#✅RenoDX: Unreal Engine

1 messages · Page 20 of 1

left narwhal
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If that doesn’t tell you how badly that combo can be for majority of users, idk what will.

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I’ve had success and failures both using them together FWIW.

hearty anchor
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Sounds rough

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But maybe I should ditch it too as I don't really use it's options

left narwhal
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I mean, if it works it’s great.

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Lots of QoL features.

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But yeah, if not using them then oh welp.

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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.

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Some games like AC Shadows, I definitely wanna use SK with

spare bane
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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

zenith epoch
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Is the reno for lies of p worth using?

spare bane
zenith epoch
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Alright I guess I'll use reno then

tired mulch
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where is it

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I found it anyways, thanks for the mention though

rotund zinc
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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

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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

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I'm a single anecdote so maybs I just went from super unlucky to super lucky but something's different

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Close to 💯 pct of the time, I just chuck U+ and Reno at a game, launch with SK, and it just worksTM

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(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 🤷‍♂️

cobalt marlin
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Also you can just type "R e n o D X" there. It's not filtered 😜

left narwhal
jovial trout
left narwhal
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Last I figured out a fix, it was related to FG.

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i.e. keep FG disabled when launching the game, edit INI or w/e.

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But once in-game, can eanble and works fine, etc.

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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.

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I wish pace native frames in SK did in Mafia what it does in AC Shadows i.e. make such a huge difference.

rotund zinc
rotund zinc
# left narwhal Depends, AC Shadows was a native mod and had a lot of trouble after some updates...

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

left narwhal
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Well, I can't get nightly updates from SK anymore, so I have to wait for full updates, which comes much later.

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Thus, I can't really use SK reliably anyway.

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So, any of these 'new fixes' that come, I won't see them until weeks later, if not longer.

rotund zinc
zenith epoch
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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.

maiden sphinx
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The version of UE5 UE4 it runs on doesn't have real-time sliders

unborn verge
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Lies of P is on UE4

stoic latch
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I just did two playthroughs of lies of p with Reno and the HDR was great. Definitely not too dark.

tardy moat
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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?

maiden sphinx
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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

tardy moat
maiden sphinx
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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

left narwhal
elfin lance
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for all the formats it supports

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since it opens pretty damn fast

left narwhal
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OIC, the icon is for that.

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my b.

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Also, wasn't there a hotkey that I could press to drag and move the zoomed in image around within SKIV?

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I can't remember which one

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ALT, CTRL, and SHIFT doesn't work. Individually pressing them.

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CTRL+Scroll Wheel does the zoom

elfin lance
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idk

left narwhal
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But if I wanna drag the image around and not the whole tool, I think there was a hotkey. Can't remember which.

elfin lance
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yea idk

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I only take pics and

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upload them

left narwhal
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RIP

tulip gazelle
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When I try to play Mafia I get a black screen

maiden sphinx
left narwhal
tulip gazelle
maiden sphinx
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Didn’t mean to reply to that, but yeah do as what the screenshot Umer sent says

tulip gazelle
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ah that fixed it thanks

past pasture
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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 doomerWojak

zenith epoch
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Getting this error now when trying to launch Lies of P with Reno Thonk

spare bane
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can you try a build from july 31st to see if it's a new thing?

zenith epoch
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sure where can i find it

spare bane
zenith epoch
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Which one of them should i get exactly

spare bane
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july 31st

zenith epoch
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It doesn't specify exact dates on their builds

spare bane
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?

zenith epoch
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Just says 1 or 2 weeks ago

spare bane
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yyyy-mm-dd

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20250731

zenith epoch
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👍

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same error

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odd

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i didn't really change anything between the launches where this started happening

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must be something else causing it

elfin lance
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amd gpu?

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let me try the game on the latest build for fun

zenith epoch
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no

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nvidia

elfin lance
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building

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latest commit, fresh build, everything is working just fine

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I'm using shortfuse's pinned reshade in #🧩renodx-dev

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make sure the game's native hdr is off

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I'm also not using any other mods

zenith epoch
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lets see

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odd

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guess i'll try to reinstall or something

elfin lance
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is dlss enabled?

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mine is

zenith epoch
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yes

elfin lance
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share your reshade.log no idea

zenith epoch
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ShortFuse already looked at it

north escarp
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is this mod superior to default ue hdr

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like if its enabled through config

elfin lance
zenith epoch
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the default hdr in lies of p is very bad

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gonna have to check what causes the error after i get home from work

spare bane
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might be trying to boot in hdr

elfin lance
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is windows hdr on?

jovial trout
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I remember thinking the HDR in lies of p looked decent enough, is it the usual thing where it's missing grading?

elfin lance
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that made the game thats supposed to be dark look mad gray

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you can tell they made it on 2.2 monitors

zenith epoch
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nah i'm not running anything in hdr beforehand. This pretty much happened from one launch to another

quick sedge
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Has anyone tried Echoes of the End yet? Does it have native HDR or does it need a Reno for that?

tough sand
quick sedge
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Trying to enable Engine.ini HDR and getting this

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Looks like RenoDX: UE is doing fine in this game

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But those things were more shiny with native HDR

  1. Engine.ini
  2. Reno
left narwhal
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Echoes of the End

glossy valve
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Is it good?

left narwhal
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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.

west stump
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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)
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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
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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
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  • 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
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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)
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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...

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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
quick sedge
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The fire is not bright at all 😕

left narwhal
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Looks more like smoke, lol

quick sedge
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It's like SDR

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B8G8R8A8_TYPELESS and R10G10B10A2_UNORM upgrades do not help with this

maiden sphinx
zenith epoch
quick sedge
tight acorn
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was fg fix added or not ?

zenith epoch
neat wigeon
west stump
zenith epoch
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Reno is just the better choice

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HDR in most UE games is straight ass

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default hdr that is

west stump
neat wigeon
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How do you plan to do that? Lol

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Infiltrate epic

small socket
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Keep trying to add commits I guess or however it is called

tough turtle
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Any fix for the EXCEPTION_ACCESS_VIOLATION issue yet?

jovial trout
west stump
small socket
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Sounds like you're looking for a new challenge

jovial trout
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good luck, probably the most important place to be in terms of rendering (unfortunately)

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fixing the engine so we can finally get good HDR 5 years downstream tired_wojak

zenith epoch
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HDR working out the box Prayge

west stump
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I already fixed Ultrawide in all their games by defaulting the FOV to Hor+ 😄

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nobody even knows 😛

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before that most UE games didn't support UE games and had fucked up FOV in 21:9 or 32:9

cobalt marlin
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Oh that's thanks to you ?! Well infinite thanks for that

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Wish we could patch older UE games like The Ascent instead of having to bother with external stuff using cheat engine or flawless widescreen

jovial trout
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didn't know that was you, thank you 😭

fallow mica
topaz quail
west stump
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harassment works 🙂

cobalt marlin
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I'll keep that in mind 😉

cobalt marlin
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Imma harass ShortFuse to fix GTA5E then CatBleh

jovial trout
west stump
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I offended some guy on nexus today

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he wrote me 4 times over the weeks

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asking stupid shit

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"pls will you answer me, what DLSS model should I use, answer me"

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fuck off 😛

cobalt marlin
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I just pinged him blaming you for it, won't bother him more rest assured

signal wasp
jovial trout
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preset D

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-# eez nuts

west stump
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not the transformer

fallow mica
west stump
warped lynx
jovial trout
jovial trout
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good to know

fallow mica
grim kernel
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yeah i dont get it, previously games usually had it set properly

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also tbh it's another shit default value by epic, this should've been set to 0 by default

grim kernel
# west stump yes

mine would probably still be ignored if you didnt pressure them through dev channels

west stump
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or i will, and then take credit 😄

halcyon solstice
forest sapphire
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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.

warped lynx
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upgrade r10 unorm

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to output size

forest sapphire
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already did, that fixed black screen but not the sdr clamp

warped lynx
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does the contrast slider do anything?

maiden sphinx
# forest sapphire trying it out in silent hill 2 remake and it seems like its clamped to sdr. any ...

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.

forest sapphire
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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.

forest sapphire
forest sapphire
forest sapphire
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tried loading all my saves from different areas of the game but these are the only two i got

west stump
elfin lance
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Lies of P is a pretty good game

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the out of box native hdr has a gamma missmatch, which makes the game look super gray -- when its supposed to be dark

elfin lance
forest sapphire
# elfin lance 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

GitHub

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

elfin lance
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from the front page

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and then for sm6 lutbuilders you do

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decomp.exe [lutbuilder_hash.cso] -f --use-do-while

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look at other sm6_x lutbuilders in the unreal engine folder

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its like 2 lines of code

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and ctrl+f

hardy cloud
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What's the recommendation for Hellblade 2? Just use the game's native HDR implementation?

arctic terrace
finite basalt
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renodx is also really hurting my framegen performance

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im in 3x mode, should easily have 225 fps (my cap)

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im using the reshade linked in the renodx channel

left narwhal
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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?

elfin lance
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the example addons are kinda old

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so maybe it doesnt work with hdr screenshots idk

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but all addons go in game folders

left narwhal
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Right

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But if I wanted a central location for certain addons.

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AddonPath=C:\Program Files (x86)\Special K\Global\ReShade\AddOns\**,.\

Would this work?

elfin lance
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yea

left narwhal
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That way certain QoL addons like SS ones, I'd throw them there.

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Right, figured.

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I guess it's just not working with newer ReShade.

elfin lance
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the default addon path is just the game folder

left narwhal
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Right

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When you had me setup central for Shaders/Textures path, you also put the default path in there after it looks for central location

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So, it was neat.

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That way if I ever wanted to test something quick for game specific, I'd just throw in game folder etc

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So, figured I'd do the same for AddOns.

pine void
left narwhal
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Yeah, it wasn't showing in addons tab.

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Nvm, it shows now.

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@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.

pine void
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I am loading it from a different folder, it works fine. My path doesn't have any fancy stuff at the end though

left narwhal
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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.

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I'll fiddle around with it, thanks.

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And now every SS I take, it'll basically be moved to my clipboard as well just fine, no config needed at all?

forest sapphire
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@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.

elfin lance
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@forest sapphire share them here, I'll take a look

forest sapphire
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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.

elfin lance
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@forest sapphire 0xbbb is good, you're just missing SV_Target = saturate(SV_Target) at the end of the shader, before the return

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DA6 just needs a fix

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well you want to copy and paste the default output from the shader

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u0[int3((uint)(SV_DispatchThreadID.x), (uint)(SV_DispatchThreadID.y), (uint)(SV_DispatchThreadID.z))] = GenerateOutput(float3(976, 977, 978), cb0_040w);

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you want to take those 2 files

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fork renodx

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throw them into the sm6 folder in the unreal addon

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and make a PR

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after you make the fixs

jovial trout
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here's hoping sword of the sea works

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though it might be worth a bespoke mod

warped lynx
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that game is out?

jovial trout
warped lynx
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oh shoot

left narwhal
jovial trout
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I'm considering it

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gonna be pretty busy the next week or so though

left narwhal
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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.

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Those BF6 rewards enticing me snig

jovial trout
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I'm playing some 2042 rn

left narwhal
jovial trout
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honestly it's not so bad these days really

left narwhal
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Then I'mma nolife that, unless it's just a bad launch then RIP.

left narwhal
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🙃

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Final release wasn't far from alpha, FWIW.

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But they have fixed a lot from what I've heard.

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So, maybe a lil bit of 2042 won't hurt.

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What's the HDR status in it?

jovial trout
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fine enough, but you have to have a mode on your monitor/tv that ignores metadata

left narwhal
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I won't be able to play this on brighter display, so it'll be C4 for me.

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Just don't wanna be blinded or clippings that's just rough, don't really need 10/10 HDR there.

jovial trout
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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.

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RDR2 has the same problem

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but yeah, only calibration option in-game is peak nits

left narwhal
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So, if my panel has EDID value of 800 or w/e, and I set in-game to be that as well.

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It should be fine, and won't have to worry about it?

jovial trout
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should be good with a TV with HGIG I'd think

left narwhal
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I don't think it did that.

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It was all cool everywhere.

stoic latch
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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.

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sdr / reno defaults

stoic latch
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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

left narwhal
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Damn

errant spindle
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hi ! i have a problem with Drive beyond Horizon

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i have clipping when i look around

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and when i look the sunrise

left wolf
elfin lance
# errant spindle

probably need to upgrade resources like bgr8 typeless or rgb10a2 unorm

nimble river
thorny silo
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@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.

elfin lance
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we really need a renodrt tonemap option

#

that just displaymaps from peak nits 10k

thorny silo
elfin lance
#

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

thorny silo
#

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

empty mantle
#

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.

forest sapphire
# elfin lance and make a PR

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?

elfin lance
#

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));

forest sapphire
#

shit

#

thank you

#

i closed that pr I'll fix it

elfin lance
#

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

glossy valve
tough turtle
#

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

nimble river
# left wolf Correct

ohh, can you share your settings please? No matter what I do I can't get more than 1000 nits peak brightness.

left wolf
#

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

celest ginkgo
#

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?

left narwhal
#

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?

ashen herald
#

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

celest ginkgo
#

@ashen herald Not sure if I understand what you mean

ashen herald
#

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

small socket
#

Might already be downloadable

#

His latest nightly seems to be from yesterday

#

The addon I've no idea about

ashen herald
#

👀

small socket
#

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

forest sapphire
# elfin lance its not autobuilding until shortfuse aproves it

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.

pine void
#

It's considering 3 separate "inputs" instead of one that is float3

elfin lance
#

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

minor surge
nimble river
#

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?

thorn sable
#

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

jovial trout
nimble river
forest sapphire
# elfin lance do that for all the inputs

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 🙁

plucky nest
#

white reflection blinding my eyes (sword of the sea)

heady notch
royal wyvern
#

which upgrade

elfin lance
#

usually caused my resource upgrades

elfin lance
#

all the colors are variables, and the variables all have an underscore before the #

nova bronze
#

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.

elfin lance
#

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

nova bronze
#

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.

elfin lance
#

maybe the lutbuilders arnt in the game

#

try to enable dump lutbuilders

#

and restart the game

#

see if it dumps any files

nova bronze
#

you mean the "Dump LUT Shaders" option?

elfin lance
#

yea

nova bronze
#

Doesn't seem to dump anything. At least I don't see any new files in the game folder next to reshade/reno

elfin lance
#

weird

#

you restarted the game right

nova bronze
#

yeah

elfin lance
#

no idea, might need somebody to look at it with a devkit

nova bronze
#

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)

elfin lance
#

thats @spare bane terrirtory

spare bane
nova bronze
#

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.

spare bane
#

SK HDR is just AutoHDR

spare bane
nova bronze
#

Yeah DX11

spare bane
#

Hmmmmmm 🤔

#

I wonder why it's even trying to process 0x00

#

Nightly fixes some dx12 issues

halcyon solstice
bold gulch
#

maybe you're using an older version of the unreal mod?

halcyon solstice
#

Oh really? Cool. I was downloading couple days ago. Will download the latest now. Cheers

halcyon solstice
bold gulch
#

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

elfin lance
#

idk if people are using shortfuse's debug build

#

that dumped everything

#

or if there is a bug

dense jay
#

In clair obscur, should I use renodx or unreal mod.
And how to use it in Hogwarts legacy ?

bold gulch
dense jay
#

UI brightness is affecting whole image, gamma correction is off due to using ultra + which fixes black floor

halcyon solstice
# bold gulch might not update in real time

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

small socket
#

Apparently it is an UE5 engine upgrade thing

#

Iirc it is 5.3 and later

#

Someone correct me if I got the version wrong

elfin lance
#

thats a first though for unreal engine

spare bane
#

Truly custom

elfin lance
#

did the guy ever get the lutbuilder right

spare bane
#

Need to make a guide in the other discord

elfin lance
#

I need to copy and paste my old guide

#

it has everything except o0 = saturate(o0)

halcyon solstice
#

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?

ashen herald
#

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

halcyon solstice
#

awesome. thanks so much for the update

ashen herald
#

It took him multiple months to figure this out

#

Since Trans FG came out

halcyon solstice
#

he's great!

left narwhal
#

Just downgrade your game's FG to 3.8.1

#

And it'll work fine.

halcyon solstice
#

thanks. yeah i mentioned this fix but unfortanetelly it gives me way less fps than transformer fg. i'll wait couple days no biggy

brave sand
#

actually, hold on

#

oh, i lost all interest in helping after seeing what game was it for.

#

you're on your own there.

topaz quail
#

lmfao

elfin lance
#

I remember shortfuse worked on dxbc to llvm or something, adn then decomp the llvm with decomp.,exe -- but that didnt work out well

forest sapphire
elfin lance
forest sapphire
#

awesome

#

thank you for all the help

elfin lance
#

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

forest sapphire
#

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.

elfin lance
#

thats pretty sweet

nimble river
heady notch
#

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

heady notch
#

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

dense jay
#

When gta trilogy was updated in unreal addon, was lutbuilders included classic lighting ?

warm lion
warm lion
dense jay
#

Does addon support unreal engine 3 ?

elfin lance
elfin lance
earnest bolt
#

game brightness changes when UI brightness adjusted

glossy valve
north kindle
#

how's the new Gears of War Reloaded HDR?

heady notch
#

Does Eternal Strands works without any issues with the UE addon?

fallow mica
ashen herald
#

When it comes to HDR and UE

#

you're better off assuming it is all broken and wrong

#

until proven otherwise

left wolf
#

and near the end the game will just crash with the UE addon in

earnest bolt
earnest bolt
north kindle
#

there goes another game I had a tinge of excitement for completely DOA
(till its RenoDX mod is released, hopefully)

stark thorn
#

doesn't seem all that bad at all with a little tweaking and BFF

hardy cloud
#

Anybody else tried MGSDelta? Played just a little bit but vanilla HDR looks kinda meh to me.

unborn verge
#

@hardy cloud

elfin lance
#

gonna commit them to the repo now

forest sapphire
#

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.

elfin lance
#

adding auto upgrades

#

for silent hill 2

#

addon.cpp

#

and here is a guide

forest sapphire
#

sweet, i'll take a look thanks

elfin lance
#

here is a slightly dirty commit, but here is how i added banishers to upgrade by default

#

remember, product name not exe name

halcyon solstice
spare bane
jovial trout
#

nice, void/breaker works

cerulean geyser
covert hound
warm lion
heady notch
#

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?

maiden sphinx
heady notch
#

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

elfin lance
elfin lance
#

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

elfin lance
#
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;
}

elfin lance
spare bane
#

Current.

elfin lance
#

copy

#

not a big deal, since I get "file exists"

#

was just asking if its known behavior

elfin lance
spare bane
#

It's so you know what shader a game is using. Also so it doesn't look like it's doing nothing

elfin lance
#

I guess it gets stuff from the vertex shader, _7 depth

and returns sv depth based on a condition

spare bane
#

It's supposed to be what writes to uav0

#

But this has no rtv. So a bug

#

It writes to dsv

elfin lance
#

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

spare bane
#

Yes

elfin lance
#

guess its just a weird cso then

#

the cso is above in the 4 lutbuilders if you're intersted

viscid mirage
#

So that we can easily distinguish them

#

And know that we're maybe dealing with a bad decomp

#

New ones can stay lutbuilder_<hash>

elfin lance
#

idk why shortfuse stopped it from skipping them

heady notch
elfin lance
#

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

elfin lance
#

new: lutbuilder_<hash>
old: exists_<hash>

spare bane
#

and also, if a lutbuilder is bad we wouldn't know

elfin lance
#

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

heady notch
#

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

elfin lance
#

it griefs perf

#

you want to only enable it if you notice an area is missing shaders/broken

heady notch
#

gonna try it without the option then

elfin lance
#

the game might still be badly optimized

#

but dump lutbuilders is a significant hit

heady notch
#

let me try it

heady notch
#

WTF

#

I can turn off FG now lmao

heady notch
#

you guys stop KEKW me doomerWojak

left zealot
elfin lance
#

lost soul aside merged into main, wait an hour and download the addon from the website

hallow thistle
heady notch
flint sigil
quick sedge
#

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?

west stump
west stump
quick sedge
west stump
#

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

quick sedge
earnest bolt
earnest bolt
west stump
earnest bolt
#

also if they're private you can't contact them

west stump
#

They will just ignore u if they wish

#

Write a nice professional message

earnest bolt
#

why do support tickets even exist though if the only way to solve it is to chase someone down

west stump
#

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.

earnest bolt
west stump
#

If 3000 report it, it will be seen. Otherwise, no.

gloomy roost
#

Any advice for Sword of the Sea? Which upgrades should I enable? I'm not quite sure what good starting points are

quick sedge
#

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

fallow mica
quick sedge
#

I don't even know how I'm going to play DX9 games now...

elfin lance
quick sedge
elfin lance
#

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

quick sedge
#

@elfin lance I set Dump LUT Shaders on

#

Where should I look for them?

elfin lance
#

restart the game

#

gamefolder/renodx

elfin lance
#

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

brave rampart
#

I get fatal error CTD in MGS delta. Anyone else ?

fossil pasture
#

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.

astral estuary
#

Seems like Cronos has a raised black level floor

west stump
#

Me and Ersh might look into it.

astral estuary
#

Is there a specific build/release for silent hill 2 or could I just try the UE mod?

astral estuary
lapis stratus
#

haven't used any ultra+ mods in my games so I can't really tell

proven cairn
#

Is this safe for Fortnite?

warped lynx
#

no

knotty mulch
#

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.

maiden sphinx
knotty mulch
#

I'll try out older versions later to see if anything changes.

maiden sphinx
#

Early June is when I first took a look at the game

knotty mulch
#

good to know, I'll start with that

knotty mulch
#

No luck unfortunately, went as far back as the archive goes and the issue persists

left narwhal
#

Try reporting that in RenoDX server, and see if you can get some help.

knotty mulch
#

will do

jovial trout
#

is text ever garbled and blocky?

#

It's possible it needs an upgrade that's not exposed in the menu

knotty mulch
#

From what I've experienced thus far it's just the health bars with strange behavior

daring breach
#

Is there no RenoDX for Still Wakes the Deep?

left narwhal
#

Does the generic one doesn’t work? If it’s UE?

#

You can submit LUTs if it’s not working in RenoDX server.

primal bane
#

How is the HDR is Hell is Us?

quick sedge
#

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

small socket
#

@tight acorn like this

atomic veldt
#

Does RenoDX work with Cronos? Could you please tell me what I need to download to install the mod?

atomic veldt
#

@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
#

correct

#

you can ignore the rest

atomic veldt
#

@warped lynx ty! Finally, should I select the Cronos executable (.exe) file here?

warped lynx
#

yes

#

its the win shipping one

atomic veldt
#

@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)"

warped lynx
#

yes

atomic veldt
#

@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?

warped lynx
#

correct

atomic veldt
#

nice, thanks a lot!

weary rivet
#

does this method work with Daemon X Machina Titanic Scion ?

maiden sphinx
weary rivet
#

I just tested and and its working fine

abstract viper
#

cannot find it in the game folder

#

and its not possible to set them exact like suggested in the game

warped lynx
dire saffron
#

@left narwhal what settings do you use in Hell is Us?

left narwhal
#

I haven’t started the game, yet. But I remember it looking good OOTB, as in matching SDR.

#

@elfin lance been playing, though.

elfin lance
#

I played for 20 minutes

dire saffron
#

I can't find it right now, but what was the problem with native HDR again?

elfin lance
#

it being generic ue hdr

#

which for some people is fine

#

sometimes devs "forget" the sdr grading when bandaiding a native hdr implementation

left narwhal
#

Demo was capped as well, IIRC.

elfin lance
#

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

left narwhal
#

The blacks still raised most of the time.

#

So, you still need BFF at least.

elfin lance
#

if thats griefed maybe its worth fucking around with mods kekwtf

#

I've been playing too much runescape, and built a backlog of campaign games a mile long

daring breach
#

Are these the suggested settings for an LG C3?

rotund otter
#

The Cronos RenoDX mod is perfect. Looks so good

earnest bolt
#

Thought Ersh’s was better? I don’t see a specific mod for cronos

rotund otter
#

Oh damn sorry I meant Ersh's. Just stupidly assumed it was Reno. I'm an idiot. Anyway, it's perfect.

distant shadow
#

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.

west stump
#

It's ersh+pumbo though!

jovial trout
#

@full moss try this

#

again, sliders probably won't work in real time

full moss
jovial trout
#

Hm, I’ll have to wait until I get the game I guess.

jovial trout
#

Hopefully for Borderlands 4 for real this time.

#

@full moss try this

#

I've been told it works

full moss
#

I'll try soon

full moss
#

but only peak brightness slider works

#

and ui brightness still makes the game brighter

jovial trout
#

it's not needed for bl4

atomic elbow
jovial trout
tall ridge
#

pretty sure i have in-game hdr off as well and same @jovial trout

jovial trout
#

Probably need rgb 10 bit upgrade with framegen

tall ridge
#

how to do that

jovial trout
#

Or to use the DLSS framegen fix

jovial trout
rotund otter
jovial trout
#

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)

unborn verge
rotund otter
#

Please 💙

tall ridge
tall ridge
#

fuck

kind schooner
unique parcel
#

✅RenoDX: Unreal Engine

atomic elbow
#

Is there anyway to fix the insane amount of stuttering. I jat started and it really abd. Im suing reno and Ultra plus

glossy valve
#

Delete cache

fallow mica
jolly shoal
#

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?

jolly shoal
tight acorn
#

@left narwhal you were right

#

time to purge everything

#

we'll force -50 green and hdmi black signal mismatch everywhere

left narwhal
#

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.

tight acorn
#

gotta be a big square when clicking on the snapshot

left narwhal
#

It's just the nature of dealing with end users.

tight acorn
#

eh gotta wait dlss fix

left narwhal
#

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.

marble stump
#

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

glossy valve
#

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

hallow thistle
#

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?

warped rampart
#

it can work yes, try it and if you have success with it you can add the game to the supported games wiki

quick sedge
#

So what about HDR in Silent Hill f? Something's not right, yes?

The second screenshot is with maximum contrast in the game settings

abstract viper
#

got this with ue addon

#

guess we have to wait for mod

#

just in one place, till that everything was working ok

hexed crag
#

musa is doing a reno already

#

@abstract viper @quick sedge

quick sedge
#

I think overall the HDR in this game is more or less okay

warped rampart
#

native? it's broken

bold gulch
#

ya

#

luts are skipped

#

entirely compromised experience

quick sedge
#

Oh, it's in beta

bold gulch
#

Well I could add film grain control

#

But I think I have the core done

#

Haven’t found any more lutbuilders

dreamy socket
#

Anyone have a link for their silent hill f reno preset?

#

Or is it best to keep things close to default for this game?

left narwhal
#

It's in a different server.

grim forge
#

I'm having a problem using Renodx in Banishers: Ghosts of New Eden. THe mouse cursor duplicates and shader comp stays at 0%.

summer heart
#

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?

ashen herald
#

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

summer heart
#

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?

ashen herald
#

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)?

summer heart
#

I did.

#

I was playing with SK. Trying without SK now. Will let you know how it goes.

ashen herald
#

That explains it

#

SK is very finicky with Reno

#

You'll get all the SK functionality whilst retaining Reno compatibility

summer heart
#

While its HDR, its still capped at 203 nits.

#

I dont see any additional settings for Tales of Arise on the wiki.

ashen herald
#

Missing Lutbuilders

#

Dump them

#

Then post here

viscid mirage
# summer heart This?

this one is already included in the mod. arise should be unclamped by setting r8g8b8a8_typeless to output size

summer heart
warped rampart
#

anyone (with a github account) can edit the wiki

west idol
#

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

left narwhal
#

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…

Price

$39.99

Release Date

Oct 21, 2025

▶ Play video
#

This one, right?

west idol
ashen herald
#

Looking berry nice

west stump
#

Demos are back in vogue

west stump
#

Shame.

west idol
#

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

formal wraith
#

Does this work well on Enotria? I saw the in-progress status on Github

small socket
#

I think the wiki just hasn't been updated

#

My be able to find an answer by using the awful discord search

formal wraith
#

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.

zenith birch
west idol
#

yeah, it's PvE

errant spindle
#

Hi, i have a problem with a game ^^ reno unreal don't work

#

its Keep digging

jovial trout
low prairie
#

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

hallow thistle
#

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)

languid bough
#

does it work with bloodline2 irs ue5.3

astral estuary
#

Hey everybody, can someone point me to the most recent UE release of RenoDX? I'd like to use it with Bloodlines 2

honest raft
#

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.

quick sedge
#

@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

small socket
#

That's the usual cause of a black screen

honest raft
#

I didn't see anything about that

astral estuary
quick sedge
regal gale
#

Just outta curiosity, can this work with luma?

raw inlet
#

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

raw inlet
astral estuary
quick sedge
astral estuary
quick sedge
#

I think you can try this parameter in the ini filer.HDR.Display.MaxLuminance=1600

versed wagon
#

#1413695723404398674 message

proven linden
#

This is not renodx but Lyal's framerate cap patch causing the quote to stay

pulsar meadow
#

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?

thorn narwhal
#

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?

stiff marsh
#

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

stiff marsh
#

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

bold gulch
#

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

thorn narwhal
# bold gulch

Thanks but nothing of this changes anything in Bellwright. Only UI Brightness

bold gulch
#

Must mean missing lutbuilder

pulsar meadow
teal kettle
#

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

maiden sphinx
maiden sphinx
stiff marsh
#

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

bold gulch
#

you can try dumping the lutbuilder

#

dump luts slider on then restart

#

and it'll drop a cso file in the game folder

stiff marsh
#

I didn't have the most recent reshade installed. I had 6.5. Its fixed now.

rugged flax
#

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.

quick sedge
#

@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

elfin lance
#

crashes are shortfuse's territory

pulsar meadow
quick sedge
pulsar meadow
thorn narwhal
astral estuary
quick sedge
warped rampart
#

repo build is pinned

unborn verge
left narwhal
unborn verge
#

No shade, I couldn't get it working even with patched exe

#

I SO don't wanna deal with the EAC bullshit

vast shard
#

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

verbal thicket
quick sedge
verbal thicket
#

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

verbal thicket
verbal thicket
#

maybe thats the fix

pulsar meadow
#

The pinned repo build link here is always the latest snapshot? Dunno if it gets updated automatically

warped rampart
#

it's always pointing to the latest snapshot yeah

pulsar meadow
#

Awesome, thanks for the clarification!

pulsar meadow
#

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

pulsar meadow
#

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

quick sedge
pulsar meadow
#

Man feelsgood to finally be able to use Reno in this game, it´s always such a gamechanger, its insane

pulsar meadow
pulsar meadow
#

Does this mod also work on Dispatch? It’s UE4 afaik

warped rampart
quick sedge
#

But there was a function for processing movies in some Reno mods

warped rampart
#

it's just inverse tonemap

#

you can't extract more brightness details from a video

pulsar meadow
#

Probably not worth it then to keep the whole experience coherent at least