#✅RenoDX: Baldur's Gate 3
1 messages · Page 2 of 1
Is there an ETA on update? 
Are you on amd or nvidia?
Think it might be a amd issue
Installing older drivers might work but i cant be asked doing that for one game
On nvidia
I also use AMD and it doesn't work for me.
Someone was saying it didn’t work for them but it just turned out that the shader didn’t rerun unless they went into the settings menu and moved any of the hdr calibration sliders
Idk why it’s that way on some systems
lol this could be because of mods
Yeah this is what my game looks like with Renodx now. If I turn the add-on off it goes back to normal.
But, now that I turned it off, I can tell it was working the whole time.
I just need to get it working again.
Ok, shader is working again. Gamma 2.2 is noticeable, but sliders do not affect anything.
Good enough
Had no Reno troubles with AMD. Didn't really get into the game yet, though.
I get this sometimes too. I do have some mods but none of which are graphical.
On Linux, AMD, using reshade 6.7.1 and the latest proton-ge. Unfortunately I can't get the addon to work-- The only option that works is the UI brightness, and changing window mode or in-game HDR sliders doesn't make RenoDX tonemapping apply. Everything else just looks the same as vanilla
Yeah same but on windows
Should I use dx11 or vulkan ?
Weird I used vulkan abd that worked
And when you mean dx11 you mean the dx11 exe or choose dx11 with the normal exe
actually doesn't matter which exe you use cause it really just drops the dll file in the folder
The addon might load
but its not going to do anything
since Vulkan has completely differernt shaders compared to DX11
Musa do you remember what nits in this game emulated the SDR look like how Koklusz posts comparisons? Thanks
If i wanted to be anal about what level to set the game brightness
I get this problem when I set to 4000 or higher
@viscid folio did the new tonemapper in Jan. 2026 change it from per channel to something else? Or vice versa? Trying to see if my eyes understand what's happening
Also is the ACES 2.0 danielle curve considered more accurate for translating SDR variables to HDR brightness?
Forge took over the mod so its all his stuff
Thanks!
@torn hollow what did the new tonemapper change regarding creative intent? Did it change per channel color whatever? Trynig to understand what the new tonemapper does: Translates to ACES 2.0? is that better for this game than PsychoV?
Removed ACES 2.0 beta that Larian uses entirely
Replaced with PsychoV
removed their shadow saturation and other custom grading
replicated the original look using a split contrast function Musa already had
The game now matches SDR in regards to hues (no more pink flames, sand ect)
Theres no disgusting shadow saturation that smears everything and makes it look cheap
sdr variables to hdr brightness?
Yessssssss
are there places where it doesn't match SDR other than brightness? Thanks!!
color I guess? I'm new at this so sorry if i'm mispeaking
i guess but how does that compare to SDR thanks
SDR has the same shadow saturation and smearing
The only difference is that it doesnt grief with pink flames and sand
so sdr to hdr would actually be inverse tonemapping.
If I am understanding you correctly
i thought the point of tonemappers was to take SDR colors and show them at a correct brightness and hue or if the creator modded it, creative intent
Thre's so much more detail dude,
this feels like a next-gen update lol
i feel like i have to repay the whole game!
or at least my top save files
ah so it's the shadows
wow
I will say this: my flames have almost a greenish tint now
so these shadows existed in SDR? Sorry if all of this is stupid questions thanks
They dont exist at all
in the game
I started REing the .exe
I want to fix LODs
and their virtualtextures causing loading/unloading
maybe increase shadow res as well
I'll return since I still need to finish the addon
colour and grading are pretty much done
Wow
its just rendering stuff
So there's still more? Shadows?
Dang this is where they say that you re-write engines lol
You personally
tonemapping is basically just a form of compression.
So let's say a game untonemapped outputs 100,000 nits but your display can only hit 1,000 nits in hdr. To be able to display the game in a way that looks pleasing you would use tonemapping to compress that 100,000 nits to be able to fit into your 1,000 nit display.
yeah but psychoV tries to change the color based on the light intensity
and other tonemappers try to desaturate the tones to match film
this is like a different game (in a good way)
i want to play it first person now practically
Scared to ask, but can you put in a tonemapper switcher so we can compare the new and old? Would love to see the diferences thanks!
there's dozens of different philosophies on what tonemapping should and shouldn't do to achieve a subjectively appealing look. You can't just compress the range and have it look good most of the time, eventhough the core of tonemapping is compression.
Understood, it starts with compression got it
Theres already an off mode
it disables all the graphics additions
and approximates vanilla toneampper + look
(We cant do real time toggle becasue of the LUTbuilder, its not per frame)
You'd need to leave to main menu and enter back in for it to rebuild
Ok so to see old tonemapper turn it off and then go to main menu and come back
Is there a way to get that above 1000 nits? Thanks!
@torn hollow Hey man there is major clipping or corruption of the brightest values in the Mystra and Vlaakith scenes, I can send you a save file if you don't have one, you can tell it's just the brightest values in the scene that are off
@torn hollow if I turn off the tonempaper setting / use Vanilla, does that turn off your shadows? thanks
Pics?
The only way to get "vanilla" is to set to the off preset. Which disables all the graphical additions
Ok i'll get them today
Yo I hope this isn't rude but is it a lot of work to re-add what Musa did as an optino b/c i'd love to have it until those other scenes i mentioned are working right, no worries if not thank you man
I built with it in mind
Shadows of the gate doesn't change the shaders
It just adds shadow casting flags to materials
And light sources
There's a way to do it .exe side which I've been reverse engineering. Gosh mentioned there's a better way to do it so I am taking a look
this is awesome, any other mods i should know about? i have plenty but hadn't heard of this one..
Another one strictly technical mod i installed - vivid landscapes
yeah i have that one! Thank you
@torn hollow , here are the screenshots I mentioned where everything is clipping or something :
@torn hollow these screenshots are from the January build on Nexus, is the Vulkan one better? The Vulkan build has rough skin textures for me but the colors seem more matched to the SDR intent to me, any reason for that? Thanks!
Ooh a vulkan rewrite? Might have to check it out on Linux and see if it works for me now.

