#RenoDX: Wuthering Waves
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in-game shot please
take a picture in the game
Isn't brightness supposed to be at 50
In-game camera shot?
default is 50
but those brightness sliders don't break the game
only global filter does
we should disable it anyway
entering the menu once clamps the rest of your game
until you delete localstorage.db
- in game
- lilium's hdr analysis on
- RenoDX contrast 100
- RenoDX exposure 2.0
- reshade screenshot
I was referring to ; r.Kuro.KuroBloomStreak - Slightly reduce bloom brightness when set to 0 but I'll use that build and not this ๐
what's your renodx setting in full? (peak game, brightness, etc)
vanilla defaults brightness 50 )
i think he was testing pure vanilla
yea pure vanilla
set peak to 1000, take screen shot
it's not clipped
just 400 peak nits hdr is meh
thanks, can you set exposure to 1.0 and contrast to like 75 now?
Shouldn't I use 400 nits since my monitor is hdr400?
now with those exact settings, can you take a screen shot of the Off preset?
your monitor is just not good at HDR so you should not use HDR at all
and HDR400 means its likely a fake hdr monitor
lol
renodx without the brightness and exposute
Still better than plain sdr tho

and checked out code as well
exposure 2.0 contrast100
welp
Does this look right to you guys? Just updated my addon
@raven wedge HDR is basically peak nits / game brightness, so your ratio is 400/203, which is 2:1, only 2x better than SDR. SDR's range is 1:1. Your is 2:1. the recommended, spec ratio is 5:1 (1000/203), for something like 400 nits, if you want like 100 game brightness to get back 4:1, but man, you're going to be squinting unless you're in a dark room
these still need to be patched if someone is up to it
Oof
do you have an OLED android phone to look at the images? because generally HDR on your phone is going to look much better than on your 400 nit display
Laptop?
nah, you can use hdr
HDR sucked
AMOLED, 68B colors, 120Hz, 1920Hz PWM, Dolby Vision, HDR10+, 1400 nits (HBM), 3200 nits (peak)
1000:1 contrast really gives a bad impression of hdr
Damn, my phone has better display than my pc
whenever u reach anywhere dim
Which app tho?
for reference, my panel is 800 nits, and i do 203 with the light on 140-170 with the lights off
pc monitors are a scam 
Soooo true
i'm on a 42" LG C3
I'm too lazy for that I just dim my screen ๐คฃ
i got the lg C2 42" and it would be hard to go back to something smaller
on laptop if you dim your screen
even the 1000 nit pc monitors are 2% 1000 nit. whereas TVs peak nits stay peak until 10%
it also increases your clipping point
the 1000 nit PC monitors are like 450 nits 10%
so prob keep that in mind
Yeah like I said too lazy ๐ฟ
Never saw apps on android phones for hdr view
chrome itself works
I use firefox xd
discord mobile will open chrome
firefox doesn't support hdr
your kind ain't welcome round here bucko
HDR or get out! /s
xd
blurbuster guy donated a lot
to the mozilla foundation
to nudge them
to add hdr

they probably used that money and bought sdr screens
๐คฃ
xdd
i do webdev for real money. firefox has become worse than safari
safari was like barely better than IE for a while
man
yeah, i need to explain range better
nah
We could solve it at the start, if renodx had proper wiki
on github
With all pictures
there's nothing really broken though
just how hdr works, if you set peak to 400, then it's going to be weak
remember they do this for free... and the fact that we are getting helps is already huge
making a wiki for everyone is a lot of time, and effort
Damn, this game look way better with HDR
some addons have game brightness automated tuned to the recommended settings (eg: ~100 for 400 nits)
its fine
can we add one per game for the UE addon
in one of the game i read the Windows SDR level and set that as deafult UI brightness and i think the suggested value for game brightness
@raven wedge what display do you have?
maybe it has some dynamic tonemapping on, because 1000 should just look clipped to hell with hgig on a 400 nit panel
Cheap assito Acer VG271U
he probably changed it back to 400
btw after increasing contrast and exposure what else should i try ?
or did he
set 1000 / 203 and take reshade screenshot, then set it to off and take another reshade screenshot, share both
no abl at least: https://www.rtings.com/monitor/reviews/acer/nitro-vg271up-pbmiipx
One sec
no PQ testing on rtings though
not very comfortable to sit on
i meant Sokrates but yeah, it's working
This is why I use VESA
Ahhhhhhhhhh
Ok
xd
with exposure and contrats set t 2.0 and 100 right ?
you can do 1.0 and 50
if it looks overly wrong we can troubleshoot with exposure and contrast to ensure it's not capped. capped specifically means the game dosen't go past game brightness
hmm, set contrast to 100 and exposure to 2.0
clamped
Hmm... The sliders don't seem to be doing anything
exposure 2.0 contrast 100
Haven't opened global filters
which sliders...?
include a renodx settings screenshot
RenoDX doesn't seem to be working ๐ค
it's not capped
upgrade reshade 6.5.1
exposure 1.0 contrast 75 then
exposure 1.0 contrast 75
it's not capped at least
Put contrast and saturation to 0 to test ๐ค
new lut builder?
im in the same area
enable Dump Lut Shaders, restart game, check log
19:15:55:099 [14304] | INFO | Recreated runtime environment on runtime 000000011A93E030 ('C:\Program Files\Special K\Profiles\Wuthering Waves\ReShade\ReShade.ini').
19:15:55:275 [14304] | WARN | Failed to resolve search path 'C:\Program Files\Special K\Global\ReShade\Shaders\' with error code 2.
19:15:55:277 [14304] | WARN | Failed to resolve search path 'C:\Program Files\Special K\Profiles\Wuthering Waves\ReShade\reshade-shaders\Shaders\' with error code 3.```
yeah man use D3D12 method
if it's an SK issue you probably have to reset settings
and figure out on ur own
wanna fix some output shaders

I need fps cap and reflex tho
you can still use SK
lol
the D3D12 method can be used with SK
there's a reshade addon that does frame cap
I guess
Let me delete my config and try that then
seems like it's working, tbh. cloudy sky is dark, but maybe check an area with some lights or lamps
i have a surefire way
can you copy these exact settings
then take a pic anywhere with bright lights
for example
this wouild work
yea im trying to look for a better place
Is effect runtime sync necessary?
no
disable all reshade effects except reno
and SK if you managed to get it to work
lol
is this scene better?
what's your peak nits?
i have it set to 700 atm
just copy my settings i mentioned
and take a picture at that exact same spot
should be easy once we match settings
okj
idk what linear tonemapper is, not my work 
should not loose definition
it doesn't let me change it
it's teh same as turning kurotonemapper off / set to 0 in engine.ini
i have not completed the story so idk if the time change is related to that
im pretty sure you're clipped
your waveform abruptly cuts off at like close to 400
when it shouldn't
with those settings
yea, idk what else to try / do
there's really nothing that can be causing this if you've been doing everything correctly
other than
opening the global filter menu
could be bad output shader
can the output shader change and be teh same hash?
it's clipping before the lut sampling i think?
no, same hash
but he's on a different hash than magic wizard was
0x271e is old though
can 0x271e itself change after i turn on global filter but still has teh same hash
nothing after 0x271e turns screen black
even though the game is clipping
global filter or some brightness thing lerps to 1
r2.xyz = t0.Sample(s0_s, r0.xy).xyz; // render
r2.xyz = cb0[69].xyz * r2.xyz;
r0.xy = cb0[68].xy * r0.xy + cb0[68].zw; // scaling
r0.xy = max(cb0[60].xy, r0.xy);
r0.xy = min(cb0[60].zw, r0.xy);
r0.xyz = t1.Sample(s1_s, r0.xy).xyz; // bloom
r0.xyz = r2.xyz * v1.xxx + r0.xyz; // v1.x scaling? + bloom
r2.xy = cb0[73].xy * float2(2, 2) + v1.zw;
r2.xy = float2(-1, -1) + r2.xy;
r2.xy = cb0[71].xx * r2.xy;
r2.xy = cb0[71].zw * r2.xy;
r0.w = dot(r2.xy, r2.xy);
r1.w = saturate(cb0[72].w);
r1.w = r1.w * 9 + 1;
r0.w = r0.w * r1.w + 1;
r0.w = rcp(r0.w);
r0.w = r0.w * r0.w;
r2.xyz = float3(1, 1, 1) + -cb0[72].xyz; // lerp
r2.xyz = r0.www * r2.xyz + cb0[72].xyz; // color lerp
r0.xyz = r2.xyz * r0.xyz; // lerp?
float3 untonemapped = max(0, r0.xyz);
maybe
so whatever cb0[72].xyz is
idk if wino messed with the shader though
That line there at 400
I dont clamp with either urs or repo
it's capped before 0x271
the lut builder output isn't capped
texture upgrades?
don't you normally need bgra8u for asian games?
Maybe delete localstorage.db again
And restart the game
ok ill delete it again
I have scene color fringe quality disabled and tonemapper quality, but the hdr did not break
Good for u then
One of it could break
Reflex?
Weird
Nvidia overlay or sk overlay
Maybe the discord build of SK is bugged or something
Its always user error
Cuz im always on the latest build of everything
With no issue ๐
yea
this isn't clipped, what changed?
time to add a button to the Wuwa mod
this is the third or 4th time i delete localstoage btw...
I just clean installed SK times don't know what to say
where is the localstorage.db btw?
Anyways is this bloom slider what you meant?
@tough ember
F:\Wuthering Waves\Wuthering Waves Game\Client\Saved\LocalStorage
time to buy an F drive
im like 90% sure you deleted while the game was running
so it just rebuilds a new one on exit
im pretty sure i didnt but could be, as i said i delete dit more than a few times trying to fix the issue before
thanks for the help
enjoy your game
thanks now i can do the story LOL
i wonder why it happens though
i've never needed to delete anything
I think 25 should be good
dont click on global filters button ever again or misfortune will come
100 is way too strong
once you've accessed the global filter menu once it triggers something and your game is permanently clamped until you reset all settings by deleting localstorage.db
i click on global filters once when the update hit, then deleted the game since a friend tried to help me and no luck so nuked everything twice... and never touched itagain
should just find that shader
Should grain stay at 100?
with Oblivion i went through all of them because it's more time to troubleshoot than just fixing them
any shader that turns the game black or freeze at this point for me
is before the lutbuilder
set it to whatever you want
if you dont want to try
just copy this
I can't really tell the difference between 0 and 100 honestly
sorry if i missed something but how do i get the wuthering waves options?
wel thanks again, appreciate the work you guys do , hopefulyl it doesnt break again
Thanks!
I already thought 80 saturation was a bit too much, this looks a lot more balanced
scroll back
search for files posted by wino
Is 140 too low for a 1100 nits panel? ๐ค
Yes
you basically adjust it until it doesn't look overtly bright for you
or looks balanced
Thank you, this really is the most prettiest game with the mod
Apparently I disabled my NVAPI somehow? Doesn't make much sense
Wino latest build - Scene grading strength 100 - Kurotonemapping/Filmic/Aces/Linear - skin and color comparison
Scene grading strength 0 - Kurotonemapping/Filmic/Aces/Linear
the new sliders wino added
yeah, that doesn't make sense
The sliders are named wrong
; 0 = Off, 1 = Genshin, 2 = Death Stranding, 3 = Kuro (Default)
; Yes, those are the information Kuro used for the tonemapping command lol
i'm assuming this: ```cpp
[branch]
if (asint(cb0[86].y) != 0) {
r2.xyz = r0.xyz * float3(1.36000001, 1.36000001, 1.36000001) + float3(0.0469999984, 0.0469999984, 0.0469999984);
r2.xyz = r2.xyz * r0.xyz;
r3.xyz = r0.xyz * float3(0.959999979, 0.959999979, 0.959999979) + float3(0.560000002, 0.560000002, 0.560000002);
r3.xyz = r0.xyz * r3.xyz + float3(0.140000001, 0.140000001, 0.140000001);
// r0.xyz = saturate(r2.xyz / r3.xyz);
r0.xyz = (r2.xyz / r3.xyz);
if (RENODX_TONE_MAP_TYPE == 0.f) {
r0.xyz = saturate(r0.xyz);
}
}
[branch]
if (asint(cb0[86].z) != 0) {
r2.xyz = float3(-0.195050001, -0.195050001, -0.195050001) + r0.xyz;
r2.xyz = float3(-0.163980007, -0.163980007, -0.163980007) / r2.xyz;
r2.xyz = float3(1.00495005, 1.00495005, 1.00495005) + r2.xyz;
// r3.xyz = cmp(float3(0.600000024, 0.600000024, 0.600000024) >= r0.xyz);
// r3.xyz = r3.xyz ? float3(1, 1, 1) : 0;
r3.xyz = (float3(0.600000024, 0.600000024, 0.600000024) >= r0.xyz) ? float3(1, 1, 1) : 0;
r4.xyz = -r2.xyz + r0.xyz;
// r0.xyz = saturate(r3.xyz * r4.xyz + r2.xyz);
r0.xyz = (r3.xyz * r4.xyz + r2.xyz);
if (RENODX_TONE_MAP_TYPE == 0) {
r0.xyz = saturate(r0.xyz);
}
}
[branch]
if (asint(cb0[86].w) != 0) {
r2.xyz = cb0[37].yyy * r0.xyz;
r2.xyz = cb0[37].www * cb0[37].zzz + r2.xyz;
r3.xy = cb0[38].xx * cb0[38].yz;
r2.xyz = r0.xyz * r2.xyz + r3.xxx;
r3.xzw = r0.xyz * cb0[37].yyy + cb0[37].zzz;
r3.xyz = r0.xyz * r3.xzw + r3.yyy;
r2.xyz = r2.xyz / r3.xyz;
r0.w = cb0[38].y / cb0[38].z;
// r0.xyz = saturate(r2.xyz + -r0.www);
r0.xyz = (r2.xyz + -r0.www);
if (RENODX_TONE_MAP_TYPE == 0.f) {
r0.xyz = saturate(r0.xyz);
}
}
@tough ember should probably change the options name back to how theyre called in the ini
a, b, c, (none)
they're also layered
toggled not exclusive
.y on/off, .z on/off, .w on/off
all 3 can run at the same time
uh..
i know what that third one is
wow, they really didn't know what they're doing
๐
cb0[37].w is the UE tonemapping that already runs in the lutbuilder
they're double tonemapping
what dumb dumbs
they didn't actually disable the lut builder
so is that why the skin is all blown out
that shoud have per channel correction as well
Skin is blown out with any of the options thats not off
but honestly better to throw it out completely and just do your own custom grading
^
yeah because it's tonemap to sdr in per channel and blowout then pass that to UE lut builder
the output shaders should have ApplyPerChannelCorrection in the output shader here as well as in the UE lut builder
damn they really messed it up good
@tough ember try this ```cpp
float3 untonemapped = max(0, r0.xyz);
bool is_tonemapped = false;
[branch]
if (asint(cb0[86].y) != 0) {
r2.xyz = r0.xyz * float3(1.36000001, 1.36000001, 1.36000001) + float3(0.0469999984, 0.0469999984, 0.0469999984);
r2.xyz = r2.xyz * r0.xyz;
r3.xyz = r0.xyz * float3(0.959999979, 0.959999979, 0.959999979) + float3(0.560000002, 0.560000002, 0.560000002);
r3.xyz = r0.xyz * r3.xyz + float3(0.140000001, 0.140000001, 0.140000001);
// r0.xyz = saturate(r2.xyz / r3.xyz);
r0.xyz = (r2.xyz / r3.xyz);
if (RENODX_TONE_MAP_TYPE == 0.f) {
r0.xyz = saturate(r0.xyz);
}
is_tonemapped = true;
}
[branch]
if (asint(cb0[86].z) != 0) {
r2.xyz = float3(-0.195050001, -0.195050001, -0.195050001) + r0.xyz;
r2.xyz = float3(-0.163980007, -0.163980007, -0.163980007) / r2.xyz;
r2.xyz = float3(1.00495005, 1.00495005, 1.00495005) + r2.xyz;
// r3.xyz = cmp(float3(0.600000024, 0.600000024, 0.600000024) >= r0.xyz);
// r3.xyz = r3.xyz ? float3(1, 1, 1) : 0;
r3.xyz = (float3(0.600000024, 0.600000024, 0.600000024) >= r0.xyz) ? float3(1, 1, 1) : 0;
r4.xyz = -r2.xyz + r0.xyz;
// r0.xyz = saturate(r3.xyz * r4.xyz + r2.xyz);
r0.xyz = (r3.xyz * r4.xyz + r2.xyz);
if (RENODX_TONE_MAP_TYPE == 0) {
r0.xyz = saturate(r0.xyz);
}
is_tonemapped = true;
}
[branch]
if (asint(cb0[86].w) != 0) {
r2.xyz = cb0[37].yyy * r0.xyz;
r2.xyz = cb0[37].www * cb0[37].zzz + r2.xyz;
r3.xy = cb0[38].xx * cb0[38].yz;
r2.xyz = r0.xyz * r2.xyz + r3.xxx;
r3.xzw = r0.xyz * cb0[37].yyy + cb0[37].zzz;
r3.xyz = r0.xyz * r3.xzw + r3.yyy;
r2.xyz = r2.xyz / r3.xyz;
r0.w = cb0[38].y / cb0[38].z;
// r0.xyz = saturate(r2.xyz + -r0.www);
r0.xyz = (r2.xyz + -r0.www);
if (RENODX_TONE_MAP_TYPE == 0.f) {
r0.xyz = saturate(r0.xyz);
}
is_tonemapped = true;
}
if (RENODX_TONE_MAP_TYPE != 0.f) {
r0.xyz = max(0, r0.xyz);
if (is_tonemapped) {
if (CUSTOM_COLOR_GRADE_BLOWOUT_RESTORATION != 0.f
|| CUSTOM_COLOR_GRADE_HUE_CORRECTION != 0.f
|| CUSTOM_COLOR_GRADE_SATURATION_CORRECTION != 0.f
|| CUSTOM_COLOR_GRADE_HUE_SHIFT != 0.f) {
r0.xyz = renodx::draw::ApplyPerChannelCorrection(
untonemapped,
r0.xyz,
CUSTOM_COLOR_GRADE_BLOWOUT_RESTORATION,
CUSTOM_COLOR_GRADE_HUE_CORRECTION,
CUSTOM_COLOR_GRADE_SATURATION_CORRECTION,
CUSTOM_COLOR_GRADE_HUE_SHIFT);
}
r0.xyz = renodx::tonemap::UpgradeToneMap(
untonemapped,
renodx::tonemap::renodrt::NeutralSDR(r0.xyz), // Intentional
r0.xyz, 1.f);
} else {
r0.xyz = untonemapped;
}
}
with whatever you have
honestly should fork wuwa into it's own mod anyway
very custom
that's what i shared above ^
No more clipped fleurdelys ult ๐
Bloom is finally usable now
made an accidental discovery while messing around with r.Tonemapper.Quality=0 to disable vignette which inadvertently fixed fleurdelys ult ๐
Wino the goat ๐
guessing that disabling it just skips over the shader that clamps the output, not sure what other parameters that engine.ini tweak affects though
๐
Fleur should be that one
If I set UI brightnwss to 400
Then the ult works properly
The trial is
Available
So u can test what i mean by that
no
@tough ember i was barely noticing any perf gains
with grain and bloom off
but then I remember
I have a crappy iGPU
Im not home today so perfect chance to test stuff on the iGPU
i can't even notice
it looks within margin of error
game looks okay on an iGPU with FSR2 via optiscaler
500p FSR2 -> 1000p FSR1 -> 1800p 
@tough ember bro, can you send the renodx with the bloom slider?
Is it the one on pinned messages?
#1383049193186136216 message
Thank you
Visually speaking, I think the four options are very suitable for their respective styles
r.KuroTonemapping=0๏ผNone
Basically consistent
It's interesting.
If you choose any of the Tonerapper options, switching SDR will still be affected
Switching between Vanilla and OFF will work
๐
[Latest version](#1411110125732892807 message)
Is the one you sent me v1 or 2?
scene grading sliders like blowout restoration is still not working in v2 with tonemappers other than off
ah ok i'll take a deeper look in a bit
skin appears to have been fixed and no longer blown out
need to test more scenes but so far changes look like a great improvement
ah like that earlier build from the other day
quick and dirty screenshot with v2 build - scene grading strength 100 - Kurotonemapping on
@tough ember looks like we have issues
you probably still haven't fixed that
things being tied to the brightness issue
even no tonemapper is clipping now
I might have
looked at this game for too long
the moment i booted the game up and looked at the clouds i knew it didn't look right 
all highlights are tied to UI
V1 is fine, so this is one of your V2 changes
since I can do 1:1 comparisons with kuro on now
this will broadly match vanilla (including how raised the shadows are) but you get the extra highlight details from having the tonemapper off
Vanilla+ preset ( Set flare to 35 though )
vanilla (kuro on) -> match but with kuro off -> what I'd actually use
thats one of the shaders made by lilium
hdr analysis
Ah how to get it?@native sinew
you can select it when installing reshade or from here https://github.com/EndlesslyFlowering/ReShade_HDR_shaders?tab=readme-ov-file
i recommend selecting it always
Ok thank you, one last thing, what's the difference between regular rcas and lilium rcas hdr?
something is griefed in v1, my game keeps crashing when i try to fleur ult
yeah 3 times in a row i tried to use it
went back to ue4 addon and it worked fine
aerorover ult also crashing the game, i think it might be some effect triggering it
ah ok makes sense
aite let me try that one
still crashes
ya outside
let me check in the trial
crashed in the trial too
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff
0x00007fff8b20fdde renodx-wutheringwaves-V1.addon64!UnknownFunction []
0x00007fff8b1c0000 renodx-wutheringwaves-V1.addon64!UnknownFunction []
Crash in runnable thread RHIThread
confirmed cashing
@tough ember the renodx tab won't open, its hdr works but the tab won't appear, this is with the new one you uploaded
Found the issue nvm
@tough ember do I have to delete the ktm command from the ini file?
For it to work correctly?
I did, the tab appeared, and all works wonderfully
But do I have to delete the ktm cvar from the engine ini to be able to use ktm of reno?
@tough ember kuro tonemapping is better on or off?
this one seems fine, I have been using it for two days
your mod just reads the unrealengine renoDX settings before
I didn't need to do any adjustments
so if I'm following your logic correctly letting your mod re-do the ini section would be a cope solution for now?
09:55:04:553 [68732] | ERROR | [RenoDX] utils::shader::PipelineShaderDetails(Failed to replace pipeline)
09:55:04:570 [60836] | DEBUG | [RenoDX] utils::shader::BuildReplacementPipeline(Replacing 0xd52834a1)
09:55:05:019 [60836] | INFO | Redirecting CreateDXGIFactory1(riid = {7B7166EC-21C7-44AE-B21A-C9AE321AE369}, ppFactory = 000000007B15D0D8) ...
09:55:05:019 [60836] | INFO | Redirecting CreateDXGIFactory1(riid = {7B7166EC-21C7-44AE-B21A-C9AE321AE369}, ppFactory = 000000007B15D0D8) ...
09:55:05:020 [60836] | INFO | Redirecting CreateDXGIFactory1(riid = {7B7166EC-21C7-44AE-B21A-C9AE321AE369}, ppFactory = 000000007B15D0D8) ...
09:55:05:020 [60836] | INFO | Redirecting CreateDXGIFactory1(riid = {7B7166EC-21C7-44AE-B21A-C9AE321AE369}, ppFactory = 000000007B15D0D8) ...
09:55:05:021 [60836] | INFO | Redirecting CreateDXGIFactory1(riid = {7B7166EC-21C7-44AE-B21A-C9AE321AE369}, ppFactory = 000000007B15DA38) ...
09:55:05:021 [60836] | INFO | Redirecting CreateDXGIFactory1(riid = {7B7166EC-21C7-44AE-B21A-C9AE321AE369}, ppFactory = 000000007B15DA38) ...
09:55:05:021 [60836] | INFO | Redirecting CreateDXGIFactory1(riid = {7B7166EC-21C7-44AE-B21A-C9AE321AE369}, ppFactory = 000000007B15DA38) ...
09:55:05:022 [60836] | INFO | Redirecting CreateDXGIFactory1(riid = {7B7166EC-21C7-44AE-B21A-C9AE321AE369}, ppFactory = 000000007B15DA38) ...
not sure if relevant but this is what it was throwing out beofre crashing
just when that fleur shader is replaced
probably
oh well
back to the mod before then
this doesn't really work
whats your UI brightness?
I think you might mistaking when it's fixing itself with high enough UI brightness

u can test in trial its not going to fix
you're probably having sufficient brightness for it to not be a problem
set ui to 120 and the problem is very obvious
๐ญ
heres 120 ui, decent enough as a workaround for now
not completely black like before
Its probably not related to tonemapper quality
Must be something else you're doing
that was the setting that fixed it for me, but I suppose it could be a result of a combination of other things I disabled
probably not that either
although at least i now get why you're getting those weird colors
actually
what build are you using
which weird colors
are you using the build with the broken highlights?
i went back to an earlier ue4 build that was dropped here, been swapping too many not sure which exact one tbh
the V2 build and one of the earlier builds
had highlights tied to UI
you can very easily test
just change the UI slider
if it's changing your image other than the UI
then you have one of the broken builds
oh yeah seems like it
actually no its kinda weird the highlights go back to normal after adjusting the slider, it just fluctuates while adjusting
the overall highlights are borked though, probably why its accidentally working
the clouds are clipping even in your clip
or maybe not and that's just how kurotonemapper looks 
probably this
its still broken somewhere else though
so prob move back to a working build
#1383049193186136216 message
thats the build you're using?
yeah
#1383049193186136216 message
this is probably the build you were using
or maybe a build close to that
actually wait its the same build i was already on, build date is the same
build time is different actually same build time, must have fixed itself somehow
and its broken now
you just have enough UI brightness
u can compare with your own video from before
your previous vs current vid
at least mine is still visible with 120 ui, but ya needa wait for the real fix
wonky stuff going on
What did u change
Do we paste this one on the reshade folder?
Replace your existing addon...
This is a 2.60 mb file, is it the same file?
are you building with visual studio?
well, if you forked it, you don't have all the ue shaders
doesn't crash now, but its still broken in a different way
new bug
seems to affect the transformation here too, the colors are borked as well
going to test some stuff first
i doubt there's suddenly new shaders
yeah its just the boss area where we first found some issues
and had some extra shaders which spiwar got
aite false alarm, deleting pso and forcing it to recompile shaders fixed it
yeah i thought it was a bit odd
\Wuthering Waves\Wuthering Waves Game\Client\Saved\PSO\
delete the folders there
If you want to visually showcased a characters sheer OPness... This is one way to do it
haha yea, her English voice is a lot better tho
FYI
i'll probably add this to the wiki
do r.kurotonemapping=0
for all tests now
since you can toggle kurotonemapping on back via the addon
but you don't get all the stray clamped output shader
that you get with kurotonemapping on any values other than 0
Yeah this looks kinda amazing even if it is broken 
this fixed roccia's ult crashing the game as well ๐ซถ thanks!!
something kinda weird is that when i used carthethyia in crisis trial before even updating the mod ive never had it crash or had any weird effects?
or maybe they were just so subtle i didnt notice
What are the best rcas hdr settings? @frank heart
it's included in the 4 shaders zip I've posted here
but in the future it's better just to turn it off bc there's no reason not to
What bloom setting do you guys use? 35 looks pretty decent to me
Is game default 100?
yes
Note: Watch in HDR for the best experience. Tuned for watching in a dark room.
Cutscenes from Cartethyia's Story Quest.
does this look too dim for you guys
not sure if I should turn up to 150 diffuse just for recording
Diffuse?
Like paper white/game brightness
So anything new regarding this?
What did you add?
Well not like I can test it anyway cause Iโm currently in HK away from my PC until October
All I have with me rn is a Mid Tier laptop thatโs good enough to run my usual games but not anything fancy
Just fixes and missing shaders
Depends on the version you're moving from
buddy
This is really funny
The animation flaw of the ultimate skill, in my opinion, looks much better than before
๐
weird embed is not working
there you go
card game animation
looks pretty good in hdr
If using dx11 to play game, should I rename dxgi.dll to d3d11.dll?
I'll try it out tomorrow if I have time! Thank you
can confirm fleurdelys ult fixed
noticed some red radioactive colors that weren't there before though just from the login screen transition, not sure if thats an indication that something else borked
just checked vanilla and it looks like its supposed to fade to black
needa test more in game, but so far looks like sliders are working
all my presets are broken
so its definitely working
probably broken in a good way
kuro tonemapping on
doesn't completely kill highlights
and strength 0
looks the same
between all kurotonemappers
which i think is the more intended behavior
the highlights blowout stuff from the kuro is mitigated as well
highlight slider is working really well with all of the tonemappers now, skill effects blow out to white just like in sdr but without the clipping
it really still doesn't
but i never had a problem with that 
it's definitely very close now
probably also not possible to match SDR saturation exactly
yeah not exactly like sdr but close enough
also seems like none of my engine.ini tweaks broke
so i can keep chromatic aberration and vignette disabled
vignette might be interesting to tweak
because
if you play the new tacet field
it flickers between vignette on and off
some accident because of the output shaders that were fixed
I've got a decent preset going
kuro on preset this time
probably won't even bother doing kuro offf this time around
there was an area on the map where that happened too but at the time we had shaders that still needed fixing so i just turned it off via engine.ini to bypass
Vanilla / RenoDRT
black was still tweaked because the lifted black levels look really really bad in HDR
it's still lifted but less so
more appropriate in HDR
last thing to decide on is just
Ictcp
vs OKLab
OKLab / Ictcp
might be so subtle it's not worth muttering over
OKLab / ICtCP
this one should be more noticeable
yeah
it's my last knob as well
if u look at the flowers
not sure what i should settle with rn
color changes
or just more options for vignette/ca
i mean like in general
new preset (turn Shadows to 45 if you want deeper shadows)
Vanilla / RenoDRT
man
immersive mode looks good
but it really does turn off too much UI
like stamina bar
OK
Fleur's ult is not fixed
I'm also not getting the red color
@echo jackal is having
Is it a problem with the monitor?
8 Shake 10
or
Native 10
I have encountered it
I suspect it is
Non native 10
Problem caused
But I'm not sure
I need to ask what his monitor is
Tested on 4k 240hz qd OLED, running 10bit, recording is game output so unlikely to be monitor related, got a few other things to try later
oh
Thatโs too bad
I don't know where the problem is now
ๆ่ฎคไธบๆฏๆพ็คบๅจ็้ฎ้ข๏ผๆ็ๆพ็คบๅจๅฎไธๆฏๅ็10๏ผๆฏ8ๆ10ๆฅ็็
่ไธๆ่ฟไธช๏ผๅฏผ่ดๆ่ฟ้็RenoDXๅไฝ ไปฌไธๅคชไธๆ ท
I think it's a problem with the monitor. It's not a native 10, it's an 8-to-10 display
And because of this, my RenoDX here is different from yours
ๅฏ๏ผ่ฟๆฏๆ่งๅฏไฝ ไปฌ็ๅฏนๆฏๆ่ชๅทฑ็
Well, this is my observation of your comparison and my own
ไธๆ ท็่ฎพ็ฝฎ๏ผไธๆ ท็ๆไฝ
ไป็ถๅบ้ฎ้ข๏ผๆ่ฎคไธบๆฏ็กฌไปถ้ฎ้ข
Same settings, same operations
Still having problems, I think it's a hardware issue
Hardware issue wouldnt pop up in a recording
ๆๆ็ฝไฝ ็ๆๆ
ๅชๆฏๆๅทฒ็ปๅ่ฟๅฅฝๅคๆฌก
ๆฏๅฆ้ๆฐๅฎ่ฃ
็ณป็ป๏ผ้ๆฐๅฎ่ฃ
ๆธธๆ๏ผ้ๆฐๅฎ่ฃ
Reshade
ไฝไป็ถๅบ็ฐ่ฟไธช้ฎ้ข
I know what you mean
I've just done it many times already
For example, reinstalling the system, reinstalling the game, reinstalling Reshade
But this problem still occurs****
Do you still remember?
The SDR image you sent last time made us guess
I thought it was RTX HDR at the time
It's too troublesome
If I knew these questions
I will definitely buy an OLED monitor
This way, I can rule out these issues
๐
ๆ่ฎคไธบๆ็้ฎ้ข๏ผๅชๆๆพ็คบๅจ็่พๅบ้ข่ฒๆทฑๅบฆใ
็ฐๅจๆ้่ฆๅๆ ท็้ฎ้ข๏ผไฝ ไปฌ็ๆพ็คบๅจๆฏไปไนๆ ท็
ๅฆๆไฝ ไปฌไธๆฏ8ๆ10๏ผๆฏๅ็10
ไป็ถๆ่ฟไธช้ฎ้ข
้ฃไนๆๅฐฑๅฏไปฅๆ้คๆพ็คบๅจ็้ฎ้ข
ๆไผ่ฎคไธบๆฏ็จๆทๆไฝ้่ฏฏ็้ฎ้ข
I think my problem is only the output color depth of the monitor.
Now I need the same question, what is your monitor like
If you're not 8 Douyin 10, you're a native 10
There is still this issue
So I can rule out the issue with the monitor
I would think it's a user error
It isnt related to bit depth
Or hardware in this case
If its hardware related he wouldnt have been able to record and post it here
All right

not sure if it's a known issue
@tough ember but yeah certain moves/ animations becomes super dark
probably because of a shader being used there
Sanhua's Heavy attack
Cantarella's Ult
Camellya's Gacha animation
it's not just dark, it's clamping to UI whereas it wasn't clamping before ๐
haven't used those characters in a while but yeah seeing the same clamping now
yeah and these were the shaders that were fixed/ had no issues before
@frank heart I have hdr analisys in reshade, but somehow the texts are missing, do I have to enable something ?
For example
1000 nits
800 nits etc..
enable the shaders
All hdr analysis shaders if I understand correctly?
The new addon64 file doesn't work properly on AMD graphics cards, similar to what @frank heart encountered, but even more severe.
sure
can you take HDR PNGs
JXRs are so 2000 and late
SK can take HDR PNGs
Reshade can take HDR PNGs
post it here
Same
thx,I'll try it when I get home
There's a time difference between us, and I still need 7 more hours before I can finish work and use my pc.
i believe you added the color space becaus you wanted to match SDR saturation?
not sure if this is the right approach
although it looks
interesting
Vanilla / RenoDRT / RenoDRT (Color Space Bt.2020)
kk
vanilla / renodrt
saturation is probably a match for SDR this time around
Vanilla / old preset / current preset
aight ( set 50 if want closer to vanilla shadows )
Yeah it looks way diff
I think my new preset matches how the sdr saturation is supposed to look in hdr now
Check out the grass
@frank heart Can you demonstrate how you save and share HDR screenshots? I tried using Reshade's screenshot function, but the PNGs are still very large and do not retain HDR information.
Paste the PNG here
It has HDR info, your image viewer probably cant show it
Paste here and we'll know
The black level issue still persists after using the new file
What black level issue?
You're not using any grading options....
When I switch to renoDRT, the screen noticeably turns gray, similar to the problematic HDR seen in some games
use the grading options....
Alright, I just switched back to the old file to compare, and I'll switch again to adjust the settings and observe
The file from around 6/24,it's works properly
vanilla/RenoDRT
today's build
Vanilla/RenoDRT (2025-06-24 build)
yeah he's supposed to use the color grading tools but he's not ๐ญ
also
on a side note
do you notice the slight saturation loss
is that intended?
related to the color correction/hue corrections ETC also applying to kurotonemapping yeah?
yeah that's what i figured
I've identified the issue: in the older version, all sliders under Scene Grading were non-functional, but they work in the new version. The key difference is the 'Strength' parameterโadjusting it to 100% replicates the old version's behavior.
good for you
i guess you can call that
suffering from success
cause the sliders actually work now

fwhm is using a mod loader and DX11 though
Thanks, folks!
This version is performing great now.
I can confidently recommend it to other AMD users
btw
Can they fix the game's performance too
Or make it even worse by adding path tracing 
Thanks for all the work though
fix?
one does not simply 'fix' UE
Better get used to that MFG 4x
because that + 60FPS cap is the only way forward 
lupa's gacha animation
one shader in the gacha animation is clamping to UI
hmm
they broke something in this patch with carte's gacha animation
DLSS disables itself with her
actually probably two shader
one with the black and white impact frames
and one where it pans up
from her legs
do you have camellya then?
I'll grab the camellya shader, but it's probably shared between these characters
u can grab the lupa ones
im guessing the radia blur one is shared with camellya
camellya
nice
I'm back on my lg c2
and putting the same preset I made on my laptop
looks like there's too much contrast
this is what I get for making a preset on uncalibrated hardware 
Couldn't you have just ran her trial while it was going?
Got ya.
Thanks for explaining. ^^
dialed down contrast and upped shadows
going through all the resonator intros
to see if anywhere else is clamping now
looks like its only camellya and lupa
i dont have brant, zhezhi, Ciaconna, phoebe, roccia, zani though so whoever has them can try em out
Nope
The entire intro
Until she opens her eye
Then it unclamps
So just an output shader like u said
white clip slider seems to be broken, i'm not seeing any differences at all in the histogram when adjust the slider now
ya it worked before
it would noticeably affect highlights
nope no effect at all
spiwar settings, saturation feels a bit overcooked here compared to vanilla
interesting, i recall it would increase highlights as i moved the slider closer to 0
good thing that was a cutscene so I can replicate the exact conditions, here's actual sdr with no rendox
saturation is very close to renodx vanilla/off
yeah sure i can retake with those
you want sdr and renodx vanilla comparison?
i have it on in engine.ini so it should be like for like comparison
your off looks really washed
mine is almost matched
my off looks identical to the vanilla screenshot above with the settings open
which is bt709
yeah not sure why yours is like that, i can't get mine to look like that
yup untouched in game sliders
found another minor anomaly, fade to white is borked, doesn't completely turn white
Just noticed now (been a while since I've used camellya) that her ultimate clamps.
Am using the last version of UE Reno from the Github.
Have run into this too. Happens on other transitions in the story. Not sure if that is intended or not.
i'd imagine not, though i don't know why mathematically it's going to ~400 there
the transitions fade to full white, i just checked some random youtube playthrough
Smart. XD
time of day really messes with getting good comparison shots
it transitions too quickly
alright lemme move on from this cutscene then
Thought there was a chance that might be the case, which is why I figured I'd point that I was getting it too. ^^
oh i thought it just overrides it with the addon
wait is vanilla really vanilla
looks like the game tone mapper still affects vanilla/off output
Makes sense
i think that part is broken, when i set it off it looks the same as the last tonemapper i had it set to
with other tone mappers
same behavior after nuking my reshade ini
yeah latest reshade 6.5.1, tried no sk and same thing
gonna try clean engine.ini
no difference with clean engine.ini and no sk
ya loading the same reshade.ini
confirmed all my settings reset when i nuked it
going to be away from pc for a bit, will be back later
Should I switch to your version for WuWa? Or is it still pretty WiP?
worth it to swap over to wuwa addon, its much better than ue4 version
Can I copy over my settings or do I have to start over?
most likely will need to dial in your settings again as it'll look quite different
Fuuuuuuuuu....
It looks like my settings copied over. ๐คท
Will do.
I'm not a color expert of any sort though so if "grading" or something is wrong, my normie ass probably won't be able to tell.
But if there are any standout bugs I'll call em out.
This your current best settings?
@tough ember any idea what's going on here? looks like the colors are way off from vanilla going from blue to orange hues when turning on reno
just checked this is what sdr looks like
aite lemme get that
hmm colors are still pretty off, can't get it close at all
have a similar concern.
The Vanilla/Off mode of the new addon has a completely different color tone compared to Renodrt, especially in the blue hues.
The difference is particularly noticeable in the sky background of the login interface.
When using BT.709 color gamut under Renodrt, the visual appearance significantly diverges from the native game graphics without Reshade.
Yeah
Should be neutral sdr + a tiny bit more contrast
Colors are matched to sdr to be pretty punchy but not too overboard
I'm trying it out now
was trying to run through story with updated settings, ended up doing more testing and finding issues instead 
looks like ur using 2.2 for the vanilla and BT.1886 for reno
both should match if you tryna compare
That rec 2020 mode is 
oh yeah missed that in the screenshot but i did check both
it's intended though
the game is actually saturated in vanilla
if you look at how green they are
it is saturated but not so much that the skin turns pinkish, some locations it looks good, other places it looks too cooked
if you look at stuff like the green grass and lupa's clothes /reds
it's not really the same
you're not going to get a 100% match
if you want less reds
switch to ICtCP
it will have less saturated reds
but shorekeeper's blue/purple tones will become a bit off instead
its just a compromise to see whichever's close to SDR without compromising too much
yeah i get that it won't be a perfect match and haven't settled on my settings yet either, still trying to see what works best
yeah i played around a bit with that earlier too
mine's probably the best to match the tones across the board
if you do too low sat
in avinoleum
the buildings will be pale
instead of yellow ish golden glow ish
hmm
and then i ran into that area right above where the hue is completely different
so now its all up in the air again
๐
pardon my copium night time settings
its just the contrast
contrast doesn't affect the hues there
Is it possible to implement a feature I envisioned?
Add RGB channel level sliders based on BT.2020, allowing adjustment of the sliders to limit saturation and shift hue,
so that skin tones don't become overly red and skies don't turn excessively green
sdr / old / new
Although i'll probably use ICtCP now
It's probably safer
I dont think many would notice SK's being slightly out of wack
blue is def the most problematic to match from what i tested so far
oh maybe the colors are shifted on mobile?
thats my thought too
ah that's true too
@echo jackal are you still getting issue with ur setup tied to UI nits
im playing thru the quest with my settings
it looks fine
haven't noticed any issues with UI stuff
this area is doomed, reno vs vanilla
I like how we all rolled for lupa day 1
this is story lupa
oh lmao
i'm saving for phrolova
oh you mean this area
hmm
i haven't reached it yet
probably some
unique snowflake the game is doing
maybe something like
expedition 33 black and white cutscenes

ya its a cutscene style effect but even before that it was already griefed, this just made it even more obvious
the hue shift barely changed anything
would a p3 one maybe be doable? might be a nice midpoint 
tbh feels like the blue is less accurate, the lighting in the area should be more orange with the candles and stuff. maybe something custom they're doing in that location
is that part as simple as putting the color primaries in or is it more complicated for you? I'd try it if you added it
the blue gives it a more ghostly spooky vibe
ah, well no biggie if it's a bunch of work
yeah seems like camera based lighting changes here, also the white occlusion culling artifacts are really egregious here
ya i tried all the scene grading sliders but couldn't make it match at all, and if i did it would grief other areas
its just poor ue4 optimization, they have bad settings
not supposed to see the culling
so they prob went overboard making it too aggressive
what did they do here with these razor sharp shadows