#✅RenoDX: Clair Obscur - Expedition 33
1 messages · Page 9 of 1
I use all 3 just fine, had a bunch of crashes early on, but then I realized I'm running the game in FSE and not Borderless, after switching to the latter crashes went away
Also, I highly recommend using this, otherwise U+ will trash the performance in the areas with a lot of foliage
Thanks do you think the foliage fix in the mod could be worth the performance hit? What does the mod actually fix with foliage?
I installed the mod and maxed all the settings in the config file, getting sub 60 fps on my 4090 in dlss peformance in 4k lol probably need to lower the mods settings slightly or maybe use that file
Not really no, IMO
it changes/fixes draw distance
The game is super heavy on max settings even without u+
Just use high preset in game and default mod settings
i only think the foilage fix is "worth it" because im playing on a 5090 locked to 60 fps lmao 🙃 - the foilage really does suck by default but the performance hit is SO huge that its probs not worth it if youd have to turn down other settings significantly to get the FPS youre after
I think it's worth it, because there are only two very foliage heavy locations, where the framerate can drop significantly and both are optional areas
but only if your PC can handle it ofc
3840x1600 DLSS Balanced, Preset J
And I use these settings with U+:
The game does not drop below 60fps even at those foliage heavy locations, the GPU usage (RTX 4080) averages at around 60%
but with the foliage fix disabled, I can run the game with quality DLSS
I still get frame rate drops with high preset and 4k DLSS performance on 5070it (which is roughly as fast as 4080)
yeah thats fair - i dont think those are the only areas where it has an impact but youre right that most of the game the impact is less heavy. i think it just comes down to how much it bothers you - for me it bothered me enough that i was willing to take any hit as long as i could manage to keep it at 60ish FPS. also worth noting (as you did/are using) that imho at least this is one of the games where DLSS preset J does look quite a bit better than K, and (if youre playing at TV distance like moi) even dropping to performance mode DLSS is fine when using the transformer model. so there is quite a bit of performance you can claw back on the GPU heavy side by taking the hit in the areas that bother you most and giving yourself more headroom on the stuff that bothers you less
Yea but 2160p performance DLSS is ~16% more demanding that 1600p blanced DLSS
@plucky finch Ahh wait, morning brainfog, the performance should be the same on both resolution/dlss presets
hmm Is the framerate locked to 60? It should be stable
which area for example?
I want to test it
Yellow forest for excample
are u using any other customized U+ setting and with RR on or off? could u share them pls 🙂
I used opti scaler irc
bloom/fog: percent_80 and I use the 4K upscaled FMVs. I don't use RR.
Just finished the game, played the whole thing with RenoDX from start to end. You guys have done outstanding work, it elevated the game's visuals to a whole different level. This is how the game should be experienced. Thank you 
@tidal yacht i do use RR in this and love it - but the performance hit is massive and i would venture not worth it to most peeps given how many of the artefacts RR cleans up, base U+ already improves significantly
Yea RR is not really required in this game
Running the game at a higher resolution/DLSS preset is better than turning on RR imo
in value for performance loss maybs? im guessing youre probs right when playing at PC monitor distance, playing on the couch i can barely tell the difference between DLSS qual vs DLSS perf (if the game suits the transformer model(s)) so i would say RR is maybe less bang for your buck but in my use case a more noticeable visual difference
but again - that having been said - if i was struggling for performance (well - struggling more than the level of struggle that is endemic to any UE5 game) in this, RR would be the first/next thing to go
TL;DR i agree with you but had to use 300 words of adding my own 2 cents to do it 🙃 🤣
How about everything 
MFG 4x, HDR, DLSS Q, RR, Ultra +
Ultra +, came after I had finished the game but it has a big uplift to visuals
nooo MFG is cursed 😩

Damn, quality update
did they fix DLAA?
Lune nerfed 🤯
I really feel like it should be spelt Luné
Well I just loaded in at camp and something weird is happening with my performance now
Turning the camera and it looks like it's dropping from 60 to 30 fps randomly
60FPScel hands typed this
Native FG in game now
Nice
The game runs fine without FG 
I think NVIDIA frame gen was enabled by default lol. Bad decision by the Devs.
Turned from Auto to off and game runs fine again
70FPS yh ok boomer
On a 5090
I enjoy my AI hallucination 222FPS locked thank you very much
the human eye can't see more than 24 fps

if you can't play at 1000 fps native on an 1000hz screen then you are not even playing
natural motion blur ftw
Honestly I don't know, since the game didn't have reflex. PD's MFG + Reflex felt like the same amount of latency as vanilla
I was able to get all my dodges and parries in
what do you mean? you can enable reflex with both SK and RTSS
Right but the base game itself doesn't allow reflex within game setting menu
Now it does but before there wasn't an option

I just tried out the new update with FG, it seems to cause flickering in bright highlights/sky...
At least with Reno and Ultra+ enabled
insane amount of posterization in that gif
Nothing a bit of SF film grain can't fix 
That's the avg Reno SDR to HDR path + trans FG experience
rip puredark mfg doesn't work on new game version, unironically works better than native since it doesn't flicker with latest transformer MFG and renodx
Wild that Nvidia and Epic still haven't fixed their shit
oh well i'm done with the game already and doubt puredark will revisit the mod now that it has native fg
Fix?
no one cares about HDR
FG works fine with default UE HDR
SDRgradingcels just have to cope
Or you know
Can always use RTX HDR

And if you're on Ampere, @heavy delta's works beautifully once again... suuuuuper smooooooth
I've yet to try how it handles HUD in fights (just briefly ran the game to try it but man it feels great ! Thank you so much once again for "saving us peasants' lives" 😉 )
Well for those that still need it they luckily can downgrade their game still on steam
No idea about the other launchers
Anyone on Blackwell knows what the "Auto" setting for FG does ?
Is it like a dynamic multiplier to match FPS limit or something ?
Oh, maybe it disables it in cutscenes
it could be just for deciding if it's 4000 series it would put x2 and if it's 5000 series it would set to 4x
If they did that, it's really dumb
just like many of the player base, people doesn't even know what they are doing most of the time
Leveling down is never good tho 😉
But I mean, auto 4x if blackwell would mean tearing, artefacts and all if you don't have a high enough refresh rate monitor
As devs, I'm pretty sure they know better than to do such a thing
If they took a page from PureDark's book tho, the only one worth it imo (dynamically adjusting to match as close as possible target fps or in this case limit) then it would be clever
frame limit options gets disabled when you turn on fg (If i remember correctly), so I don't think that's the case
Good point
yep
Sucks V-Sync still can't be set in game with NV's FG to this day
Forcing it driver side (or with SK) works just fine so why ffs
¯_(ツ)_/¯
This is so baffling to me, since I recently upgraded to be able to use DLSSFG I had no idea so many games are so stupid about not letting you use vsync with FG in game. Vsync should be on no matter what really.
more like a windows issue ?
SK vsync is just nvcp vsync
windows has no option for driver level vsync when you in game
That's on Nvidia, it's them preventing in-game V-sync to work with (M)FG
because in game vsync can be borked
in a lot of games
sk forced vsync is driver level
Nah, just because they don't officially support (M)FG v-synced
And yeah ik SK's is driver level
But they don't support vsynced fg natively
there is no built in vsync in real time
by natively do you mean in game vsync
i think thats more of a limitation of current FG
Yeah, that's the point, no problem with FSR FG + vsync natively
game might not know the actually FPS
It does
i should say the display FPS
game definitely knows the REAL fps
a system level real time vsync would solve this
like steamdeck
no idea why this is still not available "officially" since SK can do it
It's because of Nvidia, they just don't support "native vsync"/"in-game vsync" (however one wants to call it) with FG, it's in their docs
driver level is a crutch anyway, happens to work fine but a good in-game vsync would likely be better, won't ever know I think
What's the value in that over using SDR path
fixes framegen
ah
the no v-sync when turning on DLSS-FG has never made sense to me because I use SK's frame limiter and forced v-sync in basically every game i play and... FG works great with both/either
so its clearly not a technical problem
for whatever reason they just... have never changed the default behaviour and don't let the user adjust it without external tools :/
Nah fr
If you can’t run Crysis at over 800 fps don’t @ me 
Btw does this break U+ at all?
The new patch?*
does the new patch affect renodx?
if you use framegen then yes, bright light flickers.
upping the ui brightness does seem to help a bit
or you can switch back to cnn fg dll
V3.0.0
- Rework mod
- Provide option to use UE Engine.ini HDR to get around FG issues.
- Sliders no longer apply in realtime
- Fix RCAS implementation
You should because it’s gonna win goty 
terrible games have won goty before
gow2018
praying for donkey to win
need an extreme controversy to tank this game
praying they get spiderman lotus'd
monkey rage slop winning? nah
Brother, just download Ultra Plus and lower the volumetric fog + bloom down
Yea like BoTW 
not a solution
fundamentally shite art
in hitman I didn't lower bloom by much, instead i adjusted how it was blended
this dude
This dude
BOTW was fun for what it was and I liked the story
TOTK was dogshit 
Thank god it didn’t win goty
Story? I must have missed that
Isn’t BG3 turn based tho

Bing bing wahoo isn't story
bg3 is too much for me
I’ll give you that the English dub is horrific
I can appreciate what's there but its exhausting to play
Nintendo voice acting is
But in all seriousness, if Exp33 wins goty then it wins because of the story/music/writing, the dreamy artstyle is not goty worthy tbh
But BG3 is too much
i can't code
AI vibing?
no game devs are just clueless about post processing so everything I'm doing is low hanging fruit
I like AC Shadows more than Expedition 33

That quote is going down in history
AC shadows is comfort food
AC shadows would be a game I play when I’m listening to some YouTube video or I’m on a call with my friends
game devs would rather make a metal surface 5% shinier than learn how to not nuke their image quality with shit tonemapping
so I got easy work cut out for me
We seriously need to ask these kind of questions to game devs
have to ask the one guy in the office assigned to get hdr output working
Unpaid intern

What I seriously don’t get is when they don’t give you an option to change peak brightness so it’s tonemapped to 10,000 nits.
Like yeah thanks man
All of us with our 10,000 nit TV’s
I am noticing that none of the options are really working even after applying it via menu
Is this incompitable with U+?
if you go into the graphics settings and then exit out does it then apply
might have to move the gamma slider to trigger a lut rebuild
Nope
not even when I press applty
apply*
Let me try
Nada
It is stuck at 226 nits for me for some reason
and even weirder
when I go into the menu it goes pass that
but I am literally looking at the sun
so my max should be higher than the dark menu
Let me try the older build
I also restarted the game
Wait
@grim hinge in the previous build I noticed it came with a dxgi.dll
do I need to put that in regardless for renodx to work in this game?
okay nevermind
older build works fine
strange
idk
The dxgi from the previous build is reshade 6.4.1 I think
Ah I see
so you probably can't use the new reno mod with the old dxgi
But yeah new build didn’t work at all
I’m on latest
Ill test it out tomorrow see if i fucked something up
Don’t think I did if previous build was working
I can only test it in the afternoon (around 6 hours from now). TBH haven't launched the game since I beat it 6 days after release O.O
I have some games in my catalogue I need to catch up on tbh
Right now it’s Death Stranding 2
I know it just came out
But I been super busy I’m only on the second chapter

We thank you for your service
This doesnt load in with dxgi.dll i grabbed from NexusMods page
I am new to HDR mods, any help is appreciated
get reshade 6.5.1 with addons from the download page https://reshade.me/#download
nexus has an older reshade which isn't compatible with the new version
ReShade - Advanced post-processing everywhere.
I just figured this out
however, my game is windows version
and when i try to load the exe, it asks for admin
so what I did was, I grabbed Dxgi from my recent GOW install,
and dropped it in there
will that be sufficient enough?
or I'd need to drop more files
if the gow file is 6.5.1 it should work
it asks me to enter expedition menu?
ohh I just have to press tab, apply and come back
I see
That's after act 2
Because they removed the 9999 cap
The game is balanced before that
Act 3 is Stendhal simulator though
just use the burn build if you don't want to oneshot stuff O.O
(you're gonna oneshot shit anyway because the system is busted)
once you start stacking buffs after buffs you're pretty much doing tons of damage with every character
its just bad gameplay design
french dont know how to do a proper turn based system

fyi, the hardest boss in smtvv only has like 100k hp
the max damage you can do is like 10k
with shit tons of buffs
Turn base as a whole is bad
Umm yes pls, I want my team and the enemy to just stand there looking at one another
RL doesn't have turns... dafuq is this 
Atleast XCOM internalises a turn as 6 seconds (both you and the enemy) just slowed down from your perspective
xcom 2 combat is pretty good imo
@grim hinge I’m so dumb, I thought y’all meant the menu settings page not the party settings
😭
Okay I’ll try out the new build doing that
Edit: nevermind, this was already answered lol
Can you see the slider effect in-game by entering a menu or something, or do you have to reload the game? And of course, thank you.
with the normal swapchain upgrade my game is also clamped to sdr
and with UE HDR, the battle UI goes to 10k nits
the floating menus
that happens even without reno
you can just open the party menu in-game for the sliders to take effect
You might have some mod or setting generating a new lutbuilder
highlights look clipped so the lutbuilders still run
Anyone having issues with Ritsu's + ClairObscurFix ?
Can't load save
Freezes then silent crash (even SK doesn't sound it off)
Loads fine without ClairObscurFix tho
ty for reworking the mod to have a ue5 hdr ini path!
how do i go about using the ue5 hdr ini btw?
do i edit the one ini in %LOCALAPPDATA%\Sandfall\Saved etc
try disabling center hud option in fix ini, worked for me
Thanks, will try right away 🙂
It worked for me too ! Thank you so much Repley
you're too hard on yourself lol
Need to learn galaxy brain c++ stuff though
When ShortFuse starts talking about mutexes my eyes glaze over
you might be guilty of doing the thing I do a lot which is valuing the things that don't come naturally to you more than the things that do. You're writing good consistent code, and you breeze through all the shader code. I promise you, absorbing the shader code like that is a skill lol.
Mutexes over reading hundreds of packed shader code anyday 
that's what I'm saying lol
I get regular ass programming pretty easily, shader code kicks my ass
I let them figure shit out and I copy paste
Musa cookin up some of the best looking HDR in video games like "I suck at this"
oh did you switch to Musa's stuff?
dumb question, I checked the code instead
very nice
Should I be using the UE HDR option if I'm using MFG? I assume so, but now the in+battle UI isn't tone mapped and is way over saturated. Not sure if that's because of the tone mapper I choose, currently using the "UE filmic" setting, not sure what the equivalent to the previous Reno version is.
The ui shaders must be drawing onto the game render after tonemapping which gets decoded as pq in the composite shader
hmmm, I wonder if this is an issue caused by Ultra+ in combo with the new RenoDX
i'm experiencing the over saturated battle ui as well! i'm also experiencing a bunch of vertex explosions, likely unrelated to the mod, is anyone else seeing this? i'm going to try reinstalling the game
over saturated battle UI is vanilla issue if using UE engine.ini HDR
ill preface this by saying i havent tried newest version of ritsu's renoDX yet, but unless there's new features you desperately need, no clairobscurfix past v0.0.9 has been stable for me and quite a few others
aaaand as always the solution was already provided by someone else and i should read the thread before posting 😬 👆
If you're using Ultra+ LightingQuality epic with the new hdr it creates the weird colors in cutscenes. Changing it to high seems to fix it at least in the cutscenes I had it in
I'm not but I'm having issues with no mods too so i'm going to try wiping my driver... somehow it fixed TLOU2 despite the fact that I had just ddu'd a few days ago
ddu seems to have fixed the vertex explosions and crashes, i'm using clair obscur fix with center hud disabled, ritsus mod with ue5 hdr, both injected via sk
i just wiped yesterday so who knows lol
tested it again without any mods, blowout 100 turns everything bw, and it's still clamped
I think you maybe forgot to upgrade the lutbuilder generated lut resource
don't see it in your code
renodx::mods::swapchain::swap_chain_upgrade_targets.push_back({
.old_format = reshade::api::format::r10g10b10a2_unorm,
.new_format = reshade::api::format::r16g16b16a16_float,
.dimensions = {.width = 32, .height = 32, .depth = 32},
.resource_tag = 1.f,
});
hi, are there recommended settigns or should I stick with default (apart from peak brightness ofc)
Engine ini should automatically change it to rgb10a2
And I'm pq encoding it
Looking for help after game updated from 1.3 to 1.4. Since game v1.4, the game starts to launch, but then gets stuck at all black screen, never see any of the splashes. I have to kill using task manager. If I remove renodx-clairobscur_expedition33.addon64 the game launches fine. This is latest addon64 from https://www.nexusmods.com/clairobscurexpedition33/mods/6?tab=files v2.2.1
Previously with game v1.3 no problems, worked great.
I completely uninstalled the game, then reinstall, then copied save game over (i'm still in Act 1), no other mods. My ReShade.log available at https://pastebin.com/zKMi52Xx
Try this build #1365094340355035167 message
I mean for the normal swapchain upgrade
Engine.ini works beside the 10k nits, oversaturated battle UI
Lemme test the battles
does the normal swapchain upgrade work for you? cuz it doesn't for me and this guy #1365094340355035167 message
Same symptoms. Here's the ReShade.log https://pastebin.com/GUUMfNE7
I'm happy to try other steps.
Why isn't this version uploaded to nexusmods or github?
You tried with unreal HDR swapchain?
nvm, sorry
V3.1.0
- Fix Engine.ini combat UI
@regal pivot Please check it out
Regarding the swapchain upgrade, try deleting your renodx settings. I couldn't replicate it
Though I think swapchain upgrade looks different than engine.ini, I'll double check it later.
for some reason this really fixed it lol
and battle UI with engine ini is solid now too, nice
sorry for bothering you so much
mod seems perfect now
With latest V3.1.0 I can now start and load save game. Thanks!
Nah, I appreciate it. Lemme know if there are any more bugs
v3.1.0 doesnt work for me. It's not loading, pressing home and nothing appear. I have game on steam
installed new reshade and works, but still flickering on FG
works with UE HDR
what preset yall use?
Hi all, for some reason when the game is supposed to fade to black it doesn't, often showing preloaded areas or characters t-posing before cutscenes, could this be related to Reno?
I have a different issue with game fades, as the game fades the colours get all weird and inverted
Sounds like a streamline issue
Played the game before they added reflex and frame gen, saw no such thing
Are you using the mod with UE HDR enabled?
No I was playing pre latest patch, always had the issue
Playing with Lyall and RenoDX only
So don't think so
Hi, can someone please make an instruction on how to properly install the updated version of RenoDX? I installed Reshade with Add-On Support and now i am losing frames in combat with DLAA and FG on X3. Thank you!
How many frames?
nevermind had not changed from swap chain to UE HDR, I think that fixed it
Sorry to ping - am I the only one who does not intuitively know what the "engine.ini" method is or what I need to set in it to use it with the latest RenoDX? 😬 🙏
Hmmmm
Yes
ok sorry thats my bad on being incredibly unclear in my original message
ive obvi come across "the engine.ini" method for adding HDR to UE but
my more specific question was if there are specific values i need to use beyond enabling HDR? or are the values for the variables listed on the PCGW page literally the ones that should always be used
💯 my bad for a bad/insufficient question
apologies mate - im mad tired and that was a horribly insufficiently phrased question - to try to do better this time beyond what i already added in reply to koklusz, is the engine.ini method "only" for MFG compatibility? do i need to even worry about it if im happy with no FG or 2x?
Use this, lemme know if it helps clear stuff up
Not being an ass, but a lot of people are getting confused so I'm trying to make it clearer in the addon itself
I assume it means you need only the cvars from PCGW to enable UE HDR output, RenoDX should do the rest
let me guess - the instructions are in the addon control panel and in my sleep deprived state i didnt actually copy the latest version of the addon into my game directory
No, I just added them
tbc totes dont think youre being an ass
You're good, your question is valid
ok 😅 haha
I should've clarified it
Do lemme know if the addon is clearer now
tbc you don't have to manually adjust engine.ini
yep i had just quickly jumped into the new robocop not a dlc its standalone but its really dlc but not game - lemme boot the new version of the COE33 addon up now and ill have a look and let you know if i get it ^^
do i need a diff reshade version than 6.5.1?
"failed to register add-on, because the requested API version (17) is not supported (16)"
fwiw i didnt have any issues using the 2.x version of the add-on, but i had to nuke the install in between for an unrelated reason so dont recall if i had 6.4.1 or one of shortfuse's special reshade dlls installed, or if the mod used to come with one?
it should be 6.5.1 bc i started with a fresh game install rn so just copied the files over but ill double check
alright
try number 3 🙃
ty for bearing w me
Ritsu, I'm usingthe latest version (both Reshade and Reno). The battle UI is deep fried. Have reset everything the settings just now but still the same.
Anything specific I need to do to make it medium rare?
I already fixed this, your whole UI looks wrong
You using mods or manually editing enginee.ini?
yep i goofed - not sure how i managed to get a 6.4.x dll in there originally but add-on working now - just restarting the game as per the big red letters - i dont know if this is just a "me" thing or not but i feel like specifically adding that no manual editing of engine.ini is required would be helpful (tho i am also very mindful that my thought jumping to engine.ini was solely due to the discussion on this server - the way youve named the upgrade methods is great in that it makes no mention of any of that background stuff). about to load into game now, and between me having (i thought) done a fresh install of this game but the add-on having most of my old settings still - kinda doing my head in - just a quick double check that none of these settings look blatantly wrong? none for tone mapper strikes me as weird but happy to find out its fine if you say so 😛
I'm using mods. But no manual engine.ini edits. My engine.ini only has this:
[ConsoleVariables]
r.HDR.EnableHDROutput=1
I'm using Special K + Ultra+ + Reno. And some QOL mods.
I can try without mods.
Restart the game and see if it's fixed
If not, then one of the mods is messing something up
actually the more i think about this the more i think your current explanatory text is best
It's not, reset settings to defaults
ignore what i said about mentioning the no manual edit
It's reworked compared to 2.x version, so their settings aren't fully compatible
if not for reading the stuff on this server, having that in the add-on description would just confuse me further
ok lemme reset to default and restart
guess your changelog saying "reworked" might have tipped a smarter person off
^^
Haha you're good
Sir, you were right. It must have been a mod. Removed all mods. Its working fine now with Special K + U+ + Reno. No mods.
ty for bearing w me bc that was A LOT of self inflicted mistakes (clearly a lot of left over old dxgi.dll/reshade configs/etc in the game folder even though i "thought" it was a fresh install
long story short, booted up, did literally what your explanatory text said which was... move one slider haha
rebooted, set peak nits, etc
game looks fantastic 👍
fwiw i basically disabled/removed all mods that had anything to do with the UI (better fonts, better pictos descriptions and sorting, etc.) and all UI funniness went away - even some of the ones they say theyre compatible with the latest patch seem to be compatible in the "wont crash" way rather than "fully works properly" way
and just to re-reiterate, im still very sold on my 180 re your descriptive text - i think the current labelling and instructions are perfect for how (i imagine?) most users will come across the mod. if not for partly reading/skimming the discussion in this thread the engine.ini stuff wouldnt even have registered for me
Yea, I had similar mods. Disabled them and it works fine. Dont need most of these mods now anyway.
i think what youve got now in the latest version you told me to try is the way to go
Will keep it as it is 🙏
also - as an aside - and i know not everyone subscribes to my approach of using SK as my main launcher and basically using it by default 😅 but whatever you've done here and in your avowed mod as well for FG compatibility is fucking amazing for those of us that do use SK - makes no difference/the option doesnt even exist without FG, but when using FG, SK exposes a "pace native frames" option that i think is basically just what Kal is calling what Nvidia calls "flip metering" and its
for FG frame times 🔥
i know im probs in a tiny niche of a niche of users this matters to but
its awesome so - thanks for that too ^^
I do it because I use SK myself 😆
You're not alone! Been using SK since I can't remember when.
Also, give PlayNite a try. It consolidates all your libraries. And it has a SK plugin. I basically search games using PlayNite, install it, launch it and it launches with SK + ReShade + Reno (if available) and sets AutoVRR (Reflex override + other stuff), latest DLSS, etc without me doing anything.
Only thing I have to do is download and put Reno in a central directory.
i have been meaning to get back around to checking it out actually - i installed it like, years ago but never actually got around to giving it a proper go
I find it better to use the Portable version. So it retains everything between PC moves and refreshes.
i remember how initially hopeful i was for GOG's whole "launcher for everything" overhaul and... that was so pointless ive just been using SKIF's list haha
lol. Yea.
Playnite even integrates with GamePass. So all new games automatically show up in my library if I want to install. It also has a isthereanydeal plugin. lol.
Beauty of opensource I suppose.
for all of microsofts ills - and theres a lot - i have no illusions about the fact that its gonna be my primary gaming OS for a long time still. so the part of me that likes the xbox console UI is actually kinda hopeful that they manage to pull off this whole "your PC will get an xbox gaming mode that covers all storefronts thing" because it would be so great if done well but...
lets say i have very little faith in the windows' teams ability to execute on it well and i have zero faith they'd actually let the xbox team take the lead
it does all sound very appealing - youve defs renewed my interest
V3.2.0
- Add tonemapping scaling
- Clarify swapchain upgrades
oh no... more work.... 🫡
this one seems to be giving me a fatal error exe crash within 30 seconds or so of me moving around in game/moving the camera. none of my other mods have changed since prior version but i am mindful that i have other mods turned on so will do some testing versus prior version and with ALL other mods disabled
knowing me its v likely to be a my end problem but 🤷♂️ just an fyi
fyi - defs not you - even tho the game was running great before and i cant think of whats changed something's fucked so ima nuke it for realsies this time and just start fresh - theres too much random left over mod crap i might be missing in that folder
ty again for all your help tonight
I've been testing without mods and I get crashes either way, weirdly enough restarting my computer fixed the errors for me... theres definitely issues with the game unrelated to the mods
i thought it was just me... getting crashes when starting the game and moving around for few seconds.
though I am still on older version, not the one from today
no crashes for me on latest reno, with unreal hdr it now works great with frame gen and almost better than with puredark fg mod. Biggest difference with native is it turns off fg during cutscenes and would need an updated clair obscur fix mod from lyall which solved that issue in many other games.
@wooden gazelle @prisma lava thanks gents - at least I feel less crazy because I literally deleted the remaining game directory after uninstall this time, reinstalled, double checked that it's NOTHING but a vanilla installl, and still getting the same crashes
Now I'm wondering whether it might be related to the specific spot I'm in because my continue save file and last three "previous saves" are all from the same area at the end of the narrative
If I get a chance I'll try starting a new game today and see if the issue persists 👍
For the crash in this games, you guys need to check if your GPU is overclock/undervolt first.
Because for me that is the real cause for crash, this game doesn't really like OC/UV GPU.
I just started my game...
I haven't touched any of the vendor tools but snow that you mention it, the auto oc wtv it's called tick box in NVIDIA app might be on
I'll be able to check in a few hours and report back 👍
Feeling kinda stupid I haven't checked this tbh because I've given the same advice to lots of other peeps for diff UE5 games - dunno why it's dif games for diff peeps but yeah I do keep coming across UV/OCs that are rock solid... Except for a single (always happens to be) UE5 game
try a restart of your computer, that has worked for me multiple times, if that doesn't work try a clean install of the latest driver, that has also worked...
no none of it makes sense
how can i do this ? DLSS FG WILL ONLY WORK WHEN USING UNREAL ENGINE SWAPCHAIN UPGRADE
And do i have to put this in engine ini
[SystemSettings]
r.AllowHDR=1
r.HDR.EnableHDROutput=1
r.HDR.Display.OutputDevice=5
r.HDR.Display.ColorGamut=2
?
Don't modify the engine.ini yourself, there is a slider inside RenoDX that will do the upgrade for you
I already have engine ini with some modification that i made , will they br affected ?
Not sure, I don't use any other engine ini changes
do you think it's ok here ? I don't know if i need to lower saturation more since unreal hdr update in reno
well it looks great, thanks for the work on reno for this game, it deserve it, time for a new run
RCAS sharpens at 100 is cutting my eyes and I don't think that flare should be used, it's destroying black level details
after a lot of testing we found that the default settings, with blowout at 1, are actually the best looking
increasing highlights a little doesn't hurt, but Iowering shadows/increasing contrast crushes blacks
Ok thanks
im only just jumping back into the game and was always pretty happy with defaults and blowout at 10 - ill have a play to check out the difference myself but why do you recommend 1? 🙂
sorry to jump on this so late, was just going back thru this thread because i feel like im going crazy - like i had everything working perfectly after the new patch, ended up reinstalling game and drivers as you suggested, but i booted it up today and.... vertex explosions all over the place (if thats what the geometry near the camera and the far distance being a black flickery mess means). just wondering how/if you solved that?
so while im still having other issues with the game post the newest patch, in maybe the weirdest crash solution ive come across in a while, not even a complete reinstall of the game fixed the crashing for me - it seemed to be tied to the (steam synced) save file(s) in some way, and the three "alternative" ones it lets you pick instead of continue where all from the same area of the game for me. so the way i fixed the crashing was, start a new game in a new save slot, skip the intro cutscenes -> play for like 2 mins just to see yep no crashing, quit back to main menu, load my original save game that was previously crashing within 30 secs of loading in and... it now works fine 🙃
this game really is something special in terms of (1) easily my GOTY and (2) has me ripping my hair out even though im pretty used to the state of the PC gaming these days
if anyone has any idea on geometry/textures/sorry i dont know the correct technical term flickering in and out of existence (turning into black or white as the camera moves) rapidly, im all ears. fwiw i can eliminate the problem by disabling either reno or ultra plus, but its driving me nuts because unless i dreamt it, i was using that exact combo yesterday without this issue once id gotten the crashing sorted
time to pass out - ty all
monkey game
keeps crashing on first cutscene when u make a new game
without renodx too
I fixed that by using DDU and reinstalling the driver. I let nvclean download the driver instead of using my local copy… it shouldn’t make a difference. So I’d try using ddu and installing fresh again, the only thing I change is disabling ansel and setting the proper refresh rate / color depth.
the difference is minimal, 1 "turns on" blowout, anything between 1-25 is fine imo
I had to use DDU before updating to the new 580.88 driver to prevent BSODs and crashes. I tried updating the driver the "Normal" way, but it was causing all kind of issues like BSOD after changing source on the TV lol
yeah ok, ive been having massive issues with audio dropout for audio over hdmi since this driver update as well
i always nvcleainstall drivers but didnt pre-DDU this time
im pretty tempted to go back to prior driver for the moment tbh, none of the fixes are essential and im having issues in COE33 in particular ive never had before
I have no issues atm, but I use a 4080. Maybe it causes even more issues for 50 series card owners :/
the Nvidia GPU driver are very unreliable nowadays
aint that the truth 😮💨
dude i just dont learn my lessons. i went thru months of pain on my 4090 before like, devs starting posting on steam to use the dec-2024 driver, whatever version that was, and all of a sudden everything worked fine again
by the time i managed to get a normal price 5090 i didnt actually run into any of the major driver issues peeps were having
i swear to fucking god, i basically did a refresh install of windows, clean install of the game, DDUed, nope
today i just did what you suggested which is... the safest assumption these days is apparently that the company who singularly defines the future of graphics technology and is enabling things none of us thought possible 5 years ago, cant write a driver that wont fuck up your shit
didnt even ddu today - just did a lazy rollback from 580 to 577 and everything works again 😭 🙃
so tyvm for the suggestion, and hopefully ive fiiiiiinally learned my lesson that regardless of what the issue is the solution isnt just "nuke the shader cache" but "if nuking the shader cache doesnt fix it roll back to the older driver because they like to make them worse"
what a time to be a PC enthusiast...
you have to spend half of your free time debugging shit
it me
like yah i get it i could just play the vanilla games and still have all the UE5 issues but at least things wouldnt break... as often
but if im not gonna bother getting good HDR and actually getting the visual fidelity we want outta UE
why bother with PC at all
just seems like its suuuch effort atm
Please pin this 🙂
it's already pinned as the "latest build" in the first pinned/topmost message
@haughty dirge is it jsut me or the new version of the mod 3.x+ desaturated highlights so much that the 34 text during the intro is white instead of yellow
ill be honest i skipped thru it too quickly to notice as the only time i started a new game on 3.x was because starting a new game would fix the bug where loading your existing save would cause an instant crash
but ive got some gaming time today and will check it out - which part are you talking about? the number on the monolith or when the game's title comes up against a black background iirc?
Just dropped in to say thanks. Makes the game 100x better.
The number on the monolith
when Gustave is throwing rocks
I can’t fix the 3.x version’s saturation issues. Everything is very very desaturated. Increasing both the highlight and normal saturation to ~70 helps but the game looks very wrong all the time.
The he contrast is weird too
faces turn white
The old version is not perfect either, it needs a hue correction slider, but other than that it looks great even at the default settings. Decreasing the highlight saturation slider to 45-48 is recommended now that I tested the beginning of the game again.
sweet - ty - didnt get a chance yday but will try again today
ahhhhhhhhhhh
^ worst jump scare imaginable
sorry if i messed up with the screenshots, I'm fairly new at all this hdr stuff. Anyways, are some of the hud elements in these screenshots supposed to look like this with this mod on? I feel like the game looks fine? But the hud just feels a little off... text being a bit duller and the blur effects behind the buff/debuff effects and the battle recaps looking way too defined compared to sdr. Happens with the subtitles too but I turn the subtitle blur off anyways, I just wanted to see if it looked like this as well. I should have taken a few more sdr ones
Unreal swapchain?
yeah I have it enabled if that's what you're asking, I was having this weird issue in cutscene transitions without it. Though I haven't tested if this happens without it
Oh right, I wasn't sure before but with unreal hdr option off the game is definitely super dull overall in addition to that cutscene problem. Sorry if I am a bit lost tho... you were referring to the hdr upgrade method, right?
Yeah, HDR upgrade method should be set to Unreal
Currently SDR swapchain is incompatible with DLSS4 FG
ShortFuse is working on fixing that, so I think I'll wait for that instead of spending time hunting issues
Ah okay makes sense, I'm just really confused about those hud issues. Not sure what's going wrong there but I guess it's not a big deal since the rest of the game looks good, I think.
You can use SDR swapchain, but you'll have to downgrade dlss_fg to 3.8.1
The problem is the swapchain proxy itself. I haven't dug deep into unreal shaders, but if it has a clean UI render (almost always the case with DLSSfg) then ditching the proxy could be the better solution. Worst case: a bunch of UI shaders
Stellar Blade runs like trash with FG, regardless of RenoDX so it's annoying to debug.
Swapchain proxy may not be worth it, even if I solve the flicker issue. Just better fps if we don't use a proxy. But that would mean scaling and encoding to PQ all the UI shaders. Again, depends on how messed up UI => Swapchain writes are
Doesn't make sense for a universal mod, but for just one game, it might.
Unreal doesn't have a final shader in SDR so we'll have to hunt the UI shaders.
Isn't there a way to get DLSS resources?
yeah, hooking slSetTag. Though doesn't seem to be all that useful. If using proxy, the proxy will remap all attempts by streamline to access to 8bit versions anyway
Well, the resource cloning
Though unreal usually has 16bit textures passed to streamline for FG. Stellar Blade is custom and passes it a 8bit bgra8 texture
We just need the UI texture
That's why trace unmodified shaders exists, where you just play for a while and it'll log what shaders wrote to the swapchain.
But you risk not finding them all
The rgb10a2 we upgrade to avoid black screen is the game swapchain. But to the Devkit, because streamline rewrites stuff, we see that texture as just another texture
I hope it's eventually figured out
DLSS4 is becoming more and more common, so it won't be a game here or there
And I think some games have different cbuffer values when Engine.ini HDR is on
kinda like DLSS2, i reckon this is something we'll see in drips and drabs (as has been happening already), but then there'll be this overnight moment again where every major game suddenly ships not just with DLSS but the latest-ish version
DLSS4 as default is already building momentum
imho its more like an exponential curve in take-up vs a linear one
sorry it has taken me so long, but ive only just gotten a chance to test and i dont think im seeing the same thing you are - nb im using renodx 3.1.0 for this game, i cant remember why not 3.2.0 except for the fact that something wasnt working right for me and i was way too tired at that moment to figure it out
hang on lemme drop some screenshots
here are the JXR HDR screenshots - according to SKIV, max luminance is close to my display's 2500 peak nits, and the "show SDR as grayscale" option confirms the text on the monolith is - for all intents and purposes - the brightest and most HDR-ey (im sure thats the technical term xD) element on screen
for comparison, i tried to take some screenshots from roughly the same spots without RenoDX/in SDR
now my eyes arent the best for this stuff, which is why i so appreciate the work peeps like KoKlusz do in the HDR analysis channel, and the recommended settings we get either on Discord or even in RenoDX add-on buttons sometimes
but to me at least imho the RenoDX/HDR version looks like what I would expect a more or less accurate look to be based on the SDR image
brighter highlights, sure, which is esp the monolith text in this case, but saturation/colour/amount of yellow/whatever you wanna call it looks correct to me?
Interesting, thanks for retesting it. What are your settings? Something is either wrong on my end or something weird is going on with the 3.2 version.
sry my replies are so delayed atm mate - here's the settings:
iirc its literally default with my peak nits and blowout bumped to 10
(which i just realised it isnt in the screenshot, iirc ritsu told me to nuke the config between one of the version changes and i mustve forgotten to change it)
i wonder if thats enough to cause what youre seeing
I will retest it tonight
looking fwd to it just out of curiosity at this point - lmk if there's anything else you want me to try/check/compare once you've had another look on your end
imma start the game tonight
hopefully it won't explode from having 3 mods installed
wow this is tiny
I'm coming back to this game next week. Is it even worth upgrading reno to the latest one? Can't even remember which one I was running
okay I found the "issue"
SDR path does not work correctly
you have to use UE HDR
with 3.1/3.2
@jagged portal Hey! I think SDR path is broken in the 3.1/3.2 versions of the mod. Everything is super desaturated.
SDR path vs UE HDR
using the same Reno preset
so UE HDR is just fine on new version?
it is
the game actually looks a lot better with the 3.2 version than with the older 2.x version
the colors are accurate
It is the 3.2 version is a lot better, just use UE HDR
Rewritten the tonemapper. It's using proper ACES now
doesn't the game have luts?
It does
despite the highlight blowout, contrast is very different #1365094340355035167 message
UE HDR has lifted blacks
noticeable here
that only works if every section of game uses the default UE SDR tonemapper values
which is might, but it's flaky
It uses the cbuffers
I can post pics of how UE filmic blended with ACES looks after I get over the jet lag
sure, but the UE default cbuffers are SDR ACES, which means it only works if the SDR path is SDR ACES and not custom values.
might as well just throw out the SDR tonemapper
if you're banking on the SDR tonemapper being ACES SDR, then just use ACES SDR
the only difference is UE's ACES SDR goes to 0 nits
It’s using ue filmic blended with midgray corrected aces
i am aware
it looks like that in SDR too
the picture on the left you have labelled as sdr has more contrasted shadows
yes, but it looks kinda wrong
relative to?
SDR
itself?
reno disabled means srgb instead of 2.2
you need Vanilla ToneMap option
filmic / filmic aces blend
Off the top of my head it's blending sRGB tonemap onto a 2.2 tonemap. And if they're going to blend ACES, just use ACES SDR and upgrade tonemap
midtones and shadows are basically entirely from filmic
i could prob just ditch aces and do untonemapped mid gray corrected for blending instead
scene lacks deep blacks to compare right. there's 2.2 to consider here
its the LUTs
i can do lut scaling and it looks the same
actually i have lut scaling disabled with vanilla anyway
i can do the main menu but the flashing lights make screenshots annoying to line up
i'll try to push the graph thing tonight
FG is finished
So can go back to whatever I was doing before
but from what I've played so far, its identical in midtones and shadows
ACES+Filmic blend / Vanilla
Both
@haughty dirge This preset looks "perfect" imo, the extra highlight saturation is needed
If you set the black clip override to off, 2.2 gamma correction to per channel, tonemap scaling to per channel, and lut scaling off it should match SDR
That’s what I did in those pics
But I default to 2.2 gamma correction by luminance, tonemap scaling by luminance, and lut scaling on
those settings are disabled in this mod tho
I mean that we can't adjust them
except scaling
but the game looks good with the 3.2 version of the mod imo
the game with SDR path looks wrong, it's definitely "bugged"
alright I'll try it later today I guess
[SystemSettings]
r.AllowHDR=1
r.HDR.EnableHDROutput=1
r.HDR.Display.OutputDevice=3
r.HDR.Display.ColorGamut=2
r.HDR.UI.CompositeMode=1
do you get a decent boost with frame gen?
I was limiting my FPS to 60
the GPU usage was around 70% avg
it holds ~115 fps now and the GPU usage is the same
the mod sets it for you
renodx does?
yeah
wow
you just set the method to unreal hdr and restart
really? because I had to manually add the ini edits for HDR to work
that did not work for me :/
weird
I'll check if it works for me in about 5 minutes
[ConsoleVariables]
r.HDR.EnableHDROutput=1
this is pasted into the engine.ini
but it doesn't work

😄
ok
oh and U+
never mind
forgor
risky stuff
no real issues
I did not want to add sk into the mix
I don't inject anything with SK so everything works
SK works fine if reshade is dxgi.dll
ever since kal stopped working on renodx compatibility
it works fine
yea, but I barely ever use frame gen
the one time i used pace native frames the game just blew up
(wuwa not exp 33)
I wonder if this is related to the issue many have in wuchang with ue hdr not working...
yea hmm, I have to do the same in wuchang too
Once we get the FG fix then we can finally remove this HDR ini stuff
do you have any other overlays at all?
in wuchang?
or here
I use optiscaler in wuchang
like nvidia overlay, rtss, etc
nah no
I hate overlays
I mean I use RTSS from time to time or intel presentmon
but I don't use overlays with SK
Wuchang issue was a game file forcing enablehdroutput 0 at launch under certain conditions
Do we know what those conditions are?
I'm back
Not 100% sure since uasset code is hard to read without context but it's fixed and bundled together with the u+ fg fix
although the frame pacing with reflex's limiter is poor
but 116fps does genuinely seem doable
would just need sk's pace native frames
already part of the dlssfg fix.
since reshade won't draw on dlss frames anymore, so any frame limitter would be native
Any ? Can't limit post FG if using that upcoming Reshade ?
That would suck imo for when in menus without FG running, makes inputs way less responsive
New reshade hooks before FG, so it limits the native frames
ah - yes thats the only path ive tried/have been using, so at least that clears that up. now ill try to restrain myself and read the msgs from overnight instead of responding to everything that has already been discussed two comments lower lmao
only had a very quick look literally just now but love it - ty mate
@limber goblet fyi gents, ritsu's newest mods will do this by itself - you dont need to edit your engine.ini at all. just boot the game, toggle the SDR or HDR path option to HDR, restart the game, done 🙂
samesies - i dunno if this is a
thing or not, but its been a long while since ive had any issues (unless FG related - but those are also gone in newest mods); and this is the stack of stuff i run for pretty much ever SP game (cc @trim anchor - if you havent tried it in a while, using all of these together "just works" these days)
it wasn't forking for mpaul
the renodx cvars work on both of my machines though
yeah i saw in later comments, i have a bad habit of not being able to restrain myself to respond before catching up on the full convo 😅
i wonder if his ini was read only for some reason?
maybe bc of other custom cvars in it? though i doubt that's the sort of thing he would get tripped up by
does seem rather weird/random
I get that if the limiter is Reshade based but ShortFuse said any, I don't get how/why but I hope it's not applicable to any at all
yea, but editing the engine.ini manually works, so it's fine
Is this needed on top of renodx to have hdr work correctly?
it should work without editing the engine.ini file
but if it doesnt then yes
switch to UE HDR and restart the game to test it
gotcha yeah it works with UE HDR already but wasnt sure what else thats doing that might be needed
unreal's limiter sucks though
I use SK's
It does, but in some games it's the only way to get camera/animations to play out correctly
Unreal limiter also has goofy low input lag. Better than uncapped most of the time.
In engine limiters are usually the best way input lag wise
Frametimes / pacing is another story I guess
Yeah it’s ass in that regard. Works well if your vsynced at 60 though.
I think it's a general UE thing. In clair obscur I found turning on UE limiter helped with some stutters when travelling fast through the overworld. Currently doubled up with UE limiter + NVIDIA limiter and VRR.
Using UE limiter also helps tons with Jedi Survivor, but that game you need to add it in the ini. I also doubled up with Vsync instead because game is too stuttery for VRR.
theres no way to get rid of traversal stutter
the ue limiter fixes camera/animations stutters
does the fixed timestep stuff help
people were doing that in silent hill 2
it is and you actually dont need fixed delta time at 30 fps
in game fps limiter + vsync gets rid of camera/animations stutters
though silent hill 2 has traversal stutters which cant be fixed
silent hill 2 only provides limiter up to 60 fps though
iirc @regal pivot tested how that works in silent hill 2
nah I mean
if I pan the camera around
with ue limiter it stutters a lot
with rtss it does not
you need vsync + ue limiter + no vrr
one of them only wont work
Yea that works, the problem with SH2 is that the cutscenes are capped at 30 with the UE limiter and they look horrible with vsync'd 60
If you use the unlock fps mod it strips out the entire UE fps limiter
I tried a UE4SS script to always force some value for it, but during cutscenes it gets set to 30 every single frame
Correct, but in clair obscur doubling up with it improved them significantly. Maybe at cost of extra latency, idk just a guess
Did they fuck something up in Clair Obscur in a later patch? I had like basically no stutter in that game only very rarely when I 100%‘d it in the First 2 weeks after release
And I only capped with RTSS + Gsync and Vsync in NVCP
It's not from the latest patch.
Traversal stutter for me was only when moving fast across the overworld. Occasional skipped frame.
I also mainly had it while flying max speed in the overworld but didn’t really bother me
rip
hey not sure how active this channel is, i just downloaded reshade + renodx for this game and im having some problems
im running default settings but my shadows look very grainy
and my cutscenes are doing this
That's a weird bug, no idea
i am an anomaly, i manage to break even the most foolproof of things
What Reshade version and active shaders are you using? What is your GPU vendor and driver version?
actually i reset reshade, redid windows hdr calibration, and restarted the game and it seems to be working alright now
obviously not perfect representation since phone pic, but seems to look okay. cutscenes arent all artifacty now either
hm one thing i am noticing
im getting like a solid 2-3 second stutter before entering combat
like entire game freezes for 2-3 sec and then combat starts
Are you using Ultra+?
If I remember correctly, it comes from it
I got used to it lol
ah yeah i am

oh
I had no clue that’s what was causing it
Damn, might get rid of ultra+ when I boot it up again
yea its tempting now
Nah bruh, keep it
You underestimate the fragility of my attention span.
defs keep it
the entering combat stutter comes mostly from the "reduce settings during combat" option which you defs want, unless you want your combat FPS to take a much greater hit than rest of game
with that option off ive not noticed a noticeable stutter entering combat - seems v much related to U+ changing a whole bunch of settings before the combat loads
2-3 secs sounds a bit more extreme than what im getting but imho would still be worth it 🤷♂️
ah cool
screw it I have some headroom
it's just a 1-2 seconds black screen
before entering combat
it's a non issue imo
makes me want to avoid combat lol
I am devastatingly sensitive to mental stalls in games. I barely like turn based games in general because of the numerous pockets of waiting.
oh lol
You are not a huge fan of poker then I guess haha 😄
or chess
as long as there's enough to think about I'm fine
what I don't like is knowing what I'm going to do and waiting for an action to play out
what kills me in turn based games is all those little pockets of time adding up when engaging with the riff raff
I've always assumed it was an ADHD thing lol
ahh I see
it just makes the game feel less polished
usually you'd expect it to smoothly transition into combat
but it takes too long and looks unintended
takes you out of the experience a bit
I mean it depends
if the black screen is longer than 1-2 seconds then yea
its long enough to where it feels like something is wrong
it just feels less immersive for sure
doing the first strike thing on an enemy and then the game just freezing
feels weird
where do i go to disable this? is this in reshade?
you can disable it in the ultra+ ini
ok so my dumbass is not actually using ultra+
i got it confused with unreal HDR
(i dont mod or do hdr stuff)

i guess that is not the cause (for me)
any other ideas?
oh another thing
im not sure if this is a renodx issue or just a clair issue
sometimes the lighting changes REALLY abruptly
like these two images were taken about 2 feet apart
(cc @limber goblet) i guess its never bothered me enough to actually take notice of how long the black screen is - i assume significantly less than 3 secs as that seems super noticeable - or maybe i am just that insensitive to this particular issue
that’s probalby the LUT changing
Got any other ideas on what would cause it, I'm actually not using ultra+. Also for me it's not a black screen, it's more of a 2-3 second freeze frame
sorry, dont really have any other ideas. tbh i barely played the game without U+. once id played like 30 mins and realised i was actually gonna keep playing this game, i just waited it out till we had a good version of U+ bc the vanilla graphics were really pulling me out of the experience. in U+'s case the extra little wait entering and exiting battles makes sense to me bc a whole bunch of gfx quality cvars are being changed for things that youre unlikely to notice during battle but gives you back a fair amount of performance. struggling to think of what would be causing that freeze/delay in the vanilla game, but also mindful that i basically only played the tutorial fight in vanilla lmao so no real idea what vanilla behaves like
Fair enough, what's the performance impact like of u+?
the game does have a stylistic flourish where when you enter combat - whether thats bc an enemy bumps into you or you attack them first - it kinda goes into slow mo that starts very subtle but ramps up incredibly quickly to like 0.1x speed over the course of like a second
it can be a bit jarring but i dont recall it ending in like, an actual freeze frame
Yeah i played several hours in vanilla and it definitely didn't do what my game is doing
its real easy to get the wrong impression from U+ bc if you dial everything up you can easily destroy even a 5090
just as a starting point, its worth noting that the lowest U+ settings/its most performance oriented settings are still higher than the game's ultra settings in most areas
I'm getting like 210 fps average atm on my current setup in 4k (with 2x fg)
with brooooadly comparable to vanilla performance - just bc the devs made some real insane choices for their default settings
if youve got the headroom after that, dial up whatever area of image quality matters to you most
but yah i feel like i always have to start with that caveat bc (and tbh the name "Ultra Plus" doesnt help xD) peeps assume they need to max out its settings to make the mod worth it, which will make the game unplayable on basically every PC in existence
the goal is usually to provide a comparable to vanilla performance experience with improved visuals, and then give peeps who have perf headroom the ability to push a bunch of stuff up higher
iirc the U+ page for COE on Nexus actually does have a pretty good/specific guide about the performance impact of its various settings and how they compare to vanilla
https://youtube.com/shorts/Fojt4b0g5Cg?si=QuSXKTYcTfzO-r7G this is normal
Clair Obscur: Expedition 33 features a combat system inspired by turn-based JRPGs.
the beginning of the video is how entering combat "should" look like
that freeze there is normal
or I guess it depends on your hardware
it can be shorter/longer
OK so the part where it "freezes" and the screen kinda warps
Mine just actually freezes
Audio cuts out and everything
I have 5090 + 9800x3d
strange
It's not game breaking or experience ruining or anything just feels strange
ok this is how i remembered it too
v weird
but if ive learned anything this year
every single issue with any game that wasnt like, an obviously broken or outdated mod
has been fully resolvable by either rolling back or clean installing NV drivers
some people enable rebar in the global profile too
i dunno wtf they are doing over there, its like they just handed driver development over from a competent team of programmers to a bunch of literal monkeys overnight
which can cause all kinds of issues
yeah i like to do that - the impact while never transformative has almost always been either positive or neutral in the games i play (which is a tiny sample size for sure)
im not doing that any more just bc...
everything is so fucky with the current gen drivers i just dont wanna introduce any chance of more fuckiness
using DDU is no longer optional
the 580.88 driver is stable so far
win 24H2 ca nalso cause all kind of issues too haha
Been on holiday for a few weeks and feel like I'm completely out of the loop. Is this FG fix I've read here (I know it's now in UE 5.5 branch right? Which would be included in Chronos and Silent Hill F?) supposed to added to reshade? or to reno?
looks like i might have to stop using either renodx or clairobscurfix
game is getting buggier the further i get
started with minor artifacting
now massive artifacting
shadows flickering
crashes on zone change
like what am i looking at
cant even go into next zone
insta crashes my game xD
driver issue
577 is apparently fine
can't rollback or smth?
well i can but
i plan on playing borderlands 4 and dying light the beast in the next bit
so i would like to be able to use the day 1 drivers for those
since perf is already looking rough based on sys reqs
i guess after i finish those games i can roll back and play
im in no rush
this look like a clairobscurefix issue
try the v0.9 version of the mod
ill try this when i get home from work, thanks
for some reason the frametimes become very unstable whenever im in a dark area. this is causing some very distracting oled vrr flicker and is forcing me to play with gsync disabled. its happening even without reshade enabled. anybody else having this issue or know a fix?
ive had this exact issue - the visual artefacts and the fatal error - its some corrupt cache thing in recent nvidia drivers. if youre determined to stay on the latest version you'll need to DDU to fresh install it. imho the easier/quicker method is to just use nvcleaninstall to roll back to 577.x 👍
defs try this first bc changing a mod is quicker than downgrading a driver - and i think theres quite a few peeps like MPaul (myself included) who've found v0.9 to be the best/most stable/most "compatible" version of clairobscur fix. that having been said - the screenshot you showed - i had that identical graphical issue and the same fatal error crashes and rolling back to 577.x fixed it immediately
so imho its worth trying the older version of clairobscurfix, but i wouldnt waste hours trying to troubleshoot mods like i did bc it was none of their fault in the end - just NV drivers NV drivering 🤷♂️ 🙃
pretty sure youre right
im noticing that i think its actually briefly crashing my entire display driver
The description for Event ID 153 from source nvlddmkm cannot be found. Either the component that raises this event is not installed on your local computer or the installation is corrupted. You can install or repair the component on the local computer.
If the event originated on another computer, the display information had to be saved with the event.
The following information was included with the event:
\Device\00000146
Error occurred on GPUID: 100
The message resource is present but the message was not found in the message table
i cba to DDU atm and im not having issues in any other game
i need to do a full windows reinstall in the near future anyways, ill do it then
honestly i cbf either - you can do an nvcleaninstall downgrade in probs 2-3 mins and that'll be sufficient. you launch it from normal desktop, it lets you pick the driver, then the normal install process just runs, then one restart and youre done - just like any other normal driver install, no safe mode etc shenanigans required https://www.techpowerup.com/download/techpowerup-nvcleanstall/
and once again - yep same thing i had
yeah im gonna be playing borderlands 4 on thurs so im gonna want to use the day 1 drivers for that
fair enough 👍 if youre only having issues with COE33 then i get it. in my case it "started" with COE33 just bc thats what i was playing most at the time but within a few days of playing, it happened to basically any UE5 game i had
so i didnt have the luxury of cbf - luckily the nvcleaninstall downgrade was good enough bc if i had to DDU i probs wouldve just gone... meh, im fine not to game for a while xD
interesting
i actually just did an entire playthrough of remnant 2 lol
like finished yesterday, UE5 game
0 problems at all
yeah interesting - i guess it really isnt fair/accurate for me to say "any" UE5 game bc who knows what specified property causes this issue - maybe its just a couple of titles and theyre the ones i happened to be playing at the time 🤷♂️
Hey folks - hope this is the right place for this. I was looking for help in the RenoDX discord, but this looks like it might be more targeted...
I'm a new user to RenoDX, trying to get the HDR mod for Expedition 33 to work.
When I run it, the colors get very white and washed out across the board. Not like a matter of personal taste, more like something has objectively gone wrong.
I did some digging, and found that when running the game with RenoDX (and only then), an Engine.ini file is automatically created, with a single entry:
[ConsoleVariables]
r.HDR.EnableHDROutput=1
If I delete the config, the game actually looks great, and I can even adjust the sliders for the mod in-game and see changes in visuals. But then upon closing the game the file seems to be re-created, and the next time I launch the problem is back.
Is this user-error on my part somehow? I don't see many other folks reporting this issue. There's a recent comment on Mod Nexus of someone saying something kind of similar, but their problem doesn't seem entirely the same. (comment timestamp 09 Sep 2025, 1:13PM https://www.nexusmods.com/clairobscurexpedition33/mods/6?tab=posts
Well nevermind! For those who come after, the trick was disabling driver-level RTX HDR flags in Nvidia Profile Inspector.
I thought they would be superceded by active RenoDX, but apparently not.
I used the RenoDRT tone mapper last time I played, but it doesn’t seem to be in the newest version. Which one should I use now? Sorry, I’m not super knowledgeable about HDR stuff lmao
These are the settings I use:
Aces + UE Filmic Blend = Old RenoDRT
Cool, thanks! Also, any reason for me to use Unreal HDR if I don’t use FG?
Nope
There’s also no reason not to use this new method, either
✅RenoDX: Clair Obscur - Expedition 33
having a hell of a time getting this working, lots of flickering in the skies or intense cutscene stuttering
any ideas?
downgrade your driver
any difference between the snapshot in github and the nexus version?
yes
whats the difference?
snapshot has the latest mainline renodx changes merged
None of the sliders work in the mod for me. Only UI brightness makes a difference, not exposure, highlight or game brightness.
Why isn't it working?
Send a full screenshot of that tab
are you ingame or are you in the main menu ?

I'm at the beginning of the game. Some one explained I need to open the party menu to see the changes, but I don't have access to it yet. But settings seems to be working if I reload a save but adjusting sliders won't update in realtime and I got it explained that the changes to UE5 causes them to not work in realtime.
It seems the cutscenes with RenoDX uses the UI brightness rather than the game setting. Thus looking very dim in comparison. Is it possible to fix this?
ingame cutscenes or FMV
I believe ingame, realtime cutscenes. I just arrived at the islan and the expedition being attacked and at first I thought it was FMW but I do play at 120fps and it's clear it's 120fps, so no FMW.
Slider work when changes from main menu
When expedition was attacked first i had changed gustav hair and clothes but in cutscene default was loaded
Should i change flare and blowout from zero ?
no need to use flare, but highlights with Blowout 1-10 look better imo
you should also increase highlight saturation by 5-10
does the mod have an hdr look preset ?
No
@limber goblet hey dude.
Modding claire for the first time.
So i got a 5090 and want to get the best clarity. Running on a LG OLED. Is renoDX all I need? Or do you recommend any other mod on nexus.
I want to use DLAA, do I need a swap chain?
Ultra+
Alongside reno?
Ty.
@limber goblet @dusk pulsar Hey guys, about to get RENOXD. What is this "swap chain?" Im gonna be using DLSS quality, do I need this swap chain? where do I get it? author isnt specific.
@dreamy depot dude
im having same issues
RenoXD isnt doing fuck all
this mod is fucking ass lol?
using Ultra+
works on my machine
Waiting for the 350nits monitor or improper installation
Improper installation?
Its not that hard lol
Reshade menu opens, its not hooking to game
Unless this mod is incompatible with Ultra+
If it is, then idk what to say. Mod aint working lol
Reshade does tho! So must be reno
Only thing that changes brightness is the UI setting on overlay...which makes no sense.
Wait....
@thin pike im gonna laugh if I fucked this up. Is it steam exe or sandfall?
sandfall win64 shipping
I fucked that up
