#✅RenoDX: Unreal Engine
1 messages · Page 20 of 1
I mean, if it works it’s great.
Lots of QoL features.
But yeah, if not using them then oh welp.
One of my most used features was the screenshot management, which is still much better there with controller chords and what not, too.
But ReShade at least allows me to take HDR screenshots so I am fine.
Some games like AC Shadows, I definitely wanna use SK with
Probably better to just make them realtime like I do in Oblivion Remastered, but modifying the output shaders. I'm going to start dumping them
Is the reno for lies of p worth using?
Native/ini HDR is broken I think
Alright I guess I'll use reno then
Leaving his idiosyncrasies aside - I will just mention that RenoDX is not banned in the patron-only part of the server and he continues to help peeps in there. From personal experience, being one of the users that had an issue with that combo on almost every new game for months on end - I don't know whether it's a Reshade issue and Reshade updates made it better, tbh I have a feeling a lot of it might be due to NV having fucked up drivers all the time rn, plus the, I dunno what to call them really, "newer method" RenoDX mods Ritsu has been posting lately that are compatible with MFG, etc. - something defs has changed because the last month or two I can't remember a single game where I've had any issues with the SK + Reno combo
and lets be honest... those are not the only tools and mods I'm running - if the game has an Ultra Plus mod for it, that's always in the mix
I'm a single anecdote so maybs I just went from super unlucky to super lucky but something's different
Close to 💯 pct of the time, I just chuck U+ and Reno at a game, launch with SK, and it just worksTM
(sorry - didn't really mean to detour the conversation - only reason I mention it is bc if you're like me and it was a combo that rarely ever worked, so you've given up and haven't tried in a couple months, give it a go with the latest versions of everything 🤷♂️
Also you can just type "R e n o D X" there. It's not filtered 😜
I tried it with Mafia and it didn’t seem to help anything with pace native frames so I just used RenoDX.
Didn’t check both together, though. Albeit, good shout. But I always check both games anyway whenever I play a certain game I think SK will help me in. Last game I used it with was DOOM.
The native HDR mods should basically always work. The issue is the resource upgrades usually, which isn’t a thing with those.
Depends, AC Shadows was a native mod and had a lot of trouble after some updates.
Last I figured out a fix, it was related to FG.
i.e. keep FG disabled when launching the game, edit INI or w/e.
But once in-game, can eanble and works fine, etc.
With so many things happening within SK with FG itself, and then the game itself, adding ReShade in the mix, and then extra addons.
It's bound to break at some point and you have to find a good balance.
I wish pace native frames in SK did in Mafia what it does in AC Shadows i.e. make such a huge difference.
Thank you for the correct technical reason I did not know the right terms for 🙏
It works as normal again - I think some games are just a bit fuckier than others, eg there's some section of code or something (sry I don't know the correct term) that changes every patch in AC Shadows so there's always a delay before SK gets updated for it. Though the last two patches or so iirc someone else did a GitHub fix straightaway and it got merged into nightly or wtv SK like the next day which was nice
EDIT: typos
Memory address, yeah.
Well, I can't get nightly updates from SK anymore, so I have to wait for full updates, which comes much later.
Thus, I can't really use SK reliably anyway.
So, any of these 'new fixes' that come, I won't see them until weeks later, if not longer.
I know the HDR Den is usually pretty chill about convo diversions (thanks gents 😅) but I'm mindful we have veered quite far from UERenoDX territory lmao. Can't remember for sure but iirc we're friends on Discord? Hmu on DM when you get a chance
The hdr in lies of p is definitely ass and even with reno it's way too dark plus it won't let me change half the settings.
You have to open and close the character info menu to see changes you make to the sliders in Lies of P
The version of UE5 UE4 it runs on doesn't have real-time sliders
Lies of P is on UE4
I did all that
I just did two playthroughs of lies of p with Reno and the HDR was great. Definitely not too dark.
I've been trying to get reshade to show up in this game for the past couple of days so I can use RenoDX in it, but no luck - I know it was a few months back, but did you do anything particularly different to get this game to show it up?
Here's what my ReShade installation looks like
The DLC is also in its own UE-style directory, so you might have to install ReShade there if you want to play that content
Minus the Reshade folder, mine looks about the same
I'm trying it in the base game
Yeah it's starting up and loading fine for me. I'm using the custom Reno ReShade build pinned in #🧩renodx-dev and just installed the latest UE snapshot and it works. In-game settings all maxed out + super high RT with DLSS performancce
Why is there a SKIV PNG file.
I have skiv set as my default image viewer
for all the formats it supports
since it opens pretty damn fast
OIC, the icon is for that.
my b.
Also, wasn't there a hotkey that I could press to drag and move the zoomed in image around within SKIV?
I can't remember which one
ALT, CTRL, and SHIFT doesn't work. Individually pressing them.
CTRL+Scroll Wheel does the zoom
idk
But if I wanna drag the image around and not the whole tool, I think there was a hotkey. Can't remember which.
RIP
When I try to play Mafia I get a black screen
what Marat said, and it was from before I had it set so my ReShade screenshots would go into a dedicated screenshot folder in the game directory
Did you upgrade?
I'm not sure what you are referring to
Even though the screen is black, you should be able to open the reshade menu while the game is launched
Didn’t mean to reply to that, but yeah do as what the screenshot Umer sent says
ah that fixed it thanks
I had that issue when I first learned about the UE version. I didn't know I had to go to the advance settings to be able to change that. I thought it was going to be locked behind coding 
Getting this error now when trying to launch Lies of P with Reno 
reshade.log please
can you try a build from july 31st to see if it's a new thing?
sure where can i find it
Which one of them should i get exactly
july 31st
It doesn't specify exact dates on their builds
?
Just says 1 or 2 weeks ago
👍
same error
odd
i didn't really change anything between the launches where this started happening
must be something else causing it
building
latest commit, fresh build, everything is working just fine
I'm using shortfuse's pinned reshade in #🧩renodx-dev
make sure the game's native hdr is off
I'm also not using any other mods
yes
share your reshade.log no idea
ShortFuse already looked at it
here is my working reshade.log if it matters
yes
the default hdr in lies of p is very bad
gonna have to check what causes the error after i get home from work
might be trying to boot in hdr
is windows hdr on?
I remember thinking the HDR in lies of p looked decent enough, is it the usual thing where it's missing grading?
it had raised blacks + gamma missmatch
that made the game thats supposed to be dark look mad gray
you can tell they made it on 2.2 monitors
it has really raised blacks
nah i'm not running anything in hdr beforehand. This pretty much happened from one launch to another
Has anyone tried Echoes of the End yet? Does it have native HDR or does it need a Reno for that?
What game is this?
Trying to enable Engine.ini HDR and getting this
Looks like RenoDX: UE is doing fine in this game
But those things were more shiny with native HDR
- Engine.ini
- Reno
What game is this?
Echoes of the End
Is it good?
Haven't picked it up, yet. I think going to wait for Game Pass release for it, visually looks pretty good but rest of the stuff looked very cookie cutter to me.
All the problems with UE's HDR:
UI:
- The UI is blended in linear space in HDR and gamma space in SDR... which results in completely different alpha blends (e.g. a black square that is 50% transparent will be very darkening in SDR and not much in HDR)
- UI and fullscreen videos are linearized with sRGB in HDR so they are washed out (gamma should be 2.2)
- The UI does not support HDR colors (gamut beyond Rec.709/sRGB), and can't be pre-blended with the HDR scene for blurred backgrounds, as it would support in SDR
- The UI does not respond to the SDR gamma settings, so it's always drawn on screen as it came from textures, without adjustments (not really good as the whole game image should be encoded with the inverse of the decoding function your display uses)
- The HDR UI composition had a
color = max(color, 0.001)that caused black bars to not be black, this was very obvious on OLED on Hellblade 2, it also made the UI brightness scale improperly, I fixed it here https://github.com/EpicGames/UnrealEngine/pull/12444 (it's been merged, it might be in 5.5 already) - DLSS Frame Generation was broken in HDR as it flagged all pixels as UI. Almost all games that shipped with both in the last two years have unusable FG in HDR, we fixed that here https://github.com/EpicGames/UnrealEngine/pull/11616 (merged, hopefully it's in 5.5)
Tonemapping and Grading:
- They tonemap by channel as opposed to by luminance etc... That is old school by now and heavily influences the content by shifting bright reds to pink, blue to purple etc and generally desaturating all colors. All content ends up being accidentally baked for this look
- All the SDR "filmic tonemapper" parameters are straight up ignored in the HDR tonemapper
- Color Grading LUTs are only supported in SDR and completely skipped in HDR (UE games literally ship without LUTs in HDR, completely changing their look!)
- Both SDR and HDR use variations of ACES, but very different implementations of it, so they hue shift differently, have different black levels etc. Reds in particular are very different, and blues too
- RGB luminance calculations are sometimes done incorrectly during tonemapping (BT.601 instead of BT.709) (I have a PR to fix this, not merged yet https://github.com/EpicGames/UnrealEngine/pull/11811)
- The HDR ACES tonemapper has a "min nits" param that doesn't default to 0 and doesn't seem to make any sense, setting it to 0 produces negative values, setting it slightly too high raises the black floor (0 in isn't 0 out) etc
- Some of the grading levels params raises blacks (as in, they raise the black floor so that black becomes grey), and that should generally be avoided in 2025 on HDR/OLED displays, it'd be much better to use Oklab to tweak shadow without raising it, and use scene fog to actually give the impression of fog
Encoding, Calibration and Output:
- SDR defaults to sRGB encoding and is very hard to change, and the SDR gamma code makes little, it only applies to tonemapping and skips the UI. As a consequence, HDR is washed out out of the box as it doesn't have the same mismatch SDR has (the most common HDR problem almost all games have)
- HDR brightness calibration is lackluster, there's no proper "paper white" value that matches mid grey or white to the SDR levels, so it's very hard to match visually or compare against it. The tonemapper hue shifts more or less dependently on your brightness value, which isn't good either.
- HDR peak brightness calibration is not good, there used to be only 1000 nits and 2000 nits modes, it's unclear if now tonemapping supports arbitrary peaks, but they still have separate branches for 1000 and 2000 nits ACES curves
- The HDR calibration has too many settings for the average users, most UE games that have HDR expose all of them without really understand what they are for and why the user would change them (spoiler: they shouldn't)
- They don't take the peak brightness sourced by consoles automatically (last time I checked), both Xbox Series and PS5 have their own HDR user calibration data that streamline it all, without needing a calibration menu.
- The default "paper white" is overly bright for a proper HDR experience in a good viewing environment (it's something like 300 nits, as opposed to the ITU suggested value of 203 nits)
- Their sRGB<->linear conversions loose some quality every time as they are not mirrored and clip near black values (a hacky NaN bugfix they made 15 years ago that shouldn't be needed anymore) (also fixed by https://github.com/EpicGames/UnrealEngine/pull/12444)
- HDR can only ever be toggled on if it's enabled on boot on the display
- HDR compatibility is only checked on the primary display so it falls apart if you move the game window to your second display
- Toggling on HDR in the game will not toggle on HDR on the display if it wasn't already in HDR mode, causing you to see HDR in SDR (clipped gamut and brightness, deep fried look)
- HDR used to be scRGB in DX11 and HDR10 on DX12, I think it's still the same but DX11 is deprecated (or removed?) now. scRGB is a more future looking HDR format, as it's 16 bit and allows brightnesses beyond 10k nits and colors beyond BT.2020, but it's certainly not mandatory to use
- HDR used to be NvAPI only and unnecessarily force Fullscreen Exclusive for years, though I think that's been fixed recently
- HDR within the Editor viewports was messy and might take very different branches with different results
The good:
- Color Grading is live, however good or bad it is (it's by channel, so it's not always great)
- Tonemapping is cheap as it's done in a properly log encoded 32x LUT, even if that has a minor quality hit
- SDR is 10bit instead of 8bit as most engines do (R10G10B10A2 instead of R8G8B8A8 textures, same cost, better usage of rgb)
- Tonemapping is done at the very end of the pipeline, just before UI, as it should, so no other post process needs to have SDR vs HDR branches
- Albedo textures, light colors and rendering support color spaces wider than BT.709/sRGB if one is brave enough to go for that (it has some limitations, but it's a great initiative)
- All rendering is in R16G16B16A16_FLOAT textures, which allows for very high quality (although negative values aren't used, so the gamut can't be extended)
In general, the HDR post processing code is of very low quality and was clearly touched by tens of people that did not communicated nor had a unified design, or a good understanding of how real world displays work.
They even have HDR config params that don't do anything and are forgotten about, other that are overwritten at runtime so they are useless etc...
TL;DR: The problems that have the worst consequences are:
- Wrong gamma in SDR (sRGB instead of 2.2)
- Tonemapping by channel and with compeltely different tonemappers/params in SDR vs HDR
- Blending the UI in linear space instead of gamma space in HDR
@spare bane
The fire is not bright at all 😕
Looks more like smoke, lol
It's like SDR
B8G8R8A8_TYPELESS and R10G10B10A2_UNORM upgrades do not help with this
(The Legend of) Sword and Fairy 7
now is the game good
I can't say it's good
was fg fix added or not ?
Seems like another mediocre dead on arrival game at best from what i've seen
This is referring to ini forced hdr, not the Reno addon, right?
yeah RenoDX ironically ends up not having most of these problems as it upgrades the SDR path
Reno is just the better choice
HDR in most UE games is straight ass
default hdr that is
i'll fix it
Keep trying to add commits I guess or however it is called
Any fix for the EXCEPTION_ACCESS_VIOLATION issue yet?
you workin at epic now? 👀
tryin
Sounds like you're looking for a new challenge
good luck, probably the most important place to be in terms of rendering (unfortunately)
fixing the engine so we can finally get good HDR 5 years downstream 
HDR working out the box 
I already fixed Ultrawide in all their games by defaulting the FOV to Hor+ 😄
nobody even knows 😛
before that most UE games didn't support UE games and had fucked up FOV in 21:9 or 32:9
Oh that's thanks to you ?! Well infinite thanks for that
Wish we could patch older UE games like The Ascent instead of having to bother with external stuff using cheat engine or flawless widescreen
didn't know that was you, thank you 😭
please also fix the motion blur r.MotionBlur.TargetFPS=0should be set by default, current default is 30 which makes motion blur at high fps unplayable
did you join epic just to fix stuff?
lmao
I harassed them for years, eventually they merged my PR
harassment works 🙂
Imma harass ShortFuse to fix GTA5E then 
this is one of those issues that makes me wonder if anybody at epic plays any of the games made on their engine lmao
don't
I offended some guy on nexus today
he wrote me 4 times over the weeks
asking stupid shit
"pls will you answer me, what DLSS model should I use, answer me"
fuck off 😛
I just pinged him blaming you for it, won't bother him more rest assured
So, what DLSS model should I use kind sir?
I use E/F I think or D
not the transformer
ya its so annoying and almost all ue5 games released this year made this mistake
Make a PR, it takes one second.
wow I didn't know that's a thing
but do they ever merge PR's from nobodies?
yes
good to know
almost all UE5 games this year have unplayable motion blur at high frame rate because of this
yeah i dont get it, previously games usually had it set properly
also tbh it's another shit default value by epic, this should've been set to 0 by default
mine would probably still be ignored if you didnt pressure them through dev channels
i can do the same thing
pls do it
or i will, and then take credit 😄
@west stump message from Myrkur Games saying they had some issues with HDR in their UE games that's why had to disable it before launch https://steamcommunity.com/app/2821610/discussions/0/600786469911756288/#c600786469911756969
trying it out in silent hill 2 remake and it seems like its clamped to sdr. any ideas or anything i can do? was just curious to try it out vs the in game hdr with the black floor fix considering the issues pumbo described with UE HDR.
already did, that fixed black screen but not the sdr clamp
does the contrast slider do anything?
Use native HDR (set the HDR settings to default) and the dedicated SH2R mod:
Snapshot: https://clshortfuse.github.io/renodx/renodx-silenthill2remake.addon64
Nexus: https://www.nexusmods.com/silenthill2/mods/145
Make sure to revert the in-game HDR min luminance settings if you've tried to lower the black floor that way - it's not the right way to solve this issue.
The new default setting for min luminance (-9) is not good. I'd suggest going back to the original default of -4 or even higher with this mod.
Yeah I’ve been using it, it looks good. But i just want to see how the renodx sdr->hdr upgrade compares, considering the issues with UE HDR like skipping color grading.
Not sure, I’ll check
nope. tried backing out to main menu and loading back in after adjusting the slider too, no difference.
these lutbuilders got dumped, could these be of any use?
tried loading all my saves from different areas of the game but these are the only two i got
Lies of P is a pretty good game
the out of box native hdr has a gamma missmatch, which makes the game look super gray -- when its supposed to be dark
I'll add them in a bit later
i'm down to give it a shot myself, since there's a few other UE games I've tried where renodx is stuck in SDR. i'm looking at the process you described back when you were helping me out with fixing renodx in ready or not. I'm not sure how to run the decompiler to be honest though. would this lead me down the right track? https://github.com/clshortfuse/renodx/blob/main/docs/CONTRIBUTING.md
you just need decomp.exe
from the front page
and then for sm6 lutbuilders you do
decomp.exe [lutbuilder_hash.cso] -f --use-do-while
look at other sm6_x lutbuilders in the unreal engine folder
its like 2 lines of code
and ctrl+f
What's the recommendation for Hellblade 2? Just use the game's native HDR implementation?
Yes
Unless they made a change since launch, you'll want to tonemap the game with lilium's tone mapper as it can get up to 10k nits for some rare scenes.
Titan Quest 2
renodx is also really hurting my framegen performance
im in 3x mode, should easily have 225 fps (my cap)
im using the reshade linked in the renodx channel
Finally got around to trying this one, does this not work with new ReShade or something? Or am I doing it wrong, do you throw it next to game's exe for it to load or?
the example addons are kinda old
so maybe it doesnt work with hdr screenshots idk
but all addons go in game folders
Right
But if I wanted a central location for certain addons.
AddonPath=C:\Program Files (x86)\Special K\Global\ReShade\AddOns\**,.\
Would this work?
yea
That way certain QoL addons like SS ones, I'd throw them there.
Right, figured.
I guess it's just not working with newer ReShade.

the default addon path is just the game folder
Right
When you had me setup central for Shaders/Textures path, you also put the default path in there after it looks for central location
So, it was neat.
That way if I ever wanted to test something quick for game specific, I'd just throw in game folder etc
So, figured I'd do the same for AddOns.
Still working here, with latest official ReShade. If loaded, it should show in Addons tab, though there is no setting, "it just works".
Yeah, it wasn't showing in addons tab.
Nvm, it shows now.
@pine void are you loading the addon centrally by assigning it in ini or throwing it next to game's exe?
AddonPath=C:\Program Files (x86)\Special K\Global\ReShade\AddOns\**,.\ throwing this in ini seems to block it, tried it under [ADDON] as well as [GENERAL], and both fails.
Uhm, I don't know about \**,.\ at the end.
I am loading it from a different folder, it works fine. My path doesn't have any fancy stuff at the end though
Works fine for textures and shaders, so figured it'd be fine here as well. Cause this way, it first looks at the assigned location, and then the game folder.
I'll fiddle around with it, thanks.
And now every SS I take, it'll basically be moved to my clipboard as well just fine, no config needed at all?
@elfin lance sorry to ping you but im pretty sure ive got the lutbuilders edited correctly. do i just upload them to the github? and can i test them myself before i do? just wanna know what the process should be, since theres a few other ue games i wanna get renodx working in too.
@forest sapphire share them here, I'll take a look
i think i got it right but i'm not 100% sure. i'd love to contribute in the future if i run into other ue games where it doesn't work.
@forest sapphire 0xbbb is good, you're just missing SV_Target = saturate(SV_Target) at the end of the shader, before the return
DA6 just needs a fix
well you want to copy and paste the default output from the shader
u0[int3((uint)(SV_DispatchThreadID.x), (uint)(SV_DispatchThreadID.y), (uint)(SV_DispatchThreadID.z))] = GenerateOutput(float3(976, 977, 978), cb0_040w);
you want to take those 2 files
fork renodx
throw them into the sm6 folder in the unreal addon
and make a PR
after you make the fixs
that game is out?
tomorrow
oh shoot
You picking it up?
I haven't played the last 2 chapters of Hellblade 2, yet. Might finish them tonight/tomorrow.
After that I was really thinking of picking that up, but now I'm also leaning towards just hating myself and ... playing 2042, lol.
Those BF6 rewards enticing me 
I'm playing some 2042 rn
Yeah, I am open to play other games until Aug 29th, when Lost Soul Aside drops.
honestly it's not so bad these days really
Then I'mma nolife that, unless it's just a bad launch then RIP.
I'd be playing from scratch, so I guess it'll already be 100x better than what I had in Alpha.
🙃
Final release wasn't far from alpha, FWIW.
But they have fixed a lot from what I've heard.
So, maybe a lil bit of 2042 won't hurt.
What's the HDR status in it?
fine enough, but you have to have a mode on your monitor/tv that ignores metadata
How do you mean
I won't be able to play this on brighter display, so it'll be C4 for me.
Just don't wanna be blinded or clippings that's just rough, don't really need 10/10 HDR there.
afaik, it basically tells your display to expect a 10k nit signal and it gets ready to tonemap it, regardless of what you set peak to in-game. So like on my AW3423DWF, if I don't put it in console mode it's super dim and ugly.
RDR2 has the same problem
but yeah, only calibration option in-game is peak nits
So, if my panel has EDID value of 800 or w/e, and I set in-game to be that as well.
It should be fine, and won't have to worry about it?
should be good with a TV with HGIG I'd think
2042 does different grading for each map like we have in BF6 or nah?
I don't think it did that.
It was all cool everywhere.
Sword of the sea works out of the box and it looks great. At least up to when you get control of your character. Haven't gone past that.
sdr / reno defaults
Pretty heavy game. 85-100 fps at native 4k on a 5090. Have to set resolution scale to 65% (I assume this is using TSR) to hit a locked 120. No stutter though
Damn
hi ! i have a problem with Drive beyond Horizon
i have clipping when i look around
and when i look the sunrise
Works out the box yup, but it does look a lil bit boosted
probably need to upgrade resources like bgr8 typeless or rgb10a2 unorm
is anyone playing Sword of the Sea able to get more than 1000 peak brightness with Renodx?
@elfin lance displayMap (any option among DICE, Frostbite, NeutralSDR or ToneMapMaxCLL) can fix the per channel grading problems in Dragon Quest XI. Blue Sun goes back to Red Sun.
yea ik
we really need a renodrt tonemap option
that just displaymaps from peak nits 10k
what is the difference between that and ToneMapper "None"
with 2 param tonemap pass (which is what UE is)
I think there might be a slight difference
but not that big
10k nits is already no tonemapping, just with all the stuff we'd have from enabling a tonemapper; like colorgrading sliders and etc
also I think hue correction/hue shift doesnt show up in none
I studied the DQ11's lut builder a bit to understand the difference between HDR ini and SDR, when both use the same builder.
it seems the HDR ini ignores tonemapping and grading, and clamps to 1000 / 2000 nits
not sure if its clamping or tone mapping
Void/Breaker LUT shaders. Default settings get HDR enabled in-game but the peak brightness is only being applied to the UI it seems. Enabling Upgrade B8G8R8A8_TYPELESS to Any Size seems to crash the game either at launch or when loading a save. Upgrading R10G10B10A2_UNORM and B8G8B8A8_TYPELESS separately and together didn't fix it either.
made a PR for the cs file. i noticed the ps i edited is already in the repo lol so probably no need to upload that?
if its already onthe repo, you dont need to upload it
weird that the addon dumped it
nice job, if you're able to fix those 2 lutbuilders; you're able to fix all SM6 lutbuilders
@forest sapphire I think you missed a parathesis at the end here
u0[int3((uint)(SV_DispatchThreadID.x), (uint)(SV_DispatchThreadID.y), (uint)(SV_DispatchThreadID.z))] = saturate(float4((_2402 * 0.9523810148239136f), (_2403 * 0.9523810148239136f), (_2404 * 0.9523810148239136f), 0.0f);
it should be
u0[int3((uint)(SV_DispatchThreadID.x), (uint)(SV_DispatchThreadID.y), (uint)(SV_DispatchThreadID.z))] = saturate(float4((_2402 * 0.9523810148239136f), (_2403 * 0.9523810148239136f), (_2404 * 0.9523810148239136f), 0.0f));
0.0f));
normally github would autobuidl your PR, but since you never commited anything before
its not autobuilding until shortfuse aproves it
the autobuild would've cought the mistake
Correct
Both are already part of the mod
Satisfactory DX12 is running into Failed to create backup depth-stencil texture!, is it an issue with the lut builder? Results in a guaranteed crash
ohh, can you share your settings please? No matter what I do I can't get more than 1000 nits peak brightness.
Yeah ignore my previous response, I entirely misread your comment, I am also capped at 1000nits
But there is probably an override that is needed
Is frame gen flickering with RenoDX HDR on UE5 games a common issue? Or do we need to find the correct compute shader to patch it to pass RenoDX?
Common issue.
SF been working on fixing it, lots of progress made.
And I think pretty much fixed now, so should be any day, I think?
#🧩renodx-dev message
Wait for the debooging to finish and then it needs to be merged into the custom reshade
after that SDR path Reno with trans FG/MFG flicker is fixed
@ashen herald Not sure if I understand what you mean
SF has fixed it
he is just debugging some stuff
and he said he'll merge the fix into the custom reshade he pins in #🧩renodx-dev
I cant remember if the individual reno addons will also need to be updated to support the fix but he mentioned it is a one-liner
Might already be downloadable
His latest nightly seems to be from yesterday
The addon I've no idea about
👀
That's what I see when I download it
If it even works it is probably better to wait still though
Doubt we've to wait long now anyway
sorry to keep bothering you with this, but i noticed that the pull request i submitted failed these checks. any idea if that's an issue on my end and something i can fix, or something on shortfuse's end? sorry for being so clueless with this whole process, its the first time i've done anything on github. i'm just not sure if he's cool with being pinged/dm'd to ask him.
L415: SetTonemappedAP1(901, 902, 903);
lacks float3
It's considering 3 separate "inputs" instead of one that is float3
ohh yea
when I was checking the shader, I was making sure the colors where right, forgot float3 is missing
SetUntonemappedAP1(float3(A, B, C));
do that for all the inputs
It loads but I can't get the game brightness slider to work (and therefore none of the tonemapping options work) - has anyone else tried this for Sword of the Sea? From what i've read, sounds like a missing shader and therefore LUTbuilder doesn't work
sorry to reply to such an old post, but I've been playing Strive with Renodx with B8G8R8A8_TYPELESS and besides the bright tension bar (which is no big deal at all) the HP bar doesn't change at all during the match, remining at 100%. Did I mess something up?
when using this mod in a ue4 game does it compile shaders in realtime? i'm having difficulty with combat because big explosions and effect makes everything stop motion sometimes
I never actually played a match with it, only did training. Might just be a problem.
ohh I see. Such a shame, Strive looks great with Renodx, but as it stands it not usable outside of training .
i added that to SetTonemappedAP1 and it failed again sadly. i did notice though that i had forgotten to put an underscore behind the values in each input, i.e i had (901, 902, 903); instead of (_901, _902, _903); would that have been a possible point of failure? and i noticed that the other cs files in the repo don't have float3 in SetTonemappedAP1. idk i'm just kinda losing my mind about why the pr keeps failing 🙁
white reflection blinding my eyes (sword of the sea)
which upgrade
yea thats an issue in some games
usually caused my resource upgrades
@forest sapphire you need the underscores
all the colors are variables, and the variables all have an underscore before the #
Anyone managed to get Sherlock Holmes: The Devil's Daughter working with RenoDX UE? Everything is locked to the UI brightness. The slider itself works, it just changes the brightness of everything. The other do nothing and max brightness of the game won't go over the UI brightness at all. Tried activating all resource upgrades and it does not seem to do anything.
ue 5?
might just have scene specific shaders
like set blowout to 100
and restart the game
if the game is black and white, that means the mod works
you just have to make the scene change for sliders to properly apply
like load a save, open/close inventory. every game is different
It's UE4, a 2016 game
I believe the game uses scene shaders, etc. The previous game, Crimes and Punishments, used these as well, I think. Like the colors suddenly changes when going through a door, etc. But that was a 32bit game so I used SK for HDR. This one just doesn't seem to even start with SK, heh.
Tried the blowout, restart, but it does nothing.
maybe the lutbuilders arnt in the game
try to enable dump lutbuilders
and restart the game
see if it dumps any files
you mean the "Dump LUT Shaders" option?
yea
Doesn't seem to dump anything. At least I don't see any new files in the game folder next to reshade/reno
yeah
The reshade log gets really huge pretty quick with this message multiple time each millisecond:
23:28:58:216 [27788] | ERROR | [RenoDX] utils::resource::GetResourceViewInfo(Resource view not found for handle: 0x0000000000000000)
Use reshade nightly or the renodx reshade nightly
Yeah, this was with both nightly builds
I know it's probably not that relevant, but SK HDR seems to work, but I had to revert to the regular reshade release.
SK HDR is just AutoHDR
Is it DX11?
Yeah DX11
Hmmmmmm 🤔
I wonder why it's even trying to process 0x00
Nightly fixes some dx12 issues
if someone can hook up reno properly to new mafia old country game would be amazing!
here's lutbuilder files:
both of these are in the repo
maybe you're using an older version of the unreal mod?
Oh really? Cool. I was downloading couple days ago. Will download the latest now. Cheers
tried latest one. game still only respect UI brightness slider for me which controls overall brightness only
might not update in real time
try setting blowout to 100 and then restarting the game
if its black and white that means it works but doesn't update in real time
if the game has a gamma/brightness slider, moving that might cause the shader to update
yea recently the mod has been dumping shaders already in the mod
idk if people are using shortfuse's debug build
that dumped everything
or if there is a bug
In clair obscur, should I use renodx or unreal mod.
And how to use it in Hogwarts legacy ?
the clair mod was updated recently, should be much nicer now. idk if nexus is updated so just do the snapshot
Hogwarts Legacy
UI brightness is affecting whole image, gamma correction is off due to using ultra + which fixes black floor
Interesting. First time I hear it could update but not in realtime. Gonna test it out. But generally now I think how many games in the past might’ve not been updating in realtime as well and i assumed it’s not working as always resetting sliders to defaults if i see them not working
Apparently it is an UE5 engine upgrade thing
Iirc it is 5.3 and later
Someone correct me if I got the version wrong
5_1, cant decompile
thats a first though for unreal engine
Truly custom
Need to make a guide in the other discord
in mafia old country indeed slider udpates not happening in realtime. one has to go bacl to main menu to see the difference (no need to exit the game).
noticing another issue that sky flickers when FG uses latest 310.3 nvngx_dlssg.dll
one has to go back to 3.8.1 to fix this. which is a shame as that older one produced like 15-20% less fps comparing new to newer one
is this a known general issue or this is new to mafia old country game?
Shortfuse fixed it
will post it coming Monday
Reno addons will need to be updated
but after that the FG flicker is gone for good in all games
and FG will run before Reshade
which stops other problems
awesome. thanks so much for the update
he's great!
If you wanna play the game without flicker until then.
Just downgrade your game's FG to 3.8.1
And it'll work fine.
thanks. yeah i mentioned this fix but unfortanetelly it gives me way less fps than transformer fg. i'll wait couple days no biggy
You can decompile SM 5.1 with vkd3d-proton + spirv-cross
ugh fine i'm going to lift the dxbc translator into it's own tool.
actually, hold on
https://github.com/doitsujin/dxbc-spirv/tree/main this exists now
oh, i lost all interest in helping after seeing what game was it for.
you're on your own there.
lmfao
oh?
I remember shortfuse worked on dxbc to llvm or something, adn then decomp the llvm with decomp.,exe -- but that didnt work out well
looks like it finally passed the checks. it’ll probably go a lot smoother in the future now that i have the format down and know what oversights i made to look out for. just gotta wait for it to be merged?
pog, now we wait for shortfuse to merge
did you load every level in silent hill 2
and that was the only one that dumped?
if so awesome
that probably means we got like all the major ue 5.1 shaders covered
yup i loaded all my saves from different areas of the game, it only dumped the two, one of which was already in the repo.
thats pretty sweet
try using Upgrade B8G8R8A8_TYPELESS (Output Size) and a resolution percentage of 95% or 105% (anything other than 100%). This fixed the issue for me, playing with peak brightness of 2500 nits with no issues so far.
Game Echoes of the end. had a black screen, Tried Upgrade_R10G10B10A2_UNORM to Output Size, and that makes the starting logos and legal appear but in that screenshot there should be some graphics in the background but instead I get a black screen. What can I do?
clicking on new game some stuff does appear but it's kinda fucked
tried Upgrade_B8G8R8A8_TYPELESS output size and ratio but made no difference
Ok used the dumb method for dumb people like me: activated everything at the same time then deactivated one by one until I found what worked.
Apparently the game needs Upgrade_R10G10B10A2_UNORM to Output Size and Upgrade_CopyDestinations to ON
When gta trilogy was updated in unreal addon, was lutbuilders included classic lighting ?
iirc i toggled it while dumping the lutbuilders, but not 100% sure ;(((
Would it be possible to add these lutbuilders? It's Until Dawn, would be great 😄
Does addon support unreal engine 3 ?
no
I'll get to it sometime, I've been busy recently
It's not realtime, you need to reload or restart
how's the new Gears of War Reloaded HDR?
Does Eternal Strands works without any issues with the UE addon?
its UE so its most likely to be broken
When it comes to HDR and UE
you're better off assuming it is all broken and wrong
until proven otherwise
btw there is an area which is clipped 203nits
and near the end the game will just crash with the UE addon in

craptastic
there goes another game I had a tinge of excitement for completely DOA
(till its RenoDX mod is released, hopefully)
Anybody else tried MGSDelta? Played just a little bit but vanilla HDR looks kinda meh to me.
.
@warm lion I added the 2 until dawn lutbuilders for you
gonna commit them to the repo now
tested out silent hill 2 real quick with the new merged lutbuilder, requires upgrading R10G10B10A2_UNORM to output size but it seems to work pretty good. only thing is it seems to be limited to bt.709, not sure if that's to be expected. that bar scene in the vanilla hdr has a ton of wcg but that might be due to the per channel tonemapping in UE's hdr? at least from what i understood when pumbo explained the problems with UE's hdr.
your next commit can be
adding auto upgrades
for silent hill 2
addon.cpp
and here is a guide
sweet, i'll take a look thanks
here is a slightly dirty commit, but here is how i added banishers to upgrade by default
remember, product name not exe name
wondering if this happened? didn't see it in the changelogs
reshade had a bunch of updates and i need to rebase: https://github.com/crosire/reshade/commits/main/
nice, void/breaker works
Oh man, FG fix soon then? So very excited
Thank you! Gonna test in a minute 😊
works great, thank you once again, u can add them to the main addon ❤️
if i wanted to post some lutbuilder files for people to have a look at, which of the 4 should I post? the 2 biggest ones?
Just send all of them and note what game they’re from
Echoes of the End
as said here #1321685184852135967 message game needs R10G10B10A2_UNORM to Output Size and Upgrade copy destination to ON to work. Sliders seems to not do anything apart from UI brightness that increases the entire game brightness
and FG makes the sun shimmer but I think that's a problem with FG and reno specifically
game seems to work otherwise
I'll get to this tonight
wait we already have a lot of those lutbuilders in the repo
we have:
- 0x8736
- 0xAD0A
the others look like native hdr lutbuilders based on size so we dont need them
@heady notch update your unreal engine mod, maybe you have one that is dumping all shaders; not just missing shaders
@spare bane do you know about any open issue where unreal dumps all shaders; not just the missing ones
I seen people link shaders we have for a week or so; but idk if they're on the debug discord build you made that dumps EVERYTHING
It dumps all shaders
0x2D and 0xFE are not lutbuilders btw
Texture2D<unsigned long long> t0 : register(t0);
float main(
noperspective float4 SV_Position : SV_Position
) : SV_Depth {
float SV_Depth;
unsigned long long _7 = t0.Load(int3((uint)(uint(SV_Position.x)), (uint)(uint(SV_Position.y)), 0));
if ((uint)_7.x > (uint)127) {
SV_Depth = asfloat(_7.y);
} else {
SV_Depth = 0.0f;
if (true) discard;
}
return SV_Depth;
}
the current snapshot, or only your test discord build?
Current.
copy
not a big deal, since I get "file exists"
was just asking if its known behavior
idk wtf this is -- maybe its define memes
It's so you know what shader a game is using. Also so it doesn't look like it's doing nothing
I guess it gets stuff from the vertex shader, _7 depth
and returns sv depth based on a condition
It's supposed to be what writes to uav0
But this has no rtv. So a bug
It writes to dsv
did you test decomp with pixel shaders that have uavs
because my understanding is pixel shaders can write to a uav
or read from a uav; idr which
or both
Yes
guess its just a weird cso then
the cso is above in the 4 lutbuilders if you're intersted
Maybe you could name all dumped lutbuilders that are already in the mod something like lutbuilder_x_<hash>
So that we can easily distinguish them
And know that we're maybe dealing with a bad decomp
New ones can stay lutbuilder_<hash>
addon.cpp has logic to skip shaders from saving that are already in the mod based on hash
idk why shortfuse stopped it from skipping them
I got mine from the github yesterday and it showed today (as of yesterday) is there a new one?
no its fine
either way there are no new lutbuilders
the mod seems to dump all lutbuilders even if they're already in the mod
if its to find bad decomps, I second adding some sort of flag that the lutbuilder is already there
new: lutbuilder_<hash>
old: exists_<hash>
because then people assume nothing is happening
and also, if a lutbuilder is bad we wouldn't know
I guess
but it makes it a pain in the ass to see if a new area/map dumped a shader
because it will be in the folder with all of them
so the addon dumps the shaders every time I boot the game? Because I'm planning on playing Echoes of the End until I finish it so would be useful to have it dump them only if some are not included.
but then again I may wait because I remember them saying that they would introduce official HDR support this week or the next
you never want to play games with shader dump enabled
it griefs perf
you want to only enable it if you notice an area is missing shaders/broken
Oh, I thought the game was badly optimized lmao
gonna try it without the option then
let me try it
man it was a 40 FPS hit
WTF
I can turn off FG now lmao

lost soul aside merged into main, wait an hour and download the addon from the website
Which website again? is it the regular github page? i forgot where to download the latest general ue4 renodx version
https://github.com/clshortfuse/renodx/wiki/Mods/ UE section click on snapshot
Do we turn off in game hdr for lost soul aside when using renodx?
In Lost Soul Aside, once again, there is that glitchy framegen with UE's native HDR, when the whole picture is distorted. r.Streamline.TagUIColorAlpha=0 fixed the situation again
But there was no such bug in Wuchang, for example
Why do they keep doing this glitch in UE games? Maybe Pumbo can tell them to stop doing it? He works there now, right?
😅 I don't work at epic atm no.
The streamline problem was fixed by Ersh about a year ago. However games release with old ue versions so they still have the bug.
Especially since this is an Unreal Engine 4 game
Write the devs, tell them about the bug
It's a one line fix.
We should do a lot more of that instead of passively fixing everything
Without ever thinking of the long term
But a lot of UE games have this problem. In that case, we'll have to write to everyone. Many of these games are no longer being updated
Do what is realistic.
i do this a lot and 90% of the time, the issue is ignored, even when you supply ample information regarding the bug
hunting down employees seems a bit rude
You are not blaming them
no but still seems a bit invasive
also if they're private you can't contact them
why do support tickets even exist though if the only way to solve it is to chase someone down
They go through publishers first. Another company.
Then are screened by local publishing people
That will likely throw in the bin anything they think is irrelevant, like HDR.

If 3000 report it, it will be seen. Otherwise, no.
UE hdr is broken anyway
Any advice for Sword of the Sea? Which upgrades should I enable? I'm not quite sure what good starting points are
Some skyboxes are so SDR in this game. So that’s how we played before HDR? It's awful. No game is worth playing like this
Lost Soul Aside
But HDR itself looks better there
games from early ps3 era are generally worse than this
I don't even know how I'm going to play DX9 games now...
@quick sedge is that native hdr or reno unreal?
Native. But this skybox is like that. When the sun is there, it shines brightly
can you do me a favor
get the latest renodx ue
and tell me if you get any lutbuilders with dump lutbuilders on
make sure native hdr is off
I didn tget to that area
ty!
0x5788 is the one with the sdr lut
and 0xEC0 seems to be the generic one
ty
maybe we got all the game's lutbuilders
I get fatal error CTD in MGS delta. Anyone else ?
Is there a version of reshade that has the fix for using framegen with renodx hdr? I have been searching here, and apparently the fix was almost/already done. I am getting flicker right now using FSR framegen via optiscalar w/DLSS input (3000 series gpu).
Sinking City Remastered appears to work, but the HDR still looks washed out and about the same as the default UE HDR. To my eyes, RTX HDR is the only decent HDR option for this game. Otherwise I would stick to SDR.
Here are the lut builders in case they are useful.
Seems like Cronos has a raised black level floor
Same issue as Silent Hill 2.
Me and Ersh might look into it.
Is there a specific build/release for silent hill 2 or could I just try the UE mod?
Thanks a lot! Did they maybe update something or is something included in the ultra+ mod? I didn't notice it that much until now playing the game
haven't used any ultra+ mods in my games so I can't really tell
Is this safe for Fortnite?
no
Hey, got a problem with reno in Darksiders 3. It functions perfectly except for an issue with the enemy healthbars. With reno enabled the bars don't reflect damage done and the just remain a solid green until they die. Problem goes away with reno disabled. Mod page says Darksiders 3 is plug and play so I'm curious if anyone here has an idea on how to fix it.
I didn’t observe that back when I tested the game, so it might’ve been an oversight by me or changed with an update to the mod since it’s been a few months
No worries, its not so bad. Thankfully boss bars function fine.
I'll try out older versions later to see if anything changes.
Early June is when I first took a look at the game
good to know, I'll start with that
No luck unfortunately, went as far back as the archive goes and the issue persists
Try reporting that in RenoDX server, and see if you can get some help.
will do
is text ever garbled and blocky?
It's possible it needs an upgrade that's not exposed in the menu
From what I've experienced thus far it's just the health bars with strange behavior
Is there no RenoDX for Still Wakes the Deep?
Does the generic one doesn’t work? If it’s UE?
You can submit LUTs if it’s not working in RenoDX server.
How is the HDR is Hell is Us?
From my perspective, only a few new games that I played critically needed an HDR fix. So in these couple of games native HDR itself is fine for me
@tight acorn like this
Does RenoDX work with Cronos? Could you please tell me what I need to download to install the mod?
#📢dev-feed message
@west stump Thank you for your answer, but is there a full guide on how I should install it?
For example, what decision should I make from these screenshots?
@warped lynx ty! Finally, should I select the Cronos executable (.exe) file here?
@warped lynx Do I need to complete this step after installing ReShade as well?
"Place the renodx-cronosthenewdawn.addon64 file next to ReShade's dxgi.dll - in (Steam\steamapps\common\Cronos. The New Dawn\Cronos\Binaries\Win64)"
yes
@warped lynx And if I understand correctly, the final thing I need to do is set these values in the game and adjust my display’s peak brightness? There’s nothing else I need to do in the reshade overlay itself, right?
correct
nice, thanks a lot!
does this method work with Daemon X Machina Titanic Scion ?
It worked in the first game from my testing
I just tested and and its working fine
can u tell where is engine ini?
cannot find it in the game folder
and its not possible to set them exact like suggested in the game
idk, but you don't need to edit it for the reno mod
@left narwhal what settings do you use in Hell is Us?
I haven’t started the game, yet. But I remember it looking good OOTB, as in matching SDR.
@elfin lance been playing, though.
I can't find it right now, but what was the problem with native HDR again?
it being generic ue hdr
which for some people is fine
sometimes devs "forget" the sdr grading when bandaiding a native hdr implementation
Demo was capped as well, IIRC.
I'm not a fan of aces memes
for the average person, the native hdr might be fine if you dont want to dick around with mods
if thats griefed maybe its worth fucking around with mods 
I've been playing too much runescape, and built a backlog of campaign games a mile long
Are these the suggested settings for an LG C3?
The Cronos RenoDX mod is perfect. Looks so good
Thought Ersh’s was better? I don’t see a specific mod for cronos
Oh damn sorry I meant Ersh's. Just stupidly assumed it was Reno. I'm an idiot. Anyway, it's perfect.
It is
Did you find a fix for this? I'd like to try and but I'm also using Arise-SDK and a quality mod so maybe those are not compatible with RenoDX.
It is a renodx mod after all.
It's ersh+pumbo though!
No I haven't tried since then
same thing as before, tried to upgrade some things also, but no luck, only UI brightness slider works, and it makes the game brighter also
Hm, I’ll have to wait until I get the game I guess.
try copying the upgrades I put on the mods page for borderlands 3
Hopefully for Borderlands 4 for real this time.
@full moss try this
I've been told it works
I'll try soon
worked
but only peak brightness slider works
and ui brightness still makes the game brighter
Where is it?
it's not needed for bl4
I get just a black screen
In game hdr off?
pretty sure i have in-game hdr off as well and same @jovial trout
Probably need rgb 10 bit upgrade with framegen
how to do that
Or to use the DLSS framegen fix
Advanced menu, r10g10b10a2 to output size
Also I’d like to encourage people to discuss this mod in the Renodx server just so it’s easier to track https://discord.gg/QgXDCfccRy
I know everybody already knows this, but I've had a few beers so I'd just like to reiterate how shitty it is for the end user that this is now split across 2 servers.
Love you all though, and thanks for the game changing mods.
yeah it does kinda suck, ngl
I can't speak for everybody of course but I think the best route forward is to move as much renodx discussion as possible over to the new server
at least regarding mod development/support (since support often feeds into dev)
Dad is about to come back with the cigarettes any time now 
Please 💙
was it changed because this server has too many channels essentially all reno content focused to one channel and general discussions etc remain here?
#🧩renodx-dev message
fuck
indeed
✅RenoDX: Unreal Engine
Is there anyway to fix the insane amount of stuttering. I jat started and it really abd. Im suing reno and Ultra plus
Delete cache
do a clean install of your driver to reset the shader cache
i see some pretty old posts about the universal mod working with Everspace 2; however, it seems to only work with directx 11 mode for me (launching in directx 12 seems to result in a black screen; music and sfx will keep playing so the game didn't crash/hang). any ideas?
Thank you!
@left narwhal you were right
time to purge everything
we'll force -50 green and hdmi black signal mismatch everywhere

I'll create an interactive search page for the mod.
It'll help some.
But I guarantee you, you'll sitll have users asking same questions.
gotta be a big square when clicking on the snapshot
It's just the nature of dealing with end users.
You go Apple approach and overtake everything, that's how you deal with the 'masses'.
DLSS Fix been solid in everything I've tried.
Marat had crashes in Hell is Us with it, but I was having crashes in that game even without.
So, I think something else an issue there.
RenoDX UE culprit I say, but Marat said he kept playing with it and no crashes, so idk. Will see.
Are there any fixes for UE games where the UI brightness slider controls the brightness of the entire image, or should those just be kept at default? Happens in most UE games I've tried
Sliders aren't realtime in most UE5 games
You'll have to retrigger the shader by loading a save point, reaching checkpoint, opening inventory...etc
Even though i don't See immortals of aveum under the supported ue5 Games for renodx on github, there is still a chance that the General unreal engine renodx version may work with this Game, right?
it can work yes, try it and if you have success with it you can add the game to the supported games wiki
So what about HDR in Silent Hill f? Something's not right, yes?
The second screenshot is with maximum contrast in the game settings
got this with ue addon
guess we have to wait for mod
just in one place, till that everything was working ok
I think overall the HDR in this game is more or less okay
native? it's broken
Seems like it might be done
Well I could add film grain control
But I think I have the core done
Haven’t found any more lutbuilders
Anyone have a link for their silent hill f reno preset?
Or is it best to keep things close to default for this game?
always default
Check the pinned in #🧩renodx-support, and then look for the game specific mod by Musa in there.
It's in a different server.
I'm having a problem using Renodx in Banishers: Ghosts of New Eden. THe mouse cursor duplicates and shader comp stays at 0%.
Sorry for the double post.
Hi. I’m using the mod for Aliens Dark Descent. To use the mod,
do I need to enable game hdr using engine.ini tweaks (since there is no in game hdr toggle)?
Reason I ask is if I don’t enable hdr in engine.ini and just use reno, lilian’s hdr analysis doesn’t pick up that game has hdr. And the reno sliders don’t work either. Is that the expected behavior?
UEslop addon works by doing its own swapchain proxy using SDR path
Internal UE HDR should not be set or used
Unless there's a custom add-on for a title that tells you to use native HDR
Thanks. And then what would show in Lilium's analysis? For now, it just shows SDR analysis with the addon and no engine.ini HDR tweak.
As in, is that normal?
No
Lilium will report either HDR10 or scRGB if HDR is active
I see it is a support title via Reno list
Did you set Upgrade B8G8R8A8_TYPELESS (Any Size)?
I did.
I was playing with SK. Trying without SK now. Will let you know how it goes.

That explains it
SK is very finicky with Reno
You'll get all the SK functionality whilst retaining Reno compatibility
While its HDR, its still capped at 203 nits.
I dont see any additional settings for Tales of Arise on the wiki.
This?
this one is already included in the mod. arise should be unclamped by setting r8g8b8a8_typeless to output size
Thank you! It would be good to mention this in the wiki.
anyone (with a github account) can edit the wiki
Not sure if this was discussed already, but new Painkiller demo works great with generic UE addon
seems the game, despite heavy focus on multiplayer, is not using any anti-cheat lol
Now that I've tweaked the values, it looks even better
This looks dope.
Probs gonna play it.
Painkiller is a reimagining of the classic franchise, featuring co-op play for up to three players and full offline support. Battle hordes of demons and titanic terrors across richly detailed gothic environments.
Trapped in Purgatory, you are sentenced for your transgressions against Heaven. But the Voice of the Creator gives you a chance to r…
$39.99
Oct 21, 2025
This one, right?
yes
Demos are back in vogue
Art style needs hdr.
Shame.
it looks fantastic in HDR
I've finished the demo both and SDR and HDR
and SDR can straight up be confusing to look
It's amazing how much more clear it is what you are looking at in HDR
Does this work well on Enotria? I saw the in-progress status on Github
I think the wiki just hasn't been updated
My be able to find an answer by using the awful discord search
Well I had to do the blackscreen fix for it and I could get ingame but the sliders don't do anything even with scene change/main menu so not really sure whether its working properly. Some old chats mention an engine.ini modification, well putting that in just gave me full black screen after loading my save.
Think I will stick to AutoHDR for now.
Because its PvE not PvP right?
yeah, it's PvE
forwarded these to the renodx server
Hi. Anyone have any settings for Ready Or Not? I've got it working fine but the color grading of this game feels pretty bad
Seems to work fine ?! That's UI though (but idk why 120 max when I have 203 🤔 )
(R10G10B10A2_UNORM required)
Duet Night Abyss (available in 9 hours)
does it work with bloodline2 irs ue5.3
Hey everybody, can someone point me to the most recent UE release of RenoDX? I'd like to use it with Bloodlines 2
the snapshot one is the latest
I'm not sure what I'm doing wrong, I'm trying to use this with The outer worlds 2 and ing getting a black screen on boot.
@languid bough @astral estuary I played Bloodlines 2 with Engine.ini HDR. It looks the same in this game as with Reno, although it's a bit dark, but at least DLSS works. Framegen doesn't work in this game at all
Then you should read the instructions on that same mod snapshot page
That's the usual cause of a black screen
I didn't see anything about that
Ok, I might stick to RTX HDR then, it's dark as well xD so I guess this is intended
I'm not sure about RTX HDR, to be honest
Just outta curiosity, can this work with luma?
lutbuilder for KOF XV
Previous versions didn't dump anything, but also worked, whereas now it clips, B8G8R8A8_TYPELESS causes character select to not show, and in dx11 mode the health bars don't show
lutbuilder for Fatal Fury City of the Wolves, also has the issue where health bars don't show
To me it's at least better than plain UE hdr
But it's good, it's just too dark in places. Otherwise, it's legit HDR. I don't know why anyone would prefer post-processing like RTX HDR when there's normal native
Those screenshots really don't look that bad, usually it's really washed out, and isn't it limited to 1000 nits? I have a 1600 nits TV
I don't think it even reaches 1000 nits. But the game is so dark that these highlights still look bright
I think you can try this parameter in the ini filer.HDR.Display.MaxLuminance=1600
#1413695723404398674 message
This is not renodx but Lyal's framerate cap patch causing the quote to stay
I was using this mod in Banishers Ghost of New Eden and it caused black frames when changing camera in custcenes/dialogues. Is it fixable?
Hey. I am using the renoDX addon for the game Bellwright. By setting R10G10B10A2_UNORM to Output Size it kind of works, but only the sliders for UI Brightness (it brightens the whole game) and Peak brightness do anything, even after restarting the game.
Is there something I am missing or is it just not supported?
i'm wondering the same as last question except for tormented souls 2, none of the grading options work but for UI brightness
my upgrades are setup like this
oh i thought the ui brightness should only aspply to the UI and that there was an issue with my setup.
that really doesn't say anything about the ui brightness but thanks for your time
ui brightness applies to the ui by scaling the game scene relative to the ui
the game scene doesn't scale in real time
hence the ui slider brightens everything
Thanks but nothing of this changes anything in Bellwright. Only UI Brightness
Must mean missing lutbuilder
Someone knows why this could be? Would love to use the mod but it's unusable by default cause of this issue :((
sup guys, idk if anyone tested this
but ui brightness slider work as game brightness and game brightness slider doenst work
i got this .cso file
The game is UE5 meaning you may need to reload the scene by triggering a loading screen or going to some menus in order to see changes you make to the sliders, including game brightness
This lutbuilder is already included in the mod
Oh, Alright cool
Ty
for me, even going back to the main menu then reloading my save, neither the game brightness or exposure does not change the brightness level and as said, only the ui brightness, gamma correction and maybe a few others are actually working
its tormented souls 2 i'm playing, is anybody able to recreate it?
i made sure by maxing out and zeroing both of the exposure and game brightness
i downloaded most recent version from the github
you can try dumping the lutbuilder
dump luts slider on then restart
and it'll drop a cso file in the game folder
I didn't have the most recent reshade installed. I had 6.5. Its fixed now.
A fresh steam install of Gears 5 will reach in-game with R10_U set to Output Size & Upgrade Copy Destinations enabled, you just gotta use a patched exe, which is a drag.
Yes! You must set Upgrade_CopyDestinations=1
@elfin lance See? I told you so. We should make Upgrade_CopyDestinations=1 the default for Banishers
Besides, I have constant crashes in this game, can’t really continue playing, but not sure that Reno is to blame
it might be reno/reshade; no idea tbh I just fixed the shaders
crashes are shortfuse's territory
OMG thanks a lot! Will test it ^^
Do you have crashes? Because I do
I haven’t been using it since the start of the game cause I had this black frame issue I camera changes. So can’t really tell you
This is the lutbuilder I get when dumping lut shaders on Bellwright:
I read there was an Outer Worlds 2 version here somewhere? Can someone point me to it
I play The Outer Worlds 2 with native in-game HDR. And I don't have much complaints about it in this game
latest snapshot of ue generic supports ow2
repo build is pinned
"patched exe"?
You mean high seas patch?
No shade, I couldn't get it working even with patched exe
I SO don't wanna deal with the EAC bullshit
yo just to inform that for Void breaker
you just need to put R10G10B10A2_UNORM on output size
and it just works good
👍
and shit seems to crash randomly
same problem as you
I fixed banishers crashing by not using DLAA, other presets work without crashes
And since then there hasn't been a single crash until the end of the game?
i havent finished it yet, but crashes almost all gone
with dlaa its basically random crash after 5-10 minutes
with quality preset, no crashes. Got 1 random crash after that, but I tweaked cpu oc, probably due that
Most of the crashes happened during dialogue or after dialogue
I had this issue also! I havent tried Upgrade_CopyDestinations=1 yet, but i remember that The Alters had exact same issue in dialogues
maybe thats the fix
The pinned repo build link here is always the latest snapshot? Dunno if it gets updated automatically
it's always pointing to the latest snapshot yeah
Awesome, thanks for the clarification!
Is it normal that I have to up shadows to 90 in banishers to counter the black crush that Reno introduces compared to the native image?
Maybe Im missing something, 90 seems like a lot
This didnt work? Is it this?
I now get a weird white flash
On every camera cut in dialogue
Oh wait I didnt restart the game
Ok now it worked! Xd

Man feelsgood to finally be able to use Reno in this game, it´s always such a gamechanger, its insane
And then crashes happen
Hope i dont get em lol
Does this mod also work on Dispatch? It’s UE4 afaik
But there was a function for processing movies in some Reno mods
Oh gotcha, I feared that yea
Probably not worth it then to keep the whole experience coherent at least


