#✅RenoDX: Unreal Engine
20300 messages · Page 21 of 21 (latest)
Yeaaa, maybe it was more expensive that way

also fixes shimmering, ti was right, taa ruined gaming
From my experience I preferred to keep the videos SDR rather than ITM, so I just played the game with RenoDX to at least have HDR for the dispatch gameplay portions.
Also the the game runs at 61-62 FPS during the video portions so I capped to 60 for frame time consistency
Someone here did some decent movie processing
Get Joshua to go through the entire game frame by frame
And recover by adding in manual HDR details
Let’s upscalemaxx it too since I’m pretty sure they’re not native 4K either 
pls don't summon him in here 😭🙏
I'd welcome it lowkey
-# I hate how there's actual truth to that...
We need him to shit talk more about aces
I assume this mod works with keeper?
Needs R10G10B10A2_UNORM set to output size
Anyone getting crashing
ye i had that enable
Trying ini HDR. It seems to work
It looks like at some point we won't need RenoDX: UE at all, as more new games support hidden HDR mode via r.HDR.EnableHDROutput=1
except ini hdr may have the same issues as a lot of native implementations
which is that they skip color grading done for SDR
As well as Reno can have issues and incompatibilities
doesn't have many nowdays though
also, ini is fixed 1000 or 2000nits with no customization possible unlike reno
Well, I guess RenoDX: UE will have to work with ini mode then
Lol, it looks like the arrow is pointing to settings, but it's part of the background
At least with ini HDR I can properly use DLSS FG with less chance of crashes. But it would be appropriate to use Reno alongside it
you can use fg with reno + dlssfix
By downgrading dll?
I wonder if it will help with crashes 🤔
the renodx plugin wlll break in the same circumstances as ini HDR
and it will work in more circumstances
I have been using Reno and FG on non UE games without issue, is this specific to UE5?
Welp I even used it on Silent Hill f which is UE, only got one crash
- Silent Hill f is a separate mod
- It's for native HDR
- If I remember correctly, Silent Hill f didn't have DLSS FG at launch at all 🤔
#1228738531216719956 message
we've been down that rabbit hole in the pre reno days
but reno is better
just pull up lilium's shader and you'll kinda see why
As for me, RenoDX: UE is better for slightly older games, they have a more compatible version of DLSS or don't have it at all, they often work with Reno right away and don't have other easy ways to enable proper HDR if it's not in the game itself.
But with the newest games Reno either doesn't work at all, or causes crashes/flickering with DLSS and requires fixes, while ini HDR is now becoming a pretty decent option that works more or less correctly and out of the box
dlssfix is for mods using the sdr path, when a game doesn't have native hdr or is completely busted
*when transformer FG is engaged
i'd probably never use ini hdr because of the aforementioned issue of lacking color grading
would rather play in sdr than broken hdr if reno doesn't work at all
ini hdr breaks sdr luts and hue shifts a lot
it also causes the ui to look washed out
Washed out UI in forced HDR seems to be an old issue that has already been resolved in newer versions of UE5. It looks more than perfect
UI is fine
Keeper is crashing for me with Reshade installed, any idea why it might be?
Its the PC Gamepass version, but Reshade should still be compatible I think
is there an upgrade yhou need to do to make the hdr work ?
ya needs b8r8g8 typeless upgrade
should just close this channel without shortfuse tbh
Other modders build LUTs and such all the time for UE, and they’re still present and active here.
soon Luma UE will overtake for DLAA + HDR greatness

luma doesn't have HDR yet does it?

ooooh, if you are so entitled, why don't you do it yourself uhhhhhhhhhhhhhhhhhhhhhhhh!
you know i'm not entitled lol 😄
i will patiently wait like everyone else
dx12 support first tho pretty please
Tempest Rising Lutbuilder
yoww, I hate to be that guy again, but I can't make the mod for ace combat 7 work
it crashes at the project aces loading screen
"fatal crash"
nvm, borderless window fixed it
found an interesting bug when combining luma and renodx, renodx upgraded some resources and causes a false positive TAA detection shader that breaks rendering.
Been told STALKER 2 is unreal engine >.> and since it has HDR, it is ok ? Or do i need to install Reno
theres a dedicated mod for it
ya it has its own mod
Then i must be blind link?
S.T.A.L.K.E.R. 2: Heart of Chornobyl
search this if you cant find it
This is the mod to use for Silent Hill 2 Remake?
Oh, I couldnt find it lol
Im guessing its this one, 32 or 64 version?
Pretty much always 64
Gotcha, thanks!
Oh its from Musa too? 🐐
recently updated by musa
Yup updated 2days ago it says surprisingly
What broke?
#1426687093442220052 message
Ohhh its in the other server lol
Does this work with Hogwarts Legacy?
The mod doesn’t work properly with Hogwarts unfortunately
Is there any other HDR fix that can be used?
ultra plus fix black floor
https://www.nexusmods.com/hogwartslegacy/mods/660
I get a slight sky flicker with this mod on Banishers Ghost of New Eden. Any way to solve it? I have the upgrade destinations thing on already
Ui brightness also affects white highlights for some reason
Do you have DLSS FG on?
I do but it also happened with it off
Oh yeah? I’ve been playing without it with no apparent issue I think
But I’ll try it
It only happens if you have Transformer FG
Banishers doesn’t have the transformer version out of the box unless you override it via nvdia inspector or nvidiadlssglom
I have the latest version thru dlss swapper and preset K
Not sure if that auto enables Transformer, I think so
Yeah that’s the issue
I don’t know how dlss swapper works
But if you want to use the latest version you need to manually replace the .dll files in the game and apply the DLSSFIX
or don’t override the FG version and use the game’s version and lose some FPS
Yeah dlss swapper basically does the same as manually replacing the dll
It just does it for you with one click
Weird that it has been working somewhat decent without the fix. Will try with the fix in a bit and hopefully all will be solved
What is nvidiadlssglom btw?
Similar to dlss swapper too but I use to update streamline .dlls aswell
Could you share a link? Seems useful
I get a instant crash on startup with DLSSFix
Ok yeah the sky flickering is cause of FG
And indeed if I leave the default one it doesn’t happen. I guess I’ll roll with the default one
You must specify the path to Banishers Ghosts of New Eden\Engine\Plugins\NVidiaDLSS\Plugins\DLSS\Binaries\ThirdParty\Win64**\Development**\nvngx_dlss.dll so that DLSS Fix does not crash the game on startup.
But you won't be able to use RenoDX + DLSS stably in this game anyway. There will be occasional crashes, and you'll have to switch to TAA.
I guess we should talk to ShortFuse about the growing number of games where you can't enable DLSS while using Reno, otherwise you'll get crashes. Will this situation improve in the future?
So far im getting very very few crashes. 1 in 15h
hey, whats the status for Eternal Strands? is it working?
I upgraded R10G10B10A2_UNORM to output size and then increased the UI brightness (which increases game brightness as well) and it work ok. Someone with better knowledge of sliders can surely get better results than I did
Hey guys. Hell Is Us with unreal engine generic mod looks washed out for me if I simply disable HDR in game and enable R10G10B10A2_UNORM Output size in RenoDX. Anyone was able to achieve better than native HDR result with this game?
thinking if this could be related to my Engine.ini being in read only mode. I recall generic reno ue mod was writing something to it
@neat pulsar Hey, I just came across your video for deadzone rogue from a couple months ago. Great video! Did you by any chance upload the adjusted reno file you used after getting the missing lutbuilders somewhere? I'm trying to get reno working on the game but I have no idea how to dump lut
what is it? I want to try it on Returnal which is UE4 (came across the message searching chat for "UE gamut expansion")
it's the one that turns off the tonemapper entirely
in sdr it disables it but in hdr it just disables gamut expansion
i think adrian posted it at one point
@bold gulch thanks! Seems to have worked a treat
is that renodx with ini or just ini
it's default HDR (at 0% contrast) with the INI command to remove gamut expansion
@fallow mica seen you mention Returnal's gamut expansion a few times, I think, so figured I'd ping
I tried unreal renodx in this game didn't work, even after disabling forced HDR through ini
UE Reno worked fine after doing the required upgrades, but there were some areas and effects that looked entirely different to SDR and swapping to vanilla tone mapper was capped at UI brightness
you only need to disable hdr in game
I played with reno yesterday and it works
Must be something to do with ini, I would delete those
maybe a missing lutbuilder
might do a quick run through all areas and see if any lut gets dumped
Have you tried both renodx or just stuck with stock? And you advise changing the tone mapper?
I was initially using Reno, but when I got to the third area it struck me at how different it looked, so I tried swapping to the vanilla tone mapper instead, but that caused the brightness to be adjusted via UI brightness. So now I'm happily using the game's own HDR at 0% in-game contrast with the aforementioned INI tweak to fix the gamut boosting behaviour
Guys question, the general preset for UE does it also work in UE5 or just UE4 games?
Nevermind I did some reading 😂
Now to see if it works with eternal strands
eternal strands doesnt work with the regular unreal plugin. i have a custom version that should be available soon
Oohh thank you
If you need to test it.. I'll be happy to do it!,
Let me know Plz
its not on the github yet but heres the build
lmk if you find any issues
Hold on, let me save 😂 and try it!
is this still the latest?
yeah, finished build
lmk if you have issues but i played the whole game with it and had none so it should be fine
any specific instructions?
or just dump and play (assuming no other modifications)
had to set my in-game brightness to 0 for it to not look washed out
@stoic agate it should default in game brightness settings. the mod defaults should be fine as well
just change the peak to what you want
you'll have to move the ingame brightness slider and move it back to get the sliders to apply
guys, there is a new game out ROUTINE, wander if it will work with reno ? i do not see the game being here in the list of games >.>
I must be blind as hell or sleep deprived XD
I figured I'd give it a spin && keep getting a fault after a minute or so weirdly ; otherwise seems to work well enough.
it opens a dir w/ dmp and log that says Breadcrumbs 'RHIThread' (not full backtrace w.o loading minidump ig)
This is existing game save from enclave area, w.o deleting shadercache or any other mods / bs
Odd, sounds like that may just be the game
It doesn't do it w.o renodx ( I made very sure obv., before posting ; played hours on save, tested again then crashed within a minute with renodx, tried again 2x (for 3x total) with same result, and after removing it: works fine again - just incase there was any doubt)
Sorry about the delay; haven’t opened the app in some time. From my recall, it should have been rolled into the main file by now. Are you still not able to get it working?
won't this be a better tweak r.Tonemapper.ExpandGamut=0 so you can easily compare it to sdr as well.
by disabling the tonemapper, you're not loosing any actual peak brightness at all and the luminance boost still there? right?
right
its just so weird that it behaves that way in hdr. but if you have that tweak, you can no longer compare it to sdr. right?
can you try the tweak i mentioned? does it let you do that?
something looks a little bit off to me in the first image. I can't quite put my finger on it. I played the game on ps and I think the highlights behave the same way there as well
the rest look great though
I haven't been able to find a link for it. The regular unreal reno mod works with resource upgrades but most of the sliders don't work
I get a black screen when i use the generic unreal renodx in Titan Quest 2, any scienitsts here with any suggestions ?
Titan Quest 2 - you need to set R10G10B10A2_UNORM to Output Size, ur wellcome future titan quest 2 enjoyer
That game 🤤
If I recall the one I was using you had to restart the game to see some of those sliders, but off you need that mod file I should be about to share it once I get back to the pc
Yeah I'd appreciate it if you could share the file
Hey guys, can someone help me? grounded looks SUPER washed out
and I've done this and restarted the game
Do you have hdr enabled in game
Like through ini edits
The generic Unreal Engine plugin works for Escape from Ever After, though in some of the more "bloomy" scenes the image can appear a little washed out. "Bloomy" being very bright areas, such as the courtyard area from sunlight.
In SDR, these scenes are slightly washed out, but HDR exacerbates it I think. Washed out may be the wrong word, it's that things become a little too yellow / pale.
Playing in SDR, this might not be an issue. I think this one "just works", so I added it to the mods wiki with a check mark / pass,
ah
Hey guys, anyone got Reno working on Bellwright? It has HDR support, but it looks like the deep-fired samsung TV demo mode
Setting R10G10B10A2_UNORM to Output Size fixed black screen. And disabling the ingame HDR seem to make it work properly
Ingame hdr must Always be disabled with ue mod
bellwright didn’t work for me even after adding its lutbuilders
they use a lot of post process jank and upgrades caused the game to crash
wrong channel
in titan quest 2 could be the new patch but for whatever reason the max nits is set to 273 even though i have it set to 1400 as my monitor supports im not sure what to do
ROMEO IS A DEAD MAN doesn't seem to work properly. Have to upgrade R10G10B10A2_UNORM to Output Size or get black screen. After that the brightness seems to be clamped to 203 nits, UI Brightness also controls the entire image brightness.
I got these two when dumping LUT Shaders, not sure if they're helpful at all
Try Rgba8 typeless and bgra8 typeless to output size
Lutbuilder_new means it isn’t in the mod yet so someone will have to add that
omega necro but has anyone here tried it? default HDR is atrocious, cant even understand what the in-game hdr settings are doing, just insanely bright overall
Can I get some help getting RenoDX working with Returnal? I have disabled the forced HDR in Engine.ini with "r.AllowHDR=0". Then I installed ReShade and placed renodx-unrealengine.addon64 next to the EXE. I set B8G8R8A8_TYPELESS to Output Size as instructed and restarted the game but all I get is a black screen.
could be this, don't have the game so idk
There's a new version of the addon on the renodx discord called ue extended that should work out of the box, try using that one instead
Ah, thanks. That one works like a charm!
I did all the instructions here to get ue extended to work with high on life 2 but I keep just getting a black screen. Can someone steer me in the right direction here?
I'm trying to get HDR in Adr1ft but it's stuck at 203 nits. I've tried all upgrades but with the same result. It's working out of the box with Luma Framework though. I don't understand why
Luma ontop 🔥
(reno might be missing some lutbuilders, try enabling LUT dump and restart, then you should see a renodx folder with a few files in it)
There are 2 files in renodx folder
game is super old
before HDR was added to UE possibly
Unreal Engine 4 engine build: 4.11.0
In Sackboy, the hdr becomes washed out when using FG. Anything I can do?
I'm having the same issue. Did you ever get it to work? Following the directions doesn't seem to properly engage HDR. But if I turn HDR on in game (which is contrary to the instructions) HDR works.
hey I'm currently trying out the midnight walk
I noticed peak brightness is capped to whatever the UI slider is set to
I set R10G10B10A2_UNORM to output size and I made sure nothing else is changing any post processing effects or anything
any idea why it's not working on my end?
ya'll please join the RenoDX discord, idk how many people actually keeep up with this read
here is the forum for the UE mod:
Hey y'all ! Do you think it might be possible to ad video autohdr to UEReno ? that could come in handy.
Does it still freeze or is it playble now? It shows as WIP on github. I couldn't find any thread in #🧩renodx-dev so I am asking here if the mod is usable or not.
it's only marked as WIP since it needs testing, it might not work later on. the freezing should be fixed
Alright, I am planning to play it this year. I don't know exactly when I got time for it but I will update on it if I see any issues then. :)))
thanks! yea please let me know if you have issues :)
Hi, have you managed to get renodx working properly with bellwright ? I also dumped this lutbuilder file but I don't think it's that useful
Anyone know why Reno would massively crush in Fallen Order I mean massive?
i just replied to a message of yours in another channel as well so sorry to jump in here too - just trying to get double exposure to work with UE renodx and no joy at all. when you say it works out of the box, is that with in-game HDR on or off? i feel like ive tried every combo of in-game SDR vs HDR, all the various upgrades, and i can only manage to get a super washed out image or a limited to SDR peak nits (203) image when using renodx with this game :/ any advice much appreciated 🙏
In-game HDR is on. when i turn it off it's definitely SDR
It's super super dark image with giant peak highlights
try using the reno nightly build in the pinned messages in this room. That's what I did and it got my peaks high but my image is super dark
will give it a go, cheers. i managed to get UE-Extended working finally by chucking the recommended default engine.ini file for UE-Ext into Double Exposure's appdata folder - the game still hard caps at 1000 nits - but it seems to be working otherwise. just not 100% in love with default settings and not super confident what to tweak.
lillium has a HDR shader that lets you scale the peak brightness (e.g. up from 1000 to 2500) via either linear gain (works and impact on image is predicable, but looks too bright) or HLG gain (not sure how it works specifically but according to the description has a greater impact on "just" scaling highlights/the brightest part of the image rather than linearly scaling the whole image's nits). HLG gain has the interesting effect of increased HDR contrast for lack of a better term (im sure thats not the right technical term) in that the higher you push the highlights, the darker the darkest areas of the image become, which is often too dark in Double Exposure. its got an option to "increase brightness only" but with that enabled its behaviour becomes a lot closer to just using linear gain.
**TLDR: **the most "pleasing" image ive found so far is actually using the two in combination (HLG gain without the "just brightness" toggle, then adding a bit of linear gain to pull the parts of the image that got darkened back up. just havent landed on what combination i like most/think looks best and running into major overabundance of choices overwhelming me haha.
PS:
i should add - the only reason im fucking around with trying to get the game to use my display's whole nits range is that when the 1000 hard cap is in place, i thiiiiiink? for all its flaws/lack of control/etc i might actually prefer the vanilla HDR presentation (which probs is just bc i havent found the right settings for Reno UE-Ext) - but i keep noticing that the elements that "should" be the brightest in a scene (e.g. staring directly at a light bulb) often arent, and the vanilla HDR presentation looks quite cohesive even if not entirely correct when it behaves that way. at least with the settings ive tried so far, it hasnt felt like Reno is a massive improvement until i use an additional tool like's lillium's shader to push past the 1000 nits and to my display's true peak brightness - then the difference vs vanilla HDR becomes a lot more impactful
**TLDR TLDR: **got UE-Ext working but didnt manage to get generic normal UE working yday, will try as you suggest (nightly from pinned comment) and see if i can get that to work and whether i prefer its default look/behaviour to UE-Ext.
sorry for the trillion questions, but lastly, the pinned comment makes refernece to a custom Reshade build - i assume this is no longer necessary as all recent Reno mods seem to just ask for the latest version of Reshade, or do I still need to use that custom Reshade work when trying the nightly? 🙏
tysm again mate - super duper appreciated 😁
I coldn't get it working in Fallen Order either with newest official reshade or the nightly build, the image is super dark when I install Reno. sucks 🙁
Fallen order is custom
Needs its own mod
yo @fallen tundra sorry about the delay; haven't been here in some time. This is the file you were asking for I think.
Thank you! appreciate it
sup guys, renodx doesnt work on darwin's paradox is clamped i dumped this shader
if anyone can add it pls
hey guys i wanted to try it in reAnimal but i only get a blackscreen with the RenoDX plugin.. i can open reshade and the renoDX settings but the game is just not visible.. do i have to set something special up? or should it be plug n play ?
Did you manage to get it to work in Darwin's Paradox?
oh thanks... so time to wait ^^
Upgrading 2 things to output size but the game just dont like reno because is still clamped
Slider dont work
And that .cso file is already added
Would you recommend playing it without RenoDX then?
it's already added when it doesn't have _new in it, try upgrades
Ye upgrades doenst work in this game, atlwast on output size
shrug, try others
It works with major pain the cactus addon and lilium inverted tone mapping, it does not have any UI elements killing your eyes dead with max brightness so thats good enough. Definately get the darwin paradox fixes mod from nexus mods which unlocks the console, you can increase a few graphic settings to cinematic and disable filmgrain and chromatic abberations, Improving the visuals by a lot! Also setting post processing effects to 4 (cinematic) fixes bad depth of field shimmering. Virtual shadow maps might also work. Game looks pretty enough like that.
very nice
nice to see they had devs interested in ultrawide and hdr
did you ever have success with redout 2?
yes, though I can't remember the settings I used
seeing highlight being clamped with black spots in Cthulhu The Cosmic Abyss wti Reno UE Extended @elfin lance
also game looks super grey and washed out with regular Reno for UE
looks like removing these lines from Engine.ini fixed it:
[SystemSettings]
r.AllowHDR=1
r.HDR.EnableHDROutput=1
r.HDR.Display.OutputDevice=3
r.HDR.Display.ColorGamut=2
r.HDR.UI.CompositeMode=1
r.HDR.Display.MaxLuminance=1000
when we use the Reno UE Extended at this game we should keep HDR on or off at game settings?
game doesn't have native HDR support or any related settings
it has, high dynamic range toggle and high dynamic range output
Question. Is there a version for forspoken? 🤔
I dindt see it listed in the github page
Forspoken isn't Unreal Engine


