but yea blowout restoration is part of per ch correction

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sometimes setting that to 0 helps fix things up

unborn verge
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@elfin lance The Callisto Protocol works with Upgrade_B8G8R8A8_TYPELESS=1, Upgrade_CopyDestinations=1 & Upgrade_R10G10B10A2_UNORM=1, Here's the lutbuilder

elfin lance
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might be a native hdr lutbuilder, lets c

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yep

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its the native hdr lutbuilder

unborn verge
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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

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Previously it either crashed or showed black screen

elfin lance
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do the grading slider works

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like

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blowout

unborn verge
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No, that's why I posted the lutbuilder

elfin lance
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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

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also share reshade.log real fast

unborn verge
elfin lance
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also make sure native hdr is off

unborn verge
elfin lance
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maybe it uses a compute shader lutbuilder

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you'd need a devkit for that

unborn verge
elfin lance
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because the above lutbuilder is useless

unborn verge
elfin lance
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you'd dump all shaders

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all 10 thousand of them

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then you'd convert .cso to .hlsl

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all 10 thousand of them

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and then use something like notepad++ to search all the .hlsl files for a constnat

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like y from ap1

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like 0.2722

unborn verge
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I can dump them and convert them and post them here

elfin lance
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well if you know how to convert to hlsl

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the only shaders we're interested in are the ones that have 0.2722 in them

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this is how you search in a folder with np++

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find what: 0.2722

filters: *.hlsl

directory: the dump folder

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as for converting to hlsl, you use the 3dm cmd_decompiler with decompile.cmd to convert .cso -> hlsl

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and you dump with the devkit

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get in game, and click "dump all"

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its almost 7am and bedge time; so if you dont know how I can help you out tomorrow

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actually 1 sec

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@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

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(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)

verbal thicket
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what can be done with banishers constantly crashing with reno?

elfin lance
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but I guess people shared those 2 files 10000x times

unborn verge
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Well I've posted the similar one here before

elfin lance
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yea its nothing new

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either way that means you know what to do

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gl

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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

verbal thicket
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how exactly does this help you?

elfin lance
verbal thicket
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why we need them?

elfin lance
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thats how the unreal mod works

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there is a dump shaders option, the community dumps shaders, we fix them; and it adds games to the supported list

verbal thicket
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Ok, I can to this with Banishers

elfin lance
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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

verbal thicket
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but problem is that reno already works in the game, but game constantly crahses

elfin lance
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and adding shaders wont make it crash less

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the lutbuilders they use seem a bit custom, and I cant fix them without owning the game to see what I'm doing

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so somebody who owns banishers needs to look into it

verbal thicket
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I own it 😄

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but I dont know what to do anyway

elfin lance
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its ok

unborn verge
elfin lance
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thats a lot of lutbuilders

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a lot of them are CS too

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which need manual fixs despairge

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if all CS lutbuilders are RWTexture3D thats not a big deal

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this is an interesting find

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// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);
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never saw 3dm define anything outside of cmp

quick sedge
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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"

neat wigeon
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Does it spit out another lutdump?

quick sedge
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V-Sync said here that LUT dumping doesn't work in this game

left narwhal
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What did G-Sync say?

ashen herald
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Free-sync in the corner

neat wigeon
quick sedge
thorny silo
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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?

thorny silo
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interesting

elfin lance
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the * 1.05 is the same as that *0.95 encoding to keep things consistant

warped lynx
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yo marat

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do you happen to have a link to that fork?

elfin lance
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what fork?

warped lynx
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with the unreal engine native support

elfin lance
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ohh no, its just something on my pc

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and only supports 1 composite shader

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I used for testing

warped lynx
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oh

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anyway Rune Factory crashes when transitioning to some cutscenes

elfin lance
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amd gpu?

warped lynx
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nvidia

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albeit on an outdated driver

elfin lance
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try updating drivers or

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-d3d11

warped lynx
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oh damn good idea

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yo what -d3d11 actually works for once

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adds a lot of stutter though

elfin lance
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weird

warped lynx
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probably no shader precomp

thorny silo
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@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

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🤔 its how it is in ToneMapPass, per channel correction after grading

elfin lance
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interesting

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another game I tried had pink flashlight highlights instead of white

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with perchcorrection kekwtf

thorny silo
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I guess its because of the grading function after correction

elfin lance
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you want to correct torwards untonemapped, but in unreal/aces untonemapped can be a completely diff color idk

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like disable per channel correction, and set grading strength to 0

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thats what perch correction is comparing against iirc

thorny silo
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yes its quite different

thorny silo
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would be great if the unreal addon has another option to apply per channel correction for graded_bt709

warped lynx
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its less annoying overall actually despite targetting 120fps

warped lynx
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yo marat

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do you remember what was wrong with stellar blade's dlss and renodx in the demo?

elfin lance
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nothing

warped lynx
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wait what

elfin lance
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the demo just played a movie

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and that was broken

warped lynx
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I could have sworn that it caused issues

elfin lance
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no, the issues where (probably) from upgrading the promo movie at the end of the demo

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but since the full game doesnt have that movie, the full game had no issues

warped lynx
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let me see if I took a screenshot

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do you remember this

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or this

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last one

thorny silo
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@elfin lance I found some lutbuilders as compute shaders during auto dump, not sure if they are used or not

elfin lance
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that shouldnt be able to dump CS

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some games use CS

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the only way to get cs should be to manually find them

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if they're used or not is another thing

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if a game has any form of pre-compilation

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it might make a ton of lutbuilders

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that are useless

thorny silo
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autodump with devkit, and then I find them based on AP1 numbers

elfin lance
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ah

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if the game is already using PS lutbuilders

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and you know it is

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I highly doubt the CS lutbuilders are used

thorny silo
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👍

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if the ini HDR doesn't use the same LUT Builder with grading, then we can't fix it, I guess

elfin lance
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usually ini hdr uses the same lutbuilders

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but native hdr might generate a new lutbuilder

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and that new lutbuilder might not have the sdr grading in it

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like stellar blade, enable native hdr = new lutbuilders, and they dont have any of the sdr grading

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but if you enable ini hdr (only 1 cvar); it doesnt enable native hdr -- but creates an hdr swapchain

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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

warm mortar
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Not sure what you guys did, but Visions of Mana works in DX12 now. Very nice.

spare bane
earnest bolt
quick sedge
quartz ember
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Can Reno be used to stay in SDR but benefit of stuff like lowering UI brightness for games that do not have it native?

verbal thicket
bold gulch
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Frame gen needs hdr10

verbal thicket
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If i dont care about fg?

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Is there a benefit of using scrgb?

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Bit depth is higher = better quality?

bold gulch
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scRGB can be used in both sdr and hdr

thorny silo
maiden sphinx
elfin lance
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I'll take a look at it later

warm flame
thorny silo
elfin lance
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in 2025, hdr10 is better than scRGB because its a wire format

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so your display doesnt have to process scRGB -> hdr10 -- it gets to skip that step

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so a bit less vram

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also since most (99%) UE games are R10G10B10A2_unorm by default, hdr10 is usually a safer fit than scRGB

thorny silo
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I just think that usually if a game (mod or native) has a noticeable difference between 2 modes, there is something wrong

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personally I used to forget to convert BT709 -> BT2020 before converting to PQ

neat wigeon
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did you ever get a chance to take a look at this?

neat wigeon
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@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?

bold gulch
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In UE it should push towards the real color of the texture

neat wigeon
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with 0 not combating sdr tonemapping hue shifts at all im guessing?

bold gulch
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I think if you want vanilla hues completely you have to disable all the per channel correction related sliders

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Hue correction, saturation correction, hue shift, blowout restoration

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All to 0

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And you’ll get vanilla saturation and hues

neat wigeon
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but then highlights will have 0 color restore, right?

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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

bold gulch
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Maybe hue shift to 100 and blowout restoration to whatever you want and the others to 0

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Haven’t ever used per channel correction in my mods so idk

neat wigeon
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hue shift to 100 casues it to look more like the texture, no?

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oh wait i see

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lol

thorny silo
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does blending (lerp) colors with and without correction based on luminance work here

bold gulch
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Hue correction 100 does

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Per channel correction is doing some lerp stuff

neat wigeon
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so if hue correction restores color from sdr shifts

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what does hue shift actually do?

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is that strengh of hue shift from the hdr tonemap?

neat wigeon
bold gulch
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Per channel correction applies before the hdr tonemap and the upgrade to hdr

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It takes the sdr tonemap and undoes the hue shifting and blowout

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Honestly idk how it works haven’t looked at the code

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Never had a reason to use it

neat wigeon
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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

bold gulch
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they're the opposite

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hue correction shows the original color

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hue shift shows the shifted color

celest ginkgo
#

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?

bold gulch
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The generic unreal mod has a dump lutbuilder option though

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If you turn that on

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Then you can play and drop the file here that gets put in your folder and someone will add it to the mod

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It’s also possible that the mod already has the shader

celest ginkgo
# bold gulch Requires shortfuse’s decompiler

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?

bold gulch
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that means the lutbuilders haven't been added

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so it's not outputting actual hdr

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the controls for game brightness, peak, and grading are all in the lutbuilder

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that means you have to turn the dump lutbuilder option on and post the file it dumps into your folder here

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well dump the lutbuilder from sdr

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cause the generic ue mod requires hdr off as it uses sdr as a base

celest ginkgo
bold gulch
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It should dump immediately once you get into gameplay

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Windows hdr can be on

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Just in game should be off

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It’s possible it’s one of those games where the sliders don’t apply in real time but it’s working

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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

celest ginkgo
elfin lance
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blowout 0 does nothing

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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

verbal thicket
elfin lance
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banishers does custom stuff, cant fix it since I dont own the game

verbal thicket
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do i understand correctly that it will not dump if its already added in addon?

elfin lance
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when it comes to custom stuff, I want to see the changes inr eal time

elfin lance
verbal thicket
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oh ok

elfin lance
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but you are right, if a lutbuilder is in the mod; it wont dump (or else everybody would get tons of useless lutbuilders)

verbal thicket
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banishers demo is older build?

elfin lance
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no idea

verbal thicket
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nevertheless, ue addon is working for me

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it stopped crashing after I finished prologue

elfin lance
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maybe the lutbuilders are unused then, who knows

verbal thicket
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thats very different behaviour then Scrungus's

elfin lance
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if the game works just fine

verbal thicket
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well, candles are bit strange, but its ok i think 😄

warm lion
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once u can switch between characters, it's clamped if playing as that woman 😄

verbal thicket
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špoilerš

verbal thicket
#

maybe creators intent 😄

warm lion
warm lion
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i ended up force enabling game console and playing with native ue hdr 😦

verbal thicket
warm lion
# verbal thicket 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

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all of them apply at once 😄

verbal thicket
neat wigeon
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i got it for free somewhere

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dont remember lol

verbal thicket
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is piracy a taboo on this server?

spare bane
#

yes

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rule 5

verbal thicket
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and 4

neat wigeon
#

@spare bane are you still a laptop gamer?

spare bane
neat wigeon
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no i mean you said you only had access to your laptop for a bit

spare bane
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i'm on my pc now

neat wigeon
#

any chance you could take a peak at eternal strands? i know you mentioned you'd be down before

spare bane
neat wigeon
quick sedge
#

So we need a separate mod for Banishers 🤔

verbal thicket
neat wigeon
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missing a lut builder as well

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the issue is that doesnt seem anyone who devs the mods actually owns the game lmao

verbal thicket
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Do devs accept gifts?

neat wigeon
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im sure they do

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ive seen pumbo mention that hes not opposed to it before but i cant really speak for anyone else

quick sedge
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a gift for all of them? 🤔

neat wigeon
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considering a lot of them have a kofi i wouldnt be surprised

verbal thicket
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Sharing steam acc definitely not welcome here?

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Generally sus

neat wigeon
#

i would certainly be surprised if anyone was willing to do that

verbal thicket
quick sedge
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Or we just need more modders 🤔

neat wigeon
#

start learning to code then 👍

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that sounded much more aggressive than i meant it to

quick sedge
#

What is a LUT? And what is a lutbuilder?

verbal thicket
#

Ask ai pepeToast

quick sedge
#

Can AI make an HDR mod?

topaz quail
topaz quail
quick sedge
verbal thicket
#

Hlsl and cpp programming is hard stuff. A lot of context needed

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Reno modders are geniuses in that regard

quick sedge
verbal thicket
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Its also hard to explain normies why it even matters

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For most gamers rtx hdr/winautohdr is already super cool

bold gulch
thorny silo
# quick sedge What is a LUT? And what is a lutbuilder?

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.

spare bane
jovial trout
#

idk if there are other modders this happened to but I already had that sleepy dogs key in my humble account rotting away 😂

verbal thicket
thorny silo
#

you can learn to fix God of War

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its still very time consuming (8 hour stream)

celest ginkgo
# elfin lance blowout to 100

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.

maiden sphinx
# verbal thicket Probably not my case heh I cant code and idk how to mod, theres no guide

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

maiden sphinx
verbal thicket
verbal thicket
#

Id like to mod game called IXION, but its unity engine

#

AA game, relatively unpopular

celest ginkgo
# maiden sphinx You should be able to find and dump it with the devkit if it’s a cs

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?

verbal thicket
#

Is this correct? 5.5h stream? Is there something else? Ritsu video?

celest ginkgo
past pasture
#

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?

ashen herald
#

Generic UE Reno isn't compatible

#

There's a specific Reno for LE though

past pasture
warm lion
#

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 😄

spare bane
#

usually means you're bypassing their custom shader

#

which is why it's clamped in the first place

warm lion
#

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 😦

spare bane
#

people use TVs on PS5 for proper HDR. pc "HDR" is pretty bad

verbal thicket
#

nono, its very good 😄

#

with mods

warm lion
#

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

warm lion
verbal thicket
#

ps5 hdr is shit ootb

#

and cant be fixed

#

system level calibration works in 3 and a half games... so yeah... not so great

warm lion
#

oh yeah, in titles with messed up gamma and lifted blacks, PC at least lets u fix things 😄

jovial trout
#

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

elfin lance
#

but fixing the grading shaders there wasnt that big of a deal

bold gulch
jovial trout
#

pretty sure that's what I tried

#

didn't look right

bold gulch
#

did you linearize

#

if lutbuilder first

jovial trout
#

I think so?

bold gulch
#

then you gotta undo srgb encoding and scaling

jovial trout
#

idk, I can't check, I deleted the shaders cause I stopped caring lol

elfin lance
#

thats linear color

jovial trout
#

these shaders come after the output shader

#

iirc

elfin lance
#

then you make a sdr color with tonemapmaxcll or neutralsdr

#

and then a gamma color with srgb encode

jovial trout
#

oh there's a solid chance I forgot to convert the color back to gamma for it

bold gulch
#

if lutbuilder was first and you did tonemap there then don't use neutralsdr

jovial trout
#

yeah you sent me it before

elfin lance
#

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

bold gulch
#

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

jovial trout
warm lion
jovial trout
#

RIP

warm lion
#

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 ;(((

elfin lance
#

which is probably what the post process fx shaders are doing

#

thats what they do in berserker

warm lion
#

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

warm lion
#

btw that's just main menu that looks so off, here's vanilla vs renodx w/default settings

tulip gazelle
#

Wuchang is busted

jovial trout
spare bane
jovial trout
#

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?

spare bane
#

Type decomp.exe and it'll say

jovial trout
#

oh, duh

#

idk why I'm treating this like some abnormal cmd thing

elfin lance
#

@jovial trout don't forget -f too to flatten

#

-f --use-do-while is what I decomp all lutbuilders with

jovial trout
#

that's what I ended up using yeah

#

got the lutbuilder added, game is still weird and clamps sometimes

#

no other lutbuilders dumped

elfin lance
#

did you upgrade resources?

#

like bgr8_typeless or rgb10a2

jovial trout
#

maybe it needs 8 bit, didn't try. I'm not on the ball rn apparently

#

it does need rgb 10 bit unorm

elfin lance
#

like clair obscur needed

#

bgr8 typeless and unorm

#

also maybe try

#

"upgrade all shader destinations"

#

that will upgrade uavs too

#

stellar blade nee3ded it

jovial trout
#

I got devkit, lemme check

#

it'll need bgr8 unorm

elfin lance
jovial trout
#

wuchang

elfin lance
#

pog

#

commit to repo

jovial trout
#

will do

#

also gotta pr that outlast trials lutbuilder

elfin lance
#

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

jovial trout
#

will do, I remember how from tony hawk

elfin lance
#

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

neat wigeon
#

banishers 😔

jovial trout
#

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

neat wigeon
#

what game?

jovial trout
#

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

jovial trout
#

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?

jovial trout
#

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

pulsar wave
grim kernel
glossy valve
celest ginkgo
#

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?

unborn verge
glossy valve
quick sedge
#

nice

#

maybe someday everything in games will work as it should right away

#

on PC

#

because everything works perfectly on consoles, right?

dire saffron
dire saffron
#

but only sometimes, the rest looks ok

elfin lance
#

wuchang will have a mod in a few min

#

I'm helping jon set it up

jovial trout
#

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...

elfin lance
#

yea idk if its something returning 0/black

#

or a nan from an unsafe function

pulsar wave
#

any specific settings for wuchang? game shows UI but rest is black

pulsar wave
#

hmm weird, loaded Reno through SK instead of without and it functions normally now

elfin lance
jovial trout
#

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 🤷)

spare bane
#

sounds like NaNs

jovial trout
#

yeah

spare bane
#

or just negative numbers

jovial trout
#

just have no clue where they'd be coming from

spare bane
#

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

jovial trout
#

would this be done on the color going into generateoutput?

spare bane
#

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

jovial trout
#

I think we might have tried max 0 here, but i'm unsure so lemme try real quick

#

still happening with max 0 input

spare bane
#

and max MIN_FLT?

#

or just max(0.00001f, x)

jovial trout
#

MIN_FLT isn't recognized, do I have to set that up?

jovial trout
#

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

spare bane
#

does it happen before or after the lut shader

jovial trout
#

as far as we could tell, this is happening from the lutbuilder

spare bane
#

and if you do scene strength 0 it goes away?

jovial trout
#

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

bold gulch
spare bane
#

oblivion remastered breaks with sdr path

jovial trout
#

I wanna say I checked and TSR still has the problem

#

lemme double check though

#

yeah still there with tsr

small carbon
#

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!

fathom rapids
#

Anyone have issues with wuchang title screen, I'm using SK + renodx and it looks like this

left narwhal
#

What about with RenoDX alone?

fathom rapids
#

yeah it works fine, I'll disable SK.

brave musk
#

It looks like that for me without SK too

elfin lance
#

@spare bane we went through all the unsafe functions and made them safe

#

in wuwang

#

so yea idk what the game is doing lmao

warm lion
warm lion
jovial trout
bold gulch
warm lion
bold gulch
#

I didnt do unfinished business

warm lion
#

omg sorry

bold gulch
#

lol

warm lion
#

i means unfinished business

bold gulch
#

I’ll add unfinished business lutbuilders

warm lion
#

meant

ivory oriole
#

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?

jovial trout
#

Nothing new, I may spin it off into a separate mod, not sure. I haven’t even actually played the game yet lol.

elfin lance
#

@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

jovial trout
#

No clue

elfin lance
#

did you make a PR?

#

you did

celest ginkgo
#

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

pulsar wave
elfin lance
#

rip

pulsar wave
#

i can take some screenshots and send them through if you nee

elfin lance
#

I trust

glossy valve
#

It means RenderIntermediatePass isn't applying correctly

#

Might be caused by your shader fixes

celest ginkgo
glossy valve
#

Yes, it means there's a shader between lutbuilder and swapchain that's adjusting the image

celest ginkgo
glossy valve
#

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

celest ginkgo
# glossy valve It's either a missing lutbuilder, or the postprocess shader

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.

glossy valve
#

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.

celest ginkgo
#

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.

celest ginkgo
glossy valve
#

Send the csos

celest ginkgo
#

Here are the cso files in this zip archive (undecompiled )

glossy valve
#

Also can you test changing the game brightness, then reloading the save data or something to see if it's working?

celest ginkgo
celest ginkgo
glossy valve
#

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

celest ginkgo
#

@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?

glossy valve
#

Yeah, no missing lutbuilders

celest ginkgo
#

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?

glossy valve
#

The addon doesn't dump lutbuilders that are already added to the mod

celest ginkgo
#

@glossy valve Ok, so the game has lutbuilders already so the generic ue addon wont dump lutbuilder shaders? Is that what you mean?

glossy valve
#

The game's mod has the lutbuilders already

celest ginkgo
#

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?

celest ginkgo
elfin lance
#

@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

celest ginkgo
#

@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?

elfin lance
#

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

#

update set DXC_PATH="C:\Users\desktop\Desktop\dev stuff\tools\decompiler\bin\dxc.exe"

#

to where your DXC is

#
  1. use notepad++ to search all .ll files for 0x3FEFFFFF40000000
#

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 kekwsit it flattens the decomp, makes it comfy

glossy valve
elfin lance
#

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)

glossy valve
#

I could swear I did

#

Avowed uses both

viscid mirage
#

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

elfin lance
#

those look like fairly standard UE5.3+ output shaders

#

from the input signatures to a quick look at the code

celest ginkgo
#

@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.

elfin lance
#

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

elfin lance
#

@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

jovial trout
#

nice

bold gulch
#

max 0 in ap1 is fine cause anything wider than bt2020 is useless anyway

elfin lance
#

just gotta make it safe

celest ginkgo
#

@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?

elfin lance
#

I dont get what you're saying

elfin lance
#

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

bold gulch
#

no powsafes should be in the lutbuilder

#

shouldn't have negatives

#

unless its in bt709 after converting from wcg

elfin lance
#

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

celest ginkgo
#

@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?

glossy valve
celest ginkgo
#

@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

glossy valve
#

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

celest ginkgo
#

@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
#

Yep

#

Means something else is going on

celest ginkgo
#

@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.

glossy valve
#

Whenever you change sliders, you'll have to adjust the ingame brightness setting for the lutbuilder changes to apply

celest ginkgo
#

@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?

glossy valve
celest ginkgo
#

@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 🙂

celest ginkgo
#

@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.

celest ginkgo
celest ginkgo
glossy valve
#

Not sure what to tell you. I tested the game myself and it's working

celest ginkgo
#

@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?

glossy valve
#

6.5.1

celest ginkgo
#

@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?

glossy valve
#

Same upgrade, and I just push renodx game brightness to 500 nits and adjust the ingame brightness and the new game brightness applies.

celest ginkgo
#

@glossy valve and does scene and color grading sliders work after this?

celest ginkgo
#

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.

glossy valve
#

Where you run the mod shouldn't affect it

celest ginkgo
#

@glossy valve Can you show RenoDX UI please while in-game?

celest ginkgo
#

@glossy valve Wait a minute, the slider values you set in RenoDX UI only update if you touch the in-game brightness slider?

glossy valve
#

Yes

celest ginkgo
#

@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

glossy valve
#

I told you multiple times sliders won't update realtime doomerWojak

#

All's well that ends well, enjoy the game

jovial trout
#

lmao

celest ginkgo
#

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

tight acorn
#

@errant spindle

errant spindle
tight acorn
celest ginkgo
#

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 🙂

elfin lance
tight acorn
#

@elfin lance any luck friend hehe

tidal fable
#

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 ?

fierce lava
fierce lava
#

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

tidal fable
small socket
#

You'll need to use eng subs

fierce lava
#

ah sorry i dont really use SK, someone else can prolly help

small socket
#

But gets the job done

tidal fable
#

i wander now were can i get the lilium reshade files?

tight acorn
#

or my video

tidal fable
#

Thanks :3

tidal fable
#

@tight acorn does this look ok? also sorry for the ping

tight acorn
#

it looks like it's working ya

left narwhal
#

@tight acorn sorry for the ping.

left wolf
#

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

GitHub

Renovation Engine for DirectX Games. Contribute to clshortfuse/renodx development by creating an account on GitHub.

#

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

bold gulch
#

I think the download link should link to a GitHub discussion that has the instructions or something

left narwhal
#

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.

bold gulch
#

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

spare bane
bold gulch
#

Ya that’s why I’m saying it should link to GitHub discussions

#

So the snapshot link should just be a link to discussions

left wolf
#

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

left narwhal
left wolf
#

when the information is on the github, but how would they even know to go there

jovial trout
#

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

left narwhal
#

And then directed: download the pinned mod.

jovial trout
#

there is that

left narwhal
#

And by 99%, I mean the basic instruction etc.

#

So, linking there and making it all better.

jovial trout
#

it's usually people not knowing the mod page exists it seems like

left narwhal
#

Yeah

left wolf
#

Yeah there is nothing we can do to make clicking the pin button easier

left narwhal
#

People aren't all that savvy with how GitHub functions either, so.

elfin lance
#

@tight acorn sorry I was buisy

left wolf
#

but that is just a nature of discord and a million channels

jovial trout
#

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

left narwhal
#

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.

jovial trout
#

people don't read if it's more than a paragraph sadyeehaw

left narwhal
#

Quiz time!

#

Don't pass the quiz, no entry allowed!

#

||jk, that's horrible UX, too. lol||

tight acorn
warm lion
warm lion
#

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 😄

jovial trout
#

I really should give some of these third party discord things a try sometime

warm lion
elfin lance
#

ok lets fix dio's lutbuilder

tight acorn
#

so i just drop that in grounded 2 and test ?

elfin lance
#

yea lmk

#

I was going to make a PR since it looks generic

#

but yea its just unreal with your 2 builders

tight acorn
#

ty bud lemme see

elfin lance
#

you still need upgrades, idk what they are for the game

tight acorn
#

ya i put same as grounded 1

#

having hdr already is gud

#

i'm laucnhing game

#

looks like it's hdr

elfin lance
#

enjoy

tight acorn
#

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

elfin lance
#

so its 100% scene based lutbuilders

tight acorn
#

peak brightness

#

works

#

i see

elfin lance
#

so you'd need to like open and close the equip menu

tight acorn
#

so it's only when changing

#

ya

elfin lance
#

or load a save

tight acorn
#

unlike the first game :(

elfin lance
#

the lutbuilders being per scene is something unreal changed in 5.3

#

go bitch at them

errant spindle
#

@elfin lance It doesn't work on the Steam version apparently.

elfin lance
#

who doesnt work

errant spindle
elfin lance
#

did you copy these settings

#

specifically the resource upgrades

errant spindle
#

the only settings make changement is UI brightness

elfin lance
#

@tight acorn explain it

errant spindle
#

i have restart the game

#

and nothing

tight acorn
#

Idk

#

Works for me

#

I have gamepass ver

errant spindle
#

do U need my LUTbuilder ?

elfin lance
#

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

tight acorn
#

Sadly lilum analysis crashes the game

#

Welp idk

#

Gotta go sleep

#

Gn

elfin lance
#

with my setup

#

in UE5 games

left narwhal
#

@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.

left narwhal
#

Uh, is he supposed to look this orange? Eyes

spare bane
#

But yes, orange boy orange

cobalt marlin
#

I just made him Lara Croft instead catkek

#

Doesn't look as weird

#

(by I, I just mean I installed a mod)

abstract eagle
#

Do I need to enable UE hdr ?

tight acorn
#

i didn't need to

#

are you steam or gamepass

abstract eagle
#

gamepass

tight acorn
#

well uh idk

#

it just worked

#

i do on off i see the difference right up

abstract eagle
#

do you use the generic UE renodx ?

#

ok it's now working, i must have picked the wrong file

#

thanks

jovial trout
#

Nvm it wouldn’t have project name

#

Yeah would be tedious

small socket
#

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?

left narwhal
left narwhal
#

That trailer is proper orange, yeah. Will just play then, loving the game.

#

The left one looks really nice here, ngl. 👀

jovial trout
left narwhal
#

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.

spare bane
left narwhal
#

I recently got a new display so I always get sus’d out since I haven’t fully calirated it, yet.

spare bane
#

ACES ruined their ability to provide a consistent output

left narwhal
#

Sadge

#

It’s same in SDR, I reckon.

#

Throughout the game, inconsistencies and all.

spare bane
#

so they did some overly tomato red in the texture so it comes out the orange they wanted

left narwhal
#

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.

spare bane
#

i don't play games 😕

left narwhal
spare bane
#

i play with numbers

left narwhal
#

Looool fair

small socket
left narwhal
jovial trout
#

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

left narwhal
# jovial trout Project name shows up in the reshade log with the unreal addon installed, after ...

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?

jovial trout
#

No, project name isn’t the same as game name

#

Can’t use exe name either cause it varies beteeen stores

left narwhal
#

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.

small socket
#

Game name is the one it shows when it is running in window mode or how should I interpret that?

jovial trout
#

In reshade log

#

I’m away from home so I can’t show what I’m talking about.

small socket
#

| [RenoDX] Marked default values for SB-Win64-Shipping.exe (Stellar Blade)

#

Like this?

jovial trout
#

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

small socket
#

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