#RenoDX: Wuthering Waves
1 messages · Page 7 of 1
Ah ok
If they're gonna ban me for something that I do on MY computer, is client side and affects no one else. Then I don't want to play their shitty CCP game anyways.
ReShade would be an absurd thing to ban for in a game where it can’t provide an advantage. I think anti cheat’s concern w.r.t ReShade with addons is PvP.
I haven’t heard of anyone else experiencing that, make sure it happens when you have no other shaders, overlays, addons, etc that could be confounding
Yeah it’s too good to go back
@stark topaz actually this, are you using smooth motion or frame generation?
i want smooth motion but still no way to make it work
Is it that much better than FG 3.8.1?
It might had something to do with me switching to HDR True black and setting MAX brightness to 500, after a restart it doesn;t do that weird stuff
Oh okay, sounds good then
I even got OBS to work XD just to capture it
No
Smooth motion is just afmf 2.1 but on nvidia
No game data
At this point i dont know why ppl dont use LSFG
I feel like it’s better to be implemented by the game than the driver
Since it is actually lower latency
That’s the worst
If you're gonna go with a naive implementation like afmf 2.1/sm/lsfg
At least afmf2.1 has the benefit of lower latency vs lsfg
Too bad the UI gets all garbled
LSFG doesnt flicker with Reno
so yes
and doesnt have swapchain issues like Smooth Motion
You use it like you normally would for a game
You load into your game
alt tab to pull up LSFG menu
click scale
tab back into your game
after 5 seconds LSFG should generate the slops
and you can verify this using their Draw FPS
Make sure Capture API is set to DXGI and HDR support is toggled active
do i enable HDR support?
AH ok
@umbral granite it looks laggy do I have to reduce flow scale?
Mode fixed or adaptive?
Flow scale is what determines the quality
by reducing it, you reduce quality
LSFG already looks ass
I am not going to reduce quality further
fixed or adpative just determines the slop generation mode
fixed is 2x, 3x and so on
Lsfg usually has a pretty severe performance hit for me and it has a ton of motion artifacts
adaptive is it will change to match your FPS target
The adaptive frame pacing is pretty good though I will say
on 4K you're supposed to use it with 50% flow scale
💀 cap
1080p is where it was trained
50% looks bad
Hmm I'll try that next time
But I already wasn't happy with how native looked 😦
Do you have a stable pre FG framerate?
Iirc my native frame rate dropped from like 120 to 60 when I tried it in s&f7 
because LSFG has a perf cost
and if you're not running a locked down framerate its ogre
thats what adaptive mode is for
No
6k dlss quality lol
no

144
flow scale 25
LSFG 3.1
Adaptive
Target 138
Performance mode on
copy this
in game FPS limit to 60
or 69 fps
I managed to make it work nicely with 100 flow scale amd queue target 2 since I got unstable frame rate amd then wgc
@frank heart
You dont need motion estimstion at 6K res
100 flow is pretty unecessary
But do what ever u want
Meh I'm not a fan of it
Don't really like the way it works
Are the standard preset settings fine?
Use whatever you like bud
Thats the setting you should use on VRR
Que
Any reason for keeping vsync on?
something on my end? thats the event wish screen.
Shouldn't it be default or allow tearing 🤔
It's aight
Ensure no tearing, if you dont care then you can keep it at default
that is definitely not what it looks like for other people
are you on dx12 or 11?
any reshade errors? what's your reshade version?
DX12
Update your reshade
Update your plugin
Dont use with other addons
Disable other reshade FX
this is a good place to start
i want a bot that lets you type commands for potential troubleshooting stuff
Reshade 6.5.1, no other addons used, only renodx. all Reshade FX are disabled. i only see some WARN entries.
Can you send a screenshot of your RenoDX settings?
And does the rest of the game look normal?
sry for the off looking picture, i found out Reshade makes a screenshot without its own menu, so its SDR. yes Game looks fine, only wish menu and Character screen are effected. i will look in the other menus, if the are fine.
You are using an extremely old version
#1383049193186136216 message
Use either this one
ahhh, i downloaded the Unreal Engine Mod from Github.
Ah okay, do we still have documentation that says to use the UE version for wuwa? I’d like to correct it if so
We used to use the UE version but it now has its own addon
yeah the faq pinned still says use UE version
yes, Wuwa is still under the Unreal Engine category, without a snapshot build on the site.
Ah you’re right @frank heart do you wanna correct the pin?
wiki needs updating too
i'll do the wiki
That helped, thank you Guys! now it looks all great.
It looks much better then before.
yeah that pin can be the source of truth for instructions since the wiki doesn't have a place for it
Updated the pin
thanks brother
found why my videos weren't getting processed in HDR
i forgot to check the pixel format
8-bit 💀
10-bit p010 works now
Note: Watch in HDR for the best experience. Tuned for watching in a dark room.
Cutscenes from Wuthering Waves 2.5
Real HDR achieved with RenoDX
Diffuse White 120 Nits / Peak 1000 Nits
nah reno is just straight up better this time
although
I might have gotten the wrong SDR shot
that one looks a bit too blown out even for SDR
just for kicks i also threw the SDR shot through autohdr
AutoHDR is such a travesty compared to real HDR
Probably still preferrable to just SDR when u dont have native hdr
is there a final version of dx11 renodx addon?
where is my highlight desaturation into white?
that string is pure pinkish red
if u like that u can probably get some of it back with
blowout restoration
set to 0
but I tried to play with that for a day or two
some things just look better when they have color

SDR looks better than that auto hdr picture tho lol
yeah that was BT.2446a
ok well SDR looks wrong too
other auto HDR method might do saturation better
except when HDR destroys color gradient
like on this picture 
actually not
SDR is just like that
u can check any 2.5 cutscene video
on youtube
Sorry, I haven’t patched any more shaders recently
wrong gamma?
np
lets's ask the expert tho @astral night should that pinkish red string desaturate into white in HDR like on the SDR picture? it's supposed to be "hotter" than the rest of the string
and we can't display 4-10k nits so it's should be whiteish on dimmer displays imo
is it a video or rendered?
rendered
real time cutscenes
technically red doesn't desaturate to white as you would think because it uses a pure cone to use visually
white is a cancelling affect from Red/Green opponent and Blue/Yellow opponent
even on RGB, like rgb(10,0,0) just clips to rgb(1,0,0)
still if it's white in SDR then it should be brigther in HDR right?
compared to the pinkish part
are you looking at the discord "thumbnail" or the actualy fullsize image? (discord sdrifies)
it's probably white in the texture, because pure red wouldn't look like that
or something similar
Mine looks like this
our only sdr source
In hdr
4000 nits
like what?
Bright like that sdr but more detailed highlights
Bt2020 bro
lol

but bright red isn't something sdr can convey, so they cheapen it to white at times, giving this pink effect
that slider should be illegal
yea, and blowout restoration, the only real solution is setting peak brightness to 10k, then using a tone mapping shader on top of reno to bring it back down to something like 800 in Wuwa though
it's cursed
but it works kinda
lol
clipped red looks different
like trash
so they probably coded white/pink
and aces rrt has some desat to it
sdr clipped red hurts
yup
no detail on the panel on the right
so you have to find some other way to give detail (by reducing saturation, meaning pink/white)
but remember those carrot things in starfield?
the texture was red/orange but then it was turned to white, or well the middle part was almost white
those filters...
the discussion of a global desaturation just speaks to a chrominance based blowout not being right (which is why i'm working on LMS). acesv2 does the same with a custom dechroma based on luminance. and i'm sure reds are going to go pink as well
what about pink?
to less saturated pink?
so I guess there is no universal "correct" look
it depends on a lot of factors lol
you can't have it with this game anyways
the reds are a little bit too hot for me with OKLab after tuning but if I switch to Ictcp violets/blues will look wrong instead 🙂
so I just settle with OKlab and have the reds slightly over cooked
starfield is just extra extra fucked
nah this was not fucked
for that wuwa pic I don't think the SDR version would be that blown out if they had HDR
hue shifting was part of the art design
yea maybe
it's still pink
but it should be a lot brighter pink at least
well
thats also because im having it slightly darker than SDR
I was using these settings
#1383049193186136216 message
without the exposure at 1.1
with exposure at 1.1 for that scene the tone might be closer
yea it's not bad
it's so hard to get skin right tho
especially in septimont for some reason
the sun is strogner/brighter there
it turns everything white lol
it's probably a different LUT or something
yeah there's not any good reason for that red to be white in sdr. i don't think the artists would choose for it to look that way if they were to display their ideal version of the game in hdr, and i don't plan on making the defaults for the mod replicate technical failings.
I mean, we don't know what that stuff Phrolova is using is. But if it's white in SDR then it should be very bright in HDR, and there should be a very visible difference between the pinkish part and the white part in HDR
the hdr version is also brighter in the middle than the part to the left before it. the sdr version to me just looks like it blows out a lot sooner from the left. i mean it's almost white already before it even gets to the middle. sdr just looks like a similar brightness gradient but very blown out because that's what sdr does.
if i did discover how to replicate that in a way that doesn't just dump on hdr, i would at least implement it as an option.
yea, I'm just trying to find logic behind the effect, like why is it white? Is it hotter? If it's hotter, then there should be at least visible discolorization wehre it's the hottest and ofc it should be brighter
Right… I have the same questions lol. I wish I could know the intention 😭
I would like to know what we would get in that scene with saturation correction and blowout restoration at 0.
had a screenshot from when I did this the other day with blowout restoration at 0, saturation correction at default. Not quite the same frame so its not an exact match to the earlier screenshots
repost for reference
damn you have a really high game brightness
yeah that looks like exactly why i dont like blowout restore at 0
think i had it at 203, gaming during the day
makes sense
on another note haven't had any ray tracing crashes since the update which is great
Can't say the same for amd users, getting close to a tacet field makes the game crash 😔
A lot better tho, but 0 is probably too low, what about fire? We know how fire should look like. I mean fire with 0
Oh shit I'll have to try rt again
Don't give me hope
Can I finally say goodbye to the 572.83 driver?
I see, thank you!
Does FSR break HDR?
Yes
Optiscaler also can cause Bans, right?
#1383049193186136216 message
Right
@autumn jetty all your problems with skintones in septimont would be solved if you just accept to let things not blow out
or better yet use lower strength 
Doubt you'd ever be in danger unless you're flat out hacking
The game is way too pretty to not take advantage of hdr
Absolutly yes.
And go against my religion? Never!
that butterfly being purple near the middle is hurting my eyes
this looks ever worse, her skin is not supposed to be this raw looking pink
the SDR look is the artistic intend, and skin is not supposed to color shift so the SDR skin color is the correct skin color
it also makes little sense for that butterfly to be purple in the middle from a character/art/effect design perspective, it looks out of place/wrong
this is the official artwork
her skin is pale white and the butterfly is blue/white
and no, artists are not limited by SDR if they wanted that to look purple then it would look purple in SDR
acting like HDR should reveal more colors is getting annoying sorry
it's fine if you like that look more, but it's definitely not correct
but that's not the butterfly she actually uses
the one you see from this pic here is the on on ult
which stays the same
she can have different butterflies you know
also
her skin is not pale white in-game
it's slight pink
very slight pink almost white
I believe that's her idle pose butterfly
like on the artwork actually
not the same outline if you look closely
it's pinkish where it's not directly lit
another official artwork
with lots of butterflies
not on the actual ult butterfly tho
its not reveal more colors tho, having blowout restoration at a proper amount should let the saturation look more correct
I don't disagree, but this #1383049193186136216 message is not correct lol
i did put a soyjak meme in there
the one to pay attention to is the one i posted before duh
blowout res 0 is a travesty
yea this one looks better except that butterfly
this one is alright
not remain that desaturated
skin is not suppsed to be bright
tho
but I guess skin is sometimes as bright as the sun in gacha games lol
or anime style games
idk why u think thats alright though
it all depends on the artistic intend especially when we are talking about anime style games where real life physics does not really apply
it looks wrong
kinda like when u apply autoHDR without any additional saturation boost
i would actually rise the saturation a little
and u would screw up the rest of the image
but just a little
because the wrong saturation is only on the highlight saturated part
just add back blowout correction
I mean rising highlight saturation / lowering blowout
I never really understood saturation boost especially in anime style games
it's not like auto HDR at all, because you get proper highlights
saturation/color boost was one of the most cursed feature of SK HDR until Kal made it optional
yeah that would affect other ppparts of the image
kal saturation boost is actually nice if dialed back a bit
0-10% maybe yea
but you need saturation boost
it used to be fixed 100% lol
because if you just raise luminance
without raising saturation
it doesn't look correct
but you don't have to rise it that much
you neeeed at leasdt 50+ blowout restore for this game
if you;'re using strength 100
and it depends on the light casting source too
or else like this the neons dont look correct
if you try to fix it by raising highlight saturation then it will affect changli and she becomes too saturated
blowout restore is the goat
it looks like 95% correct
it needs that 5%
doesnt look correct at all to me unfortunately
it's actually whiter than in SDR
too desaturated
u can sortof know what i mean
when u raise the brightness in SDr
from 120 to 300 nits
the color tone thats expected remain the same
u just raised the brightness up
but when u put that in HDR sure it's brighter, but it's not the right tone at all, too blown out
I know what you mean, but I can't really accept it as the correct look especially when we are talking about an SDR anime style game with no offical HDR support
it's supposed to be at least as saturated as SDR
i'll show what you mean
with sdr 120
300
and then HDR with blowout restore at 0
I mean that we can't just start drastically changing highlight saturation saying that "yea this is what the artist wanted for sure"
u can see the move from 120 to 300
this is still in SDR
obviously it's neon blue tones in the middle of her weapon
but the color is gone without blowout restore
but the dress remains mostly at a correct tone
so if you raise sat or highlight sat u hurt the dress
yea I know what you mean
and the weapon looks wrong on the HDR pic
it needs a little blowout restoration
it needs a lot
not a lot
this is way too much
this actually looks wrong from an artistic perspective not just HDR or SDR
but the color itself
is already in the SDR image
u can check the 300
well
or any brightness level
it not the same
post this pic but with 30% less blowout restoration
compared to the current value
aka if it was 50 then lower it to 35
I mean that it does not complement her outfit at all, it looks out of place
look closely at her weapon and tell me you dont see the neon blue that's lost even at blowout restore 30
lost comapred to what sdr?
yes
pay close attention to that part
its such a neon blue even in SDR
and it turns whiter
without enough blowout restore
it hue shifts too btw it's not just the highlights that are brighter compared to SDR
it actually hue shifts into another color
hmm that's the main issue apparently
nah
with blowout res 50 its about right
u could have some wiggle room
depending on taste
it's a different shade of blue / purple
this is such bad weapon to test btw
that constant moving
and color changing
u can see the consistent neon blue tho
only the middle part is consistent
that rotating orb thing
I focus on that
the cyan color almost dissapears in HDR
focus on the particle thats emitting out
the edge blue gets deeper blue in HDR too
but at 50 blowout restoration the weapon looks very out of place
all of SK's particles are the same color with the weapon
so its really not lol
her ult star realm is also of a similar color
if you test scorekeeper in SDR, then the VFXs complement her outfit
her VFX in SDR always had neon colors though....
that color palette was always a part of her
yes but if you only "fix" the VFX colors in HDR without rising the outfit saturation it is going to look wrong
thats really going into subjective territory
it's design philosophy
and it's not subjective imo
if you look at this image
it looks good, her outfit and the VFX colors are perfectly matched
I'm the guy who spends 100+ hours customizing/designing characters matching outfit color, hues, etc. I understand the design decisions behind characters, well I studied this actually lol
thats pink buddy
What I'm trying to say is that you can't change one aspect of a character
here the effects, her skin, the outfit are desaturated
everything is more saturated here
its the same clip
either way the tone on her weapon is literally more accurate to the SDR version
change of perspective or one is gameplay the other is prerendered
if you wanna follow down that route
both are gameplay lol
Through silence, civilization will endure on this shore.
And this shore... is a testament to my existence.
✦Follow our official social media for the latest news and updates✦
Official Website: http://wutheringwaves.kurogame.com/en
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YouTub...
then it's just the lighting/perspective
but u can look at the wep again
we're probably hitting a wall though
maybe agree to disagree lul
like here, you would turn those whiteish flashes into pure blue, which is definitely not the artistic intend
keeping them pure white is not good either ofc
yea
I approach the issue from more of a designer perspective
oh this is a perfect shot
everything matches
I'm always impressed how good the designers are at Kuro
like those purple electric charges
that saturation is perfect
they'll turn bad with low blowout sat though
rising it more would look weird
yea actually
there is no perfect solution with reno
its closer as long as you agree to let some things look a bit overcooked
I can't haha
i'm no longer attached to the sdr blowout
i take the render, i apply their color grading to it, and i let it be hdr
in as pure a form as possible
the dark side is strong with this one
30 is kinda low I agree
if it looks good enough, I take it
on another note
or paper white is too low
yeah I play with low paper white
yeah thats gonna be unplayable for me, too bright
this is actually even too bright for me cause i was making a "match sdr" preset
speaking of which
This is actual personal preference territory the PW value
minimal to no tone change on the non-HDR parts of the image
cause its actually brighter
if you stare at a part with only SDR values
it should look very little different
it's fabric, but I understand
a bit more saturation but it's needed to make the outdoors look correct
pretty much a match otherwise
the biggest issue is the game engine tbh
the character model is excluded from lot of the lighting calculations
which makes sense it's an anime game
no motion blur calculations either
but the characters can reach highlight brightness even in dark areas which is nuts
you can fix that by using a stronger hue shift value
but that causes other issues
so this is as close as can be without going me blowing up something else
it's funny because those flowers look correct in HDR and what you said about colors perfectly applies here, but characters are weird
unless we get a better hue processor that can go aggressive without causing glaring errors
100%
yea OKLab is not the greatest, what was that other option, can't remember lol, dark something
that was nice, but it has unresolved issues
This the same preset you've been using for a while?
Nm. It's different.
Is that like the best settings you've found for strength 100?
Yeah probably about it for strength 100
If u want it to be slightly darker u can turn exposure down to 1.0
Think I might like this one the best.
Skin overall looks more accurate to me. Ciaccona and Brant looked a bit too tan imo.
since it's strength 100 you can tune skin by just dialing back a bit on blowout restoration
doesnt have an effect on skin at strength 50 but does on 100
Hello, everyone
What should I do?
Take a screenshot of native HDR and save it
Can only JXR format be used?
Reshade can take HDR .pngs
And since Reno needs reshade
You already have that option
Gamebar capture will only take .jxr which you'll need to convert into another format like HDR .PNG using SKIV to be able to embed into discord
To be aware that the default windows image viewer can't properly display HDR .pngs
They'll look wrong if you're viewing them there. If you load up the HDR .png into SKIV it'll look correct, Discord can also properly embed them
@frank heart
this is what I consider good HDR conversion in terms of color
I mean the weapon
ignore the vanilla contrast etc
this does not change the artistic intend
but still more "colorful" in HDR
no color shifting either
Thank you
I'm trying to achieve the look I want in-game, without abusing the sliders, I don't think that we can avoid color shifting though, but it's close enough
this #1383049193186136216 message is not possible btw without breaking other stuff unfortunately
If you want the original exposure effect
you need to set the game brightness very high
but this also causes severe oversaturation.
what do you mean?
The bloom around highlights in SDR?
I'm talking about the colors
Colors are indeed difficult to adjust
the grass on the new map is likely where the difference is most pronounced
@peak geyser testing some slight tweaks to my str 50 preset
should bring down the slightly overcooked colors sometimes while still keeping the strength 50 benefits
Cool. I'll have to try it Sunday. am heading our for the weekend.
stupid question incoming : Since this preset uses Kuro's tonemapping, does the r.Kurotonemapping=0 variable in my engine.ini need to be deleted ? Or does RenoDx reapply it on its own and I should keep it to avoid interferences ?
Thats a good Question, i did the same thing because it was stated in the Mod Page, probably not needed anymore.
It replaces the usage of that engine variable with the one set by RenoDX - so no need to set it to anything.
You’re good in either case
Thanks !
No problem
@tough ember phrolova's ult seems to be clamping are you aware of this already?
Or should I enable something on the settings ?
Hmm I thought I’d fixed that, remind me if you play on DX11 or 12 though?
I know I still have some 11 shaders to patch
Dx12
you're using #1383049193186136216 message right?
Yes
ok, i'll look today. @frank heart had you not given me that shader? i thought we'd gotten everything for dx12
Ok thanks
Already given u
I already removed the line about kurotonemapping from the pins....
you rizzight
I also noticed changli's final blows clamp in the new area
hi for some reason when i put peak brightness at 1000 the game peaked 2000 with hdr analysis is there a fix for it ?
cantarella ult is still clamped
phrolova is only half fixed, the sad version of liberation is still clamped, smiling version is fixed
ok, i'll have to grab that. would anyone be able to get me the cantarella ult?
i'm not sure what else you have active, but the peak brightness is likely not bugged
thanks. new area specifically and not outside of it?
#1383049193186136216 message
this is what i have
wow you like using shaders 😄
how does the game look?
show us a few pictures at least I'm actually curious
Exactly
the game doesnt capture it with the renodx enable it just make the game bright af
i've supposedly patched this one 🤔 though i just noticed it does something slightly differently than the other black and white shaders that i might need to update.
reshade should be able to take HDR screenshots
actually i might be wrong, i think phrolova ult is location based
i just saw the smiling one clamp in the new area
let me check
impossible to know the effect of those, but load order of shaders matters. put hdr analysis at the top so it doesn't measure their effect.
printscreen is the default hotkey and it saves the images next to the game exe
ok give me a sec
it work i was dum
it doesnt capture any color
nvm
lmao
Leave it alone
Its not worth it
Every shader is repeated
Well
Depends on how easy it is for wino to patch
i'm assuming the sad one clamped in that new area too?
But its about 10+ output shader repeated
yeah sad one clamped there too
if i can get them i can try
Ill give it to u later
ok, i'll need some help for getting this and other new area ones
Everything is clamped in the new area
All the output shader is repeated
🙂
thing is its not everywhere in the new area which makes it worse
why they gotta do it like this 😔
I alrdy know where 2 capture
for sure i know the 36 nightmare echo spawn area is clamped
10 output shader for dx12
Double that for the new area
Now double that for dx11
Thats 40 output shaders for this patch alone (so far)
pure evil
mabye they are preparing for ue5 port
omg xD
It's kinda my fault that I asked
Please use the spoiler tag if you use gooner mods lol
still clamped
the image quality/shader preset looks nothing like the vanilla game for sure, it's very very oversharpened tho
use optiscaler isntead of that adaptive sharpen shader
okay, kind of wondering if the shader is somehow not that one then.
if anyone could confirm if i'm 🧢ping with the devkit though that'd be good
Okay lmk what u need
if you haven't used the devkit, there'll be a small learning curve, but ultimately comes down to the output shader that is clamping and the lutbuilder it samples.
i think it looks fine because i use lossless scaling so it kinda fixed it for me
lol it's ok, but if you do wanna help me get the shaders then you'll need https://github.com/clshortfuse/renodx/releases/download/snapshot/renodx-devkit.addon64
just let me know when you're playing next and willing to have me tell you a few steps to do
Okay give me 5 minutes
when you've done it once, it's easy to get me any shader to patch. and more people who know how to get me shaders in this game that has so many will be 👌
no hurry at all, i'm gonna be afk for a bit anyway
I mean you do you, but why lossless scaling?
mod only works with dx11
sacrificing real FG support for those mods? 😅
i have a 5080 with a rx 6900 xt dedicated for lossless scaling
im playing in 4k on average im getting 100 withx3 frame gen getting 300 ish
but the picture quality is not great with lossless scaling, you can't fix that with a dedicated GPU :/
Oh yeah dual gpu LS
thjats because u have latency wiuth a single gpu
At that high native framerate i doubt its that behind
with duo it doesnt
i mean looks at the picture quality of the screenshot
it's already super sharp
Thats him using
Gooner mods and rando mods
thats because it wasnt capturing the lossless scaling
yea maybe
DualGPU LS is actually lower latency than native frame gen btw
I mean the artifacts not the latency
artifacts wise 100 base is already pretty good but yea
it's probably not that horrible at 100 fps yea
but I doubt that it can handle temporal/volumetric effects that well
Arguably better than FSR3FG since it cant handle particles well
Its actually really good
For a naive solution
lmao ur better off giving me your exact map location
how is it compared to smooth motion?
Probably a wash, smooth motion might have better performance, but quality wise its a wash
I just use LS because you dont have to deal with SM compatibility issues
It just works 
Transformer FG if it worked id use over LS
SK Pace native + transformer FG is real smooth and low latency
even transformer DLSS looks bad in Wuwa
Which means its too heavy if u already gpu limited
Like from 90fps native to 95fps with 3.8.1 FG
Which means my native dropped to like 47

FG is really cool if your display can do 180hz+
Lossless is pretty good for that
~90 base fps and 2xFG is nice
all I know is that lossless scaling looks really bad when the base fps is 55-60
but I will retest it again, maybe the new version is better
Ah alright
What for?
does this one work with dx11?
both that one and the pinned one have all of the new dx11 shaders that i'm aware of
ok ty
Dw dw I will get them shaders
Not in my case tbh
aight
i have some free time
Changli's E (match w 0xCB3D001F)
Changli's E end of combo, Carte E (match w 0x138FB7D5)
Sanhua's ult, black and white invert (match w 0xBC7B2BC5)
Phrolova's ultimate (match w 0xBB968DAF)
The second phrolova shader is basically very difficult to capture so im gonna skip that
Luckily enough, cantarella's shader is not repeated, so we can skip that
@tough ember should cover the new area with these, others are not repeated or not worth capturing
Thank you 😭 the devkit GOAT
I will patch tomorrow
I see more ghosting and artifacts, especially in darker locations
Is RT still broken?
NO
Just noticed a lot of clamping in arsinosa's arena, using lupa and phro
Yeah it seems they decided they need a new shader for every combination of area and resonator lol
I’m gonna patch what spiwar gave me and then catch up on the story myself this week to start getting some myself too
not sure if the resonators are causing it, just seemed like info I should also give
i didnt try with others
All good, I was exaggerating but several ppl have reported some new area/resonator/ult specific clamping
- patched more DX12 shaders
Thank you
can i have your wuwa RenoDX settings ? :3
niceee
Sure, this is what I use atm:
Thanks
it's very close to vanilla
These uneven numbers are gonna kill me

is it just me or HDR pngs opened in discord are darker
Something is not right
no issues if I open the images in SKIV
Open in chrome
@frank heart I actually like this one but with Shadows @ 50 and Strength at 90 oddly enough.
Interesting
I don't have a colour grading eye. So I don't vouch for any "objective accuracy" of the preset. May just be my subjective opinion. (I also use WOLED which is a factor)

the contrast is strong with this one haha
this is my less than 100 granding strength preset:
quite similar to Chaos's but less contrasty
contrast depends on the location and the LUT a lot tho
Their vignette is pretty intense sometimes and can make me want to lower my contrast or raise shadows
yea especially in septimont
it works for me
After a update it appears to be working again
renodx not working not sure why
off and preset both looks same
adjust the settings does not change anything
how are you injecting reshade?
dxgi i guess?
oh.. tru xxmi launcher
oh that mod launcher?
yep, let me try with d3d12! ty!
it works for me though I'm using dx11 it injected d3d12
hm, and what will that mean?
@frank heart also what are you using now in wuwa? (i forgot to save the settings you told me last time)
#1383049193186136216 message
Thanks :3
that it looks close to the vanilla SDR game but with better highlights, but i'm constantly changing the preset Kuro loves drastically changing the LUTs
newer areas are a lot more constrasty compared to the older regions
oho i see
interesting idea, i was thinking that with HDR some colors will change and what not
seeing the settings and all of that
only the highlight colors a little
the "Death Stranding" tonemapper handles hue shift a lot better
colors start to act weirdly with Kuro tonemapper if you use higher Blowout restoration and hue shift value
I mean like 50/50
28/50 is fineish or 50/20
or maybe not ugh it also depends on the location 😩
Accept reality
Does that mean you got a "Death Stranding" preset in the works ?
No it’s just called the “Death Stranding” tonemapper in Wuwa lol
Yes I know. But since you mentioned it, I thought you might have had a preset to share, in the same way other presets have been posted here using kuro tonemapping.
Oh, but nope :D, I don't want to replay DS1 on PC haha
i think he just means a preset using that specific tonemapper
Fair enough 😂
Same here
after days of testing I'm back to this:
Vanilla/Vanilla+
nothing drastic and it works at all locations
impressive very nice
Back? Did you end up looping around?
Very nice. ^^
What Strength setting?
Oh yea it was a “journey” lol, I tested all tonemappers with different settings at like 20 different locations
Thanks, 100 haha
Do you mind sharing the settings?
Oooooh man 😭 well if you want me to set anything you’ve got as a preset button I can. Same goes for you @frank heart
Nothing crazy. Keep "Game Brightness" at 203 and use the "Exposure" slider to change the overall brightness.
Believe me, I tested a lot of different game brightness and exposure combinations. Lower game brightness and higher exposure settings, like 170/1.20, can look super good (the rised midtones can look weird at times tho) in darker locations or at night, but bright daytime requires 203 paper white to look good.
I'm using a WOLED OLED panel tho, so my paperwhite issue might not apply to you haha
The UI brightness should roughly match the paperwhite value, and most of texts and icons are around 200 nits bright with 250 nits UI brightness
If people like it, then we could use my preset as the "Vanilla+" option yea 🙂
#1383049193186136216 message
U can probably use this as a preset
Cool, thanks both. I just want somewhere for ppl new to the mod to start. What do you want to call yours?
If @autumn jetty already took vanilla+ then imma call mine HDR+ or something

But you hate uneven numbers! 75 Highlight 45 shadows 55 contrast = 70 highlight 50 shadows 60 contrast 
Or Filmic/Enhanced ?
Yeah that works too
They divide by 5 so they get a pass
oh we gonna get a new ver with presets >.>
Yes, but mostly aimed at new people I guess since everyone using it so far has probably figured out what they like
This is a pretty banger preset. Only thing I did was juice Contrast from 50 -> 60. Felt like there was a bit of a white haze at 50. (But I think the game naturally has that so it is probably SDR accurate)
Update: Might make contrast 55 instead. Some things might be a little dark. Am undecided.
Go juicy
I tried it and I don't think I like it very much
I like the blowout at 0 and strenght 50
I don't think I found a difference between exposure and game brightness, what's the difference tecnically?
thats fine, I wanted to make a vanilla like preset that works at all locations with str 100
I might come up with a more filmic str 50 preset too, but I have to test that more
What settings do i need to look out for if i use this on QD-OLED ?
if you match the highlights then exposure rises midtones
I’m not familiar with QD-OLED panels, but colors should be brighter and less desaturated, lowering brightness should not change the color saturation either
So i can just copy the settings and keep my game brightness an UI brightness as i usually do ?
probably yea
Ah, What do you mean?
daytime will still look too dark if you lower the game brightness a lot tho
If you want to achieve 203 game brightess level of brightness with exposure then it wont match, midtones will be rised, and you can’t tune it out the difference. This affects skin brightness and wall brightness the most and skin can kinda glow in direct sunlight
Lowering grading strength changes everything tho so I don’t think that it applies to you
beautiful
Yea it looks pretty much the same to me, but I think using exposure is better due to higher brightness and no clipping
Mother in Christ is soooo bright!
When i open the video i didn;t though it was that bright XD also 500 mb for 12 seconds is nuts
Must be the high bitrate and res XD
oh yeah XD i was blinded so i didn’t had time to look at the res of the video,
rofl that's bright
I love and hate that Jinhsi outfit, I love the design, but I hate that her hair is a flower for some reason
Qd oled tv lol
I think that's good, it's a nice touch that flower head
But flowers were never part of her design, idk I think it looks out of place 😄
I personally think they fit jinhsi personality, besides it's an additional skin for her, it's okay to come up with different styles
Yeah I think it looks nice and the outfit has its own theme which is kinda cool
It's really nice for a premium skin, I'm just not a huge fan of it personally
Isn't that how in game hdr works too? Or they use a different preset to spice things up 🤔
If a game natively supports it
Yes good in-game hdr doesn’t skip the color grading, and it does not look drastically different from SDR. Black level, contrast and the overall saturation should not change with HDR
But you can usually control stuff with sliders in the HDR calibration settings
which are almost always broken tho haha
PSA
There'a potential 5-9% perf reudction when using SK with RenoDX in this game, so keep that in mind if you're using both
good catch @subtle warren
coincidentally there's a new FPS limiter addon by shortfuse now so you guys can try that
it depends on how you hook it
just don't load reshade as an SK plugin and there is no performance penalty then
the penalty is worse
if you hook it as an SK plugin
weird
with or without SK
I get a 5% difference
with the d3d12 method
between just d3d12 dll in game
and d3d12 + SK
do you have the fps unlocked?
you can test in the main menu before logging in
loading reshade with sk always gives me worse perf
I tested it in game at non changing locations like the new phrolova area entrance
the main menu might not be the best location to test tho
D3D12 + SK
stuff like optiscaler are not active in the main menu, DLSS can act strange too
actually optiscaler and DLSS are active
in the main menu
but I'm not using optiscaler for this comparison
you can inject optiscaler to this game ?
yea i use it
on AMD, rename to winmm.dll and put in Win64 folder
on NVIDIA, rename to d3d12.dll and put in Win64 folder
NVIDIA doesn't accept winmm.dll for some reason
with SK, inject as lazy plugin
steam version ?
yeah
unlocking the fps is a pain in the ass lol
i was not playing the steam version
well, any version is the same
i dont actually play this game
they're all the same epic/steam/kuro launcher
just put the files in the win64 folder
Crazy Plotwist
Fair
i played for like a week and never played it again
actually i do play zzz
only do some dailyslop now
Welcome in the Club
actually i may play more of these games than you guys
but zzz is the only game that i didnt give up
so yea menu difference is about 5-6% ingame difference is about 1%
I don't think that it matters tbh
but SK is not really needed for the game except if you want to use the SK's window manager
which is super useful if you like using 21:9 resolution on a 16:9 screen
do you guys know that wuwa received a lot of criticism in china when it launched
due to one of the character design
i need to google what is that character called lol
the only gacha I play is Wuwa, I tried a few more, but I dropped them fast, ZZZ too
People hate lingyang because of the 50/50 drop rate meme
and because he is a near useless 5 star
lol
that not the real reason
this character is for female players in china
and male players hate it
the male to female playerbase ratio is like 50/50 in china
and Chinese players also hate wuwa for not releasing more male characters
ya
pretty much no difference for me either
kuro made him useless because of the reason i said
it's just an early 5 star char
the other early non premium 5 star characters are just as bad
I'll double check
but he was supposed to be a good 5 star
sk vs reshade d3d12 only, clock speed and gpu usage practically identical, 197 vs 199 fps
zzz was also also criticized a lot at launch due to furry characters
98-103fps with SK
devs will listen to the whales, and whales are the weirdest gooners