#โœ…Luma: Unreal Engine

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topaz belfry
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For now it only supports scree percent exactly 100%

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I'll fix it for arbitrary render resolutions later

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So it's a little bit like the Nunu game. I need to get one of those games to figure out why that happens.

rancid pine
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funny thing is kof xv is the only game I can think of that supports RT but not TAA

topaz belfry
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What a weird choice for a fighting game

viral prism
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algo 1 disables it yes. idk why you'd need it though

rancid pine
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regarding UE5 support: Fatal Fury City of the Wolves is able to get it "working" when set to TAA instead of TSR, but is super jittery and ghosty

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TSR/TAA/DLAA CNN/ DLAA Transformer

topaz belfry
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good to know

viral prism
topaz belfry
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Nunu also has TSR? so maybe they changed TAA implementation a bit after adding TSR

viral prism
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ue5 has support for tsr out of the box i think

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but no they dont let you enable it normally. they make you stay with TAA if only using the game's graphics menu

topaz belfry
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TSR looks like a competent anti aliasing luckily, so these games are not suffering that terrible in terms of quality

viral prism
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upgraded to ue5 last minute maybe. they dont use lumen or nanite or anything like that.

topaz belfry
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I guess that would make sense

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I gotta check UE5 taa source in github

polar grove
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Works in Guilty Gear Strive and Ace Combat 7 with engine.ini tweaks. AC7 was already on the wiki but doesn't need as many engine.ini lines as the issue post had

heavy terrace
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First time writing here, but long time lurker, so first things first... you guys are doing an amazing job RenoDX and Luma are genuine gamechangers, so thanks for the effort. ๐Ÿ˜„

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[SystemSettings]
r.DefaultFeature.AntiAliasing=2
r.PostProcessAAQuality=6

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one of my beloved games worked right out of the box: DRAGON QUEST XI: Echoes of an Elusive Age (not the S version, the original)

turbid plank
modest crag
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dx12 support at some point? ๐Ÿ‘‰ ๐Ÿ‘ˆ

marsh quail
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^

topaz belfry
topaz belfry
magic cosmos
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hey guys, would there be an unreal x32 version of luma? I found an unreal 4 dx11 game, but it is x32.

magic cosmos
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Price

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937

โ–ถ Play video
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latest version of luma is giving this error in all games when I close it

quartz shell
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Does DLAA work in batman Arkham knight?

topaz belfry
quartz shell
topaz belfry
quartz shell
quartz shell
topaz belfry
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so it would have to be a per-game project

quartz shell
topaz belfry
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it's on the list of planned games, but no ETA on that.

quartz shell
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Or maybe in the future, you can make a mod that can add DLAA in any game where there is TAA?

small hemlock
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wouldn't be possible to make it generic

topaz belfry
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yeah would be impossible, too many engine specific details

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every engine encodes motion vectors differently, some have inverted depth, some don't even jitter the image when doing TAA

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too many variables.

quartz shell
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Good luck, and thanks a lot for the mod.

magic cosmos
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remnant from the ashes, th awesome adventures of captain spirit and destroy all humans! carnage clone working
note: destroy all humans! clone carnage doesn't seem to work ingame, at least not in local split screen, where I tested, presumably base games 1 and 2 should work fine.

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If anyone can confirm if it works online that would be great.

red heath
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year split screen support is not in yet, might never come as it';s just a couple games.

magic cosmos
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This error happens with the latest version of Luma, but the game doesn't crash

magic cosmos
topaz belfry
magic cosmos
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yes

topaz belfry
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Ah it's not an issue. I will probably remove this assertion next release.

red heath
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all UE4 games can be there

marsh quail
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Figured it was because split screen is uncommon and probably not super supported in UE as a whole

magic cosmos
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Does anyone have split fiction and can use optscaler to switch to dlss? because it has fsr 3.1, I think that if it works, having a split screen is not the problem for dlss, right?

marsh quail
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fsr3 > dlss via opti most likely works, but it may have required custom code from Hazelight to make fsr work in the first place

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and that's why Luma doesn't work currently in It Takes Two

marsh quail
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yup

magic cosmos
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But that's why luma doesn't work yet, but my question was if dlss works well in split screen, wouldn't it be the problem that other games aren't working

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destroy all humans! clone carnage doesn't seem to work ingame, but on the menu and lobby yes

stiff gorge
hybrid hazel
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DLAA mod doesnt work in Days Gone ๐Ÿ™

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ity does detect TAA shader though

red heath
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heavily customized engine

rancid pine
topaz belfry
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You can try disabling in game taa and try forcing ue taa somehow

topaz belfry
viral prism
red heath
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FSR 3 incoming too

viral prism
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that must be the work of Maple ๐Ÿ˜„

red heath
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just implemented it

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needs a couple lines of code to hook it up to UE

uneven flare
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this has no capability to do hdr yet, right?

polar grove
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Forgive Me Father works but also has a similar issue where enabling DLAA causes VRAM (and RAM) to fill up immediately and massively stutter. Disabling DLAA returns performance to normal

viral prism
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@polar grove can you repro with this build? #1429954416781557872 message

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i went back to bramble and it seems fine so far.

topaz belfry
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so new builds have some memory leak issue?

polar grove
hybrid hazel
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Is the TAA to DLSS mod forcing some kind of hdr? because it messes up with the games brightness and i have to max it out from the games settings in order to look correct.

topaz belfry
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Latest build shouldn't have gamma issues or force any type of hdr

hybrid hazel
hybrid hazel
marsh quail
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it's not the latest build (the wiki link targets an older version)

topaz belfry
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Would say maybe stick to version 189 and see if the memory leak issue is not present

magic cosmos
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last build of luma is giving this bug in the vanishing of ethan carter redux, previous builds don't give this bug, still no success in getting it to work dlaa

red heath
magic cosmos
red heath
magic cosmos
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no bug in Build 197

red heath
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it's probably the device upgrade messing up the depth or something

magic cosmos
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Supreland is a curious case, it has native DLSS, 2. something and with DLSS Swapper you can exchange it for the new versions, but what would be its DLAA is in an internal resolution of 1114x627, but using Luma DLAA works much better

red heath
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it could also be they had messed the DLSS implementation.

magic cosmos
topaz belfry
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I remember when we first added that upgrade feature it broke FF7, think you added it globally initially and then changed it to prey only.

magic cosmos
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Excuse my ignorance, but I have a question for the devs: will it be possible to use motion blur or DoF for DLSS? Because, for example, PureDark used motion blur in Elden Ring to use DLSS, so games like Unreal Engine 3 would also work, right?

marsh quail
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Very likely possible, not easily feasible in a generic manner

magic cosmos
topaz belfry
red heath
magic cosmos
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Close to the sun, Just die already,Kid a mnesia exhibition, Layers od fear 2, maneater, Mothergunship, Relicta, Ruiner, Shenmue3, Supraland working, ABZU, Aven Colony, Daemon x Machina, The Vanishing Ethan Carter Redux unsuccessful in working.

topaz belfry
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would be nice to compile the engine version of the games that aren't working

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may help narrow down issues to some engine version hopefully

red heath
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whether they work on not

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usually it's in the file properties of the game's exe

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right click, properties/info

red heath
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@topaz belfry submitted a fix, the lod bias wasn't working, so it still wasn't as crisp as it should have been

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also, FSR 3 is now working. I tried it in Ashen.

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Looks quite better than native TAA.

red heath
topaz belfry
heavy terrace
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In Kingdom hearts 3 i am getting this behaviour:

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I used TXAA Ingame

[SystemSettings]
r.DefaultFeature.AntiAliasing=2
r.AntiAliasingMethod=2

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i am using build 201

visual forge
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@topaz belfry disabling sharpening from ini dont effect dlss right ?

topaz belfry
heavy terrace
magic cosmos
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Life is Strange 2, Redeemer, Snake Pass and Steel Rats, working

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and the ones I found were unreal versions, I already put them on the wiki.

modest crag
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snake pass had cool physics

magic cosmos
magic cosmos
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@red heath any chance of having a luma for cry engine?, are there any games I want to try or does prey work?

red heath
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there's like 5-10 CryEngine games

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not worth it

magic cosmos
void hull
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I only know about the Crysis games, that one Rome game and the Homefront sequel

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Oh wait and Prey ofc

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Well Prey 2017 because we also have the original Prey which I've no idea what that is on

visual forge
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Life is Strange: True Colors - dx11 upscaling not working

viral prism
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check if ingame aa is "very high" or "cinematic" btw

viral prism
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so it works on 189 but not the latest version, and rtss seems to be breaking 189 as well

viral prism
heavy terrace
topaz belfry
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When you say not working what do you mean?

visual forge
topaz belfry
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Missing dlss dll if it's not showing the option there

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Can you take a screenshot of the folder?

visual forge
visual forge
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As long as resources are not upgraded, renodx ue is compatible with luma ue

red heath
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soon we'll have our own HDR anyway

viral prism
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man of medan is certainly an interesting game

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needs pillarbox removal mod, taa upsampling disabled, and it still looks half broken ๐Ÿ˜„

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taa vs dlss

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looking good

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the lighting doesnt change either when using dlss like before

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@topaz belfry โœ… or ๐Ÿšง ?

topaz belfry
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If they have visual issues and not a direct upgrade to TAA

viral prism
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the 2nd batch of shots look good

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for the first one i used a different pillarbox mod (UUU) which caused the broken visuals

topaz belfry
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Oh then you can do โœ…

magic cosmos
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If anyone can see the daemon x machina, I put it as no, but when the game opens, the dlss hud flashes a few times

topaz belfry
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I don't own it sadly

magic cosmos
topaz belfry
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I don't have epic. Always forget to claim their games anyways

viral prism
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im messing with it atm, no dice so far

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good background soundtrack cant complain

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they use 1 sample for TAA so it always looks bad... jap devs lol

topaz belfry
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well you can set TAASamples with engine variables at least

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how did you get it to work?

viral prism
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might need to make a pak mod that overrides defaultscalability with the custom values

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r.DefaultFeature.AntiAliasing=2 r.PostProcessAAQuality=4 r.TemporalAASamples=4
this should be enough

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taa samples = 1 (default) was why dlss was never working

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set above 1 and it works

topaz belfry
red heath
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in general

visual forge
red heath
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the more the better usually

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more sub pixel accuracy

visual forge
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this is my ini setting
[SystemSettings]
r.SceneColorFringeQuality=0
r.MaxAnisotropy=16
r.Tonemapper.Sharpen=0.0
r.TemporalAASamples=16

1st question: so dlss transformer add sharpening or should i add rcas sharpening.
2nd question: does fog affected by transformer model in dlaa also ?

red heath
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yes transformer + fog -> RIP

viral prism
red heath
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these are literally the only things that don't get properly reconstructed

topaz belfry
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yeah a fence or some thin non transparent object is probably better

stiff gorge
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With the rare exception, Preset K volumetrics look so bad in UE games, that Preset J, with its worse looking foliage, is the better trade-off imo

stiff gorge
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Indeed. NVIDIA still has a lot of work to do training the transformer model with more reference volumetrics.

magic cosmos
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in Sherwood Extreme I found the same thing that happens in daemon x machina, it shows dlss active when launching the game, but then it is no longer there, neither in the menu nor ingame,

topaz belfry
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Gets disabled in the menu too?

magic cosmos
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yes

topaz belfry
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Now I'm curious. Very weird.

magic cosmos
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Something curious I saw, if I add the line r.MaxAnisotropy=16 it changes the trees in the background when I leave SR at none and TN.

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and latest build of luma with graphical bug in ethen

topaz belfry
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Probably due to fsr3, we should disable it until we get it fixed properly

magic cosmos
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It must be a lot for you, but it wouldn't be possible to use a flag for games with bugs?, so you wouldn't need to disable it globally.

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the gunk for example is working very well with fsr 3

red heath
red heath
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not merged yet.

red heath
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and how do particles look?

topaz belfry
red heath
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@magic cosmos @viral prism would you be able to capture a 1080p screenshot of a game running with the original TAA and the Luma DLAA, where it shows a big difference?
I'd like to use it to upload an announcement on Reddit.
Thx

red heath
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but this scene is a bit too dark, lacks in interesting objects and is just boring to look at ๐Ÿ˜„

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i need a glorious couple announcment pics

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like this one is pretty good

magic cosmos
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ok, I see a better one here

magic cosmos
red heath
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how about showing the village on the other side?

magic cosmos
red heath
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damn the difference it makes at 1080p is insane.

magic cosmos
red heath
# magic cosmos I think discord reduces the quality a little

do you have:

  • The Ascent
  • Rime
  • Stray
  • Scorn
  • System Shock (2023)
  • Kingdom Hearts III
  • Hellblade: Senua's Sacrifice (remastered)
  • Observer: System Redux
  • Biomutant
  • Blair Witch
  • Darksiders 3
  • Layers of Fear 2
  • Crash Bandicoot 4: It's About Time
  • Life is Strange 2
  • Mutant Year Zero: Road to Eden
  • Vampyr
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i think these would be some great games to show comparisons

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in particular the ones in bold

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if u could bother snapshitting a few ๐Ÿ™

magic cosmos
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Hellblade: Senua's Sacrifice (remastered),Darksiders 3,Layers of Fear 2,Life is Strange 2,Blair Witch,Mutant Year Zero: Road to Eden,Vampyr,Rime, I have this, but I would have to download them

marsh quail
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Hellblade 1 has DLSS though
can probably force dlaa with nvapp/profile inspector

viral prism
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screenshots are lame so i did a quick recording

red heath
viral prism
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reddit compresses shots anyway

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especially the first one in an album

red heath
viral prism
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doesnt it allow video uploads?

red heath
red heath
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users can scroll the images at their own pace and zoom in etc

viral prism
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stills paint the wrong picture imo

viral prism
magic cosmos
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here are some images, rime, it doesn't work, hellblade and the ascent have dlss, it's version 2, I couldn't get it over with nvidia app, but it was possible to force it with dlss tweaks the dlaa, but dx11 works the luma too

magic cosmos
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the ascent is another curious case, with luma, some things change in the scene, upon a certain brightness they come into existence with dlaa, however hud is not shown, but it is working, with the taa lines in engine.ini, the hud appears.

topaz belfry
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Black magic

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Nobody can understand what some people do with UE

viral prism
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does this look normal? [taken in motion]

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im also not really seeing improvement from dlss in general in this game

red heath
red heath
red heath
viral prism
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tried to match the angle as best as i could. one's with luma completely disabled, and the other is with luma enabled and dlss k

viral prism
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basically requires playing with it disabled

topaz belfry
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That is weird, shouldn't affect motion blur at all

magic cosmos
magic cosmos
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This glow only appears when it is active.

topaz belfry
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Probably auto exposure issues

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If you have debug dll you can try turning it off

magic cosmos
viral prism
magic cosmos
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thanks

magic cosmos
toxic harness
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Has anyone checked out Werewolf: The Apocalypse - Earthblood?? Does dlaa work there?

magic cosmos
# tepid sierra the diff here is quite crazy

yes, it looks very good, the dlaa 310.4 loses a little bit of sharpness compared to the 310.3, but it gains better anti-aliasing, but I took these images with a standard that is in luma.

magic cosmos
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and more that I already posted on the wiki

surreal nimbus
red heath
toxic harness
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Let's all ask Musa to take up dlss in arkham

obsidian gale
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Ask him with monies

plain tulip
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what does arkham knight even use for AA?

plain tulip
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oh nice

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was fully expecting fxaa or something

red heath
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yeah temporal SMAA is jittered

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it's what Prey used too

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so it can be replaced with DLSS

stiff gorge
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Since Arkham Knight only uses SMAA T1x, which includes subpixel jittering but doesnโ€™t use motion vectors, wouldnโ€™t that make it incompatible with DLSS injection? Itโ€™s still essentially a single-frame post-process AA, no?

topaz belfry
stiff gorge
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Sure, the UE 3.5 motion blur shader makes use of a velocity buffer calculated from camera and (some) object transforms, but they probably have scaling, bias, and directionality that's not well suited for temporal reconstruction.

red heath
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usually motion vectors are calculated raw, and then scaled for motion blur

stiff gorge
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Fair enough.

red heath
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it was accumulating over time

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but not properly

stiff gorge
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Prey has T2X too.

red heath
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but i think it was using motion vectors

stiff gorge
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The use of motion vectors is the major delineating difference between T1X and T2X.

red heath
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if there's no MVs?

stiff gorge
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It's not really "Temporal SMAA" as PCGW suggests. In fact, follow the source cited from the PCGW page and it's a fucking Steam community post from some random dude.

visual forge
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As far as I remember, it's SMAA, which was called inferior compared to reshade smaa

stiff gorge
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lol, fake news on PCGW. It's literally just FXAA.

visual forge
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Hmm

red heath
stiff gorge
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That's the decompiled UnrealScript from Arkham Knight's Engine package. What you're seeing is the different defined symbolics for every anti-aliasing type possible.

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tbf, perhaps PostProcessAA_MAX is some awesome temporal SMAA. I dunno.

red heath
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go on any steam forum, and guess who you find...

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seems like there's no TAA yeah

stiff gorge
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lmfao. Kal has been fighting a war of attrition with the r/FuckTAA neo-luddites for a decade.

paper wharf
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DLSS yes

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DLAA no

storm forge
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He does kinda hate DLAA as well in some games catkek

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Kinda weird he hasn't embraced OptiScaler for its Output Scaling feature, that's something he'd love using with DLAA, everything would be sharper and cleaner

tepid sierra
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i dont even get the fuck taa people, ah yes lemme have crazy shimmering everywhere instead

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i will take a slight blur for a stable image any day of the week

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like in this, anything except TSR and TAA looks absolutely atrocious to me

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this is probably a bit of a worse case/hyperbole with UE5 but still, gets the point across as to whats bothering me about the traditional AA methods

stiff gorge
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A LOT of them are 1080p gamers, still rocking a 1080 Ti or an AMD GPU.

But I hear you. I replayed Arkham Knight and was so distracted by the extreme specular aliasing, even on my 4K TV. I would gladly trade off the "visual clarity" for a blurrier option.

paper wharf
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If the devs were not slopping about

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you wouldnt have shimmering

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and we would all be using kino MSAA

tepid sierra
stiff gorge
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God, the evangelizing about MSAA is the worst, as if it was some fucking panacea that solved world hunger.

tepid sierra
paper wharf
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but then evil bigGPU took it away from us

paper wharf
tepid sierra
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?

paper wharf
#

I am shitposting

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but devils adovcate

stiff gorge
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Sarcasm detected

tepid sierra
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ah

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thought bros serious

paper wharf
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shitpost aside

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The point kinda stands

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What causes the shimmering in the first place

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Typically an abuse of material authoring

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a lot of that you cant solve

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or you could but it would be giga expensive

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It is just eaiser to use a temporal AA method

tepid sierra
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i mean.. i wouldnt say that. its just a side effect of how detailed a game is nowadays.. grass for example how tf are you gonna make that not shimmer when you have very fine grass

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msaa certainly doesnt fully fix that

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only at very high settings that are bonkers intensive

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like sure grass looks great at 4k and 4x or 8x msaa

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#comparison #antialiasing #gaming #taa #msaa

Ever wonder why modern games look so blurry? Your antialiasing, TAA, short for Temporal Antialiasing, basically blurs the entire picture at motion to hide the jaggies. This also causes smearing / ghosting. All upscalers suffer from this as a result. MSAA does not have this problem but due to renderi...

โ–ถ Play video
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for example the rdr2 clips with msaa

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i very much prefer taa

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even though the taa is dogshit

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kek

paper wharf
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Just pick up a 4K OLED

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problem solved

tepid sierra
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dont you have to mod DOS2 or watch anime instead of shitposting

paper wharf
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On to complaining about RT/PT caused ghosting

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Back in my day

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we had baked lighting

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perfection

tepid sierra
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MSAA dont do any good for denoising that shit either

tepid sierra
paper wharf
tepid sierra
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yeah xd

paper wharf
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kek

paper wharf
tepid sierra
paper wharf
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NOOO you dont understand we need RTGI for this linear horrorslop walking sim

tepid sierra
#

xd

turbid plank
# magic cosmos Does anyone have split fiction and can use optscaler to switch to dlss? because ...

Not sure if that's still relevant for you but wanted to chime in. Dlss doesn't support dynamic output resolution, and this game changed output res a lot during transitions. This makes Opti have to reinit dlss/xess/fsr2 every frame during transitions which is super slow and effectively unplayable.

There would be ways to workaround it but it's a lot of work and messy code for just a single game. Tho I did try an easier solution and the novideo driver was not happy

quaint python
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I remember the rumors of the Switch 2's dlss supporting dynamic output resolutions lol

magic cosmos
turbid plank
turbid plank
magic cosmos
turbid plank
#

FSR 3.1 does support dynamic output res so that's probably why they only have fsr in split fiction.

magic cosmos
storm forge
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Fake ain't talking about DRS though, but DOS if you were to use an acronym

turbid plank
#

The usual dynamic res scaling refers to input buffers, aka what an upscaler gets from the game.
Split fiction changes output buffers, most upscalers need a full reinit to change those

magic cosmos
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ok, you may be right, but the point was just to know if because it is split screen the reason why luma is not working in destroy all humans.

turbid ingot
#

Dragon Quest I and II HD-2D Remake
create shortcut - properties - add -dx11

engine.ini:
[SystemSettings]
r.DefaultFeature.AntiAliasing=2
r.PostProcessAAQuality=6
r.TemporalAASamples=2

an error will popup after you open it even with -dx11 in shortcut.exe but it will work, just leave it and don't click OK, wait for the game to actually open and play.

topaz belfry
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Oh wow this game has taa? Does it look good with DLAA?

marsh quail
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only FXAA in the options according to pcgw

topaz belfry
#

I'm finally back home, can start working on this again.

turbid ingot
turbid ingot
#

Crisis Core Final Fantasy VII Reunion
Settings: All High

untold crow
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does anyone have github link or instructions faq of this? nothing is pinned ๐Ÿ™ ok got it on dev feed ๐Ÿ˜„

red heath
#

@topaz belfry maybe we should make a wiki page to describe what this mod does

untold crow
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Wartorn seems to work? although some thing in game doesnt work coz i get more fps when i force dx11. anti aliasing cinematic

red heath
untold crow
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ye it just looks bad the grass man, they even have some "painterly effect" this is how it looks with it

topaz belfry
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Oh wait that's actually how the game is supposed to look? I thought Luma was breaking it.

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๐Ÿ’€

untold crow
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not the same settings but its without modding painterly off on. ye it looks bad ue game exe is 5.6.1 so i guess thats ue version

topaz belfry
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Why does it look so... Blue?

untold crow
#

ask devs ๐Ÿ˜„ could be coz i had this units choosen but if i hadnt on previous screens it looked simillar

topaz belfry
#

New version fixes

- FSR3 image quality improvements due to missing/incorrect motion vectors
- Added toggle for Auto-Exposure setting (may be better off in some games with excessive flicker)
toxic harness
topaz belfry
toxic harness
turbid ingot
#

any roadmap for this project?

untold crow
#

@topaz belfry fsr3 should work before this update? When i was testing Wartorn when i changed to fsr3 it was crashing the game. No point trying to fix it coz game looks like shit anyways.

topaz belfry
topaz belfry
topaz belfry
plain tulip
#

will dx12 be just for the ue addon or luma in general?

topaz belfry
#

both

#

dx12 sm5 games probably not too terrible, sm6 will be a challenge for sure.

balmy bobcat
#

will be a very good day when we have DLSS + HDR at same time

#

@topaz belfry how come your ff7 remake mod works with HDR but not the unreal engine mod

#

also im happy to report that w/e you did in the 2.0 build fixed the smearing i had

#

though ive got a weird issue, when i use clouds attack (left mouse click, the game severely stutters)

#

only happens with DLSS transformer

topaz belfry
balmy bobcat
#

happens in combat too, im just playing early in 1st chapter

topaz belfry
#

I'll try it out see if I can replicate

balmy bobcat
#

happens with CNN too actually

#

idk if its cuz im combining so many things, ive got your mod, then renodx, and lyalls

topaz belfry
#

Are you using the ff7 mod with reno or the UE mod with reno?

balmy bobcat
#

ff7 mod

#

whatever you published today on nexus

topaz belfry
#

If it's the ff7 one the issue is probably that both Luma and Reno modify the swap chain. Bound to have conflicts.

balmy bobcat
#

lemme try without reno real quick

#

good and bad news is that it still happens

#

bad news it also happens without lyalls

topaz belfry
#

๐Ÿค”Let me figure it out. Must be a new issue then, right?

topaz belfry
#

Which means its probably fsr3

topaz belfry
balmy bobcat
topaz belfry
# balmy bobcat Rtss

going to take me a bit to figure this one out, doesn't happen in debug mode ๐Ÿ˜ญ

topaz belfry
lethal trench
#

(kingdom hearts 1 to dream drop distance)

topaz belfry
#

Are those custom engines?

marsh quail
#

only kh3 is unreal

balmy bobcat
topaz belfry
balmy bobcat
#

lighting and shaders or something area all screwed up

#

and dlss wont come on either

#

happens with unreal test build and the ff7 nexus download

topaz belfry
#

are you using SK by any chance?

balmy bobcat
#

if i take everything out but luma, it looks liek this

#

and super stutters in game though dlss works now

#

turning of dlss fixes the super stutter

topaz belfry
topaz belfry
#

oh this is the UE4 generic not the FF7 addon, the issue is just that the swapchain is not upgraded and there is a mismatch. You need renodx to fix that with the generic addon.

balmy bobcat
#

and super weird shit is happening

topaz belfry
#

guess it is just not compatible huh, did you try the ff7 addon test build?

#

if not I will send you a locally compiled build to try

balmy bobcat
#

i wonder if its because i have ultrawide

#

im using lyalls fix, but the luma addons still broken when i dont use lyalls fix

balmy bobcat
#

@topaz belfry it works without stutters

#

i still need to test with renodx forcing hdr

#

got this error on boot

#

hitting okay the game still loaded

#

no stutter!

#

so wtf is the difference between the one on nexus and the test

topaz belfry
topaz belfry
topaz belfry
# balmy bobcat

It's an assertion you, was probably there already but they don't show in non test builds.

balmy bobcat
#

is it safe to disable generic depth and effect runtime sync

#

i always run those off but now i reset my ini

#

its working perfect now as far as i can tell, i even have the display commander working with it too now

#

so im using Luma + Renodx + DC + Lyalls

#

did a combat without a hitch

topaz belfry
#

Nice

lethal trench
#

0.2 and 3 are on unreal

blazing trout
#

Hello everyone ๐Ÿ‘‹ I'm wondering if this could potentially work on heavily modified UE3 engine in the distant future.
I'm talking about MK11 (2019). That game has DX11 and DX12 exes.

#

It already has HDR, but what would do wonders for image quality would be DLSS injection to replace native TAA.

#

As that game's TAA archives stable image but at the cost of some slight TAA blur.

#

I've tried to test it with the generic UE version of Luma mod but it doesn't work - the game boots up but Luma options are not changing anything.

topaz belfry
#

Yeah if it's not the default UE4/5 TAA this will never work. A separate mod will have to be built for a game like that.

faint canopy
#

Doesn't seem to work for sonic racing crossworlds.

topaz belfry
#

Did you try forcing taa through engine variables?

toxic harness
toxic harness
topaz belfry
#

has anyone tried granblue fantasy relink by any chance?

viral prism
topaz belfry
viral prism
#

no it doesnt soyjak_crying

topaz belfry
surreal mulch
#

Might I ask whatโ€™s the difference between Luma and regular RenoDX?

Luma adds HDR and Reno improves it in games that already have it?

topaz belfry
#

Luma adds DLSS, the Renodx unreal engine plugin adds HDR

surreal mulch
#

OH ok lol, I got confused cause it said the Adding HDR feature was WIP

topaz belfry
#

We will be adding HDR for Luma as well.

#

And other features like upgrading ambient occlusion to GTAO

surreal mulch
#

Cool!

turbid ingot
topaz belfry
stiff gorge
#

\

stiff gorge
#

courtesy of my dog in the middle of the night

storm forge
#

Finally got to try Luma in Redout2 but it's a super weird one :

  • As screenshots show, DLAA loses SSR and some other stuff when native TAA(U) has it all (same with FSR3 btw)
  • if I delete my [SystemSettings] tweaks in engine.ini (attached), then only native TAA will work (either DLAA or FSR3 will have a frozen/bugged image when getting to start actual gameplay (but HUD is still working)
#

(Sorry for the washed out shots, NVapp didn't produce JXRs for whatever reason)

topaz belfry
#

How many games have taau and not dlss? Might be interesting to do a version that works of off TAAU

storm forge
#

@viral prism , please enlighten Izueh, I don't know UE stuff enough to give a real constructive answer

magic cosmos
storm forge
#

But I assume no UE4 games have TAAU vanilla without forcing it via that algo1 cvar

storm forge
magic cosmos
#

oh yes, I've never seen it save in this format

storm forge
topaz belfry
storm forge
#

With the [System.Settings] cvars, it works but loses SSR & stuff

magic cosmos
#

about Redout2, I tested it on the wiki, and I didn't notice if it lost SSR, but some games do have this type of problem, the ascent, for example, has a different brightness in the materials and shadows when you activate dlaa

storm forge
#

Without those cvars, it doesn't work (frozen/broken)

storm forge
#

But vanilla DLSS is fine enough thankfully

storm forge
#

Weird devs having only implemented TAA & XeSS... Like why vanish

magic cosmos
storm forge
#

Nope

#

No depth inputs

#

=> Black screen

#

They did their UE XeSS plugin weird

magic cosmos
#

It may be specific to the game, this problem, smooth motion gets a black screen in edf 4.1, it works in others

storm forge
#

No it's the unreal engine XeSS plugin

#

It's common to all UE games XeSS

#

Only FSR4 can cope with XeSS inputs in those games

#

But I'm on Ampere so no FSR4, tried the int8 DLL as well to no avail unfortunately

magic cosmos
#

Which game has this problem?

storm forge
#

All UE games

magic cosmos
#

according to the optscaler wiki you have to add these tweaks Enable OutputScaling and XeFG
Edit Engine.ini and add

[SystemSettings]
r.NGX.DLSS.DilateMotionVectors=0
r.Streamline.DilateMotionVectors=0

storm forge
#

Unrelated

#

That's for XeFG

#

We're talking upscaling

magic cosmos
#

yes, it says there for Enable OutputScaling and XeFG

storm forge
#

XeSS to FSR<4 or DLSS in UE games can't be done because of how the XeSS plugin is done for UE : now depth data, which both DLSS and FSR need to be able work

magic cosmos
storm forge
#

Again, FSR4 is the only one able to cope with it

#

DLSS or pre 4 FSR can't

topaz belfry
#

also does anyone know some other UE game that has SSAO?

storm forge
#

@viral prism likely knows a bunch of them (where are you, man ?)

topaz belfry
#

using jedi survivor and ff7 for now

#

trying to port the gtao implementation from ff7 to the generic mod

#

this might not be a good sample, seems like Jedi Survivor uses HBAO or GTAO already and not the default SSAO

deft sun
#

Pretty sure most UE4 games use SSAO
They gotta have those contact shadows somehow without real time GI

topaz belfry
#

yeah I found them shader in darksiders 3 now

#

darksiders 3 also uses the newer better AO from UE4, need older games. Happy we had @viral prism put engine version on the wiki

viral prism
#

i didnt put anything ๐Ÿ˜„

#

well at least for the games i tested i think

topaz belfry
#

oh well thanks to whomever did it

viral prism
#

the makeover with the new tab with all engine versions was done by someone else

topaz belfry
#

vampyr seems like a good candidate by engine version

viral prism
#

all games from 4.24 and onwards will have toggle between ssao/gtao

#

all older have ssao

#

r.DefaultFeature.AmbientOcclusion 0/1

topaz belfry
#

maybe I got unlucky and the ones I tested did custom, seems like they had HBAO or something similar. Star Wars Jedi and Darksiders 3 didn't have the same SSAO that ff7 had

topaz belfry
viral prism
#

nah thats correct, but jedi is ssao only - just showing comparison for reference

viral prism
topaz belfry
viral prism
#

<#1429954416781557872 message>

#

breaks graphics otherwise

topaz belfry
#

I see

magic cosmos
deft sun
#

They reworked the engine a lot

worldly hearth
#

Yes same goes for Rebirth

#

Itโ€™s a custom version of UE4

jaunty belfry
#

I get tons of jittering on the world models with the upscaling mods

jaunty belfry
#

CNN Model with preset F seems to work fine

#

really wanted to use K but I'll take this

#

cool stuff

magic cosmos
topaz belfry
magic cosmos
# red heath

Sorry, not everyone is a native English speaker.

topaz belfry
#

It was a funny typo, how is it that pumbo had an image ready for it?

magic cosmos
plain tulip
magic cosmos
unborn hare
#

Not sure if itโ€™s just my case but for future documentation:
Dragon Ball Z: Kakarot (HD) works with DLAA in the title screen and when going in game, however when a scene change happens such as going into a cutscene, it reverts back to TAA from there. This is with DBZK_Fix which seems to be the only way for DLAA to activate in-game to begin with

topaz belfry
#

might be one of those games that resets engine variables

turbid ingot
#

has anyone tried Bravely Default II?

topaz belfry
#

Is a square hd2d game probably works just like the dragon quest games

turbid ingot
topaz belfry
#

r.DefaultFeature.AntiAliasing=2
r.PostProcessAAQuality=6
r.TemporalAASamples=16

#

did you set these?

#

also make sure to set the engine.ini to read only after as well

topaz belfry
turbid ingot
#

yes, tried that but setting engine.ini to read only is what haven't done yet

turbid ingot
topaz belfry
#

I have the game so I will check tomorrow

turbid ingot
topaz belfry
turbid ingot
#

i think no need, bravely default II uses dx11 by default

turbid ingot
obsidian gale
#

Ama guess high forces a different aa method

turbid ingot
#

when switching back from medium to high it produces this

topaz belfry
topaz belfry
turbid ingot
#

thanks @topaz belfry i'll try it now

#

it works now! with lyall mod and with your build

#

but it has this weird fps drop when entering shops or inside buildings, it actually froze and restarted my pc because it rans into problems.

#

had to use my phone to capture it

#

or maybe its just a vram issue, as you can see at the top it nearly max out my vram when compared with this without dlaa

topaz belfry
#

weird just going into any shop?

turbid ingot
#

it maxes my ram too even without lyall mod

turbid ingot
topaz belfry
turbid ingot
#

i actually switch back to to medium and same scenario

wait let me restart my pc then

#

its eating my gpu vram and ram

topaz belfry
#

a memory leak, maybe

turbid ingot
#

i think so too

#

on fsr it goes on like this medium or high settings

turbid ingot
topaz belfry
#

hmmm, can't replicate. any possible external cause?

turbid ingot
#

maybe ue4ss, but is yours working fine? if it does then maybe the problem lies within my device.

topaz belfry
#

Memory stays consistent as well

#

try deleting reshade.ini just in case

turbid ingot
#

yah, will try later
thank you again

viral prism
#

check lyall ini too

#

if u dont use 21:9 keep fov, hud, aspect settings disabled

turbid ingot
#

it works now, I deleted engine.ini so it generates a new one.

hybrid hazel
#

whats the difference between luma and luma test files on github

topaz belfry
hybrid hazel
#

how to enable dlss for mafia 3?

red heath
#

U can't.

toxic harness
toxic harness
red heath
toxic harness
red heath
toxic harness
red heath
toxic harness
red heath
topaz belfry
#

going to need a list of games with confirmed SSAO, don't have that many UE games and hav eonly found two games with SSAO and engine version < 4.24

visual forge
#

anyone ini expert for adding tsr in unreal engine 5 game

deft sun
#

Is there a UE5 game that doesn't have TSR to begin with? It's the default AA method

topaz belfry
#

found an interesting bug when combining luma and renodx, renodx upgraded some resources and causes a false positive TAA detection shader that breaks rendering.

#

Oops meant to post this here and posted it in renodx thread.

red heath
#

or well, in the order they register events

#

if u call renodx -> a_renodx.addon

#

it might work?

topaz belfry
#

will try this out later

cursive reef
#

I tried that with earlier builds but that didn't make a difference unfortunately

topaz belfry
#

did you find compatibility issues in some games with reno?

cursive reef
#

Yea, it seems like most games that require reno upgrades break if you combine it and luma

#

SMT5 was the only one I've tested where bgra8 typeless upgrades from reno worked with luma

marsh quail
#

oh i was planning on starting smtv very very soon (if i don't get what i want on Winter Sale), should load order be Reno first for upgrades then Luma?

topaz belfry
#

Guessing this would be an issue if I upgrade resources in Luma itself too

#

I should try looking for a patter in the false positives to avoid matching them.

cursive reef
#

Maybe I just got unlucky with the games I tested lol, it definitely broke clash and raincode, and some other game I can't remember

obsidian gale
#

dq3 worked for me

cursive reef
#

But @visual forge also mentioned that games with reno upgrades don't work

cursive reef
cursive reef
cursive reef
topaz belfry
obsidian gale
#

i admit i didn't go far tho

visual forge
topaz belfry
topaz belfry
#

got a potential fix, anyone mind testing in the games they had issues with?

cursive reef
cursive reef
cursive reef
#

Thx, I'll try that after work

cursive reef
#

@topaz belfry clash is still green, but not frozen

#

behaves the same if I change the load order

topaz belfry
#

progress

#

what game is this?

cursive reef
#

Clash: Artifacts of Chaos

#

setting luma back to none makes the game look completely normal again

#

rain code on the other hand now almost works

sharp panther
#

has anyone tried the mod with Half Sword and worked?

cursive reef
#

like the red carpet here

#

this doesn't go away if you swap back to none

#

load order makes no difference here either

#

oh wait

#

this is happening with reno only too

topaz belfry
#

yeah some games just break if you upgrade textures

#

I am testing clash I happen to own it

cursive reef
#

so it seems like your new fix works in rain code, nice

#

its just reno that now has an issue lol

#

wasn't there when I added support for it

cursive reef
#

everything constantly shimmers

topaz belfry
#

it's supper shimmery omg yeah

#

there is another false positive shader here.

heavy terrace
topaz belfry
#

Nice

topaz belfry
#

Have added additional checks, to avoid false positives. But gotta need help re-testing some games that already worked to make sure there aren't false negatives now

topaz belfry
#

can only test the games I own sadly

turbid ingot
#

Scarlet Nexus works so much better now, past builds causes black screen on some places.

topaz belfry
#

now need to find UE games with dithering and ssao so I can do the generic patches

topaz belfry
#

Have made some more changes, might have fixed borderlands 3. Will push a release later.

red heath
topaz belfry
topaz belfry
#

Dithering fix coming along, have managed to get it working on Aliens.

topaz belfry
magic cosmos
marsh quail
#

well nevermind it worked once i get out of the starting classroom? weird

topaz belfry
#

it's a miracle it works sometimes

obsidian gale
#

On this game

#

Tried upgades but no dice

#

Dq3 needed only one

turbid ingot
marsh quail
humble lava
#

Hi, I'm playing Jedi Fallen Order using the Luma mod and the new DLSS 4.5 (310.5.0). The Issue: It defaults to Preset K, but I am trying to force Preset M. I have tried NVIDIA App and NVIDIA Profile Inspector (Global setting), both are being ignored by the game/mod. Does anyone know if there is a specific config file I should be editing instead?

void hull
#

Could try setting a forced global override in nvidiaprofile inspector

humble lava
#

Tried it, still stuck at preset K

rich crescent
#

DLSS Swapper is another program you could use

hard flame
#

same here w/ global override and specific profile override and still can't force preset m

marsh quail
#

M with DLAA is extremely heavy so I'm not sure it's gonna be worth it either way

#

K already looks as good as it gets

paper wharf
#

Except K has doodoo voluemtrics and doesnt have the new linear colour special sauce

#

WaitTM for CES 2027 for Preset N and O with fixes to both

plain tulip
# surreal mulch Whats the color thing?

so games should do the vast majority of the rendering in linear space
the new dlss models were trained on linear space instead of log so colors, hightlights, and shadows should look more accurate

topaz belfry
plain tulip
surreal mulch
#

U think itโ€™s a positive change?

plain tulip
#

no Idea what the person who took these screenshots is running

void hull
#

Different games have different costs

#

So that makes it more difficult

void hull
topaz belfry
#

nvidia losing the recipes?

#

I am honestly kind of dissapointed at a lot of coverage regarding dlls4 and transformer models. Few bring up the obvious shortcomings.

#

I found J and K borderline unusable

void hull
#

It is probably people not being sensitive to the same issues

#

If by chance then those people covering it have are all the same in that regard than people who are sensitive to other things fall outside the boat

topaz belfry
#

like DF just said on their 4.5 analysis that model K didn't have any particular jarring weakness

#

and I'm here like...

#

also some people seem to not notice ghosting as much, doesn't mean it isn't there and an obvious flaw.

void hull
#

He usually seems fine with console image quality

#

Which I'm like???

#

So I don't really take him seriously in that regard

#

Just like his HDR takes

turbid ingot
balmy bobcat
magic cosmos
#

I am testing here the dlss 4.5 model M, it is no longer flickering in borderlands 3, but only if you replace it with the nvidia app, with luma even putting 3.10.5 it still flickers

humble lava
#

Dlss Swapper worked, and doing game profile overrides in profile inspector instead of global worked

topaz belfry
#

just pushed the update with dlss 4.5

#

should be done compiling in a bit

storm forge
#

Weird ik but it's what one of the DLSS Swapper issues opener on GitHub tells

humble lava
topaz belfry
#

should be there, no?

#

huh you are right it's missing

topaz belfry
#

should be up soon

topaz belfry
lime ridge
# topaz belfry fixed

getting a memory leak with the new UE build when I enable dlss, was fine with the previous version

humble lava
#

yep, i was about to say the same

#

Star wars jedi fallen order

topaz belfry
#

man what is wrong with github builds

#

I don't know what causes the issues with the git builds and it doesn't happen with every build either

lime ridge
topaz belfry
#

@humble lava @lime ridge guys available to test a potential fix?

lime ridge
#

sure

topaz belfry
lime ridge
#

doesn't leak but there's constant stutter and jittering

topaz belfry
#

with any preset?

#

try preset F and tell me if it's less noticeable or not there

lime ridge
#

F L M seem fine, J and K have the stuttering

topaz belfry
#

@red heath any ideas?

lime ridge
#

actually nvm L and M are stuttering

topaz belfry
humble lava
topaz belfry
#

do you also have stutter issues?

humble lava
#

no stutters

topaz belfry
#

may be game related somehow, I see the stutters in DQ3

red heath
topaz belfry
# red heath no

ok I think the issue is actually the struct compare in update setting, I think floating point inaccuracies may cause dlss to reset when it's not supposed to

lime ridge
#

nice all presets working now

#

dang the frame time cost of the new presets is much too significant for dlaa, 240 fps with K -> 140 with L, and 170 with M

#

thanks for the fix, checked a few more areas and no issues

jovial tartan
#

So because on the website it says frame generation glitches may occur, use older version.....does that mean frame generation can be injected to most of those games?

topaz belfry
# red heath inaccuracy from what

actually I am not totally sure, resolutions are in integer actually. but I was logging the struct everytime it changed and it was the same values but the memcmp failed.

#

I guess mv_scale? is the only float value

red heath
topaz belfry
red heath
topaz belfry
red heath
#

should be zeroed on allocation

topaz belfry
#

no I don't think that is true unless you run on debug mode. need to zero out with memset or = {}

#

let me test

#

nope memcmp still fails

20:04:50:092 [26604] | INFO  | [Luma] DLSS: Reinitialization #17 triggered. Settings:
  Output: 3840x2160
  Render: 3840x2160
  Dynamic Resolution: Yes
  HDR: Yes
  Inverted Depth: Yes
  MVs Jittered: No
  Auto Exposure: Yes
  MVs Scale: 1.000x, 1.000y
  Render Preset: 13
  Quality Mode: 5
20:04:50:146 [26604] | INFO  | [Luma] DLSS: Reinitialization #18 triggered. Settings:
  Output: 3840x2160
  Render: 3840x2160
  Dynamic Resolution: Yes
  HDR: Yes
  Inverted Depth: Yes
  MVs Jittered: No
  Auto Exposure: Yes
  MVs Scale: 1.000x, 1.000y
  Render Preset: 13
  Quality Mode: 5
20:05:08:836 [26604] | INFO  | [Luma] DLSS: Reinitialization #19 triggered. Settings:
  Output: 3840x2160
  Render: 3840x2160
  Dynamic Resolution: Yes
  HDR: Yes
  Inverted Depth: Yes
  MVs Jittered: No
  Auto Exposure: Yes
  MVs Scale: 1.000x, 1.000y
  Render Preset: 13
  Quality Mode: 5
20:05:08:892 [26604] | INFO  | [Luma] DLSS: Reinitialization #20 triggered. Settings:
  Output: 3840x2160
  Render: 3840x2160
  Dynamic Resolution: Yes
  HDR: Yes
  Inverted Depth: Yes
  MVs Jittered: No
  Auto Exposure: Yes
  MVs Scale: 1.000x, 1.000y
  Render Preset: 13
  Quality Mode: 5
20:05:21:837 [26604] | INFO  | [Luma] DLSS: Reinitialization #21 triggered. Settings:
  Output: 3840x2160
  Render: 3840x2160
  Dynamic Resolution: Yes
  HDR: Yes
  Inverted Depth: Yes
  MVs Jittered: No
  Auto Exposure: Yes
  MVs Scale: 1.000x, 1.000y
  Render Preset: 13
  Quality Mode: 5
20:05:21:897 [26604] | INFO  | [Luma] DLSS: Reinitialization #22 triggered. Settings:
  Output: 3840x2160
  Render: 3840x2160
  Dynamic Resolution: Yes
  HDR: Yes
  Inverted Depth: Yes
  MVs Jittered: No
  Auto Exposure: Yes
  MVs Scale: 1.000x, 1.000y
  Render Preset: 13
  Quality Mode: 5
#

mind if I just keep the overloaded equality operator I did?

#

guess I could also dump the memory and compare

marble canopy
#

Does this work in Borderlands 3? Tried it last night and it didn't seem like there was any visual difference between DLSS and FSR.

red heath
topaz belfry
topaz belfry
red heath
#

memory debug

topaz belfry
red heath
#

u don't need debug mode to scan memory

topaz belfry
# red heath memory debug
New: 000f000070080000000f000070080000010101000000803f0000803f010100000d000000
Old: 000f000070080000000f000070080000010101000000803f0000803f010000000d000000
topaz belfry
#

it was uninitialized padding on the boolean type it seems. actually doing memset(0) works even if you initialize to the struct with = {} or {0} it doesn't seem to set padding to 0.

red heath
#

thx

#

wonder if that's what messed up my just cause 3 tests

red heath
#

HDR for all UE4 DX11 games coming soon. I found a way

plain tulip
#

bruh

marsh quail
#

another billion to pumbo's kofi

#

is that gonna work with games that overly rely on sdr quirks though? ie smtvv

#

(the beam sword is supposed to be white)

red heath
marsh quail
#

buy that 10k nits qdled tv

deft sun
#

Fuck the consumer shit, get the pro mastering monitor like Vincent

#

1k nits full screen baby

red heath
#

warhammer priced

jovial tartan
broken shore
#

Hey im trying to get lumahdr and DLSS to work in kingdom hearts 3 and im not sure its working correctly any chance somebody can help me real fast ?

#

i followed this video exactly and im not sure its working.

topaz belfry
broken shore
#

Well firstly im trying to get Special K and reshade to work at the same time, but i cant, so i tried to bypass using special k and just use reshade, but now i dont know if my 4k mod for kh3's textures are being injected correcly as well as the not knowing if the DLSS mod using lumahdr is working correctly either

topaz belfry
#

if it's using SK texture replacement it won't work without SK

#

to test if luma is working you can try turning DLSS to none and see if the image changes at all

broken shore
#

Yeah i got that now, But i guess im just trying to get reshade working with special K

topaz belfry
#

do you not notice any difference?

broken shore
#

yeah i did try that and nothing changed

#

so im assuming it wasnt working.

broken shore
#

hmmm

topaz belfry
#

can you send me your reshade.log file

broken shore
#

Well i guess i can just start trying to get reshade with dlss and lumahdr to work first

#

might not even need the 4k texture mod

#

if i can get that to work lol

#

gettiung an error when i run the game saying application tried to create non direct x11 game only supports direct x 11

#

pops up twice

#

then i click continue

topaz belfry
#

does it work after?? those are warnings

broken shore
#

Trying now

#

just reinstalled everything.

#

i got that part now

#

just wish i can figure out how to inject the textures for the 4k mod

#

to make it look freaking awesoime.

topaz belfry
#

yeah wish reshade addons wouldn't conflcit with SK too

broken spruce
#

Sorry for the dumb questions: this is like the renoDX UE universal addon in the sense that make HDR works for all UE 5(?) games right? Does it support FG better compared to renoDX?

marsh quail
broken spruce
#

oh nevermind then

#

thanks

marsh quail
#

but if Luma also upgrades the sdr path in the future, it's gonna have the same limitations as reno

broken spruce
#

reno got kinda fixed by creating another addon but that addon at times makes the game crash or not launch at all so I was hoping for a different solution

topaz belfry
storm forge
#

I can't make AutoExposure be off and survive restarts in Redout2, what would be the flag to manually save in the ini ?

#

Also, since using DLSS preset = 5 to use E works (I've swapped the DLSS dll to the driver one with all presets in it), would you consider offering an extended preset selection menu one could enable through the Advanced Settings tab ?

topaz belfry
topaz belfry
storm forge
storm forge
#

Only slightly brighter though, it's nothing like presets L & M behave at all

#

Btw, FSR3 is surprisingly close to L & M for highlights brightness

topaz belfry
storm forge
#

Good call ๐Ÿ™‚

topaz belfry
storm forge
#

Yeah it's motly usefully relevant to enable it usually

#

Redout2 is just an oddball on many fronts but it's so fast paced those things I can't even notice

#

What I could notice though was my fps dropping from 120-157 (reflex cap) to 70 with M or sub 60 with L hidethepain

#

It's an Ampere peasant torture at DLAA catkek

topaz belfry
#

M doesn't scale as well with resolution

#

meant to be used in performance mode

#

so preset M DLAA just tanks performance even without mods like Luma

storm forge
#

Meh, it's diminishing returns for sure but it's worth it at any res if it can be run easily enough (Ada and newer)

#

Considering the lighting improvements, I would totally use it if I had the raw power in my GPU

topaz belfry
#

I went from 240fps using preset E DLAA 4k x 1.5 resolution in MH Rise to ~50fps with preset M

#

on a 4080

storm forge
#

Ouch ๐Ÿ˜ญ

topaz belfry
#

so I just went back to preset E

storm forge
#

Luma DLSS eta wen then catkek

#

Kidding

topaz belfry
#

eta soonโ„ข

storm forge
#

โ„ข

#

Formatting fail lol

marsh quail
topaz belfry
spiral burrow
#

Hi all, have any of you guys tried to use dlaa with the dragon quest 7 reimagined demo? i thought I could follow the DQ11S steps to get it working in 7R but that didn't work lol

topaz belfry
#

does dq7 support dx11?

spiral burrow
#

When I first launched the game I got error prompts not detecting dx11, so i used the dx11 launch argument and the game was able to load.

#

i dont know how to check if a game is dx12 or 11 once it's running though, ill have to find a way to do that

topaz belfry
#

what is then the issue?

spiral burrow
#

there probably isn't any to be honest, i just wasn't smart enough to get it to work without a detailed guide for that specific game

topaz belfry
spiral burrow
#

I'll give that a shot after work, thanks

velvet harbor
#

Just finished Jedi Fallen Order with Luma and Model M really helps with some of the missing highlights in the game, also replaying the game in HDR, DLAA, 8K shadows and increased LODs feels like a remaster despite beings the same SKU in the end

topaz belfry
#

Fallen Order is such a great game, pity the lack of optimization really.

#

at least hardware now can brute force it mostly

velvet harbor
#

I cranked everything and locked the game to 60hz and called it a day and it was ok for the most part except Kashyyyk where it had 1-2 pauses when exploring new areas

#

Here's several more with model M. Greez beard looks so good

surreal mulch
#

I so wish Survivor was more decent. Been wanting to play it but I heard terrible experiences with the pc port

inner island
#

It's ok on a very powerful pc. Like 3D v cache cpu, 16GB VRAM, stick to 1440p output resolution unless you're using a top 5 GPU.

broken spruce
#

I played Survivor with my old 6900XT. there was some stutter here and there but performance was OK

#

but I did play after years it came out

rancid pine
# topaz belfry does dq7 support dx11?

DX11 works, but the game only has FXAA by default and no engine.ini (tried creating one but doesn't work), UUU cant unlock console, UE4SS crashes on startup

topaz belfry
#

Going to have to wait for a lyall fix or something else to unlock the engine and developer console

#

Oh he made one already

#

Try it

topaz belfry
#

if someone can get it working please add the steps you took in the wiki ๐Ÿ™

rancid pine
topaz belfry
#

should be able to force TAA with that

rancid pine
topaz belfry
rancid pine
#

or at least isnt obviously broken like this

topaz belfry
#

interesting, would need to get the game to debug. probably has a false positive?

#

can you share reshade log?

rancid pine
#

and demo is only 1.8gb

topaz belfry
#

oh

#

let me get it then

rancid pine
#

keep in mind its DX12 by default, need to add -dx11 launch option

topaz belfry
rancid pine
#

make sure you set Enabled = true for cvars and change algorithm to 0 in DQ7RFix.ini

topaz belfry
#

ah was missing algorithm 0

#

think I see the issue

#

this is interesting, not sure how to deal with this but they combined the TAA and the first mip of the bloom into one compute shader.

#

so skipping TAA skips blooms

#

@red heath you added after draw callbacks, right?

red heath