#RenoDX: Wuthering Waves

1 messages · Page 3 of 1

misty brook
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I'm still on the repo one

frank heart
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he'll probably commit to the repo

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once done

autumn jetty
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I play with ktm on, and screen grading strength 0

peak geyser
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Who has the good KTM=off settings for Reno??

subtle warren
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Guys, do I enable dump LUT shaders on renodx?

peak geyser
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This is with 50/50/50 in game, right?

subtle warren
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Ah ok

subtle warren
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Did you guys notice when landing final blows while attacking? The hdr breaks for a little second

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no

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wait wdym?

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@tough ember

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Okay hold on

frank heart
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again

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and again

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and again

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@autumn jetty mind pinning this #1383049193186136216 message

subtle warren
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@autumn jetty

subtle warren
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kuro off and yea i raised them a little

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these are spiwar settings

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raised them a little

peak geyser
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60?

subtle warren
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Yup

frank heart
subtle warren
frank heart
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#1383049193186136216 message

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push a test build here

subtle warren
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def better! but shadows need to be raised a little, maybe its bc im on qd oled

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@frank heart

frank heart
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sounds like your display is shadow crushed

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it being QD OLED is unrelated

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this is also the exact same shadow amount as the last preset

subtle warren
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Why my shadows are so crushed?

frank heart
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thats your problem

frank heart
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60 highlights 50 shadows 60 contrast

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look at the settings i linked

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60 highlights 50 shadows 60 contrast

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if your display is crushing

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just raise shadow to compensate

subtle warren
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I put shadow at 60

visual sand
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Oh wow that was fast

frank heart
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looks like its broken

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clamping

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kurotonemapping strength 0 makes the game unclamp again

autumn jetty
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it's time to rename the channel again then 😄

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RenoDX: Wuthering Waves

cosmic hearth
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Kuro Games Tonemapping

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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?

frank heart
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dont bother

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wait until its fixed

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it does work but it's almost very subtle

cosmic hearth
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OK

subtle warren
astral night
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i'll bring it up at the next meeting of the council

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i forwarded to admin/mod chat.

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we'll debate and holler over it

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basically comes down to finding a reliable bot

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we have two already

empty coralBOT
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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.

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Parse error
On line 1 at position 1

=help
^
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Parse error
On line 1 at position 1

=help calc
^
astral night
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i hate mathbot

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pivot or rolloff point

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takeoff, ramping point, bias point

frank heart
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Think you might have got it if u fix the clamping situation when strength is past a certain threshold

astral night
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beware piecewise, be sure to plot them and not go by visuals alone

frank heart
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kk

astral night
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basically by hand, unforunately

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i think it's a common format it supports, maybe latex?

outer jackal
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where to get renodx wuwa?

astral night
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i essentially use long variable names v_blahblah

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we're not animals, we use maths and stuff

visual sand
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Ah so the fix broke

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Well Ganba with the fix

cosmic hearth
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🥵

subtle warren
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@frank heart bro, I tried to load à shader on special K but it says failed to compile

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any idea

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?

peak geyser
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A shader??

subtle warren
peak geyser
subtle warren
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Yea

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I tried to load them through reshade but they won't work

peak geyser
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I've had that happen before. But it just fixed itself with a game restart.

subtle warren
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Yeah but not mine idk why

peak geyser
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idk. I've never had one error out on me. Unless it just wasn't compatible with a particular game.

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Maybe google the issue in a general sense. Don't mention WuWa.

autumn jetty
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don't load reshade through SK

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addons barely work

subtle warren
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Any way to use rcas on wuwa with special K?

astral night
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both

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i mean

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it should only relate to tonemapping though

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 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

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midgray has to be adjusted but that's it

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tonemapped means "goes to sdr"

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contrast and brightness and bloom aren't tonemapping

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so if it does extra exposure, or contrast, or adds on bloom, then it's still in HDR state (untonemapped)

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the problem is when it compresses down to 1 (SDR)

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you basically want it before it goes to sdr

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so last time

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UpgradeToneMap can be understood as "let's upgrade their sdr tonemapping to an hdr one"

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or basically strip the SDRifying of the tonemapper, but still retain whatever is does it with colors

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including if it uses a SDR lut on the SDR tonemap

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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.

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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

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LUT in this case is coloring, contrast, brightness, saturation etc

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it makes a bit more sense if you pick apart ToneMapPass

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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);
  }
}
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ComputeUntonemappedGraded is just UpgradeToneMap

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but the intent is more obvious in terms of function naming

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it depends on the intent really. upgradetonemap is pretty versatile, it doesn't technically have to be hdr/sdr

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yeah, upgradetonemap we use even for untonemapped and ACES 1000, because it's just a delta computing system

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but tonemappass itself has extra code to compute a neutral SDR for you

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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);
  }
}
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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

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if the SDR tonemap is insane, then upgradetonemap might not work

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you don't have to do tonemap if you replace the vanilla tonemapper though

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we used to build replacements for vanilla tonemappers by hand and building our own renodrt profiles

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er, do the multiparameter tonemappass/upgradetonemap

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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

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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)

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that's what i mean by matching

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batmanak has that evolution

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where we matched their uncharted2 for a while and then just ended up with tonemappass

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  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;
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upgradetonemap is "i don't want to manually try to match their tonemapper, just compute the delta from a neutral tonemap"

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the other is "i'm going to replace their sdr-only tonemapper with renodrt using custom numbers and it'll be a scalable tonemapper"

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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

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when it's a fixed tonemapper, then just throw out theirs and match it for best results

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or just get lazy and tonemappass anyway

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if you replace their tonemapper, you don't need an SDR reference

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though that also depends if the game has SDR effects

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for example in zelda, i just threw out their tonemapper and just made my own

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which ends being close enough

frank heart
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Based

astral night
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the only use i had for the vanilla tonemap was how it messed with midgray

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so i pass midgray (0.18) to their tonemapper and what comes out is how much i have to adjust untonemap's midgray

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yeah, zelda's clips and crushes

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musa was showing hitman and he throw out their tonemapper, i'm sure

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maybe just use it for midgray

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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

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i pass 0.18 to get what vanilla would have done with midgray

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some rely on the tonemapper to also adjust midgray as well

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sign of bad tonemappers, imo

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yeah, though that also brings in the complexity of tonemappers that heavily hue shift because they're per channel

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which is also why tonemappass has ApplyPerChannelCorrection

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because the neutral tonemapper doesn't modify the color of things, but vanilla's tonemapper might do wild things with hues

frank heart
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thats one of the sliders exposed right

astral night
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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)

frank heart
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Per channel correction

astral night
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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

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if (config.color_grade_strength == 0) {
    return untonemapped;
  } else {
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then the sdr_color doesn't have per channel hue shifts, or enough to notice

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the more contrast a per channel tonemapper has, exponentially the more it shifts and blows out

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a pretty tame per channel tonemapper will shift less

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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

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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

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i think kurotonemapping is in the output shaders, but i never checked

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there's like 3 different tonemapping branches in there

frank heart
astral night
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i think it does both theirs and then ue as well

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because the output shader still samples the LUTBuilder, which houses the filmic tonemapper

frank heart
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Shortfuse is probably right

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Cause the kurotonemapping sliders u make

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Still work

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With kurotonemapping off

astral night
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  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;
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the game actually sends SDR to get tonemapped again

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it double tonemaps

frank heart
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🤣

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I guess if you turn kurotonemapping off theres no more double tonemapping and thats why all the per channel correction sliders start working again?

astral night
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i guess i don't per channel fix their kurotonemapping

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probably should

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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
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    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);
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nah

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that's some generic UE debug pq thing that no game uses

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that's usually the last cbuffer in UE

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so they added 3 more cbuffers that end up being yzw

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basically generic UE stops at cb0[86].x

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then they added 3 new floats

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yeah

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@hard cedar has a UE4 game that has the cbuffer names, but you can also compare with output shaders from UE5

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  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

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but bOutputInHDR isn't what you think. it's a UE design editor thing

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yeah, they should have done it in the lut, for efficiency, which is how it's designed

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in a general sense you don't have to do any of this for a normal UE game

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it's because they modified it that it's weird

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but yeah, the output shaders should have per channel correction. because that should be applied on any per-channel tonemap

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basically if they don't apply the math to all channels equally, it's going to hue shift and gain/lose saturation

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if a game does color *= ComputeOtherNumber(color.rgb) it's fine

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because that's just exposure, technically. different exposure at different parts of the output curve

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w?

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color.xyz = color.rgb

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colors are expressed in red,green,blue channels

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doing math differently for each channel means per-channel

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doing the same for all channels equally, thus is not per-channel (and not subject to hue and saturation changes)

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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)

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it is all per-channel

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it's not that the function is different for each channel

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it's that there's no singular uniform number being applied to each channel

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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

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r0.xyz here is untonemapped, the original color

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so it's -0.16398 / (untonemapped.rgb - 0.19505)

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already it's per value in each channel it'll result in a new number that's isn't proportional anymore

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so channels move indepedently, instead of all three at the same time

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it's a rough example, but 99% of the time, the moment you see addition and subtraction it's per-channel

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a by-luminance system would multiply one number to all 3 channels. honestly rare

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but you can see renodrt since it has a by channel and a by luminance branch

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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))

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which is the same as saying rgb(0,2,5) * lum/(lum+1)

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which is the same as saying float3(0,2,5) * lum/(lum + 1)

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running per channel in different color spaces (bt709 and bt2020) would result in different colors

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by luminance doesn't really

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UE does per channel in AP1 color space

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by luminance, as the name implies, is the same color, just darker/brighter

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per channel is basically random (not really, but for illustration)

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per channel is basically a hack, to be honest

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doesn't have much foundation on much science, except some vague concept on that's how film works, and "looking nice"

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"it's a feature not a bug"

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legit what the article that pushed it says

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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/

frank heart
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is that the guy who brought us red shadows under character faces

astral night
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yes

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he built the uncharted2 tonemapper

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and UE4 is based on UC2 tonemapper

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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

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what renodrt does is handle highlight saturation completely separately to by luminance (blowout)

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what ACESv2 does is use reinhard but against perceptual luminance, not mathematical luminance

frank heart
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that should still be better than ACESv1 right

astral night
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yeah

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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)

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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

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for now the hacky blowout slider works well enough

autumn jetty
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load the optiscaler dll/asi as an SK plugin and it should work

autumn jetty
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It smells good from here

autumn jetty
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ok this gif is true meme material

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just replace "chemical x" with anything

hard cedar
astral night
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i'm asking for the output shader

hard cedar
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I dont have the game downloaded

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a dude just sent me lutbuilders

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and I fixed them

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and he tested it

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I can download it if you're interested

astral night
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it's just to see the output shader decompiled with cbuffer names

hard cedar
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copy

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its downloading; its like 60gb so give it a few min

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thats for #1321685184852135967

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I added lutbuilders for 2 games, and waiting for shortfuse to merge

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almost there

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thats a lot of inputs

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ue 4.27 "generic"

visual sand
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Is this for KTM?

hard cedar
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pretty trippy to see these shaders with names lol

astral night
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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
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nah, order is different in this game

hard cedar
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this is the shader right after the lutbuilder

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and after that its just UI

astral night
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yeah, has bOutputInHDR but it's not the last cbuffer

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in ue5 it is

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and most ue4

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so the game is likely custom and reshuffled cbuffers

hard cedar
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ah

astral night
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4.19

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nvidia gameworks?

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nah, just old ue, but weird it's shuffled

hard cedar
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on a side note the game looks really nice with reno unreal; I played it with SK HDR when it came out

astral night
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no, it's just for UE Editor

hard cedar
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yea I dont think the output shader hdr stuff ever actually runs

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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

astral night
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bool IsPostProcessingOutputInHDR()
{
    static const auto CVarDumpFramesAsHDR = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.BufferVisualizationDumpFramesAsHDR"));

    return CVarDumpFramesAsHDR->GetValueOnRenderThread() != 0 || GetHighResScreenshotConfig().bCaptureHDR;
}
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editor stuff

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Epic Developer Community Forums

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...

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i'm sure UE team will get right on that

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Oct 2015

hard cedar
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I wonder what happened to pumbo's PR

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he wanted to fix the srgb missmatch

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and needed comparison photos of 2.2 sdr in a hdr container

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vs. missmatched native UE hdr

modest jewel
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but you can add either as SK plugin

visual sand
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Stupid question but: This will still work even without a proper HDR Screen yeah?

frank heart
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you can do it without an HDR screen

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just put peak/game/UI to 80 nits

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i dont see any reason to though because it hits performance

visual sand
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Cause I’ll be using my laptop for the next while and it doesn’t have HDR

frank heart
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You'll be better off playing without the mod

subtle warren
frank heart
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with current build?

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per channel waveform is that with the new lilium shaders

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so you want me to change which sliders specifically

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the sliders you added with the scene grading strength 0?

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with ktm off they work fine and well

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these all work when kurotonemapping off

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one second

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im topping up 💀

frank heart
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?

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did an update change something

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this does not look like the

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kurotonemapping off i know

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one second

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i've got like 20 renodx builds saved

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let me check

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nvm lol

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I was editing the variable on an engine.ini that i saved somewhere else

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not one that the game actually loaded

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The blowout restore one is weird, on this scene specifically it turns saturated and then desaturated again

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@astral night does that look like the intended behavior for blowout restore?

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it becomes more saturated and then gets less saturated as you reach closer to 100 for some reason

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at night

patent blade
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I think this is too bright on skin, what am I doing wrong?

frank heart
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welp drop and hopefully someone can test, i gotta go soon

autumn jetty
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I can test BUT with ktm on pepeToast

frank heart
#

KTM on all teh effects disabled/ set to 0 should be the same as off

astral night
#

yes, enable descriptor tracking in the devkit

#

snapshot will show it

#

you have to restart devkit if you enable it

patent blade
civic path
#

should you use this preset if not disabling the kuro tone mapper?

subtle warren
#

@cosmic hearth nihao bro

astral night
#

Dx12, probably

cosmic hearth
cosmic hearth
visual sand
#

Heyyyy

cosmic hearth
#

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

frank heart
#

Why

#

ah ok

#

but you'll deal with it right

#

drop it here amigo

cosmic hearth
#

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

frank heart
#

@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

cosmic hearth
frank heart
#

definitely some wrong interactions somewhere

#

with this strong green shift

#

ah

#

blowout restore

#

one second

cosmic hearth
frank heart
cosmic hearth
#

I don't know
This is UI

frank heart
#

you might also be having issues

#

with blue shadows

#

I can alread notice it from the login screen

cosmic hearth
#

My question is
UI output is correct
The game screen output is incorrect

frank heart
#

kinda hard to difficult to understand that through the language barrier

cosmic hearth
#

YES

frank heart
#

very strong tint on the left here

#

I'll grab a repo reference.

cosmic hearth
#

got it

frank heart
#

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

#

clean reference with no UI

cosmic hearth
#

All are SDR images, RenoDX is not enabled

#

They are 12:00 noon and 9:00 pm respectively

autumn jetty
#

not just pale, the pink hue in the skin is weird too

autumn jetty
#

I mean the skin is pink tinted and pale 😄

nocturne lava
#

We appreciate your efforts lol

hard cedar
#

@tough ember what was kurotonemapping doing color wise?

#

I thought wuwa was just a standard lutbuilder + sample shader UE game

hard cedar
#

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;

hard cedar
#

pog

umbral granite
#

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

frank heart
nocturne lava
#

The driver override will change it to 3x or 4x for me but Reno doesn't hdr the mfg frames

astral night
#

MFG worked fine for me with WuWa

#

4x

#

but that was months ago i last tested

#

60 => 240

umbral granite
#

Right, I must have messed up somewhere

#

maybe the driver force didnt stick

frank heart
#

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

patent blade
#

Which version of .addon64 should I use, the latest on github? I heard there’s some color issues.

peak geyser
subtle warren
peak geyser
#

You use this one

subtle warren
#

Maybe that's the reason my my blacks look too dark with value 0

subtle warren
peak geyser
#

I think the one you got is for developing Reno for games as it's talking about dumbing game info and such.

astral night
peak geyser
nocturne lava
#

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 KEK 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 kekHands

#

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

frank heart
#

Whats the options here

nocturne lava
#

100/100/100 and 0/0/0 lol

nocturne lava
# frank heart Whats the options here

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

frank heart
#

No the tonemapper options

#

The images austin posted the settings menu

#

Look almost exactly the same

#

Whats the 100/100/100 then

nocturne lava
frank heart
#

Are exactly the same img

#

In the settings menu

nocturne lava
nocturne lava
#

mostly to confirm they were doing something

frank heart
#

Ah the in game settings have always been fine

nocturne lava
#

rip the lighting shifted a bit again

#

yeah that's a good sign lol

frank heart
#

alright

#

finally on my laptop

nocturne lava
#

no problem pepeToast thanks for your work on this game!

frank heart
#

@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

nocturne lava
#

yeah that would make comparisons a lot more authentic

frank heart
#

yeah

#

grey out the tonemapper selection as well

#

like how the custom color grading locks out

nocturne lava
#

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 kekHands

frank heart
#

damn

#

i really dont like aces

#

the tint on the shadows

#

is pretty bad

#

with aces

nocturne lava
#

that had a bit of a light shift from the sun too

#

They might

frank heart
#

probably wont be able so save aces

nocturne lava
#

the color shadows feel a bit brighter on aces

frank heart
#

yeah cause its a

#

ACES signature

nocturne lava
frank heart
#

its either filmic

#

or linear for me

nocturne lava
#

I'm going to pass out, too tired rip

frank heart
#

aces has too much shadow tint

nocturne lava
#

gn and thanks for the uploads, I'll check back tomorrow

frank heart
#

i guess this is why

#

people here

#

dislike aces

nocturne lava
#

linear has some weird spots

frank heart
#

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

nocturne lava
#

oh, interesting

#

okay I'm passing out, gn

frank heart
#

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?

frank heart
#

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

patent blade
#

Is editing engine.ini with kuro=0 necessary? since this new build has switch for kuro on/off

raven wedge
#

Why it doesn't go past bt.709 color set?

frank heart
#

game dont have to go past 709 to be HDR...

#

if you want oversaturated colors you're welcome to

#

crank up the saturation sliders

raven wedge
#

Damn, buying hdr400 was a mistake

#

Oh wait, is it normal?

frank heart
#

no. you're getting clamped somewhere

#

read the wiki guys

raven wedge
#

I just deleted localstorage.db

#

For some reason

#

But I use xxmi launcher with dll injector

frank heart
#

that looks normal

astral night
#

nah, looks clipped

#

stops exactly at 203

raven wedge
#

Restarting the game doesn't help

frank heart
astral night
#

try without the other mods and launchers

frank heart
#

hdr10 looks correct

frank heart
#

any engine ini tweaks

#

that changes vignette

#

or upscaling

#

also has a chance to break this

raven wedge
#

Yup, that was FSR, buy why gains are so neglegible?

frank heart
#

if you want bright

#

then crank highlights up

#

also

#

read the pinned message (FAQ)

raven wedge
#

Damn, when you boost in flight it goes back to 203

frank heart
raven wedge
#

And the problem is still there

frank heart
#

Picture of engine.ini

#

Picture of renodx settings page in advanced mode

pastel pond
#

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"

frank heart
#

Works fine on my amd igpu

astral night
#

share a picture of engine.ini and the advanced mode page

#

as spiwar said

pastel pond
#

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

frank heart
#

On amd turn off fsr

#

FSR probably adds a new output shader

pastel pond
#

ill sahre an img of the engine.ini as soon as i get a chace,
fsr is off

astral night
#

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

frank heart
#

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

frank heart
# raven wedge

Did the mod set r8g8b8 typeless to output size for you

#

Or did you just manually set that up

astral night
#

it's set by the mod

#

because the reset button is gray

frank heart
#

Ah

astral night
#

which one of the engine.ini settings messes with the shaders is the question

frank heart
#

Best to just reset engine.ini to stock

raven wedge
#

ok, one sec

frank heart
#

any of these can break it

#

things related to draw distance, shadow resolution won't

raven wedge
#

I don't have any of those

frank heart
#

just best to reset engine.ini so we know for sure

astral night
#

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

frank heart
#

map position

#

since you're on AMD

#

FSR off yet?

raven wedge
raven wedge
frank heart
#

if you used SK HDR before

#

reset the entire config

pastel pond
#

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

frank heart
#

if you've used SK HDR before

pastel pond
#

oh yea i reset everything , evenr reinstalled the game LOL

frank heart
#

SK might take priority

#

in upgrading the SDR swapchain

#

and fuck up reno

#

so reset SK settings

astral night
#

reshade as d3d12.dll works, you don't need SK

frank heart
#

that also

#

huh

#

sk has a reset option

pastel pond
#

nono i mean, i reset all of the sk settings as well

#

that was one of the first thing

astral night
frank heart
#

yeah, if you're using SK, try using D3D12 instead

pastel pond
#

opening without sk gives me the same result

frank heart
#

completely fine on the same location

astral night
#

you're on dx11

raven wedge
#

Whot

astral night
# raven wedge

20:27:13:181 [20132] | DEBUG | [RenoDX] utils::resource::OnInitDevice(Hooking device: 593709920, api: d3d11)

#

it's dx11 not dx12

raven wedge
#

Briliant

#

wtf

astral night
#

i don't think i tested dx11

pastel pond
#

yea ran it thro there

astral night
#

i mean, might work

frank heart
#

should work, i've got it on my iGPU for performance reasons

#

DX11 and AMD

#

💀

#

yeah

#

bloom slider works

astral night
#

also rip performance with so many fx shaders

frank heart
#

are you using reshade with add-on functionality

astral night
#

though

#

is the UI above 203?

warped obsidian
#

wait what is this?
this is just the latest release right?

astral night
#

UI tends to go above 203 unless you have some reshade fx that caps to sdr

frank heart
#

make sure to delete localstorage.db or whatever its loading the settings from

raven wedge
#

Oh wow, xxmi probably need dx11 for mod loading

warped obsidian
#

the test release?
that needs more than just that file

frank heart
astral night
#

dx11 might have a different output shader

raven wedge
warped obsidian
#

😄

astral night
pastel pond
frank heart
#

i can pull the game up on my laptop right now

astral night
#

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)

pastel pond
#

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

frank heart
#

fsr or screenpercentage will break

#

probably adds an output shader

#

DLSS (or FSR2 via optiscaler) won't

astral night
#

eh, might just be faster to go the "long way", load up the devkit, take snapshot and dump the missing shader

frank heart
#

im glad someone found out the global filter issue

astral night
#

should add some instruction saying how to dump shaders with devkit

frank heart
#

because that was clamping the game even when all shaders at the end were patched

astral night
pastel pond
#

ok , will do that, thanks for the help in advance

astral night
#

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)

frank heart
#

Works fine on AMD and dx11 (and SK, and Optiscaler)

astral night
pastel pond
#

btw idk if this helps but increasing the game brightness increeases it higher than 203~ nits but no peaks

frank heart
pastel pond
#

where is the dev kit?

astral night
#

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

raven wedge
#

Well, now it's like this

frank heart
#

if you're already on reshade

#

can you take a HDR screenshot

#

and paste it here?

raven wedge
frank heart
#

its in settings bud

raven wedge
astral night
#

(oh i misread bub, rip wolverine joke)

pastel pond
#

ok, donwloading it thanks

frank heart
#

or special k

raven wedge
frank heart
#

how are you injecthing the mod

astral night
#

it's floating around 203, not but capped to 203

#

eh, that's also ui

#

jack up contrast to see if it's clipped

raven wedge
astral night
#

renamed to...?

raven wedge
pastel pond
#

on the dev kit, > take a snapshot and then?

astral night
#

screenshot of the shaders tab

#

at the end of the list where it has snapshot numbers

raven wedge
#

?

#

renodx devkit?

frank heart
#

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

raven wedge
frank heart
#

i dont care about the waveform

astral night
#

set contrast to 100 for testing

raven wedge
#

Now, what I need to press in devkit?

astral night
#

snapshot on the top left, then the second tab on the navbar

pastel pond
frank heart
#

LOL

#

the one after the output shader

#

is UI draw

astral night
#

click on draw on the ones after 0x271e

raven wedge
#

Ah

#

one se

frank heart
#

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

astral night
#

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

frank heart
#

aight

#

let's see if he gets a new output shader

raven wedge
pastel pond
#

yea ui stuff is not visible

frank heart
astral night
astral night
frank heart
pastel pond
#

yes i have

frank heart
#

effects tab

#

like shortfuse mentioned then

pastel pond
#

One sec power went off lol

astral night
raven wedge
frank heart
#

which shader is this?

astral night
#

idk what f680628f is

pastel pond
#

Got to wait for power to come back...

astral night
#

i don't have that shader... is that yours @tough ember

raven wedge
frank heart
#

oh

#

probably one of lutbuilders marat patched?

astral night
#

ah 00

raven wedge
#

devkit needs search in it

frank heart
#

i went to the same location @pastel pond shared

frank heart
# raven wedge

why can't you just press on the dump button right there

raven wedge
#

No

frank heart
#

then why did you paste them over here 😭

raven wedge
#

Ah, so you need me to search it manually

#

lol

frank heart
#

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

pastel pond
#

Still waiting for power... Once it's back I'll toggle the sahder wino pointed

frank heart
#

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

astral night
#

100% counts

frank heart
#

k i'll record a quick vid to confirm

raven wedge
#

well, none of those makes screen go black

frank heart
astral night
#

oh

#

only counts if it's after the lut builder

frank heart
#

oh

#

LMAO rip

astral night
#

so 99% counts

raven wedge
#

This one makes everything dimmer

frank heart
astral night
#

well, affects the whole screen is important too

raven wedge
astral night
#

ui is just sections

raven wedge
#

Damn

astral night
#

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

pastel pond
#

ok back at it,

astral night
#

though the shader isn't new

astral night
#

if you removed the draw calls where's that UI coming from

frank heart
#

oh i re-enabled the UI

#

its all the shaders

#

after 2688 (output shader)

astral night
#

oh youdid, i'm blind

frank heart
#

once you start getting into the shaders that disables geometry or 2d textures

#

is it too far

astral night
#

you don't have to go before lutbuilder

raven wedge
astral night
#

@raven wedge you need to scroll to the bottom where last snapshot number appears

raven wedge
#

Dude

#

Just

astral night
raven wedge
#

Make

#

Proper wiki

#

DAMN IT

pastel pond
frank heart
#

guys the file is in your game folder

pastel pond
#

the one you told me to toggle

#

0xf680

frank heart
astral night
#

the disasembly is useless, not sure why you guys keep pasting it

pastel pond
#

no

#

nothing that i can tell

astral night
#

the screenshots are blurry

pastel pond
#

oh crap im blind

#

yea let me use a diff scrennshot

raven wedge
#

Last one

#

Discord is a mistake

#

Please use github

#

For e v e r y t h i n g

astral night
raven wedge
#

here

astral night
#

i need the picture

astral night
#

@raven wedge

raven wedge
astral night
frank heart
#

disabling the draw didn't do anything

#

from your own picture

raven wedge
#

And?

astral night
#

if you disabled the draw and the game is capped the shader isn't capping the image

frank heart
astral night
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yeah, 0x1d1c270c0 is the last shader to draw the game

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we have that shader

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he just sent it

pastel pond
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yea it is 0xf600 not 680

frank heart
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what reshade effects

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are you guys running

astral night
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they're all patched, for both

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unless.....

astral night
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nah, they're on 6.5.1

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at least magic wizard is

raven wedge
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Where is it?

misty brook
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The wuwa in game bloom sucks ass even with engine ini edit it's wayy too strong 🗿

raven wedge
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I don't have anything enabled

misty brook
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Not yet I'm still on the repo one

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I thought it's still in development

frank heart
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i've got one that turns black, but it's before the lutbuilder

misty brook
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Okay, any config changes I need to make?

pastel pond
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im not using any shaders only enabled the hdr analysis

astral night
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okay, forget the devkit, it's not a shader problem. have they tried contrast like 100?

pastel pond
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well effects

frank heart
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yeah guys

misty brook
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I'm still using what spiwar sent me a month or two ago

frank heart
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  1. Turn on contrast up to 100
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  1. take one picture with vanilla
  2. take another with renoDRT
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take an HDR screenshot please

astral night
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crank up exposure and contrast to max

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if it goes over Game Brightness, then it's working

raven wedge
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vanilla

astral night
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uh

raven wedge