#✅Luma: Deus Ex: Human Revolution - Director's Cut
1 messages · Page 2 of 1
might have done something wrong but selecting the smaa option in the gui causes the game to crash for me
using this build with your modified files
https://discordapp.com/channels/1161035767917850784/1400484500747849870/1424223211863670814
In my case it works great, no crashes, but not with latest Luma builds I think I am on 250.
I get a black screen if I use 250
Got black screen too with the latest builds. Then I might be a few releases down. Cannot check as I am not at home.
Should install my test build over the latest from github.
Do you have SMAA.hlsl in Luma/Includes folder?
Hers latest test build, should install it over the latest build from github.
Works really good here
Wow the game looks great now
I still wish I could see the raw GTAO output
But I asked Filoppi about it already
At least the AO does seems to render at the right stage blended with the lighting
And not just superposed at the last stage like Reshade
Amazing
Yes, works really good, looks excellent, a real upgrade, many thanks!!!
Agree.
Hard to decide between default or generating normals. Since I like the default more for the overall scene, I figure I can live with the pictures on walls being too dark; probably wouldn't even have noticed the problem if it hadn't been mentioned and there happened to be a bunch of certificates in David's office at the beginning of the game.
PS: using the files Garamond posted on top of Luma release 260 In ReShade itself, but also displayed directly inside the Luma menu, I get this error X3003: redefinition of 'MirrorUV'
00:13:42:618 [35736] | ERROR | [Luma] CompileShaderFromFileFXC(Compilation failed: [...game directory...]GOG\Deus Ex HRDC\Luma\Deus Ex Human Revolution Director's Cut\GenerateAmbientOcclusion_0xD44718C4.ps_5_0.hlsl(59,15-26): error X3003: redefinition of 'MirrorUV'
I do not have this error, same setup here Luma 260 and Garamond’s files overriding Luma’s ones. Also agree with the normal setup, generating normals fades a bit much the AO.
Maybe I just messed something up. Delete and fresh install before I play next; currently on other games.
Hello! Loving this project so far! Hopefully I can gain some understanding of why I get this popup on launch and what it means. It would seem hitting OK lets things carry on as expected, err maybe. One thing at a time.
Perhaps of other interest: I get the following popups when launching with SpecialK in tandem with Luma. Most interesting to me was seeing the lines referring to C:\Users\Garamond 😉
These popups will stop the game from loading until they have been dismissed.
These popups can be prevented however by configuring SpecialK to only use one relevant renderer, in this case; dx11
[API.Hook]
LastKnown=64
ddraw=false
d3d8=false
d3d9=false
d3d9ex=false
dxvk9=-1
d3d11=true
d3d12=false
OpenGL=false
Hello again, I'm noticing that with Luma "smartvision" the aug enhancement that lets you see through walls presents as a black screen with some ui elemnts still showing. Can anyone confirm?
Could you post some screenshots of how it is with Luma, against not luma
I had almost forgotten how nice it is to not have to deal with 5-6 popups when not using luma lol
re:
Thank you for your interest in these
are you using a test version?
could you explain? i haven't played the game
Of course! All matters "Deus Ex" deserve an opportunity!
The game is, in this context, a game where you're a robot-man like inspector gadget. Only instead of saying "go-go-gadget-umbrella" to operate one of your robot parts we have hotkeys to enable things like "smartvision" which is seeing through walls, or hitting a different hotkey to cloak yourself, use your strong, metal arms, etc.
So what's happening here is that when luma is active you no longer get to see through walls and the viewspace just turns black
I do believe I am using the latest test version that automatically includes XeGTAO by deafult so we dont have to paste those files over luma anymore
I use the test version specifically because, somehow, the ui and access to the luma config is subjectively easier for me to navigate and operate
However, a new luma released 15 hours ago and i have not yet used that
try an old version
like this
i upgraded the depth buffer, that's probably the reason
also, how do i access that vision?
?
clean the whole luma folder when downgrading.
you need to acquire praxis kits to spend on upgrading your robot body. once you have 2 of them you can spend tghem on smart vision, if using a controller the default activation is d-pad down
this being related to depth buffer tracks imo
Which old version do you suggest? I suppose it would no longer include XeGTAO functionality?
i just need to know if it worked
but for testing purposes i dont mind trying.
If you could suggest an appropriate version to try
i can randomly hit one if you like but I think only you might know how far back to go
i linked here.
appologies i did not see this
re: the nested reply
tested, one moment
The short of it is that it worked
Didn't run into as many popups either, just one i think
likely related to non-test version as you indicated
ok, thx. now could u try a version from 1-2 weeks ago?
sure
Release (Build 272)
sufficient?
maybe Release (Build 281) is closer to "1-2 weeks ago" i will start there
Release (Build 281) works. Had some hiccups getting it to run at first but it works fine after being patient in the game menu dismissing the reshade tutorial request, not sure I had ran into that before but I'm sure swapping out reshade versions and deleting the ini's for this testing process is to blame.
But yeah, it works.
@uneven gale i'm assuming u didn't make any changes that could affect depth buffer stuff in general?
@warm mural could you test this?
seems like it broke when we merged bloom and GTAO
probably some depth buffer thing, a dirty DX state or something
did u try disabling gtao
and bloom etc?
in the newest builds
I tested the functionality yes, but not with "smart vision". Slapping in the latest and trying it out now
I used test version of the latest; It's SMAA
no I haven't made many changes to core.hpp at all.
Not sure if this would be helpful but here it is. Not sure what the uv mirror errors/shader compilation errors are or if they matter
Will look into it.
This is on the latest GitHub build and the latest ReShade build. Smart vision level 1.
.
Well dang! I mean, I was pretty thorough yesterday and the behavior went from 1/0 when flipping SMAA on the latest..
I’ll re retest.
Thank you all for the time and effort spent on this
Not sure why the capture got dark when the game loaded in since its not like that during play, not too worried about it as this should adequately show the behavior I'm experiencing.
inb4, "Ohhh you have AMD" 😉
Bonus: This shows off some of the popup flurry that seems to be mitigated by half by not running a test version and having SpecialK disable other api functionality.
also the test version might be more broken
and can SpecialK make things worse
Just tried without SK active and... it works. SK hasn't let me down too often so apologies for not testing that first. It's a core item imo for modern systems running DXHRDC. re: frame pacing/fps limiter stuff to prevent jank and stutter. It's also a vehicle for injecting 4k textures.
It would also seem the "unhappy alliance" of SK/Luma in this instance, is what produces the popups on the back half. The front 2-3 still exist on their own, in the test version at least.
Perhaps this can be remedied by having SK launch the reshade dll at a different priority.. that would be nice.
More tinkering to be done then, as I'm not willing to sacrifice the benefits of SK just yet.
ymmv with SK, I remember having that issue with black screen in FF7 actually when using SK. sometimes it would work if I relaunched the game. But it's a race condition somewhere, good luck getting it to work.
Race condition that’s the word I was looking for! Totally understand if this is where support ends. But I do look forward to a time where SK and Luma are a happy family, or at least colleagues. If it gets solved it will be posted here- thanks everyone.
Ah, now I remember why I'm so attached to the test version. Game wont load a save and sits at black screen like in the video until I close down the popups but the non-test version doesn't give these popups so I can't close them and allow the game to load with SK.
Game will not load a save until this popup has been dismissed.
this pop up shows up in the non test version?
Too much testing in single session has led to things getting a bit messy and some non-repeatable results. The non-test version was not loading saves so that error is from going back to the test version. I was able to resolve that issue.
I'm trying slow down and provide the most accurate information I can now, for everyone's benefit. I was admittedly being pulled in a few too many directions and my accounts were not concise.
I've gone back, clean slate, full restarts, verified 3 times to ensure repeatability and can confirm the following to be true:
This is all I'm able to do for the matter unless specifically directed, I'm afraid.
delete notification, delete notification, dele-- wait a moment...!
Last commit: Luma: Add Deus Ex: Mankind Divided project
🕵️
YES PLEASE
Would love to revisit Mankind Divided hopefully with DLAA as the in built TAA is absolute dogwater
What method would be used to inject or otherwise implement FSR/DLSS though?
A sizeable chunk of the luma mods here add DLSS/DLAA as well as HDR, so hopefully they can pull it off
Interesting! I was not aware luma had solved what optiscaler had not.
Could you recommend a title so I could learn more about it?
I've tried out Prey and the general UE4 mod so far, works great -though the UE mod can vary from game to game
Nice, Prey is great so that’s a fine place to begun to explore this technique. Thanks
yeah your choice is either TAA or MSAA on a deferred engine and you explode your framerate 
Just fired up the latest for Mankind Divided but its very bright/washed out ( i use SDR). Is there a way this can be resolved?