#β RenoDX: Unreal Engine
1 messages Β· Page 19 of 1
some games might have a meme product name
like wuchang is project plague or something
exe name isnt good enough because different platforms use different exes, but the product name is usually the same
Are there any reported crashes of UE games (Jusant in this case) when using Reno? Just curious before I troubleshoot further.
Gonna reboot PC first, too. Played for an hour yesterday flawless, crashing today in certain area. Could be anything, though.
Nvencode sounds like shadow play/overlay
Yeah, I keep that shit disabled. So, not sure why that showed up there.
Yeah, still disabled.
A root signature crash isn't too unexpected on boot, but for gameplay is odd
Yeah, seems to be recreated in that one area. I'll go different route and see what's up.
Could be some part is bugged or something.
Access violation could be my fault, but tbh, I fixed a lot of thread unsafe stuff. Not sure where it would be at this point
Let's see if I can recreate it and what not with/without Reno.
Of course after reboot I just run into this stupid issue.
Sadge, seems like a Reno thing.
Actually, could be ReShade. Let me try without Reno.
Game doesn't even have a map or anything that I could tell where it is, and I'm sure Game Pass copy won't make it easy to share save files, lol.
This, the moment I go down with the rope using Reno, it crashes.
This is with ReShade only, no Reno.
Using this build as well, downloaded the snapshot yesterday from the repo.
This is with Reno, crashed again but a bit later this time.
Gonna try older UE reno build and see.
Same with older one, crashes instantly pretty much. Sadge.
I'm loading ReShade via dxgi.dll next to game's exe btw, I don't use launcher. I'm hoping that's fine?
Here's the log FWIW.
ugh, it's crashing even in other areas as I try to progress.
Started happening after I unlocked chapter 2, and used a zipline. Any further progress leads to crash.
Another one, gonna try playing with Reno for a while and se what's up.
Update on this, btw.
Been playing the game with Reno again, just had to pass that area with it disabled and it's been fine since then. Finished 2 more chapters and no issue.
Resuming it from Chapter 4 now.
Now I started to get crashes with reno in banishers. Tried multiple things, no luck solving the issue. Im morally ready to buy this game for one of the devs to look into it. SDR feels mediocre after playing in HDR
you were right
actually got 2 lutbuilders with autodump, probably one of them is responsible
yeah sadly π
2nd lutbuilder is just when u go to sleep, so no biggie π
for the time being I just enable the native UE HDR, with UUU
Getting a crash with RenoDX in Satisfactory DX12
Version: 424353, IsEditor: No, IsPerforceBuild: No, BuildConfiguration: Shipping, Launcher: Steam, NetMode: Standalone, IsUsingMods: No, IsSaveGameEdited: No
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000018
nvwgf2umx
nvwgf2umx
nvwgf2umx
nvwgf2umx
nvwgf2umx
D3D12Core
dxgi
renodx_unrealengine
dxgi
FactoryGameSteam_D3D12RHI_Win64_Shipping!FD3D12DescriptorCache::SetRenderTargets() [D:\BuildAgent\work\SR11_BT\UE4\Engine\Source\Runtime\D3D12RHI\Private\D3D12DescriptorCache.cpp:320]
FactoryGameSteam_D3D12RHI_Win64_Shipping!FD3D12StateCache::ApplyState() [D:\BuildAgent\work\SR11_BT\UE4\Engine\Source\Runtime\D3D12RHI\Private\D3D12StateCache.cpp:508]
FactoryGameSteam_D3D12RHI_Win64_Shipping!FD3D12CommandContext::RHIMultiDrawIndexedPrimitiveIndirect() [D:\BuildAgent\work\SR11_BT\UE4\Engine\Source\Runtime\D3D12RHI\Private\D3D12Commands.cpp:1815]
FactoryGameSteam_D3D12RHI_Win64_Shipping!FD3D12CommandContext::RHIDrawIndexedPrimitiveIndirect() [D:\BuildAgent\work\SR11_BT\UE4\Engine\Source\Runtime\D3D12RHI\Private\D3D12Commands.cpp:1838]
FactoryGameSteam_RHI_Win64_Shipping!FRHICommandListBase::Execute() [D:\BuildAgent\work\SR11_BT\UE4\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:457]
FactoryGameSteam_RHI_Win64_Shipping!`FRHICommandListImmediate::QueueAsyncCommandListSubmit'::`27'::<lambda_2>::operator()() [D:\BuildAgent\work\SR11_BT\UE4\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:597]
FactoryGameSteam_RHI_Win64_Shipping!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),0> >::ExecuteTask() [D:\BuildAgent\work\SR11_BT\UE4\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1266]
FactoryGameSteam_Core_Win64_Shipping!`LowLevelTasks::FTask::Init<`FTaskGraphCompatibilityImplementation::QueueTask'::`5'::<lambda_1> >'::`11'::<lambda_1>::operator()() [D:\BuildAgent\work\SR11_BT\UE4\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:501]
FactoryGameSteam_Core_Win64_Shipping!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<`LowLevelTasks::FTask::Init<`FTaskGraphCompatibilityImplementation::QueueTask'::`5'::<lambda_1> >'::`11'::<lambda_1>,0>::CallAndMove() [D:\BuildAgent\work\SR11_BT\UE4\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
FactoryGameSteam_Core_Win64_Shipping!LowLevelTasks::FTask::ExecuteTask() [D:\BuildAgent\work\SR11_BT\UE4\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
FactoryGameSteam_Core_Win64_Shipping!LowLevelTasks::FScheduler::TryExecuteTaskFrom<LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue,&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [D:\BuildAgent\work\SR11_BT\UE4\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:349]
FactoryGameSteam_Core_Win64_Shipping!LowLevelTasks::FScheduler::WorkerMain() [D:\BuildAgent\work\SR11_BT\UE4\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:378]
FactoryGameSteam_Core_Win64_Shipping!UE::Core::Private::Function::TFunctionRefCaller<`LowLevelTasks::FScheduler::CreateWorker'::`2'::<lambda_1>,void __cdecl(void)>::Call() [D:\BuildAgent\work\SR11_BT\UE4\Engine\Source\Runtime\Core\Public\Templates\Function.h:480]
FactoryGameSteam_Core_Win64_Shipping!FThreadImpl::Run() [D:\BuildAgent\work\SR11_BT\UE4\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
FactoryGameSteam_Core_Win64_Shipping!FRunnableThreadWin::Run() [D:\BuildAgent\work\SR11_BT\UE4\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
Running 6.5.1 w/ latest reno snapshot as of 3h ago
Happens consistently within 1m-5m of playing. Only in-game never in the menu.
Had been working fine for about 3 days, then I experienced the first crash a few days ago. The speed at which the game crashes after loading in has also increased from 10-15m down to 1-2m
Pretty similar behaviour and crash report to Banishers with UE generic addon
No, Iβm on Nvidia
Latest driver as well, but happened on the previous driver too
mine wasnt crashing although updated nvidia streamline files to the latest ones and
also used Upgrade_R8G8B8A8_SNORM=1 and Upgrade_R10G10B10A2_UNORM=1
This fixed crashing? Or wdym
did that b4 even launched the game and haven't experienced a single crash π
Why would you even do that?
although u might wanna try enabling native UE's hdr to have the game unclamped at all times, UUU succeeds with enabling the console
just a habit, devs very often ship their games with some rlly old libraries, which get some bugs fixed with following releases
Explain this part
You mean you swapped dlss dllβs?
Engine\Plugins\NVidiaDLSS\Streamline\Binaries\ThirdParty\Win64
I usually do it via nv app, put to latest
some of these don't don't get overriden, had to be overwritten physically π
You got newer versions somewhere from internet?
some version of nv's streamline got performance optimizaitons done and since then I keep updating them on every game
I dont want to believe that dlss swapping will help bcs came crashes even when using taa or fsr
Oh ok, ill look into that
But what about these d3d12 files?
dlss libraries alone won't make a difference when it comes to stability but these can
Shit, i didnt even know that someone tinkers with those things π
Ill try that, see if it helps
Idk why, but i dont want to use this method
just in case here's my collection of libraries I tend to update π
https://gofile.io/d/DxxHT2
pass: 123
all of them up to date so far
Got it, thx
How long have u played
although some of them, like these very often cannot be just pasted over, coz they need to be compiled by the devs or somebody who knows what's what:
~5 hours I believe π
when it comes to native UE HDR, as UUU doesn't support command presets to be ran automatically, divided with "|" makes console run as many variabled at once as u want, so I just paste:
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
Oh, ok. I actually played without crashes initially. No extra tweaks, just sk + reshade + reno. but then i had to reinstall game and setup reno again and since then no luck, very frustrating
All versions are exactly same, this is mystical
I have mediocre experience with SK, unless it offers something game changing like frame pacing for FG in AC Shadows, I tend to avoid it, since it very often was the source of crashes, reshade/renodx issues, which combined with SK's auto update enabled, was just too annoying
btw came up with an idea to check if Banisher's demo dumps the same shaders, it does, wanted to get to the point when u can switch characters and save there, so one of the RenoDX masters could just dl the demo and do their magic, but... the demo ends before u are able to switch characters π
β2 banishers try to banish crashesβ
Yeah, sk and reno, not a good combo. Although sk and reshade was always ok for me
Im used to sk bcs previously i had very good latency with sk fps limiter (vrr mode)
But rivatuner limiter is good enough actually, also can force reflex in older games
same here, rivatuner for 99% of games, just to inject reflex markers, perfect combo with dlssg-fsr fg thingy π
that's with UUU and native ue hdr
Noooooooooo i want sliders and set exact numbers:D
Need comparison with sdr, reno and native
Then we will see if native is whacked
I actually liked fg in this game, its solid. Not a surprise if native fps is already somewhere in 100s
~200 fps with fg on 240hz vrr monitor, very pleasing experience
I'm using FG to keep my games around 60 fps, poor rtx 3060 is holding up for too long anyway thanks to scaling/fg techs π
after, nv's reflex saves the day, with rtss and that setting
as far as it's 60+ it's perfectly fine, not much latency added, but without reflex and that tweak it's shit π
60 after fg is like 30 native, its like 40-90ms input lag?
yeah, that looks completely wrong when comparing to SDR
i like the look more actually, but its not creators intent
lemme check the numbers, with m/kb it's totally negligible, but every bit of latency on a controller is a real pain
yeah, no point in playing this way π
im actually not sure how it works with fg, never tried
but i definitely would prefer native limit to 30 then generated 60fps
but thats the beauty of pc gaming, everyone should use what he likes
mpq's screens converted to png
Native UE / SDR / RenoDX
if you can run higher than 30 fps and you limit to 30, latency will be better than uncapped
in SK low latency mode / async in RTSS afaik
i actually dont know why even bother limiting fps in FG scenario
that's what I did in AC shadows, frame graph is flat perfect for most of the time π
it adds latency in my experiments
same here, ac shadows is the only exception I believe, as SK is frame pacing native frames, recently added functionality
i dont even mean numbers, it just feels very weird
yeah, its a new thing and it caps native frames while still allowing to generate fake frames, which is very ok, but not all games support it
UE games go crazy with that
yeah, I feel you, same experience on my end, but ac shadows felt weirdly choppy with uncapped frames, limiting after fg or using game's built in limiter was also shit, only that one SK's feature made it feel right
I can definitely feel added latency with any limiter used with UE games, leaving it uncapped as well π
3060 must be low end for shadows. Never tried shadows, AC fan btw π
I ran 3060 ti until couple months ago, good card for its price, but it got old
actually it's doing surprisingly well! with dlss profile K and RR, mid-high in-game settings
sw outlaws which is the same engine if im not wrong is doing much worse tho
i was gonna go with 3060 Ti but 8gb vram was a no go to me, would have to pick 3080 and the price gap between them was huge back then
yeah, 8gb was a bummer even 3 years ago π
WQHD is best resolution for gaming btw, full stop π
it's 680p upscaled to 4k ;(((((((((((
jxr for reference, these pngs don't look as sharp as it is π
nope, still crashed
damn how's so
desperate
btw at what point it crashes, on boot?
no, plays just normal
but crashes randomly
btw happens in dialogues more frequently
yeah, i tried different, new ones, old ones, all the same
and just these renodx upgrades:
[renodx]
DumpLUTShaders=0
ForceBorderless=1
PreventFullscreen=1
SettingsMode=2
Upgrade_B10G10R10A2_UNORM=0
Upgrade_B8G8R8A8_TYPELESS=0
Upgrade_B8G8R8A8_UNORM=0
Upgrade_B8G8R8A8_UNORM_SRGB=0
Upgrade_CopyDestinations=0
Upgrade_R10G10B10A2_TYPELESS=0
Upgrade_R10G10B10A2_UNORM=1
Upgrade_R11G11B10_FLOAT=0
Upgrade_R16G16B16A16_TYPELESS=0
Upgrade_R8G8B8A8_SNORM=1
Upgrade_R8G8B8A8_TYPELESS=0
Upgrade_R8G8B8A8_UNORM=0
Upgrade_R8G8B8A8_UNORM_SRGB=0
Upgrade_SwapChainCompatibility=0
Upgrade_UseSCRGB=0
are u using FG by any chance?
u might try wiping nvidia's shader cache, as well as %LocalAppData%\Banishers Ghosts of New Eden\Saved\CollectedPSOs
btw im on nvidia 590.26 driver, mb that makes a difference, no idea
what driver?? π
580.88 is latest afaik
also replaced steam dll's with some steam emu ones, to be sure no overlay is interfering, always do that as steam with its steam input and overlay gets on my nerves
that's a dev channel driver with shader model 6.9 π
and smooth motion enabled for rtx 4xxx series
https://developer.nvidia.com/downloads/shadermodel6-9-preview-driver
requires getting into their dev program, which is free π
https://github.com/azuravian/GSE-Generator
it's a really useful tool, to make your steam games standalone, can disable overlay in the config it generates completely
for the games that keep launching steam (their exes are packed with steamstub "drm") - https://github.com/atom0s/Steamless
omfg
i enabled Upgrade_R8G8B8A8_SNORM=1
- glitchy frames occuring during dialogues disappeared
- no crashes?
playing already 6 minutes which is record
haha nice
ill try enabling FG, lets see how it goes
how u wipe nvidia shader cache?
I also dont have collectedPSOs
%LocalAppData%\NVIDIA\DXCache
just delete all files that could be deleted, your games with recreate shader cache afterwards π
%LocalAppData%\Banishers Ghosts of New Eden\Saved
no .upipelinecache file there either?
no
u replaced d3d12.dll and the other one as well ?
deleting this initiated shader compilation
yeah
if so, try this, might be steam overlay interference, but if that doesn't help either, here's the driver I'm using and it's totally stable, ppl also report fps gains in vulkan games:
https://gofile.io/d/Gf1e23
oh btw! whats your gpu?
but steam overlay can be disabled in steam, i tried it already
4080S
it still injects some stuff if im not wrong, whenever I enable it or disable, shift+tab keeps working, and the overlay appears ;(((((((
that's another idea, as I'm on rtx 3060, am using this to get the dlssg api translated into fsr3.1 fg, won't hurt to try putting these next to game's exe
even if FG is disabled it modifies dlssg pipeline or whatever it's called ;(((
that's the one I played with for hours without any crashes, no more ideas what could help π
i havent yet tried your dxgi and addon you just sent
also havent tried this dlssg -> fsr3 trickery, 590.26 driver
and havent tried this
but this definitely stabilized the game a little
but thats funny because i did none of this shit initially, and it ran ok
I'm checking it out with steam overlay out of curiosity π
also
yeah, thats by deafult
i started thinking that its some nvidia bullshit, you have different gpu
try dialogues
and skip them as much as you can
this triggers crash most frequently
will do, just have to undo what I messed up as my screen goes pink with FG on ;((((((((((
crashed with this trick
idk im tired, must go to sleep
just skipped some and didnt get a crash π
still possible to check driver and try using this steam trick, but idk, i dont believe thats the issue
that's a real mystery π
free version did not have issues, bought the game and now cant use reno for some freaking reason π very ironical
maybe worth it checking out this GSE stuff, but currently i dont feel like i want to do this π
also could be steam input
i use dualsense and game supports it natively actually
may be some interference there
what's surprising wasn't getting any crashes with steam overlay, although just launched it as a non-steam game as I don't wanna revert steam emu stuff π
also, very last idea, u can try deleting nvngx_dlssg.dll and sl.dlss_g.dll from Engine\Plugins\NVidiaDLSS\Streamline\Binaries\ThirdParty\Win64
the game will run just fine but won't load dlssg at all, so u could eliminate that factor
Hmm, the last UE mod update breaks Visions of Mana again lol
That game seems very temperamental.
define breaks
Fails to boot in DX12
I got the snapshot from last tuesday, it works fine, snapshot from wednesday, crash on boot
same as this ? #π§©renodx-support message
Let me try the latest again to see the exact error
Okay wait, the release from 1 hour ago breaks it lol, the rest seem fine.
Snapshop build and 20250805 are broken, anything earlier works fine.
i got in romancing saga, let's see what up
i think reshade isn't passing resource information.
same here with stellar blade
Hmm, my Stellar Blade was just fine, though I updated it this morning...
fixed π
I'm seeing artifacts with Darksiders Genesis even with B8G8R8A8_TYPELESS set to Output Size as per the comment. These crushed blacks in the distance, could be a depth of field artifact, but it's also on the wall to the right in the screenshot as well
Some areas don't have it like the second one in the vault. I wanted to upload the lutbuilder too but the file is not generating in the folder with the option turned on
does the game have dlss? if it does try setting dlss quality
also are you on an AMD GPU?
no dlss if i remember correctly
and the game def didn't look like that when i tested it
yea idk tbh
looks like the stuff that happened in
wuchang
try getting an older release of unreal
yeah, try from like 2 days ago first
Banishers is in this monthβs humble bundle 
thanks but where to find specific releases for UE?
tnx! I'll check it out
going back a week ago fixed 
what's the dll version number of the one that wasn't working?
@maiden sphinx banishers is 9$ on keysites; if it drops under 5 I'll buy it and try to fix that one lutbuilder
I was trying them out in order and the last 7 all had the same issue. I think I'm currently using 20250731 or 20250730 in Genesis, I can't see on the file itself but it was the one from a week ago
oh shit 5$ lets go
letsss gooo!!! π
ima need a save file
at a point where you can change characters
I dont want to play this doodoo game
crap, i bought it for 20 eur couple weeks ago π
AppData\Local\Banishers Ghosts of New Eden\Saved\SaveGames\Steam\76561198051849993
its downloading
ty
Thank you for your sacrifice
@elfin lance if you try banishers and dont have the crashing problem im gonna lose it LOL
lets see
what does the game need
rgb10a2 and bgr8 upgrades?
@neat wigeon title menu works
oh that will have to get tested later
when I go fix the lutbuilders
can you not skip cutscenes?
As for upgrades I donβt think it needed any but I could be misremembering
I guess not? I donβt think I tried to so idk
its not crashing
but I'm on a slightly older version of reshade
@neat wigeon whats the button to swap chars
uhhhh i play on controller i think its y?
i just found it online right as you sent that message
ill try that reshade version in a bit
im in the middle of a permadeath run on doom tda lol
I think I got it
nvm
@spare bane can you please help me out with this lutbuilder, its from banishers
using the other banishers lutbuilders as an example: https://github.com/marat569/renodx/blob/692cdc9c46562997034e46fdd8450925a38ecb7b/src/games/unrealengine/lutbuilders/sm5/lutbuilder_0xF5AC79AB.ps_5_x.hlsl#L4
saame
if I fix it how I fixed it: it looks off with default per channel correction, but if i set hue correction, hue shift, and the rest of the grading sliders to 0 -- the colors match sdr
rgba10 afaik, but rgb8 did stabilize it a bit
vanilla -- renodrt default -- renodrt + hue correction / hue shift / blowout restoration // sat correction 0
idk if the game being washed out with default renodrt setting is an issue with how I fixed the lutbuilder or the game itself
crashing happens more frequently when skipping dialogues, or loading game or going to menu and back etc
its normally pretty washed out
its still clamped, the game might need custom upgrades
I'm sure oclorgrading sliders can help fix that
clamping?
yea
yeah i have a slider setup that fixes the colors
I just wanna know if I found the right color here, or if thats just how the "game looks"
based on the references I think its right
vanilla sdr is how the game looks i believe
your default drt seems too desaturated
still crash, FG is not an issue
there is 1 extra that i got dumped
hue shift 75, not 100
oops
doesnt seem like it needs the bgra8 updrades btw
i cant see any clamping without it
afaik clamping occurs when playing as a woman
yes but clamping also occours if you're missing an upgrade you need
in this "ghost mode"
im talking about as red
there is a hard saturate on a color
in another shader
i never got clamping as Red
Antea is her name π
im not farmiliar with "hard saturate"
man is Red
I just loaded your save file 
idk who anybody is
i see π
there are multiple manual saves, maybe you can find where dialogues are
I just needed to swap characters
game brightness/peak brightness is locked to UI brightness antea
i think this game rebuilds in real time
but the crashing issue, this cant be happening due to missing lutbuilders?
oh wait
nope
crashing is stuff getting upgraded
missing the lut builders so its not being rebuilt so its locked to ui brightness
i get it
missing lutbuilders is just the game getting clamped to ui nits
and grading sliders not working
what was the secret?
I'm not going to commit it yet
but here is a build with banishers ghost lady working
@maiden sphinx @warm lion @neat wigeon
until shortfuse tells me if this is the right color or not
and if its desaturated because sdr relies on hueshifts heavy or not
when in ghost lady mode, there is another shader that draws
that has a saturate on a color
// r2.xyz = saturate(r1.xyz);
r2.xyz = RENODX_TONE_MAP_TYPE ? r1.xyz : saturate(r1.xyz);
saturate = clamp game to sdr
so I just made that shader not clamp if renodx is the active tonemapper
brilliant π
whats your reno settings? all default?
default is a bit washed out
so you're probably going to want to spend some time grading
to match sdr
with saturation and stuff
with the sliders i posted the game looks like a match to off
at least 99%
with this build
crashing tbd
whats the other lutbuilder?
the one estvlone posted?
yea
i just played the game with autodump, idk exactly
can you get it to dump again?
idk ill try
btw i dont have crashes anymore
dlls q and Marat's dxgi he posted
i will try with latest dll from reshade repo
ive never seen this before but dlss quality at 4k is rendering 2562x1441
instead of 2560x1440 like it normally does
my display does that too
because of DSC I think
fixed the other lutbuilder
strange that ive only ever seen it here
while im actually playing the game i use specialK (the crashes would happen regardless)
but im not sure if you can load a specific reshade version with specialK and for a specific game
at least i dont know how to if you can
that assuming it crashes again with the newer build of reno
but should we still upgrade rgba10?
orherwise blackscreen
correct
@verbal thicket @elfin lance settings that match sdr with newest build you posted
on github?
oh its still checking
i see
assuming this build somehow fixed the crashing, ill add it to the wiki
but ill wait till im sure
ill try dlaa with FG, but so far 0 crash
there's another color I can try
what would that change?
nothing
o
are you using my sliders?
ok I think I made an oopsie
yes
uh oh
its not a visable one if you did make one
i cant tell if hue shift 75 or 100 looks better
im looking at fire
i cant start caring about minor color difference, that just doesnt hit my eye idk π
let me test this diff color
orange is too saturated?
default saturation sliders are closer to vanilla to my eye
nvm the addon is good enough
doesnt make a difference?
makes it worse 
I should build the defaults into the addon too
Banishers: Ghosts of New Eden
bgr8 typeless + rgb10 unorm
bgr8 too??
i use only rgba10 and looks ok
as long as its unclamped
no clamping
I should write those instructions for providing us the code for the upgrades a game needs
would be nice to copy paste into the mod after a user figures it out
@jovial trout look at my commit
you think the color for tonemappedbt709 is gud
99% sure its good
no crashes DLAA + FG @ Max settings 1440p
Reshade: https://github.com/clshortfuse/reshade/actions/runs/16786898341
Marat's custom addon
nevermind, still crash
any shader in particular?
any of the lutbuilders
normally tonemappedbt709 is in a branch
if(cbuffer){
mobileTonemapper
} else {
normal tonemapper
}
oh right
this is all squished
I tried adding tonemappedbt709 before the luts get sampled/srgb encode
but I get nans
right under the matrix
either way the game seems to work, and thats all that matters I guess
Musa said the desaturation is part of reno fixing oversaturation
and you can add back the saturation with the colorgrading sliders
so I guess I'm overthinking it
I can't say I'm a huge fan of the saturation correction stuff in general
@verbal thicket try dlss 99% via the inspector
really just depends on the game I guess
if you disable all of it, it matches sdr
but you kind of need it; either way
life gud
testing dlss Q FG disabled, looks like dlaa is the culprit but not sure atm
I seen other UE games where dlaa = crash
dlss q = life gud
I'd just use dlss q lmao
there was issue in E33 with dlaa, but DLSS 99% scale was ok π
but it got fixed iirc
e33 had broken dlaa
different situation
So what weβve determined is dlaa= crash
But you can just force 99% scaling it itβs fine?
so far no crashes with 99% + FG
Lmk if you get a crash
yebat
Also Iβm almost positive bgr8 was needed previously to not get a black screen but now itβs the 10 bit upgrade?
I noticed the same thing with deep rock galactic
It used to be bgr8 now itβs a 10bit upgrade thatβs needed
Wonder what was happening to me before then
Did it get changed in a newer Reno version? I swear it used to list bgr8 on the wiki and everything
Am I losing my mind?

many games need bgr8 to unclamp the game
but bgr8 doesnt fix black screens
black screens come from some weird issue with dlss, and the fix since day 1 has been to upgrade rgb10a2
Π΅Π±Π°ΡΡ
i dont see any clamping, only upgrade is rgba10 typeless
yea lol
I added the default upgrades to the addon
so when shortfuse merges it
it will just upgrade out of box

just noticed that ghost world is very different from vanilla
wait
clamping happens as soon as I press prntscrn π

play with those grading sliders
Oh thatβs with my settings
Weird
I guess I made those settings before it was unclamped to be fair so Iβll look again
You spend the vast majority of the game as red so I just made them as red and assumed if it was corrected as him it would be correct as her
If youβre missing an upgrade it should be very obvious, right?
If i try to correct Antea, Red will look off
An upgrade isnβt gonna control like one random thing
so its just this or that
yea; but it seems rgb10 is al lyou need
it might
I just mean for the future
Upgrades should be obvious if youβre missing one is good to know
I guess you just gotta play and see if you see clamping anywhere
banishers
I added that
its just not in the test build; but its part of the github commit
also
if you play with dump lutbuilders on
perf goes rip
How to Provide Unreal Engine Game Upgrades for Integration into the Addon
-
Launch the game with ReShade and the Unreal Engine addon installed.
-
Open up ReShade, go to the Log tab, search "default settings". Copy down the name in parenthesis after the exe name. This is the product name.
-
Fill out the following code with the project name and required upgrades, maintaining formatting and special characters as presented:
```cpp { "Product Name", { {"Upgrade_Example", UPGRADE_TYPE_EXAMPLE}, {"Upgrade_Example", UPGRADE_TYPE_EXAMPLE}, }, },```
Upgrade Examples
Upgrade_R8G8B8A8_TYPELESS
Upgrade_R8G8B8A8_UNORM
...
Upgrade Types
UPGRADE_TYPE_OUTPUT_SIZE
UPGRADE_TYPE_OUTPUT_RATIO
UPGRADE_TYPE_ANY
Special Cases
{"Upgrade_CopyDestinations", 1.f},
{"ForceBorderless", 0.f},
oops, sorry
didnt notice, pc stronk 
also stability
Is Banishers a good game?
RIP
its kind of witcher and gow2018 combo
dialogues, choises from witcher, exploring and combat inspired by gow
gameplay is lacking depth, combat is meh
atmosphere and story is good though
govno
They're both GOATED games, wdym.
@verbal thicket do you know about the govnovos ai remixes
yeah but banishers is not GOATED π
How is that a bad game then
If its story is like Witcher-tier, and gameplay is like GoW-tier.
@left narwhal fromsoft games: goated -- how many soulslikes are dogshit
That's a genre pretty much, though.
well idk, it tries to be both things but it feels cheap and shallow
I don't play Lies of P and say it's Bloodborne.
Okay, so it's like neither.
But it tries.
i never told its -tier
i mean i tries to be, yes
but story wise its good, interesting
Nice
has some style and good potential lore wise
Looks like easily can be skipped.
yes it is skippable game
like 99% of all other games π
but for 6$ its worth it
yes, unfortunately
but im not like, russian. Im from Estonia π
russian is just my mother tongue
LOOOOOOOOOOOL
Π’ΡΠ΅ΠΊ ΠΏΠΎΠ»Π½ΠΎΡΡΡΡ ΡΠ³Π΅Π½Π΅ΡΠΈΡΠΎΠ²Π°Π½ Ρ ΠΏΠΎΠΌΠΎΡΡΡ Π½Π΅ΠΉΡΠΎΡΠ΅ΡΠΈ udio ai
#ai #Π½Π΅ΠΉΡΠΎΠΌΡΠ·ΡΠΊΠ° #vibe #80smusic #80s #nostalgia #retro #udio #Modern_Talking #ΠΠΎΠ²Π½ΠΎΠ²ΠΎΠ· #thomas_anders
ΠΠ°Π΄ΠΎΠ½Π°ΡΠΈΡΡ / Π·Π°ΠΊΠ°Π·Π°ΡΡ ΡΡΠ΅ΠΊ: www.donationalerts.com/r/ai_neuralmusic
Like this?
you know what is govnovoz?
my grandpa gave me the ZIL-130 govnovoz deeplore
some would say slop
no its not slop, its just a game with poor financing
only person I know that cared about banishers is @grim kernel when it came out
and then you guys wanting a mod
slop is a 5billion ubisoft game
dontnod has some pretty crazy output
my understanding is banishers is just a AA story game
they made LIS afaik
just mid
nothing special
for 5$ might not be a bad pickup, but there are probably better games to paly
there are always too many games to play
but if you just want some good story, its not a bad choice
Marat where are you from?
new york
one or two games a year with their genre diversity is impressive
my grandparents came from the ussr in the 70s
ΠΠ°ΡΠ°Ρ actually is popular name in Russia
yea
there is some russian traditon to name your kids after a old relative
so I needed a name that started with M
and my mom didnt want to name me mike or max
so she found Marat
shortfuse merged the stuff
i mean, its like 84% in steam, which means that people find this game good π
oh, they made Vampyr
another "mid" game
99% of steam reviews are marat reviews
just a random "its gud"
unless the game shit the bed
laif gud
id like to play system shock remake but i find it too dreadful to play alone 
first mutant behind the door scared the shit out of me π
or it was cyborg whatever
but game itself looks superb and gameplay is gud
thanks!
@elfin lance this is the running theory
with what
Eternal Strands. Not sure which tonemapper file it's using. Maybe it's in here
oh I read
I mean the lutbuilders for that game have been build in for a while
whats wrong with the game itself though, no idea, I dont own it
lutbuilders are likely not the issue is what i was getting at
gamepass :)
no gamepass
really?
i didnt think there was a modder in here that didnt have gamepass lmao
i can not for the life of me decide what value to use here
off(sdr)/100/75
seeing it like makes me think its 100
90
its gotta be 100
100 and maybe more blow rest i gues to fill in some of the white
100 hue shift 50 blowout rest
@elfin lance im gonna through it up on the wiki. Is there a way that's advised to share a settings recommendation on the wiki?
what settings?
the only setings we share are upgrades, but banishers has auto upgrades now
did you get the new version?
just post them here
or make a thread for the game
and post it there
like stellar blde
but I dont think the game is popular enough to warrent a thread
99% sets me to 3802x2139 which isnt even 16:9 but im guessing the dlss model has a way to correct for that lmao
is Banishers on xbox game pass?
No
let's see how long it takes for me to do UAV dumping...
lets go auto dump CS
RIP FPS
@left narwhal try
i realized i can also dump output shaders
since i have uav/srv now
anything that touched the LUT, basically
Worked.
I gotta go play around a bit before I give files?
or just launch is enough?
probably best to run around a bit
Bet
2
First one at launch, second one when I went in-game.
That's all so far, went through cutscenes, too.
okay, wanted to make sure you didn't get like 50
uh.. these are already modded
i just forced them to dump. the sliders just aren't going to be realtime is all
Right, so the way it's rather dark with Reno is just how it is?
I change slider, reload game and see what's up?
Some options work real time, like gamma correction and colour space.
hmm, you didn't have any compute shaders though
but set saturation to 0, and then change like brightness or something
that's how it usually works until you find a way to trigger the changes
i mean, there's a ... technical way to fix that... which is saving the shader state, and replaying it... hmm
but for another day
ah, so it's working
Yeah
Just requires full reload.
Gonna be a bitch to try and see what settings would be close to SDR, though.
sometimes you can find a menu option like contrast or something like that
Yeah
Can go in HDR and change brightness there
And it'll do it.
Or well, SDR*
HDR/Brightness screen.
you should have hdr off though
support native hdr is on the todo list
There's a toggle for it.
I meant coming in this menu, and adjusting brightness does it.
oof, that slider is definitely custom
Yeap
as is "black point"
HDR one gives more options, too.
what UE version is it?
@elfin lance old decompile in repo didn't have cbuffer names, but new decomp does
Apparently there's no engine.ini either for this game.
UUU doesn't work either according to Holy.
For whatever that's worth with 'custom' stuff.
ik new decomp does; but still depends on the cso
like I had join re-comp a lutbuilder that was half a year old for a game he was working on
on the latest decomp.exe
still no named cbuffers
Okay, so RenoDX is working as intended now. Now it's all about fucking with sliders for me and try to match it with SDR, @spare bane?
I can disable LUT dumping and try to fiddle with sliders now, yeah?
uh this seems important
i mean, it should be matched
do what we did in another game
all all that code to the generateOutput if
and at the end do
srgb::DecodeSafe
this isn't a new lut, i'm just updating what's on the repo
or you can just do generate output at the end of the srgb path
oh ok
that 2.2 is probably InverseGamma.y
the mafia game works out of box?
there's a bug that "Off" has 2.2 gamma
5.3+ = no realtime sliders
pressing start twice, or loading a save
the sliders are not real time
when you reload the lutbuilder
or going to the contrast screen
it will properly apply
right just asking is that the correct behavior
yea
sometimes going in and out of the inventory is all you need to rebuild the ltubuilder
the unreal mod has ini support
build the addon with commented swapchain::Use()
and add the game's composite shader in
probably could use clair33
and there is a function to fix composite shaders, tkakes 2 seconds
has the same shaders
oh nice
NEw build does that he shared, yeah.
I set saturation to 0 and we were in black and white city.
Okay, let me take some SS with it set to off.
will try
should be an option then without having to edit/build
yeah, i have to pull it from oblivion
though... this shader doesn't seem to have output type
this isn't their hdr shader
With it set to off.
yea I've wanted it for a while
and its easy to add unreal composite shaders
its like 1 shader per unreal version
Set to off is great, @spare bane
Ty ππΎ
Now I'll try downgrading FG later and see if that helps cause transformer FG so fucked.
we dont need to add auto ini editing imo
btw, you're supposed to have gamma correction because SDR isn't meant to be played on srgb (Windows HDR output default)
but for comparison, they should both be off
OIC
Normally with it set to 2.2
It still matches with SDR in other games.
So, I was confused why it's so dark here.
Like this is the first title I had to set it to off.
maybe it's because they do a custom 2.2 thing
it has an hdr option, probably some other luts
@left narwhal did you try lut dumping with hdr on?
rip I had a game where I had to set a engine.ini to read only
Like enable HDR on in-game?
oblivion needs RO
if thats the case, time to downgrade framegen 
yes. it should still dump those luts as well
Oh, no I didn't. Let me do that.
i mean the game has native hdr tho
just saying that you cant do ini cvars
if its like some newer UE games, the lutbuilders in native hdr might be useless
they spawn lutbuilders with no sdr lut sampled, and no sdr grading code
if its a custom implementation, it might still use the good lutbuilders with the output devices
and then a mod might be ez to fix the real native hdr
stellar blade and wuchang was rip, since both native hdr lutbuilders had no remnants of sdr grading
stellar blade is 4.27 so thats weird
yea!
either way its something I've been seeing more and more
in ue5
@elfin lance do you have a game with compute shaders?
native hdr (generic UE native hdr) = garbage lutbuilder that cant be worked with
yes
remnant2
try the ^^^ addon to see if it dumps them
well the CS are in the addon
doesn't matter
alright trying
i made it dump, so people don't say it's not working
oh
I'm getting cs lutbuilders
lutbuilder_0x06F39D1E.cs_6_6.cso
lets search repo
but I remembner that hash
99% its remnant2
It created 2 more.
Not sure which one is which, but I think you can tell by the names?
Game goes full dark with HDR on, instead of artifacts, btw.
no more searching through .ll files
thank you!
here is the cso if you're cleaning stuff up
0xCBC has no grading, rip
i had it in ninja gaiden black 2
so it's generic
seems like UE HDR straight up rips out the sdr vars
the ninja gaiden black 2 lutbuilder is in 100 games, generic shader
no sdr lut
that would be funny
either swap the vars out to some meme shit
or just default them
Prob min nits which is an adjustable parameter in UE
10^x in UE
but in SDR?
I seen that in a few games
like hogwarts
float4 ACESMinMaxData : packoffset(c008.x);
float4 ACESMidData : packoffset(c009.x);
float4 ACESCoefsLow_0 : packoffset(c010.x);
float4 ACESCoefsHigh_0 : packoffset(c011.x);
float ACESCoefsLow_4 : packoffset(c012.x);
float ACESCoefsHigh_4 : packoffset(c012.y);
float ACESSceneColorMultiplier : packoffset(c012.z);
float ACESGamutCompression : packoffset(c012.w);
float4 OverlayColor : packoffset(c013.x);
float3 ColorScale : packoffset(c014.x);
float4 ColorSaturation : packoffset(c015.x);
float4 ColorContrast : packoffset(c016.x);
float4 ColorGamma : packoffset(c017.x);
float4 ColorGain : packoffset(c018.x);
float4 ColorOffset : packoffset(c019.x);
float4 ColorSaturationShadows : packoffset(c020.x);
float4 ColorContrastShadows : packoffset(c021.x);
float4 ColorGammaShadows : packoffset(c022.x);
float4 ColorGainShadows : packoffset(c023.x);
float4 ColorOffsetShadows : packoffset(c024.x);
float4 ColorSaturationMidtones : packoffset(c025.x);
float4 ColorContrastMidtones : packoffset(c026.x);
float4 ColorGammaMidtones : packoffset(c027.x);
float4 ColorGainMidtones : packoffset(c028.x);
float4 ColorOffsetMidtones : packoffset(c029.x);
float4 ColorSaturationHighlights : packoffset(c030.x);
float4 ColorContrastHighlights : packoffset(c031.x);
float4 ColorGammaHighlights : packoffset(c032.x);
float4 ColorGainHighlights : packoffset(c033.x);
float4 ColorOffsetHighlights : packoffset(c034.x);
float LUTSize : packoffset(c035.x);
float ColorCorrectionShadowsMax : packoffset(c035.w);
float ColorCorrectionHighlightsMin : packoffset(c036.x);
float ColorCorrectionHighlightsMax : packoffset(c036.y);
float BlueCorrection : packoffset(c036.z);
float ExpandGamut : packoffset(c036.w);
float ToneCurveAmount : packoffset(c037.x);
float FilmSlope : packoffset(c037.y);
float FilmToe : packoffset(c037.z);
float FilmShoulder : packoffset(c037.w);
float FilmBlackClip : packoffset(c038.x);
float FilmWhiteClip : packoffset(c038.y);
float3 MappingPolynomial : packoffset(c039.x);
float3 InverseGamma : packoffset(c040.x);
uint OutputDevice : packoffset(c040.w);
uint OutputGamut : packoffset(c041.x);
ColorOffsetShadows is the worst
I think I said it some time ago
when you added named cbuffers
but reading a sm6 lutbuilder with named cbuffers
is easier than unreal's shader code
its basically "real hlsl"
Ah ok I didnβt realize that was SDR
Could be the FilmBlackClip slider
I have an override black clip slider in Robocop that sets it to 0.0001 adjusted for paper white and gamma
I'mma hop off BF6 in a while and play Mafia properly, and try to take more pics and see what's up.
the offset should be removed and applied to gain instead, which is essentially what we do in lut scaling
Well black clip is only supposed to clip
I have it set to a negative value to raise
UE website said to use games between 0 and 1 iirc
So itβs like -0.0001
And since clipped blacks is dumb anyway
I defaulted to that 0.0001 raise
In the Desmos setting it to negative worked fine
Didnβt break the curve or anything
Hmm, certain postprocess effects in Visions of Mana are fullscreen and appear to cap brightness to Paper White when in effect.
would this be safe to use with "The Finals"?
(I'm guessing not)
@elfin lance if you update RenoDX mod list, for Mafia: The Old Country, other than that upgrade I told you.
Gamma Correction also needs to be set off.
SDR / HDR / RenoDX Gamma Off / RenoDX Gamma 2.2
You'd need to mention that in the notes.
Or their game turns into something Riddick would enjoy.
you can't capture SDR at 2.2 with screenshots
Like ReShade screenshot, or any screenshot at all?
at all
RIP
if sdr "matches" gamma correction off (srgb) that's because it's an SRGB screenshot
windows HDR is SRGB, real SDR is 2.2
hence you have to emulate it
Right, but when I mention SDR, I mean SDR selected in-game.
Which I'm assuming is doing sRGB?
it takes a screenshot. when you have SDR on your monitor, the display decodes SDR as 2.2. when you're in Windows HDR it decodes the SDR data as SRGB
Aaahhhh, yeah okay.
if you look at the same SDR picture on a SDR display, it should look like RenoDX with 2.2 correction because SDR displays are 2.2
Well, it also matches that way when I'm in-game, like live and not screenshot. So, still conveys the same point, I guess.
Albeit, a bit hard to do A/B comparison when I can't simply toggle things and see difference, and there's a whole reboot game time spent, eyes readjusted, etc.
Right, makes sense.
Albeit, only game where I had to set it off as I mentioned to you earlier, every other game looked fine with 2.2 matching SDR in same setup.
vanilla with 2.2 correction if you're on Windows HDR. gamma correction off if your turn off windows hdr
If I turn off Windows HDR, and keep OS in SDR. And then launch the game in SDR
Would one be able to capture SDR 2.2 in screenshot then, or not even then?
nope
Sadge
I guess then up to an individual how they prefer it setup for what looks best.
the SDR display itself does the decoding, it gets "2.2'd" by the SDR display mode
Gotcha
RenoDX with FG 3.8.1 seems pretty decent so far, some UI artifacts here and there, but overall works fine.
all those lutbuilders should be in the addon already
you're probably using shortfuse's test version of the addon
Maybe.
is it the addon he posted in chat today
I guess yesterday now
just replace your addon with the latest one
Got it
mana has a shader that draws after the generic shaders
when you do ultimates and stuff
so try upgrading bgr8 typeless
and rgb10 unorm
What should I upgrade them to, just Output Size?
yea
That fixed it, thanks
do characters have a weird white glow
when in the openw orld
when VOM came out when I was testing stuff
upgrades griefed stuff
Hmm, I don't think so.
they dont look fucked up?
Let me screen it
see the griefed "glow" on the robe
not that, when you press "g" with a full meter
and it goes into a cinamatic super
The one I just showed was previously clipped, let me charge the gauge
but you see the glow I'm talking about right
iirc every character had it
Yea, it's definitely not like that right now.
sounds good
as long as the cinamatic supers dont look fucked up or clipped
mana gud
all good
But yea, not clipped
is that how its supposed to look?
nice
Was extremely jarring before, particles would clip in and out as they passed through any of the "Elemental Vessel" effects.
Hey, I'm still experiencing DX12 crashing on Satisfactory with UE Reno.
Version: 424353, IsEditor: No, IsPerforceBuild: No, BuildConfiguration: Shipping, Launcher: Steam, NetMode: Standalone, IsUsingMods: No, IsSaveGameEdited: No
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000008018
nvwgf2umx
nvwgf2umx
nvwgf2umx
nvwgf2umx
nvwgf2umx
D3D12Core
dxgi
renodx_unrealengine
dxgi
FactoryGameSteam_D3D12RHI_Win64_Shipping!FD3D12DescriptorCache::SetRenderTargets() [D:\BuildAgent\work\SR11_BT\UE4\Engine\Source\Runtime\D3D12RHI\Private\D3D12DescriptorCache.cpp:320]
FactoryGameSteam_D3D12RHI_Win64_Shipping!FD3D12StateCache::ApplyState() [D:\BuildAgent\work\SR11_BT\UE4\Engine\Source\Runtime\D3D12RHI\Private\D3D12StateCache.cpp:508]
FactoryGameSteam_D3D12RHI_Win64_Shipping!FD3D12CommandContext::RHIMultiDrawIndexedPrimitiveIndirect() [D:\BuildAgent\work\SR11_BT\UE4\Engine\Source\Runtime\D3D12RHI\Private\D3D12Commands.cpp:1815]
FactoryGameSteam_D3D12RHI_Win64_Shipping!FD3D12CommandContext::RHIDrawIndexedPrimitiveIndirect() [D:\BuildAgent\work\SR11_BT\UE4\Engine\Source\Runtime\D3D12RHI\Private\D3D12Commands.cpp:1838]
FactoryGameSteam_RHI_Win64_Shipping!FRHICommandListBase::Execute() [D:\BuildAgent\work\SR11_BT\UE4\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:457]
FactoryGameSteam_RHI_Win64_Shipping!`FRHICommandListImmediate::QueueAsyncCommandListSubmit'::`27'::<lambda_2>::operator()() [D:\BuildAgent\work\SR11_BT\UE4\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:597]
FactoryGameSteam_RHI_Win64_Shipping!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),0> >::ExecuteTask() [D:\BuildAgent\work\SR11_BT\UE4\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1266]
FactoryGameSteam_Core_Win64_Shipping!`LowLevelTasks::FTask::Init<`FTaskGraphCompatibilityImplementation::QueueTask'::`5'::<lambda_1> >'::`11'::<lambda_1>::operator()() [D:\BuildAgent\work\SR11_BT\UE4\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:501]
FactoryGameSteam_Core_Win64_Shipping!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<`LowLevelTasks::FTask::Init<`FTaskGraphCompatibilityImplementation::QueueTask'::`5'::<lambda_1> >'::`11'::<lambda_1>,0>::CallAndMove() [D:\BuildAgent\work\SR11_BT\UE4\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
FactoryGameSteam_Core_Win64_Shipping!LowLevelTasks::FTask::ExecuteTask() [D:\BuildAgent\work\SR11_BT\UE4\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
FactoryGameSteam_Core_Win64_Shipping!LowLevelTasks::FScheduler::TryExecuteTaskFrom<LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue,&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [D:\BuildAgent\work\SR11_BT\UE4\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:349]
FactoryGameSteam_Core_Win64_Shipping!LowLevelTasks::FScheduler::WorkerMain() [D:\BuildAgent\work\SR11_BT\UE4\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:378]
FactoryGameSteam_Core_Win64_Shipping!UE::Core::Private::Function::TFunctionRefCaller<`LowLevelTasks::FScheduler::CreateWorker'::`2'::<lambda_1>,void __cdecl(void)>::Call() [D:\BuildAgent\work\SR11_BT\UE4\Engine\Source\Runtime\Core\Public\Templates\Function.h:480]
FactoryGameSteam_Core_Win64_Shipping!FThreadImpl::Run() [D:\BuildAgent\work\SR11_BT\UE4\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
FactoryGameSteam_Core_Win64_Shipping!FRunnableThreadWin::Run() [D:\BuildAgent\work\SR11_BT\UE4\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
Latest from shipping
Was gonna ask if there's a way to manually do it
Like add a button that forces reloading shaders or something
So it did fix the black crush I was seeing on textures, but now I'm having issues with enemies hp not showing up in Genesis, or the bars being static and incorrect
Pretty weird, never seen such conflicts with UI elements and Reno
Never had any issues
Not using enough that means π
Funny you say that
I've been using it for months now
dude, chill out. I had issues and a lot of folks here had issues. If you havent, congrats, got lucky
@verbal thicket banishers no crashes for you now?
no but i play mafia rn
I'm chill, are you though?
Kal literally left this server cause he was tired of being pinged regarding support for SK and RenoDX.
RenoDX is banned from SK server.
Canβt discuss it there.


