#RenoDX: Wuthering Waves
1 messages · Page 2 of 1
locks are probably more stutter than avg frame rate. in theory no reason to be slower, except margin of error
new is top?
thats why capframex
is the best way to capture
it draws graphs and shit
the detection is a meme but
you can see stutter in the graph
how fast can i get capframe working
just install capframex,
speedrun it for me
😡
disable it entierly to be safe
how do i disable RTSS without quitting afterburner again
find an area thats very static, not a lot of dynamic stuff going on, and take a 10-20 second capeframex capture of:
-> no reshade/no addon -- just the game
-> reshade + old addon
-> rshade + new addon
idk; I dont use rtss
just kill the process?
afterburner will just re-open it
🥵
I install afterburner w/o rtss
so idk
maybe there is an off setting in rtss itself idk
you dont want it to hook into the game
I use another software to monitor the frame rate, which is called Game Plus
I am currently testing
116~114
Without Reshade
@hard cedar can't seem to search for process, not sure what im doing wrong here
it says no process detected
oh
thats what the woman says
time to scroll through the ignore list
but that should be built in
ohh
the anti cheat
might not let it hook
run capframex as admin maybe
capframex is just presentmon recordings though, doesnt need hooking 
capframe already asks for admin perms when it first launches
works without running as admin
i'm not really cpu limited though, its capped 120
hard to test cpu limited on a
Reshade is available, RenoDX is not installed
Long term 117~115, sometimes 117~104
Using RenoDRT
Long term 111~109, occasionally 112~108
I won't participate in the testing anymore
I'll leave it to you guys
I'm not professional
Whar are we testing anyway?
And how long till it's complete?
Test RenoDX performance loss
So far what's the performance loss compared to spécial k hdr?
show the line graph
will be slightly higher; but you cant compare the two
Based on my experience using RenoDX, it can consume 15 frames per second in the most complex scenarios
sk is just post process hdr, its not doing anything "low level"
its just taking the sdr image, and making it "look nice"
which is fairly cheap
reno has to upgrade resources, replace shaders, etc -- all that stuff has a slight perf hit in dx12 (techinacly dx11 too; but its basically negligible now) -- but imo its worth it
since i ran it already heres the data but prob not useful because of the 120 fps cap
whenever someone fixes the output shader
uncapped fps please
I thought that would be obvious when benchmarking
but I guess I'll write everything out
we're testing for cpu bottleneck here
what cpu do you have
yeah you can't really test this then LMAO
and my ass can't get capframe working
dlaa would just make it gpu bottlenecked, but what we want to test is cpu bottlenecking which unfortunately we're limited by the undefeatable 120fps cap
for some asinine reason turning on frame gen removes the hard 120fps lock
🤣
thats what i heard anyways i dont use the game's built in fg
still cant get capframe working rip
lol nice it does capture framegen, but all its doing is doubling the fps so still not bottlenecked
new settings again, 0 grading strength is broken lol
there are areas where it turns skin pink
feels like the grading is a lost cause to get it looking great in all scenes, like septimont looks drastically different from previous areas
@hard cedar i give up on CFX, i can probably do a couplle more runs on rtss but im prettysure its within margin of error between old a new ue
yea 60 grading str seems to be fine so far
0 was fine until I started exploring spetimont more
lol
that's 60
ktm off itself is wrong looking to my eyes unfortunately I can't edit colors / highlight saturation to look correct no matter what
and correct = sdr like
for example carthetya's slash attack vfx should be near white at he edges and it's saturated to light blue with ktm off it looks wrong
this is my main issue with ktm off as well, and i wasn't able to fix it with the sliders
I don't think that it's possible to fix it
ktm off's raw untonemapped look can be adjusted to be less visible but it's not fixable I think
or well I can't fix it
looks good 2 me
ktm on is wrong because it desaturates highlights and it's not really fixable either xD
looks wrong
those effects are not supposed to be cyan colored at the edges
cuz its blown out in SDR
that's the correct look yes
but you can't really blow then out like neon lights with ktm off
those kinda things need custom renodx mod to fix
yea unfortunately
nah HDR means u can see the colors that was blown out or details that were clipped bc sdr
if u wanna blow it out
then gimma a sec
just don't restore any sat
yes and no, you "see" more colors but not to this extent
not better you desaturated everything
basically the kinda thing they were tweaking for stellar blade #🧩renodx-dev message
plus the edges are still cyan colored lol
there is no transition between the blue part and the white part of the effect it's just blue with ktm off
im gonna need an SDR reference
it desaturates into white
not everything is white
if you turn that white part blue then you change the intended look of the vfx
#1383049193186136216 message this is too desaturated unfortunately because ktm on is like that no way to fix it
rip, thanks for trying
but ktm on looks closer to the "correct" intended look imo
it's starfield all over again with ktm off
people lowed how colorful the gravdrive effect looked without tonemapping
but it was 100% wrong
i don't consider this an issue but at least i get what you mean
I mean it's not "bad", people like that look too, but it's technically wrong looking
a lot of things blowout to white as they get brighter and effect is lost with ktm off
yes
blue and reddish tones are the most affected
i can't find the grav drive example, but this shows my issue
focus on the engine starter sparkles
it's not this bad in wuwa because you can adjust the sliders to mask the issue
It's too bright
no
you just need to think outside the box
they're asking for things to be blown out more to white
so
just move peak brightness to 4000
idk how to describe it, you desaturate into cyan instead of white
the center is white
I need to remind you that in this software, it cannot display high dynamic images
I mean it's better yes
The pictures it posts are different from what it sees in the game
It's difficult for us to understand the same color and meaning
yes that's the intent
since it's technically clipping bright for SDR too
it's a cope if you really wanted it though

if there was a custom mod
well yea but it's not a good one 😄
it's not just the sword vfx
I think that modifying HDR based on SDR primary colors has contrast, highlights, and details. This should be correct
cause its clipping in sdr yes
but changli's goes to yellow instead of white
Not based on primary colors, modify your own preferences, this is just your own standard
ah
try it
I doN't want to switch back to kuro off XD
HDR, It's for high dynamic range, not changing the color
That is to say, we should be using SDR based primary colors to increase highlights, contrast, and dark details
ah hmm I cant remember I have to switch to her sec lol
they design the white edge effect
right into the texture
whereas carth is just blue but brighter
and then rely on tonemapper
it's only her banner thats green yea
Isn't it? You have used HDR, and changing the contrast and highlight will slightly alter the color
this is with ktm on
I have to restart the game to switch 😩
white edge is baked into the effect, yea, check my video
Okay which NVIDIA driver do I use for the game not to constantly crash?
go to start of post
572.83
scroll down a few lines
^
Aye thanks
yea rover is mostly unaffected
nothing you can really do about it
it is what it is
rover is just a lucky case because they bake the white right in
I think Rover should be affected, that's not right.
SDR, It is the original color
HDR, Based on SDR, highlights, high dynamics, contrast, and more dark details have been added, resulting in different special effects. I think this is reasonable
Unreasonable is overexposure
rover is affected but you get all the benefits with none of the downsides
To think like this, that's too much of a bug
when the devs made these effects they intend the look for it to turn gradually white as it reaches the edge and they used whatever methods that achieved the desired result
carthe is just make the blue brighter
Unless Kuro produces native HDR, they decide what color the special effects are
rover is actually having the edges be white
hiccup

Difficult to understand
For example, the cloud. In SDR, it lacks highlights and unclear light and dark details.
In HDR, clouds have highlights, brighter white, and distinct brightness and darkness.
Therefore, HDR keeps the original colors unchanged, which is incorrect and unreasonable
the best you can hope for is whoever made rover's effect keep the same style and they do every other characters

Yeah, so adding highlights, contrast, and more dark details based on the original colors makes the brighter the brighter and the darker the darker
No, my English level is too poor, and at the same time, my understanding of English is too poor

Sleep sleep
Good night, everyone
you can try the 4000 peak trick if you want that blowout
Not gonna completely solve ur issues
And I did that trick with kuro off so its gonna look even more blown tf out with kuro on 
yea no thx lol
I will just live with 60 grading str for now
or I will switch to inverse tonemapping later
but I would hate to do that
Carthe impact frames still need 2 be fixed tho 😔
Actually curious how they achieved that effect when if u draw only the shader for the impact frames its just white
From that
To this
it looks like this now?
xD
No
Still need to be patched
I made it work by putting UI to 400 nits
Cuz its tied to UI
Else it'd look like this
Its actually 1 shader really
The other three fixes clamping in the boss arena
But it could honestly be skipped cause its really just one area thats acting weird compared to the rest of the game
and what about the ktm on issues?
wdym ktm on issues
you said that there are more shader issues with ktm on
^
The clamping only occurs with kurotonemapping on
Is scene grading 100 good on your settings? @frank heart
effects darkening the whole image hmm
was it like this in sdr too?
I cant remember
I mean attack vfxs
oh shit this fixed my issues with sk, tyvm
I think this looks okay
I mostly stole your settings lol
my poor oled is not liking this area
but hmmm dropping game brightness drops the highlights a lot too I think
the third one looks weird from the first set of pictures, but the fire looks a lot better, contrast is too high tho 😛
I like my contrast

Generally its more of the vanilla tones from the test i've made
Less red tint shift on highly saturated colors
Otherwise its the same as my older presets
Less neon bleed on shore keeper as well
btw
Pumbo's auto hdr with hue conserving.. 😄
OKLab is not good when it comes to colors lol
it's probalby not this simple but still, it's oklab that causes the white skin issue
I can see that weird orange hue in yours but it's close yea
plus the middle of the fire is still not bright enough
the brightest part is barely brighter/different in color
I mean obvious yeah cause thats detail we recovered
Unless u intentionally clip
Just trying to hue match
If u want i can prob try
To do a grade
With kuro on
but I don't want to recover details that are not meant to be recovered 😭
the problem with kuro on is the white skin issue I don't think that you can get around that unfortunately, we need a different hue processor
white skin/edge lighting being white
with kuro off the UI gets unclipped too which makes some of the UI effects blinding bright
that's not good either
especially when you use an OLED screen
Nah bro thats actually based
I like UI VFX that r unclipped
Really cool
Esp in zenless zone
The default UI VFX is super clipped
U can see even in SDR
Honestly goated
it looks weird imo, it's not dynamic at all, the static part is fixed UI brightness, then the VFX part is unclipped
Yeah thats exactly what i like
The fire effect they ovwrlay
Etc
Unclipped
The actual 2D art is UI brightness controlled
And thats fine
I don't want my forte bar to be 500 nits lol
Ill try my hand in a bit
Hue with kuro off with new tuning is almost perfect now
well
As good as it can be without going custom
You can prob copy my preset increase strength, and then reduce contrast
I hate HUD in the first place, I want minimal hud in all games 😄
Use the UI hide shortcut?
I use it
if I know my rotation then I can fight without UI
it can be annoying tho
If u want adjustable UI
Someone could probably implement it
The UI shaders are toggleable
Via the devkit
Its segmented quite nicely
yea but we are playing with fire
I can do only show forte bar for example
even now
Kuro does not ban paying "customers" even if they detect weirdness, but I don't really want to risk it even more 😄
I will contant Kuro then lol
I mean actually putting it in this mod
@hard cedar if we know the UI shaders we could add it in as a toggle option under the mod right
I don't play ZZZ so idk maybe it's better there
I dropped the game in 1.0 lol
for filmic preset lowers only tho 😄
yea I will test it, but idk I was very disappointed with kuro off yesterday
Btw back to the "recovering" details from flames argument:
https://www.youtube.com/watch?v=1ieNfIk3Ruo
There are very bright spots in natural flames in a real fire which are near white/very bright yellow, "recovering" details from these bright parts makes no sense if we want to mimic what we can see in real life. Without these bright spots, a bonefire is not a bonefire.
Create a cozy, warm and relaxing atmosphere with 12 hours of real logs burning in an open fireplace and the popping and crackling sounds the blazing flames create. This Ultra High Definition (UHD/ 2160p) HDR* video and high quality sounds can be used to create a feeling of peace and tranquility, warmth, coziness or winter festiveness in your hom...
Yea sure anime fire is never going to look like real fire, but still, we know how burning wood looks, and it can look very weird when it's not looking "normal"
Demo to test OLED TV in UHD 4K resolution and HDR 10. With this video, you can test the contrast of any TV. OLED televisions stand out because of their infinite black level.
Sony Swordsmith 4K HDR Demo
➡️ Suscribe for more videos: https://www.youtube.com/channel/UCjrW5_3fuxpZ-200riPw25A?sub_confirmation=1
Thanks For Watching
this is not a slow burning bonefire 😅 and it actually looks weird. The camera is fighting with the fire to capture it
I mean make a bonefire outside and check the flames lol
yes, your eyes are not like that
i know
Just lit one this afternoon
Urs is correct if the surroundings is dark
But if its like afternoon with lighting its not out of the question for the fire to not look white like that
You can call it personal preference, but they would have changed the sdr version to be more universal orange if they wanted it to look like the flames in your video
taking creative liberties r fine because if they had the ability to do HDR theres no saying they'd would still let the fires blown out like that
but you don't need hdr to make orange fires
Orange without proper brightness wont look very good
Like how u can tonemap everything so SDR range so no detail is lost
exactly and ktm off flames are not bright enough
But it would look off
Theyre bright enough except in nighttime
well yea
^
I could say having the flames be pure white during the day is wrong too ehe
ofc pure white flames are wrong
ktm on is wrong too
but less wrong than ktm off 😄
capturing flames is tricky we can find examples for both, it depends on the exposure, white balance and ai trickery
Id say off is only inaccurate if you're looking at night
cameras use nowadays
I just lit a fire this afternoon and its definitely not like ur bonfire video
in pure daylight? ofc not
anyways, nigh time fire looks weird in wuwa with both ktm off/on but it's objectively more "wrong looking" with ktm off
it's just not bright enough
we can agree that we prefer very different looks when it comes to HDR 😂
I can get behind that
@tough ember i saw ur msg in the renodx channel whatu doin bud
R u gonna give us a mod 😅
I should actually continue playing the game now xD
I think it depends by your monitor/tv
If the monitor u have is bright enough
it's the game unfortunately
I think I came up with some very natural feeling settings with ktm on
oh hmm this was a terrible place to take screenshots, the night got darker and the whole back half of the shadows got completely different
Highlight saturation can maybe be a bit higher
what settings are you running here?
@frank heart your super high peak brightness methode can actually work to fix my highlights issues with ktm off
I just need to use Lilium's tonemapper shader on top of reno
100 grading strength? nice
My settings only add some highlights, contrast, distinct bright and dark details, while pursuing vanilla's natural colors
you turned off kuro tonemapper right?
ON
ah ok
open
I'm not sure if my settings are helpful to you. Because I am a MiniLED monitor
Ironic
Cuz default game is ue tonemapping + kurotonemapping
And now ur fixing it by
I'll try them on my miniled in a bit. I have one miniled and one oled
but at least you can control it, that's the best we can do atm
Yeah just find the parallel funny
it is funny yea 😄
What's your max nits?
around 800
rising peak to 4000 does not "fix" the fire, it's a VFX issue
it's a lot dimmer than attack VFXs
@tough ember if ur gonna tackle this its a good idea to make the kurotonemapping into a slider with strength 0-100 or at least a toggle so we dont have to reset the game every time we need to compare the two
custom reno for wuwa ? 😄
Also bro patch the fleur shader 😔
i mean keeping in the generic UE mod is good if u can do it
Since u dont have to rebuild every time the generic UE part gets an update
And marat added custom upgrades depending on filename
Last i remember
Even if you put it at 4000 nits, your max peak brightness is 800, so if you hit the slider to 4000 it's gonna stay at 800
if you increase the peak, you lower the highlight contrast, so everything is 800 nits even dimmer highlights
but the fire vfx does not really change even at 800 nits
while attack vfxs turn pure white because the effects are clipped
aka the fire vfx itself is dimmer than most of the effects in-game
when it should be a lot brighter
this looks pretty good on miniled 
I think that's how I will play the septimont quests
my poor oled is not liking the desert aesthetics lol
What monitor?
okay I'm downgrading to 572.83 this is ridiculous 
msi 271qpx
RT ON?
yup lol
Yeah. RT has been broken since 2.4 went live.
Better blacks on OLED. But if you don't play/watch a bunch of dark content it might not be that big of an upgrade.
Once proper QD-OLED monitors start coming out it might be worth though. Right now most have trash peak brightness.
strongly depends on the content. for dimmer very shadowy content with small highlights it looks outstanding. stuff like the first map of stellar blade for example looked excellent on the oled. But for brighter daytime stuff like in septimont in the new wuwa patch the the dimming gets really out of hand 😦
Hmm yea was concerned about brightness
The dimming is ABL. It's a monitor specific issue. I don't get it with my Asus OLED unless I go too crazy with th ebrightness. But proper calibrated it's a non-issue.
I might wait for upcoming tandem WOLED. Supposedly peak 1500 nits 👀
The next gen QD-OLED they showed at this years trade shows look hopeful. Pushing 2k peak brightness. I'd wait.
my miniled is ips so even with the local dimming you still get some ips glow in shadowy content and small highlights get dimmed a bit. However it looks absolutely amazing in daytime stuff or nights with bigger light sources
I got Samsung odyssey neo g8 miniled
that's the thing, there just wasn't a combination of settings I could find where I could really see well
Was thinking of going to a 1440p oled but yeaaa idk
Personally I'm not touching mini LED. Micro LED once it matures will probably be best of both worlds.
Probably. XP
Till then QD is best. Not sure why monitors have such issues. My QD TV hits like 3k peak brightness.
there are some games where it looks amazing to be fair. But sometimes it just kinda falls apart hard too
Problem with HDR in general is if you don't go through the effort of tuning it right it can actually look worse than a good SDR monitor. 😦
Windows hdr kek
Nah. Windows is fine. It's the games themselves.
well, I can't really calibrate around the panel limitations
unless I end up doing like 80 paper white
I have also noticed that sdr looks so good already on my monitor
True. If you have poor brightness or aggressive ABL built in it's tough.
Any of you use hdr analysis tool in reshade?
Lillium's, yeah
Cuz it was reporting like 1500nits in ghost of tsushima hdr
But my monitor ain't that bright. I think
Probably true. Goes back to most games having shit HDR implimentation.
Is a big reason why Reno mod is so important for HDR users.
Ye
I've heard that CP2077 has ass HDR and Reno is a game changer for it. But I haven't gone back to that game yet to try Reno
iirc the hdr is basically stretched SDR from like 300 nit peak
reno adds a lot more detail in
That's crazy.
Yeah, I just played wiht the stock HDR. Don't remember having an issue with it. But never found it crazy impressive either. (Your description is probably why. lol)
I'm gonna check peak brightness on wuwa
WuWa doesn't have HDR. So it's gonna be like 400 or less I bet
With reno enabled
it's very contrasty and cyberpunk's lighting looks amazing so you probably just found it fine
but it looks a lot clearer with reno
Or does it not work like that
The colours make the brain's chemicals happy. XD
Reno adds HDR. So it will go up to whatever you set the peak slider to.
alright
got back to my rig
finally able to see image without streaming compressions
KuroTonemapping Off preset
new final
all even numbers no odd numbers

Vanilla / RenoDRT
ktm 0 yea?
@frank heart You ever figure out good KTM settings?
You think this one is better than your previous ?
Can you compare your previous with your new?
Thought you were working on settings with Kuro Tone Mapping on at one point.
Perhaps I should give up on Strength 100
Vanilla / RenoDRT
so far so good at hue conserving
aight
Vanilla / RenoDRT
you could say this is vanilla plus
Looking a lot better. Will be interested to see the final settings.
I'm probably done
with kuro tonemapping off? post pictures please
for kuro on I'll have vanilla+ if you feel the need to keep the game's original contrast
and vanilla ++ if someone put a gun to my head and force me to play with kuro on
it's the same as vanilla+ with two sliders changed
I will do that tomorrow cause I'm not currently home, tell me the spot you want me to take picture of
it looks nice! The highlights hues are still a little off but it's not too bad
yea the fire looks fine here
Septimont torches for example
thats cuz its kuro off
whoops looks like wrong image uploaded
You are trying to win me over I knew it! 🤣
Vanilla / RenoDRT (Vanilla+) / RenoDRT (less washed out)
you could say i love a challenge
your new preset is nice, I mean it's still too contrasty to my taste but the colors are nice
you could just use the vanilla+ one
only very minor contrast adjustments
but yea vanilla+ is nice
Vanilla + / more contrast vanilla + (60 highlights and 40 shadows please, i have it flipped)
I updated Lillium's HDR shaders and I'm not sure how I feel about the new analyzer, it's a lot less readable
you could probably do that yourself bc changing it to an odd number will tick me off

oh no 0 grading?
how does the septimont boss area look like?
oh wiat i have it flipped
I was happy with 0 grading until i started exploring septimont xD
snowflake area
all trouble arises from there 🤣
okay
hmm
now that I look at it
the boss area might be the only area with no kurotonemapping
so my grade works with the expectation
that you have kurotonemapping on
and it looks normal everywhere
everywhere except the boss area
I love how inconsistent Kuro is with these stuff, I fear the day when they decide to add HDR support
yea grading 0 looked really good mostly everywhere
if you have kuro on and strength 100 essentially it goes through ktm + UE grading lut
so its like
double blowout
so i put it at strength 0
you only need to deal with KTM
except in the boss area where they decided to
not use it
and you;'re getting all the wack colors underneath
str 50-60 was fine but yea 0 was better everywhere else
I guess some new guy was tasked with making the boss area
Kuro intern
rofl yea
Artistic intent XP
yea it's normal
I actually think the messed up one looks more like a boss area with the exaggeration. lol
oh rofl yea
it might be broken but im not sure if it's reno or the game
Yeah, that fire is busted. XD
one step outside in vanilla
Yeah, so even without the Reno settings it's just goofy in the game in general I guess?
so it's actually a reno bug?
could be yea
Hmmmm
it's probably a reno bug
if you switch 0x3b22b2cc which is the output shader used when you enter the area
back to the original version
the issue goes away
oh nice catch
but this means that I can start using 0 grading, this arena was the reason I stoped using it i was afraid that there will be other areas like this
I thought that it's Kuro jank yea XD
flame becomes deep red
look at changli's flames
wanna tackle this lul
shortfuse originally patched this shader so maybe u can ask him for some pointers
You thinking of not using the Kuro tone mapping now?
I think he means using kuro with 0 grading
Ah, yes
@astral night Can you help us wit this issue? #1383049193186136216 message the flames on the character's clothes turn deep fried red. Switching 0x3b22b2cc back to "original" fixes it.
yup
ktm on with grading str 0 looks really good
Original with Vanilla? Then yeah that's a decompiler bug
If Original doesn't look like the Vanilla tonemap option, usually means a bad decompile
it looks wrong when it's on "add-on" and looks correct when it's set to "original"
yeah setting the tonemapper from RenoDRT -> vanilla doesn't fix it
changing the shader from add-on -> original in devkit does
so a bad decompile?
Yes. We outsource our shader model 5 decompilation to 3dmigoto
SM6 shaders I wrote the decompiler
What settings you using?
#1383049193186136216 message
Kuromapping on or off
on
Left or right
Kuro tone mapping enabled?
YES
Enabled
Is the white outlines on characters normal?
Also you do guys mess with the peak brightness or leave it alone
Aye
Oh, it's too late. It's time for bed
Good night everyone.
Night
5.x means both 5.0 and 5.1
5.0 for DX11 and 5.1 for DX12. It relates to constants injection
(cbuffers)
DevKit doesn't support 5.x
The system that loads shaders from disk isn't automatically aware if the usage is DX11 or DX12. Just loads it into memory for another system to inject.
I guess there's no way to fix that right?
I load from another folder and call it 5.1 and test in DX12 with the addon running. You can choose original, addon, or file.
The addon will push the shader constants which will allow sliders to work
DevKit doesn't have any information related to how to push constants, but it won't disrupt an loaded addon's ability to push constants. That said, addons don't know when to push constants except for what's in that addon's list of shaders
Meaning, if you try to load a shader from devkit the addon doesn't know about it won't have pushed constants in some cases
So are we still trying to make RenoDX work with this update?
Is it usually like with every patch or just this one in particular cause of the graphics update
you mean the pure white edge lighting? it looks better with kuro tonemapping off, it's not supposed to be pure white and it's not white in SDR either. you can kinda fix it by increasing highlight saturation and by lowering grade strength to 0-50
yes especially if you keep grade strength at 100
How much does the game change with Kurotone mapping off?
So do you suggest using kuro tonemapping or not with hdr?
Shader model 5.1 supports DirectX12 push constants. 5.0 doesn't support DX12 push constants. If you're not trying to use the addon's pushed constants (cbuffers) it doesn't matter. if you are then it's not going to work if you mismatch the versions
Neither options are perfect:
- Kuro tone mapping off: It removes the clamping, but as a result VFX highlights that should desaturate into white stay "colorful", HUD effects can reach 500 nits+ brightness which looks cool but not that great for OLED screens imo.
- Kuro tone mapping on: Closer to the vanilla SDR look/colors, if you want to keep the original look then this is your only option, but keeping grading strength at 100 blows out highlights, skin looks super white as a result
kuro tonemapping off is probably better because you can fix the white skin issue
and no need to lower screen grading if you don't want to
Yeah I have an OLED and that's a huge issue for me
Like skin looks way too bright now
Could mess with lower exposure
But grading is just one of things that takes a lot of fiddling
skin is considered highlight in the game and character models are excluded from lot of the calculations so skin is always bright
so yea there is no perfect solution
skin brightness is actually controllable with inverse tone mapping by adjusting shoulder start
Where is the engine file located
Wuthering Waves\Wuthering Waves Game\Client\Saved\Config\WindowsNoEditor
Aye
This is a nice preset imo the vanilla+ version:
#1383049193186136216 message
Right or Left?
Sounds about right. But it's nice to get another opinion on things. ^^
I don't find the Strengh setting too different between 50 and 100. But if what people were saying about peak brightness counteracting the color issue of higher strength settings that could explain why I don't find it too washed out. My peak is @ 940 atm.
50-60 strength is a good compromise yea
0 looks the best, but it's not really vanilla with the LUTs disabled
0 just seems too dim to me.
depends on the location
if you set it to 0 peak brightness stays the same everywhere
aka you can increase the highlights slider until you find a value you like
Can call me crazy but this Is what I'm using after playing with everyone else's presets. Probably not technically optimal but /shrug
Is there a way to fix the checkerboarding of the mist or is it just how the game is?
Mine is 20. Anything higher is washed out
Makes sense. Might be part of why I find the game too dim with Reno Strength set to 0
I have the opposite problem where the game is too bright
I did turn down Expoure and it looks bette rnow
But then you have white skin and white outlines
kuro toenmapping on/off?
On
In game colors 20/60/50
thats's weird, which DLSS preset are you suing and at what resolution?
Like a seperate file?
DLAA Preset K, 1440p
NV Sharpen (Old) set to 15 exaggerates it for sure. But the game is too blurry w/o it imo.
yea just use OptiScaler if you want sharpening
I had problems with preset K
artifacts around the character and during idle animations
Still there with J. Didn't really change anything
what about with E?
Can try next
it looks like a low resolution volumetric effect tho
problably not DLSS related
the first looks okayish
I mean I prefer the first
the second with the LUT applied is fine too I guess but it needs fine tuning
Preset E does seem to be better at least. Still there. Think it's just a low res effect.
yea it's insane haha
and it varies by location
it can crush shadows too
compared to 0 str
yea end not just the player bright objects too
yup
some kind of bloom/lens flare
Are we thinking of making a specific Wuwa Renodx Branch?
How long do you think this whole thing will take?

Nothing truly different than just handful of custom shaders. Overall process is the same
It would be separation for no real benefit
You'd have to migrate changes back and forth between both. Like Marat added white clip, no reason all UE can't have that
Its not a bug its a feature
dont know why you wouldnt want it as it makes the outline glow nicely in hdr
Use DLSS CNN
game is not officially made for Transformer and this is one of the issue it causes
it will be even worse in the avinoleum area
@tough ember add all the UI as toggles?
CNN reduced the checkerboarding. But then I have NPC ghosting everywhere.
I'll deal with the worse smoke. ^^;
sure
LOL
how did you add the sliders
i might try to do something myself
i know all the shaders i want to toggle
just need to put them in
u go ahead brah
if u want 2 i can also give u all the UI related shaders
label all of them
I wonder if we can add a keyboard or a controller shortcut
because this UI disabling stuff
is very crude
if i disable it to this which would be my preference I'll need a shortcut to re-enable it
because the shader includes all the visible text
so if you open the quest menu you'd want to re-enable
nice
pics?
would be cool if we could piggyback off stuff ppl already made for 3dmigoto mods, its got the shaders and stuff in there i believe but no idea how transferable they would be to renodx https://gamebanana.com/mods/525176
also was testing engine.ini stuff and seems like renodx no longer breaks with disabling chromatic abberation and vignette
r.SceneColorFringeQuality=0
r.Tonemapper.Quality=0```
0xa21ac2cd (white circle indicator when a button is pressed)
you mean this ? #1321685184852135967 message
on vs off at both strength values
0x03354fcd and 0x1214a47d ( circle indicator for available ult)
should be
ue4 tonemapper applies with ktm on from what i can see
you have a compare pic?
i mean the shaders you suspecting of disabling ktm
i aint disabling no blur 
0x9744f4ac
that one can be safely disabled though
since its not all the text UI
but luckily only the unecessary ones
yeah flash thats tied to UI
I can give you the exact shader
if you want to tackle that
let me quickly dump it
cuz i forgot the shader name lmao
have fun bud
it's gonna be a pain cause this shader only triggers with fleur
ult
for like 2s during the impact frames
u can replay the trial
to qiuckly test
just general loss of definition compared to ktm off
oh that was lucky
i matched it shot for shot subconsciously
left is ON
right is OFF
you can see on the tree highlights on the right
this is in the portal at lorelei boss area
but you see what i mean right
ktm on the details are very blown out even though it's in HDR
off looks a lot more like if you look at trees irl
if you know what i mean
the glow is pretty natural
if you can maybe do a scene grading "2"
that specifically works for KTM
but not only strength
all the hue saturation
you know all the settings underneath strength in scene grading
they don't work with KTM on
yeah just a hunch but it's bc the KTM applies before all of that is applied
KTm already kills all the colors
so theres nothing to restore
not sure if that;s true or not though
the shaders u found that r related
are they before the final ouput shader?
yeah
ktm off is pure unreal so all the lutbuilder mods
would apply
all the sliders work with ktm off
ktm on is probably acting as it own SDR LUT
probably put somewhere in the pipeline so that you can't get the stronger hues from untonemapped
here's how shortfuse described the pipeline fyi
yeah sorry i mean the end effect
Waiting for you
Is this a test one?
i dont think these are related to kurotonemapping but just the shaders that does the bloom probably
because these still work with kurotonemapping off
lol
it's still helpfukl
Post processing blur
Highlights -> Strength (or Intensity) = Overall intensity slider for how much bloom is applied
Bloom -> Shape = controls the shape of the bloom emitted by the object. Higher value = circular boom, lower value = vertical bloom
Blur -> Spread = controls how localized the bloom is
they dont
hence strength
I think if that's what you're looking for
then its just the actual
output shader
shortfuse patched
I need to turn on kurotonemapping again to confirm
one second
sorry did not mention this yesterday though
lol
got you on a wild goose chase
at least u got the bloom slider working
aight
you know the shader after the lutbuilder right?
kurotonemapping is in here
if you switch this to original while in kurotonemapping off, the images changes a bit but it doesn't clamp your detail
if you switch this to original while in kurotonemapping on, rip all the highlights
for reference with kuro off
Agreed that the sliders are all controlling bloom. I would suggest we go with terminology a lot of reshade shaders use for bloom that are easily understood:
Highlights -> bloom strength/intensity
the bloom and blur sliders appear to both be parameters that adjust bloom radius and spread/blend
u can see it still changes but the peak highlights are not all clamped down to just under 205 nits
but it just gets slightly less peaky
i think its more like some code is still in there even with ktm off
but it's just bundled in
and nothing it's doing is clamping the image
🤣
I wonder if you can spin up
a private server version
that doesnt run ACE
I feel that BLUR controls the light emission range. The smaller the value, the smaller the light emission range, and it also appears to emit more concentrated and brighter light
yes
i documented all what it dose here
#1383049193186136216 message
I looked at it and your description is correct
Okay, I overthinked it. I thought the blur value had shrunk to 0. So when turning on RT mode, there shouldn't be such a situation. But in reality, it still exists
probably same as KTM off
since I just quickly switched between the two to demonstrate that shader
I wonder
if we add all of these shader indiscriminately
like if we don't use the bloom sliders but we still replaced the bloom shader
its gonna hurt perf right
since its not free on dx12 iirc
yeah but if you want to play at stock
like at all strength 100
is that still going to hurt perf
since you still replaced that shader
The BLUR function is a fantastic thing that makes the entire screen look dreamy
So is this the more recent version of renodx?
@tough ember #1383049193186136216 message
Copy this but with kuro on
Since i didnt change anythinf its just on/off
Alright!
I'm tempted to get this outfit, it fits the Septimont Roman style
GL
ACES curve?
Hmmm... might be time to turn ktm off then if that is the case.
The vibrancy hurts the eyes. ^^;
Retune after using ktm off
Though the idea with this update is to have it on
But you can turn it off or adjust the intensity via slider
Maybe I'll just wait then. ^^;
Idk
Use my off preset 
Sure
guess you can mostly leave engine ini untouched now
Unless you want to change other thung
Wdym
The boss arena thing ah
2688 is the ordinary shader used for most things
B2cc is the one bugging out
According to shortfuse its decomp error
By 3dmigoto
#1383049193186136216 message
Only happens when that output shader is used
The lutbuilders marat fixed are all fine iirc
Did you ever patch up
The fleurdelys shader
Personal preference
I play with it off
So is there a specialized build now? 🤔

