#RenoDX: Wuthering Waves
1 messages · Page 3 of 1
I play with ktm on, and screen grading strength 0
Who has the good KTM=off settings for Reno??
Guys, do I enable dump LUT shaders on renodx?
This is with 50/50/50 in game, right?
Ah ok
Did you guys notice when landing final blows while attacking? The hdr breaks for a little second
no
wait wdym?
@tough ember
Okay hold on
it's gonna happen
again
and again
and again
@autumn jetty mind pinning this #1383049193186136216 message
@autumn jetty
kuro off and yea i raised them a little
these are spiwar settings
raised them a little
60?
Yup
i dont use these anymore
what do you use now?
def better! but shadows need to be raised a little, maybe its bc im on qd oled
@frank heart
sounds like your display is shadow crushed
it being QD OLED is unrelated
this is also the exact same shadow amount as the last preset
Then what's up this time?
Why my shadows are so crushed?
thats your problem
look at the settings before
60 highlights 50 shadows 60 contrast
look at the settings i linked
60 highlights 50 shadows 60 contrast
if your display is crushing
just raise shadow to compensate
I put shadow at 60
Oh wow that was fast
looks like its broken
clamping
kurotonemapping strength 0 makes the game unclamp again
Kuro Games Tonemapping
How should I test it
Just now, I manipulated it, but there was no response and it didn't work
Do I need to turn off kuro tone mapping?
OK
Do I look like I sit on discord and reading all day?
i'll bring it up at the next meeting of the council
i forwarded to admin/mod chat.
we'll debate and holler over it
basically comes down to finding a reliable bot
we have two already
The == prefix is a shortcut for the =calc command.
For information on how to use the bot, type =help.
For information on how to use the =calc, command, type =help calc.
Parse error
On line 1 at position 1
=help
^
Parse error
On line 1 at position 1
=help calc
^
Think you might have got it if u fix the clamping situation when strength is past a certain threshold
beware piecewise, be sure to plot them and not go by visuals alone
kk
basically by hand, unforunately
i think it's a common format it supports, maybe latex?
where to get renodx wuwa?
i essentially use long variable names v_blahblah
we're not animals, we use maths and stuff
3d desmos is even cooler https://www.desmos.com/3d/lphbx1ecxx
🥵
@frank heart bro, I tried to load à shader on special K but it says failed to compile
any idea
?
A shader??
An effect
Like ReShade?
I've had that happen before. But it just fixed itself with a game restart.
Yeah but not mine idk why
idk. I've never had one error out on me. Unless it just wasn't compatible with a particular game.
Maybe google the issue in a general sense. Don't mention WuWa.
Any way to use rcas on wuwa with special K?
both
i mean
it should only relate to tonemapping though
float3 color_untonemapped,
float3 color_tonemapped,
float3 color_tonemapped_graded,
basically it takes computes the delta of untonemapped / tonemapped and applies that delta to tonemapped_graded
midgray has to be adjusted but that's it
tonemapped means "goes to sdr"
contrast and brightness and bloom aren't tonemapping
so if it does extra exposure, or contrast, or adds on bloom, then it's still in HDR state (untonemapped)
the problem is when it compresses down to 1 (SDR)
you basically want it before it goes to sdr
so last time
UpgradeToneMap can be understood as "let's upgrade their sdr tonemapping to an hdr one"
or basically strip the SDRifying of the tonemapper, but still retain whatever is does it with colors
including if it uses a SDR lut on the SDR tonemap
so imagine
- render output
- render output + bloom (untonemapped)
- tonemap to sdr
- apply SDR contrast
- apply SDR LUT color filter
- apply grayscale
- output sdr (tonemapped_sdr_graded)
You'll have to construct your own neutral SDR tonemap from untonemapped, for example, ToneMapPass uses a generic, reinhard-based neutral SDR tonemap.
basically that means whatever is different between neutral sdr tonemap and the game's final sdr output is just the "look" which we try to apply back to untonemapped
LUT in this case is coloring, contrast, brightness, saturation etc
it makes a bit more sense if you pick apart ToneMapPass
because it says
float3 ComputeUntonemappedGraded(float3 untonemapped, float3 graded_sdr_color, float3 neutral_sdr_color, Config config) {
[branch]
if (config.color_grade_strength == 0) {
return untonemapped;
} else {
if (config.per_channel_blowout_restoration != 0.f
|| config.per_channel_hue_correction != 0.f
|| config.per_channel_chrominance_correction != 0.f) {
graded_sdr_color = ApplyPerChannelCorrection(
untonemapped,
graded_sdr_color,
config.per_channel_blowout_restoration,
config.per_channel_hue_correction,
config.per_channel_chrominance_correction);
}
return renodx::tonemap::UpgradeToneMap(
untonemapped,
neutral_sdr_color,
graded_sdr_color,
config.color_grade_strength,
config.tone_map_pass_autocorrection);
}
}
ComputeUntonemappedGraded is just UpgradeToneMap
but the intent is more obvious in terms of function naming
it depends on the intent really. upgradetonemap is pretty versatile, it doesn't technically have to be hdr/sdr
yeah, upgradetonemap we use even for untonemapped and ACES 1000, because it's just a delta computing system
but tonemappass itself has extra code to compute a neutral SDR for you
via this
float3 ComputeUntonemappedGraded(float3 untonemapped, float3 graded_sdr_color, Config config) {
[branch]
if (config.color_grade_strength == 0) {
return untonemapped;
} else {
return ComputeUntonemappedGraded(
untonemapped,
graded_sdr_color,
renodx::tonemap::renodrt::NeutralSDR(untonemapped),
config);
}
}
neutral sdr is basically like, the most generic least opiniated tonemap you can get, which is reinhard. ToneMapPass/ComputeUntonemappedGraded still heavily expects that the SDR tonemap has some familiarity to with reinhard it
if the SDR tonemap is insane, then upgradetonemap might not work
you don't have to do tonemap if you replace the vanilla tonemapper though
we used to build replacements for vanilla tonemappers by hand and building our own renodrt profiles
er, do the multiparameter tonemappass/upgradetonemap
what tonemappass does is applies contrast and style just like the sdr tonemap (eg: uncharted2) does, and applies that to untonemapped. then it calls a for a neutral tonemap (renodrt-reinhard) with everything 50, meaning do near nothing
instead you can try to build a replacement tonemapper (eg: for uncharted2) with the renodrt parameters, which is a scalable, varialbe peak tonemapper (can be sdr or hdr)
that's what i mean by matching
batmanak has that evolution
where we matched their uncharted2 for a while and then just ended up with tonemappass
float renoDRTContrast = 1.12f;
float renoDRTFlare = lerp(0, 0.10, pow(RENODX_TONE_MAP_FLARE, 10.f));
float renoDRTShadows = 1.f;
float renoDRTBlowout = RENODX_TONE_MAP_BLOWOUT;
float renoDRTHighlights = 1.02f;
float RenoDRTSaturation = 1.1f;
upgradetonemap is "i don't want to manually try to match their tonemapper, just compute the delta from a neutral tonemap"
the other is "i'm going to replace their sdr-only tonemapper with renodrt using custom numbers and it'll be a scalable tonemapper"
when the game has variable tonemapping over cbuffers, or a baked LUT that tonemaps (a black box), then computing a delta is your best option
when it's a fixed tonemapper, then just throw out theirs and match it for best results
or just get lazy and tonemappass anyway
if you replace their tonemapper, you don't need an SDR reference
though that also depends if the game has SDR effects
for example in zelda, i just threw out their tonemapper and just made my own
which ends being close enough
Based
the only use i had for the vanilla tonemap was how it messed with midgray
so i pass midgray (0.18) to their tonemapper and what comes out is how much i have to adjust untonemap's midgray
yeah, zelda's clips and crushes
musa was showing hitman and he throw out their tonemapper, i'm sure
maybe just use it for midgray
float vanilla_mid_gray =
HejlDawsonCustom(0.18f, fp_c1_1._m0[0].x, fp_c1_1._m0[0].y); // 0.225f
HejlDawsonCustom being the vanilla tonemapper
i pass 0.18 to get what vanilla would have done with midgray
some rely on the tonemapper to also adjust midgray as well
sign of bad tonemappers, imo
yeah, though that also brings in the complexity of tonemappers that heavily hue shift because they're per channel
which is also why tonemappass has ApplyPerChannelCorrection
because the neutral tonemapper doesn't modify the color of things, but vanilla's tonemapper might do wild things with hues
thats one of the sliders exposed right
and then they rely on their broken tonemapper by inversely breaking their textures so the output is correct (eg: they hardcode flames to be pink in textures so their tonemapper breaks it into the yellow they want)
Per channel correction
scene grading is color_grade_strength, so if you remove the sdr reference it's just a neutral tonemap. and if sdr did basically nothing to image (rare) then you're just showing untonemapped with neutral a tonemap
if (config.color_grade_strength == 0) {
return untonemapped;
} else {
then the sdr_color doesn't have per channel hue shifts, or enough to notice
the more contrast a per channel tonemapper has, exponentially the more it shifts and blows out
a pretty tame per channel tonemapper will shift less
it's a nightmare to work with per channel, i don't get how devs do it. colors change because contrast changes and then you have to redo your textures
which is why all UE games end up looking the same, because the textures and texture sets they use are all built for one specific tonemapped look
i think kurotonemapping is in the output shaders, but i never checked
there's like 3 different tonemapping branches in there
Its in the output shader yeah
i think it does both theirs and then ue as well
because the output shader still samples the LUTBuilder, which houses the filmic tonemapper
Shortfuse is probably right
Cause the kurotonemapping sliders u make
Still work
With kurotonemapping off
if (RENODX_TONE_MAP_TYPE != 0.f) {
r0.xyz = max(0, r0.xyz);
r0.xyz = renodx::tonemap::UpgradeToneMap(
untonemapped,
renodx::tonemap::renodrt::NeutralSDR(r0.xyz), // Intentional
r0.xyz, 1.f);
}
r0.xyz = float3(0.00266771927, 0.00266771927, 0.00266771927) + r0.xyz;
r0.xyz = log2(r0.xyz);
r0.xyz = saturate(r0.xyz * float3(0.0714285746, 0.0714285746, 0.0714285746) + float3(0.610726953, 0.610726953, 0.610726953));
r0.xyz = r0.xyz * float3(0.96875, 0.96875, 0.96875) + float3(0.015625, 0.015625, 0.015625);
r0.xyz = t2.Sample(s2_s, r0.xyz).xyz; // SAMPLE LUT BUILDER
r0.xyz = float3(1.04999995, 1.04999995, 1.04999995) * r0.xyz;
the game actually sends SDR to get tonemapped again
it double tonemaps
🤣
I guess if you turn kurotonemapping off theres no more double tonemapping and thats why all the per channel correction sliders start working again?
i guess i don't per channel fix their kurotonemapping
probably should
would be before ```cpp
r0.xyz = renodx::tonemap::UpgradeToneMap(
untonemapped,
renodx::tonemap::renodrt::NeutralSDR(r0.xyz), // Intentional
r0.xyz, 1.f);
like it is in tonemappass
if (config.per_channel_blowout_restoration != 0.f
|| config.per_channel_hue_correction != 0.f
|| config.per_channel_chrominance_correction != 0.f) {
graded_sdr_color = ApplyPerChannelCorrection(
untonemapped,
graded_sdr_color,
config.per_channel_blowout_restoration,
config.per_channel_hue_correction,
config.per_channel_chrominance_correction);
}
return renodx::tonemap::UpgradeToneMap(
untonemapped,
neutral_sdr_color,
graded_sdr_color,
config.color_grade_strength,
config.tone_map_pass_autocorrection);
nah
that's some generic UE debug pq thing that no game uses
that's usually the last cbuffer in UE
so they added 3 more cbuffers that end up being yzw
basically generic UE stops at cb0[86].x
then they added 3 new floats
yeah
@hard cedar has a UE4 game that has the cbuffer names, but you can also compare with output shaders from UE5
float LUTSize : packoffset(c047.x);
float InvLUTSize : packoffset(c047.y);
float LUTScale : packoffset(c047.z);
float LUTOffset : packoffset(c047.w);
float EditorNITLevel : packoffset(c048.x);
float BackbufferQuantizationDithering : packoffset(c048.y);
uint bOutputInHDR : packoffset(c048.z);
from oblivion
but bOutputInHDR isn't what you think. it's a UE design editor thing
yeah, they should have done it in the lut, for efficiency, which is how it's designed
in a general sense you don't have to do any of this for a normal UE game
it's because they modified it that it's weird
but yeah, the output shaders should have per channel correction. because that should be applied on any per-channel tonemap
basically if they don't apply the math to all channels equally, it's going to hue shift and gain/lose saturation
if a game does color *= ComputeOtherNumber(color.rgb) it's fine
because that's just exposure, technically. different exposure at different parts of the output curve
w?
color.xyz = color.rgb
colors are expressed in red,green,blue channels
doing math differently for each channel means per-channel
doing the same for all channels equally, thus is not per-channel (and not subject to hue and saturation changes)
so if you take all 3 channels and multiply it by the same number you're basically working with its luminance (not hue or saturation)
it is all per-channel
it's not that the function is different for each channel
it's that there's no singular uniform number being applied to each channel
r2.xyz = float3(-0.195050001, -0.195050001, -0.195050001) + r0.xyz;
r2.xyz = float3(-0.163980007, -0.163980007, -0.163980007) / r2.xyz;
this is per channel
r0.xyz here is untonemapped, the original color
so it's -0.16398 / (untonemapped.rgb - 0.19505)
already it's per value in each channel it'll result in a new number that's isn't proportional anymore
so channels move indepedently, instead of all three at the same time
it's a rough example, but 99% of the time, the moment you see addition and subtraction it's per-channel
a by-luminance system would multiply one number to all 3 channels. honestly rare
but you can see renodrt since it has a by channel and a by luminance branch
for example, let's say i wanted 2x reinhard for a color: rgb(0,2,5).
per channel would be rgb( 0/(0+1), 2/(2+1), 5/(5+1) )
by luminance would be rgb( 0 * lum/(lum+1), 2 * lum/(lum+1), 5 * lum/(lum+1))
which is the same as saying rgb(0,2,5) * lum/(lum+1)
which is the same as saying float3(0,2,5) * lum/(lum + 1)
running per channel in different color spaces (bt709 and bt2020) would result in different colors
by luminance doesn't really
UE does per channel in AP1 color space
by luminance, as the name implies, is the same color, just darker/brighter
per channel is basically random (not really, but for illustration)
per channel is basically a hack, to be honest
doesn't have much foundation on much science, except some vague concept on that's how film works, and "looking nice"
"it's a feature not a bug"
legit what the article that pushed it says
Finally, another common change I see is to apply the filmic curve to luminance only. I disagree with this practice, but there are good reasons to do it. The filmic curve will add saturation to your shadows and remove saturation from your highlights. It is an open question whether this behavior is a bug or a feature.
[...]
However if we had applied the filmic curve to each channel individually, we would have a value of (R=0,G=0.8,B=0.95) which preserves detail in the highlights. As we get closer to white, we WANT to reduce the saturation. A tone cuve that gradually removes saturation from highlights as they become overexposed is a feature, not a bug (IMO).
http://filmicworlds.com/blog/filmic-tonemapping-with-piecewise-power-curves/
is that the guy who brought us red shadows under character faces
yes
he built the uncharted2 tonemapper
and UE4 is based on UC2 tonemapper
in the way he used per channel, it applies color ratios exponentially, which means more color contrast in shaders, and less color contrast in highlights (which ends up being white). completely disregards the hue shifting element and the need to make custom textures for a custom tonemapper
what renodrt does is handle highlight saturation completely separately to by luminance (blowout)
what ACESv2 does is use reinhard but against perceptual luminance, not mathematical luminance
that should still be better than ACESv1 right
yeah
i'm a bit hesitant to dump (use) all of the chrominance systems of ictcp an oklab, so for now i'm just using sticking with the reinhard math as it's meant to be used (mathematical luminance)
i'm using ictcp and oklab for some minor perceptual hue stuff, but it's barely noticeable. i do both chrominance (saturation) with oklab and ictcp, but i don't really use the lightness/intensity system. there's a combination of lightness/intensity + chrominance that i'm not sure how i'll want to use yet
for now the hacky blowout slider works well enough
use optiscaler
load the optiscaler dll/asi as an SK plugin and it should work
It smells good from here
@astral night @tough ember the game with named cbuffers is Like a Dragon: Ishin! -- it might be on gamepass
also the pull request for the lutbuilders has been up for a week -.- they've been tested and work
i'm asking for the output shader
I dont have the game downloaded
a dude just sent me lutbuilders
and I fixed them
and he tested it
I can download it if you're interested
it's just to see the output shader decompiled with cbuffer names
copy
its downloading; its like 60gb so give it a few min
thats for #1321685184852135967
I added lutbuilders for 2 games, and waiting for shortfuse to merge
almost there
@tough ember @astral night
thats a lot of inputs
ue 4.27 "generic"
Is this for KTM?
pretty trippy to see these shaders with names lol
i'm getting ```cpp
float DefaultEyeExposure : packoffset(c65.y);
float4 BloomDirtMaskTint : packoffset(c66);
float4 LensPrincipalPointOffsetScale : packoffset(c67);
float4 LensPrincipalPointOffsetScaleInverse : packoffset(c68);
float SwitchVerticalAxis : packoffset(c69);
float4 ChromaticAberrationParams : packoffset(c70);
float FringeIntensity : packoffset(c71);
float4 BufferSizeAndInvSize : packoffset(c72);
float4 DofBlurSizeAndInvSize : packoffset(c73);
float4 OverlayColor : packoffset(c74);
float SRGBAwareTarget : packoffset(c75);
came later
nah, order is different in this game
yeah, has bOutputInHDR but it's not the last cbuffer
in ue5 it is
and most ue4
so the game is likely custom and reshuffled cbuffers
ah
all ue4 output shaders have that "ishdr" branch
on a side note the game looks really nice with reno unreal; I played it with SK HDR when it came out
no, it's just for UE Editor
yea I dont think the output shader hdr stuff ever actually runs
btw is there something wrong with my lutbuilder PR -- I'm not really in a rush to get it merged; just curious
whenever I see lutbuilders sit around for a while; I think I did something wrong lol
bool IsPostProcessingOutputInHDR()
{
static const auto CVarDumpFramesAsHDR = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.BufferVisualizationDumpFramesAsHDR"));
return CVarDumpFramesAsHDR->GetValueOnRenderThread() != 0 || GetHighResScreenshotConfig().bCaptureHDR;
}
editor stuff
So I am a bit confused on this. In the editor there is a button that lets you take high res screenshots, and there are options in there to enable Visualization Buffers, and an option to save said buffers as HDR. All of this is also doable via the HighResShot console command, and the HDR option can be enabled with the r.BufferVisualizationDumpF...
i'm sure UE team will get right on that
Oct 2015
I wonder what happened to pumbo's PR
he wanted to fix the srgb missmatch
and needed comparison photos of 2.2 sdr in a hdr container
vs. missmatched native UE hdr
not with SK either with optiscaler or reshade
but you can add either as SK plugin
Stupid question but: This will still work even without a proper HDR Screen yeah?
you can do it without an HDR screen
just put peak/game/UI to 80 nits
i dont see any reason to though because it hits performance
Cause I’ll be using my laptop for the next while and it doesn’t have HDR
You'll be better off playing without the mod
Yea already done ir!
with current build?
per channel waveform is that with the new lilium shaders
so you want me to change which sliders specifically
the sliders you added with the scene grading strength 0?
with ktm off they work fine and well
these all work when kurotonemapping off
one second
im topping up 💀
?
did an update change something
this does not look like the
kurotonemapping off i know
one second
i've got like 20 renodx builds saved
let me check
nvm lol
I was editing the variable on an engine.ini that i saved somewhere else
not one that the game actually loaded
@tough ember cheers
The blowout restore one is weird, on this scene specifically it turns saturated and then desaturated again
@astral night does that look like the intended behavior for blowout restore?
it becomes more saturated and then gets less saturated as you reach closer to 100 for some reason
at night
I think this is too bright on skin, what am I doing wrong?
welp drop and hopefully someone can test, i gotta go soon
I can test BUT with ktm on 
thats what we're testing for
KTM on all teh effects disabled/ set to 0 should be the same as off
yes, enable descriptor tracking in the devkit
snapshot will show it
you have to restart devkit if you enable it
感谢,我重装了游戏再按步骤来就搞定了
should you use this preset if not disabling the kuro tone mapper?
Dx12, probably

Heyyyy
oh!!!!!!
I find it difficult indeed
Is this my problem
just a moment
I need to reset the engine. ini file
OK
Unchanged renoDX
It looks like the filter has been lost
Compared to before, it is not as thick or very saturated
The special effects colors have almost been redesigned
Well, it also has previous issues
Attack or fall, the screen will briefly darken
I think this should be my problem
This may be a defect in the monitor
It is a MiniLcd monitor, and the output color depth is only 8 and shakes 10
wait a moment
I will record and send it to you for viewing
Strength 100 It has a strange color
When it is 0, the color is correct

Wuthering Waves
Bloom
Its function is quite different from what I imagined
When I pulled its value to 0, the light diffused and the character's color changed
to be honest
It seems that the SDR here is not displaying correctly
I find it difficult to understand whether the settings I set in RenoDX are what I expected
Bloom's functionality may be correct
KuroTonemapping
Its job, it works
Its effect looks like
Lowering or increasing the brightness of the game screen results in different color saturation levels when the values change
!
spiwar, there he is
You can leave it to him for testing

@tough ember i assume it still changes something even with kurotonemapping off?
yeah i asked because its still doing something
green tint shift
at scene grading strength 100
thats the color issue
you're talking about?
oh
this build removed the bloom slider?
no
i dont care about it
definitely some wrong interactions somewhere
with this strong green shift
ah
blowout restore
one second
I don't know
This is UI
you might also be having issues
with blue shadows
I can alread notice it from the login screen
kinda hard to difficult to understand that through the language barrier
YES
yes but it's not the shader
you might have broken something
one second
yeah
should not be any missing shader
because this is repo result
no blue tint on shadow and UI brightness is non-reactive
well
youtube
Cartethyia Convene Animations
Cartethyia 2.4 Gameplay Animations WuWa | Wuthering Waves Cartethyia Full Animations | Wuthering Waves 2.4 Cartethyia Showcase Animations | Wuthering Waves Cartethyia
• Timestamps •
0:00 • Gacha Start
0:09 • Gacha Character Animations
#Cartethyia #wutheringwaves #wuwa
clean reference with no UI
All are SDR images, RenoDX is not enabled
They are 12:00 noon and 9:00 pm respectively
not just pale, the pink hue in the skin is weird too
I mean the skin is pink tinted and pale 😄
We appreciate your efforts lol
@tough ember what was kurotonemapping doing color wise?
I thought wuwa was just a standard lutbuilder + sample shader UE game
send code if you dont mind
so kurotonemapping is just a branch in the output shader?
the lutbuilder doesnt sample colors (I guess it might sample sdr luts)
a color gets processed by a lut
in the sample/output shader
think of a lut as jus ta block of hlsl code
and you "#include" it in other shaders
so instead of
color = untonemapped;
color = 500_lines_of_code(color)
tonemapped = color
its
color = untonemapped;
color = lut::sample(lut)
tonemapped = color;
pog
Was wondering if anyone else tested MFG?
Sl. files can be manually replaced to versions that support MFG
Set driver forced MFG for the game but that didn't work, nor did the global driver one
Ofc FG / Reno flicker but I'm planning to come back when the future maybe FG fix for flickering is out
i think it works but obviously reno wont work with it
The driver override will change it to 3x or 4x for me but Reno doesn't hdr the mfg frames
MFG worked fine for me with WuWa
4x
but that was months ago i last tested
60 => 240
I was playing this full screen
and I thought there was some clamping going
but no
it's so bright it triggered my C2's ABL
Which version of .addon64 should I use, the latest on github? I heard there’s some color issues.
Latest version is like 95% correct I believe.
Is it the repo one?
You use this one
Maybe that's the reason my my blacks look too dark with value 0
I'm currently using this one
Yeah, I always get it off the Github.
I think the one you got is for developing Reno for games as it's talking about dumbing game info and such.
Use THIS link and download the Unreal Engine snapshot.
https://github.com/clshortfuse/renodx/wiki/Mods
the top post in the UE is the same snapshot fyi
Fair enough. ^^
Github just seemed like the most reliable source as I know a lot of experimental versions float around on here. XD
oh whoops lol
and yeah I noticed that
Hmm I think the sun might've shifted a little there
it is
it does feel a little bloomier but it's not the worst thing
the lighting shifted a bit
this game is so damn pretty lol
Ah that could be?
the fog seems to pick up more saturation too
or maybe it's just moving between my screenshots lol
yeah, so far it doesn't look bad though
feels like it highlights some of the rtgi a bit more
but maybe it's just playing tricks on me
the red banners in septimont have a bit of a different look with aces too
I think skin feels a bit more natural with aces
oh the sun shifted a lot there

wait this time shorekeeper got bored on me 
oh hmm
my game color settings are not vanilla
I wonder if that's affecting this
I had 30 brightness, 55 saturation, 50 contrast
pretty big difference on the rocks here
I went back to 50/50/50 here but yes they do
reno ui brightness doesn't seem to
Whats the options here
100/100/100 and 0/0/0 lol
which options? the above shots for the ingame brightness/saturation/contrast I had 30/55/50 until the second shorekeeper one, and then I had 50/50/50
No the tonemapper options
The images austin posted the settings menu
Look almost exactly the same
Whats the 100/100/100 then
oh, sorry, yeah that's aces and ktm swapped, you can see in the settings
These
Are exactly the same img
In the settings menu
those two shots in particular were just the in-game options, with aces both
mostly to confirm they were doing something
Ah the in game settings have always been fine
no problem
thanks for your work on this game!
@tough ember can you lock vanilla
to always use kurotonemapping
better for comparisons tbh
since its true vanilla
yeah
i'l prob make a showcase video
once this is all
said and done
not necessary but would be nice for vanilla to be pretty much game vanilla, kurotonemapping and all
yeah that would make comparisons a lot more authentic
yeah
grey out the tonemapper selection as well
like how the custom color grading locks out
the in-game adjustments do have a lot more severe effect on vanilla than on reno though lol
woo!
okay awesome
I will although I gotta sleep soon
if I can sleep after looking at these bright images 
probably wont be able so save aces
the color shadows feel a bit brighter on aces
you can really see it in the reds here
I'm going to pass out, too tired rip
aces has too much shadow tint
gn and thanks for the uploads, I'll check back tomorrow
linear has some weird spots
can't unsee that shadows tint
once you've seen it
it only makes the shadow darker
it wont fix the red tint underneath
I'm going to try to to a grade with filmic
but like
im pretty set on linear atp
huh
is that what you think they are?
I thought u put those in manually
but if it's the in-game one
then KTM 1 = genshin impact
KTM 2 = death stranding
its the actual name
used by the game
according to game files
; 0 = Off, 1 = Genshin, 2 = Death Stranding, 3 = Kuro (Default)
; Yes, those are the information Kuro used for the tonemapping command lol
its in the game files
people just dig it up
Ctrl +F genshin
no
not in this server
well
personally a lot of it I think is placebo too :kek:
the performance related ones
the ones that does change performance will reduce the visual quality
inspiration™
they have a server at the top of that google docs link if ur interested
im in there just to spread the good word about HDR

also
u might have mssed up
a change somewhere
blowout restoration worked in your previous build
now its not working
when using any of the three tonemapper types except linear
hmm
imma go back to linear then
linear FTW
i think u should
would be really funny
and sitll accurate
since thats how they actually call them internally

🤣
Damn
Lets do that
The grain isnt very noticeable anyways
Ah
Both builds?
prob gonna stick with linear/off
color temp diff aside
the way you lose details off the leaves when you use any of the kuro tonemappers
goated update though
since we can do 1:1 comparisons between kuro on/off now
wdym better neutral sdr
ah ok
looking forward to that
practice work for when wuthering waves 3.0 breaks the mod again

U can drop the mod here for someone i gotta go
Is editing engine.ini with kuro=0 necessary? since this new build has switch for kuro on/off
Why it doesn't go past bt.709 color set?
game dont have to go past 709 to be HDR...
if you want oversaturated colors you're welcome to
crank up the saturation sliders
I just deleted localstorage.db
For some reason
But I use xxmi launcher with dll injector
that looks normal
Restarting the game doesn't help
i meant the reshade detected back buffer
try without the other mods and launchers
hdr10 looks correct
- engine.ini tweaks
- you used global filter
- you're using FSR
any engine ini tweaks
that changes vignette
or upscaling
also has a chance to break this
Yup, that was FSR, buy why gains are so neglegible?
Damn, when you boost in flight it goes back to 203
yeah, read the pinned message
I already did
And the problem is still there
im having the same issue as @raven wedge tried literally everything to solve it
came to the conclusion "prob becase i have an amd gpu"
Works fine on my amd igpu
this is your first comment here, so, no. not "literally everything"
share a picture of engine.ini and the advanced mode page
as spiwar said
yea it is my first comment doesnt mean i haven been lurking into it, as well as having help from a friend that dwells more into it than me
ill sahre an img of the engine.ini as soon as i get a chace,
fsr is off
it's extremely more likely something is misconfigured/conflicting that being the person to discover a completely new bug that no one else has ever encountered
Any secondary scaling like screen percentage will also break it
Just people getting clamping to 203 issues not related to ur build
Most likely user error
Did the mod set r8g8b8 typeless to output size for you
Or did you just manually set that up
Ah
which one of the engine.ini settings messes with the shaders is the question
Best to just reset engine.ini to stock
ok, one sec
any of these can break it
things related to draw distance, shadow resolution won't
I don't have any of those
just best to reset engine.ini so we know for sure
just back it up, and if fixes, then it's going one by one to figure out which one is it
wutheringwaves has non-stock UE custom output shaders, so ini variations change the output shader
alternative is to share the engine.ini and see if somebody wants to apply and dump the missing custom shader
where are you in the game
map position
since you're on AMD
FSR off yet?
Same
Yup
let me try , last time it wasnt working either but who knows, i have run into many silly bugs here and there ( i was using just sk hdr but renodx just looks so much better
if you've used SK HDR before
oh yea i reset everything , evenr reinstalled the game LOL
SK might take priority
in upgrading the SDR swapchain
and fuck up reno
so reset SK settings
reshade as d3d12.dll works, you don't need SK
can you send your reshade.log file?
yeah, if you're using SK, try using D3D12 instead
opening without sk gives me the same result
you're on dx11
Whot
20:27:13:181 [20132] | DEBUG | [RenoDX] utils::resource::OnInitDevice(Hooking device: 593709920, api: d3d11)
it's dx11 not dx12
i don't think i tested dx11
yea ran it thro there
i mean, might work
should work, i've got it on my iGPU for performance reasons
DX11 and AMD
💀
yeah
bloom slider works
also rip performance with so many fx shaders
yeah, capped by output shader
though
is the UI above 203?
wait what is this?
this is just the latest release right?
UI tends to go above 203 unless you have some reshade fx that caps to sdr
make sure to delete localstorage.db or whatever its loading the settings from
Oh wow, xxmi probably need dx11 for mod loading
the test release?
that needs more than just that file
3dmigoto doesn;t support dx12
dx11 might have a different output shader
bruuuuuuuuuuuh
😄
dx12 support isn't free. it's a pain in the ass
ui is at 137
i can pull the game up on my laptop right now
when capping from output shader the UI still breaks through.
if even the UI is capped then something else is going on (FSR/DLSS, XESS, SK, reshade fx, etc)
after reisntalling the game ( fsr was on ) i was having the issue that chanigng the ui brightness would change everything else, but after turning fsr off it only touches the ui
fsr or screenpercentage will break
probably adds an output shader
DLSS (or FSR2 via optiscaler) won't
eh, might just be faster to go the "long way", load up the devkit, take snapshot and dump the missing shader
im glad someone found out the global filter issue
should add some instruction saying how to dump shaders with devkit
honestly should just patch the shader
ok , will do that, thanks for the help in advance
in Oblivion Remastered i disabled the game's screen brightness shader
more custom stuff that just interfered (and useless since we have a brightness slider)
AMD gpu? or CPU?
btw idk if this helps but increasing the game brightness increeases it higher than 203~ nits but no peaks
amd iGPU
we're going to need the devkit dump, which may not even work with the WuWa build you're using. unless @tough ember rebased to latest
Well, now it's like this
How?
(oh i misread bub, rip wolverine joke)
ok, donwloading it thanks
?
how are you injecthing the mod
it's floating around 203, not but capped to 203
eh, that's also ui
jack up contrast to see if it's clipped
Right now it's renamed reshade64.dll
renamed to...?
on the dev kit, > take a snapshot and then?
yes
wait a second\
(?)
the game is dull by default by your words and you're bringing the brightness down?
can you reset to defaults
take a picture with the game in vanilla
and then with renoDRT
those small sparkle there don't look like you're clamping, looks more like you made the game intentionally dull
Here is default
i dont care about the waveform
set contrast to 100 for testing
Now, what I need to press in devkit?
snapshot on the top left, then the second tab on the navbar
auto dump?
click on draw on the ones after 0x271e
if any of these draws
make the screen black
and not just
turn off the UI
yeah
i am pretty sure they're all UI though
yeah the Draw button is a toggle, it'll turn gray to show the draw has been disabled. ideally it's just UI stuff, but if one of them isn't UI you'll know by it either going black
yeah, don't be confusing
you don't have 0x03354fcd
yea ui stuff is not visible
huh?
screenshot of what you have now?
can you show me a picture of your effects tab?
have you closed the game, deleted your localstorage.db and restart the game...
yes i have
One sec power went off lol
can't make out the shader hashes, jpg bad
?
which shader is this?
idk what f680628f is
Got to wait for power to come back...
i don't have that shader... is that yours @tough ember
ah 00
devkit needs search in it
i went to the same location @pastel pond shared
why can't you just press on the dump button right there
I just pressed and nothing happened
No
then why did you paste them over here 😭
yes?
we're not asking you to search for a known shader
if it's known then someone already patched it
I'll turn on global filters and see if I can find that shader

lol
Still waiting for power... Once it's back I'll toggle the sahder wino pointed
you just need to enter the
global filters menu
for the game to break
don't even needd to change anything
hello clamping my old friend
@astral night if the image freezes instead of going black does that count
100% counts
well, none of those makes screen go black
so 99% counts
only one that makes the screen goes black
well, affects the whole screen is important too
ui is just sections
Damn
a shader that modifies the whole screen can cap
a shader that just draws ui sections is meh
also, i'm pretty sure we're testing with like every option on in the game
even game UI options like idk, sharpening, vignette, CA can introduce new shaders
ok back at it,
though the shader isn't new
how do you have a ui.... hmm
if you removed the draw calls where's that UI coming from
oh youdid, i'm blind
once you start getting into the shaders that disables geometry or 2d textures
is it too far
you don't have to go before lutbuilder
And UI is still visible?
@raven wedge you need to scroll to the bottom where last snapshot number appears
eg
guys the file is in your game folder
the disasembly is useless, not sure why you guys keep pasting it
@raven wedge
yeah, no chat on github
i need the picture
if you disabled the draw and the game is capped the shader isn't capping the image
you dumped a shader that did not affect the image
yeah, 0x1d1c270c0 is the last shader to draw the game
we have that shader
he just sent it
yea it is 0xf600 not 680
Where is it?
The wuwa in game bloom sucks ass even with engine ini edit it's wayy too strong 🗿
I don't have anything enabled
i've got one that turns black, but it's before the lutbuilder
Okay, any config changes I need to make?
im not using any shaders only enabled the hdr analysis
okay, forget the devkit, it's not a shader problem. have they tried contrast like 100?
well effects
yeah guys
I'm still using what spiwar sent me a month or two ago
- Turn on contrast up to 100
- take one picture with vanilla
- take another with renoDRT
take an HDR screenshot please
crank up exposure and contrast to max
if it goes over Game Brightness, then it's working
vanilla
uh
Reno