#✅Luma: Unreal Engine

1 messages · Page 3 of 1

red heath
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ondrawordispatchcustom

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or something

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check the games that use it

topaz belfry
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Actually I can just run the original draw call and then dlss, forgot you added that as well.

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Just need to think a good way to know when there is more than one render target.

topaz belfry
rancid pine
topaz belfry
rancid pine
topaz belfry
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yeah I see that now, Debug mod doesn't crash for some reason.

rancid pine
topaz belfry
rancid pine
surreal mulch
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Yeah i ain’t playing at 1440p not a chance. I’m soon upgrading to a 9800x3d and paired with a 4080 could be playable I guess

topaz belfry
rancid pine
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FXAA, TAA Gen4, TAA Gen5, DLSS K

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also damn GTAO and SSGI both dont work

topaz belfry
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With forced TAA or in general?

rancid pine
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in general

topaz belfry
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pushed this fix to github

rancid pine
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shame the game has the classic UE "none of the graphics settings apply to character previews in menus" thing

jaunty belfry
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well, pretty much everything is doing that

topaz belfry
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what game is this?

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there was a similar game to this one, Song of Nunu

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only thing that helped was reducing Temporal Samples

jaunty belfry
topaz belfry
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let me check if own this

topaz belfry
jaunty belfry
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idk if it even reads Engine.ini flags

topaz belfry
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seems like you managed to force TAA if luma was running. Unless it also ran without them

jaunty belfry
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it does run without any flags

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wait

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r.TemporalAASamples=4 seems to have helped

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aHOLY SHIT

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well the bloom flicker is gone at least

topaz belfry
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game is done installing. let's see what's up.

topaz belfry
jaunty belfry
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what

topaz belfry
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one second

topaz belfry
# jaunty belfry what

can you send me your reshade log to confirm it's injecting in the same shader as me?

jaunty belfry
topaz belfry
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other than that the only difference maybe that I set this. Didn't have to override any engine variable. Also not running SK/

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so try those

jaunty belfry
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i'd be really funny if SK is causing this

topaz belfry
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did you do resource upgrade for autohdr? could be that?

jaunty belfry
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now it doesn't start without SK OMEGALUL

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wtf

topaz belfry
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😵‍💫

jaunty belfry
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lemme reboot

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HiDPI settings were the same as yours

topaz belfry
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maybe it is just not visible at higher resolutions?

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what res are you running on?

jaunty belfry
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i'm not sure what's going on, nearly all times I used Luma generated some results like this

jaunty belfry
topaz belfry
# jaunty belfry 2560x1080

maybe it's the ultra wide causing issues? would need some third person with this game to confirm. I tested at 1080p and still looks fine.

jaunty belfry
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preset M just putting my GPU through the wringer, wtf

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still a bit visible on my screen so idk

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no fucking way

jaunty belfry
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my entire desktop is cut to a 1920x1080 res but the nvidia app still records the black bars

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poor trillion dollar company

topaz belfry
# jaunty belfry ?????

I could probably fix ultra wide issues. But I don't have ultra wide monitor sadly, so it makes it very difficult.

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There is usually some mod to add proper ultra wide support

jaunty belfry
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somehow the UI is scaling correctly to the screen

topaz belfry
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Isn't that good?

topaz belfry
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Japanese studios do love making the quirkiest changes to unreal engine for some reason.

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Well I can add this to the compatibility list.

jaunty belfry
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and I will add UuU.dll as a specialk plugin

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thank you very much, man

topaz belfry
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Happy to help

jaunty belfry
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but this is much better than everything not working at all

topaz belfry
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Close enough. Sadly no lyall fix for this game.

jaunty belfry
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story cutscene transitions like that are pillarboxed, but regular loading screens and menus in general work fine?

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i'm eating this game

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tysm frog_pray

turbid ingot
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Guys, to anyone who own's a copy of Octopath Traveller 0. Can you confirm if this works for you too, just discovered this early morning that you can enable DLAA even without Luma' Unreal Engine mod just by adding lyall's mod then enable console in Octopath0Fix.ini. While ingame, press "tilde" button and paste this r.AntiAliasingMethod 2.

tried disabling reshade and yah, it works.

topaz belfry
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So just pasting the dll and adding antialiasing method 2?

turbid ingot
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not that much graphical changes though, just adds some clarity or sharpness and maybe lessens shimmering too.

topaz belfry
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cool find

toxic harness
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Hey, when did batman get DLSS?)

plain tulip
toxic harness
plain tulip
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ah lol

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when someone feels like doing it

red heath
plain tulip
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the arkham games actually use a heavily modified unreal engine 3

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this mod isn't relevant afaik

void hull
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That is what I heard as well

visual forge
topaz belfry
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not with this mod for sure

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in general, maybe

red heath
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Musa needs to do it to grow up into a full programmer

stiff gorge
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Someone would have to implement motion vectors into the game. Arkham Knight uses stock FXAA.

stiff gorge
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The velocity buffer that UE3 games use for motion blur skinning is not a general purpose per-pixel motion vector field. It's highly selective, geared towards skeletal meshes only.

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Most objects/materials simply don't participate. Skinned meshes may use object transform velocity approximations or skip it entirely. UE3's translucencies either don’t write depth or don’t have proper velocities, DLSS would need reactive masks.

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I’d start by treating Gears of War: Reloaded as a reference, see what's feeding the upscaler. The presence and format of a true velocity buffer and check whether it includes skinned/deforming primitives. Also look for a transparency mask or any pass that’s clearly classifying translucency/particles/emissives for history rejection.

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I should also add that the last time I worked on a UE3 title was in 2011 on a 2010 engine base. So it’s possible things changed in the years leading up to Arkham Knight, but I doubt it.

red heath
red heath
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might help me fix mafia III and Just Cause 3

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this was in DLSS R

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RR

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not sure if SR has it too

jovial tartan
balmy bobcat
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Does this work in DQ11S?

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r.TemporalAASamples=2 was the trick wow it worked i cant believe it

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now the only thing DQ11S is missing is HDR

topaz belfry
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Reno ue doesn't work?

balmy bobcat
topaz belfry
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Luma won't work either then once we implement then

balmy bobcat
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rip well i hope some day someone makes a custom mod for it to add hdr

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its really the only piece still missing

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the game has all the other mods to make it look as good (or better) than the non S

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plus all the benefits S has

balmy bobcat
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which is not super great, i dont really want to use DLAA

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i wonder if i can force a profile override in nvpi

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ugh, didnt work

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ill just stick to profile F, tbh M and L are adding aliasing

digital otter
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where did you get Luma for this game can you link me? I need the beta Luma that has HDR support

velvet harbor
topaz belfry
balmy bobcat
topaz belfry
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Yeah the new transforme models have a much heavier resolution penalty. At lower resolutions they are very comparable.

storm forge
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E my 🐐

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Not as good AA but so much crisper dsxCatHeart

topaz belfry
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best balance/performance ratio and just overall consistent across the board

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wish they just backported the highlight fix to the cnn models

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would be golden

red heath
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they aren't math fixes

topaz belfry
red heath
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supposedly in HDR but dunno

void hull
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DLSS 4.5 achieves a breakthrough in lighting effects by solving a traditional challenge faced by Temporal Anti-Aliasing (TAA), and earlier super resolution models. Previous techniques operated in logarithmic space to dampen flickering, which unfortunately resulted in muted lighting, clipped details, and crushed shadows in high-contrast scenes. In comparison, DLSS 4.5 Super Resolution trains and infers directly in** linear space**, the game engine’s native ground truth. Because the new AI model is powerful enough to manage instability without compressing the data, it accumulates lighting with physical accuracy, allowing glowing neon signs and bright reflections to retain their full color range and detail.

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No idea how accurate it actually is because Nvidia's marketing department and their technical department aren't always on the same line

red heath
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HDR coming.

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got it running

red heath
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Vanilla SDR
vs
Luma HDR

visual forge
ripe star
topaz belfry
topaz belfry
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Try this maybe

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Sometimes lyall adds enabling the console in his mods

spiral burrow
spiral burrow
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yes, dq7r

topaz belfry
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Did you update lyall and engine variables for the retail copy?

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Sadly luma depends on being able to force the TAA so if that is not working Luma won't work.

spiral burrow
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yeah, i pretty much just went into the demo win64 folder and copied it over to the final release win64 folder

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i confirmed all the ini file settings were exactly the same, too

topaz belfry
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But lyall fix seems like it hasn't been updated for the retail release

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So that's probably why it doesn't work

ripe star
topaz belfry
spiral burrow
spiral burrow
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@topaz belfry update. I forgot to copy the Luma folder when i copied the files earlier :l it still works ;D

topaz belfry
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good to know

red heath
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I tried it on 3 games, and worked on all out of the box.

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no need for custom code.

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As long as it's dx11, it should work. Even UE5.

vale birch
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can't wait to test this out pepe_hype

velvet harbor
vale birch
blazing drum
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Wow this actually looks amazing

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This translates from SDR so well unlike many other methods. Really nice job

velvet harbor
tepid sierra
storm forge
deft sun
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DX11 only though pepeHands

red heath
red heath
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@topaz belfry gonna do some auto detection

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if on first boot it detects an HDR screen

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HDR will enable itself

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otherwise, it will be exposed and require a restart.

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similar to SK

red heath
red heath
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it's in

void hull
visual forge
red heath
red heath
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fails to load?

visual forge
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game does not start

obsidian gale
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same here

topaz belfry
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yeah addon failing to load atm

red heath
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submitted fix

topaz belfry
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new build works

vale birch
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ooh, which game do I try first pepe_hmm

topaz belfry
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uh oh

Fatal error: [File:Unknown] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG')
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seems like there might be an issue?

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it does look good

obsidian gale
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i tried forcing dlaa on monkeyk ing hero is back which only has TAA but no success

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dlss indicator doesn't show up

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hdr works t ho

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DQ11S DLAA + HDR

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@thorny hawk

red heath
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it's not gonna be the real SDR

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because HDR passes through a LUT, so i can't branch per pixel.

red heath
obsidian gale
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pumbo cooked like never before

obsidian gale
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okay pumbo cooked like ALWAYS BEFORE

obsidian gale
topaz belfry
obsidian gale
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tried forcing taa in engine ini but

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no dlaa

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only hdr :3

topaz belfry
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broken in dq3 pepeHands

obsidian gale
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@red heath are you spoofing native hdr in games ?

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@deft sun native hdr luma 3000 nits on fallen order + DLAA

obsidian gale
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didn't even have to do anything ingame

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game is just sdr path from the get go

storm forge
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If I update Luma in the games I'm using it with RenoDX, do I need to remove Reno as well or can Luma let it handle the HDR upgrade ?

red heath
red heath
storm forge
obsidian gale
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hmm weird

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fallen order has no hdr toggle

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like it wasn't detected at all

storm forge
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Also it can switch presets idk about Luma

obsidian gale
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luma just worked

storm forge
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Just asking whether it can let Reno do it or not anyway

red heath
storm forge
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Okie dokie, might juggle with the two on the fly even then

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Thanks 🙂

storm forge
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Oh

red heath
obsidian gale
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custom ue fork

topaz belfry
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yeah jedi has a reno mod from Musa

red heath
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i guess not because if i have pattern scanning for it

obsidian gale
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not the og

topaz belfry
obsidian gale
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this is the og

red heath
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change the chrominance slider a bit

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it's too much in some games

red heath
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nobody imported the LUT shader?

obsidian gale
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idk

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musa would know

topaz belfry
void hull
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And indeed Musa's mod is only for Jedi Survivor and not Fallen Order

topaz belfry
cursive reef
# topaz belfry it does look good

VN scenes in this are unfortunately broken without custom shader fixes doomerWojakSmoke tried adding support for it in reno UE but never found a solution I was happy with

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but yea, luma UE looks really great

topaz belfry
cursive reef
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the loading screen also heavily flickers

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I'd be very suprised if it just worked ootb with Luma lol

red heath
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in older games

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they even break the window composition

red heath
small hemlock
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They have custom Arri-like LUTs before tonemap

red heath
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ok then Luma might be broken, too loose auto detection

small hemlock
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Idk about fallen order

red heath
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so far all the games i tried worked

visual forge
red heath
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no

red heath
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should be smooth with most games now.

red heath
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Scorn (DLSS + HDR, massive difference in sharpness)

100MB screenshots

velvet harbor
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Just in time for my ECHO playthrough
I’ll report back when I get home

topaz belfry
red heath
vale birch
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testing this in Sifu currently. Noticed that if I go into photomode that it sometimes causes the screen to go black except for the UI

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removed all the other reshade addons just to make sure those weren't causing the issue

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re-entering photomode fixes it sometimes but I'll have to reload the level to get it to go away when that doesn't work

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Sifu SDR vs HDR

red heath
vale birch
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crashed a few times as well in Sifu sadMexican

visual forge
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Does it disable ingame HDR or have to do it manually ?

topaz belfry
vale birch
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the PC was fine, but I had to manually close the game from Steam each time it happened

obsidian gale
obsidian gale
blazing drum
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I usually need to play around with hue and saturation in many games (with reno for example) to get something that looks just right. But man your default settings, working with simple thirds just looks the best. Anytime I change it I feel it actually detracts from the image

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It may seem simple on the outside but man you tuned your tonemap expertly

red heath
obsidian gale
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still works phew soyjakGrin

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i'll take screenies when i can

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i don't plan on redoing the game it was just to test the custom ue4 cases

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i'll certainly do DQ11S tho

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we reached peak

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hopefully the graphic mods won't break stuff

red heath
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Should match vanilla.

obsidian gale
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i prefer your tonemap pepeBigBrain

visual forge
velvet harbor
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tried the latest build with Echo, somehow it's not working

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main menu is creepy lol

balmy bobcat
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Wow this is really exciting

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I've been waiting for this day

surreal mulch
obsidian gale
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dq11s !

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the ultimate ver

surreal mulch
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So good

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Dunno if it would run at acceptable fps with DLAA at 4K tho

obsidian gale
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runs like a charm here

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even with preset M

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which is overkill at dlaa

surreal mulch
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Nice! Will def try when I get around to play it

balmy bobcat
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Or 50% for performance, etc

obsidian gale
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i don't think it works

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does it werk ?

balmy bobcat
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Worked when I was messing with it

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@obsidian gale false memory, my experience was that it didn't work

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It breaks luma

obsidian gale
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yeah

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it odesn't work just tested

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it's native res or bust

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upscaling needs custom work

balmy bobcat
balmy bobcat
balmy bobcat
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Sorry I misremembered, I knew I could adjust it but forgot it broke

marsh quail
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gonna test SMTVV soonish, Marat had to do custom work to match SDR hues in Reno

balmy bobcat
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F is extremely performance light compared to even K much less M

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And F was always recommended for DLAA before we had transformer

obsidian gale
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locked 140 fps

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but preset M has shimmering on trees

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K and F are okay

surreal mulch
surreal mulch
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But yeah probably not needed

obsidian gale
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it's kinda there

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but more muted

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not as stable as K

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for sure

balmy bobcat
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At least in the first area, L and M really made the game appear to be oversharpened

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and I didn't like what K did to it either it removed grass moving far away

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But since I'm also targeting 225 fps L/M toooooo expensive anyways

velvet harbor
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I can boot, but it crashes after 3-4 mins without any error

velvet harbor
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After searching this problem appears to be related to intel cpus 10th gen and up

topaz belfry
visual forge
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I don't feel excited for games as much as my childhood, but I do feel excited for trying proper HDR 😁

rapid saffron
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I'm like 80% through Fallen Order right now, time to see, though the native HDR wasn't all that bad compared to most.

rigid bolt
visual forge
velvet harbor
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Dead Island 2 show a black screen, game is running and UI is rendered

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Ghostrunner works out of the box, looks insane with HDR

red heath
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the smaller the game, the more it's likely to work.

red heath
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could u take comparison screenshots with and without HDR?

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see TONEMAP_TYPE in the advanced settings.

red heath
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need to figure out what.

velvet harbor
velvet harbor
velvet harbor
vale birch
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the crash error I get with Sifu

topaz belfry
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yeah same error I have been getting

visual forge
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Same

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On different game

blazing drum
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Yea Crash 4 crashes too, seems to be universal

velvet harbor
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Anyone knows cvars to disable FSR? I want to test Under the Waves and if I remember correctly it had forced FSR2 with no option in graphics menu to disable it

blazing drum
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Realizing the art for Crash 4 doesn't really hold up in HDR sometimes, particles are made really dim so that they don't clip in SDR, making fire for example relatively dim in HDR. A lot of "emissive" textures like a lit-up window for example are just diffuse textures painted yellow to simulate a light from inside, so again it doesn't clip as much in SDR

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Makes things look rather disconnected and sometimes quite ugly when playing in HDR

red heath
blazing drum
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Pretty much?

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It happens more often on load

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But it can happen randomly during gameplay too

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Funny thing about crash 4 that with vanilla it outputs natively in 10-bit in SDR

deft sun
blazing drum
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They do? Never paid much attention

red heath
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it defaulted to 8bit, hence quantized to it, and obviously nobody noticed

red heath
topaz belfry
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This random crash is new and cam after HDR is very consistent.

topaz belfry
red heath
topaz belfry
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can anyone test disabling steam overlay and trying again, opti developer said that solved his issue.

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would help narrow down stuff

red heath
topaz belfry
# red heath gotta be some resource upgrade thing
                     if (!hash_based_indirect_texture_format_upgrades)
                     {
                        com_ptr<ID3D11BlendState> blend_state;
                        native_device_context->OMGetBlendState(&blend_state, nullptr, nullptr);
                        if (blend_state)
                        {
                           D3D11_BLEND_DESC blend_desc;
                           blend_state->GetDesc(&blend_desc);
                           for (size_t i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++)
                           {
                              ASSERT_ONCE(rtvs[i].get() == nullptr || IsRTBlendDisabled(blend_desc.RenderTarget[i]));
                           }
                        }
#

This assertion triggers, although it doesn't crash right after

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Exception thrown at 0x00007FF7D63B3518 in Endeavor-Win64-Shipping.exe: 0xC0000005: Access violation reading location 0x0000000000000000.

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Endeavor-Win64-Shipping.exe!CreateAndUpdatePooledUniformBuffer(ID3D11Device * Device=0x000001cb69929c10, ID3D11DeviceContext * Context=0x000001cb675f0b00, const void * Contents=0x0000007a1a49d840, unsigned int NumBytes=4032) Line 159 C++

topaz belfry
#
ASSERT_ONCE((uint)viewport.Width == rt_size.x && (uint)viewport.Height == rt_size.y);
red heath
topaz belfry
#

looking trough the code atm still

topaz belfry
#

this is tough, I think it's some race condition somewhere

red heath
#

i don't think it's related to crashing.

topaz belfry
#

Should probably have enable hdr to false for now until we figure it out BTW

red heath
topaz belfry
red heath
vale birch
#

what symbol are you guys using for the crashed ones? I see Sifu is marked red but the HDR part works, just crashes

red heath
#

I'll fix the issues anyway

vale birch
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all good 🙂

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just wanted to stay consistent is all but I have faith in our glorious leader Pray

red heath
visual forge
#

DLSS + HDR works, but minor issues

vale birch
visual forge
#

resolution and input problems in SW jedi fallen order on reshade.

visual forge
#

Samurai jack

topaz belfry
red heath
topaz belfry
untold crow
#

Are people crashing having undervolts? Just a suggestion

red heath
rapid saffron
#

Lasted tops 5-6 minutes since booting the game, I only tried three times or so.

topaz belfry
# red heath

Problem is reno need a screen percentage 100 and a lot of ue games do weird stuff. I had to force screen percentage to 100 in dragon quest because they sometimes do upscaling when using higher settings. But we have render resolution from the global view.

red heath
topaz belfry
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Idk but it would break ui composition and other stuff when screen percentage was > 100 in a few games I tried. Not sure why

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Didn't look at the code

topaz belfry
topaz belfry
#

This is reno I'm talking btw

topaz belfry
cursive reef
topaz belfry
#

maybe I just forgot to set it to ratio

red heath
#

In Unreal. Can u do supersampling

topaz belfry
#

let me try real quick

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make sure I am not spreading misinfo

topaz belfry
velvet harbor
#

Life is Strange: True Colors works, but DLSS is grayed out

topaz belfry
#

does dlss work if you disable hdr?

velvet harbor
#

Under the waves crashes with this error LoginId:c354044d4ced89407b494fbc863f28d3
EpicAccountId:0a12c56945844383a00d6c6196c66ede

Fatal error: [File:Unknown] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG')

UnderTheWaves_Win64_Shipping
UnderTheWaves_Win64_Shipping
UnderTheWaves_Win64_Shipping
UnderTheWaves_Win64_Shipping
UnderTheWaves_Win64_Shipping
UnderTheWaves_Win64_Shipping
UnderTheWaves_Win64_Shipping
UnderTheWaves_Win64_Shipping
UnderTheWaves_Win64_Shipping
UnderTheWaves_Win64_Shipping
kernel32
ntdll

velvet harbor
topaz belfry
red heath
topaz belfry
#

don't own the game sadly

red heath
#

pushed a little update that disables some wrong code branch.

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probably doesn't fix crashes but who knows.

topaz belfry
#

@red heath seems to be fine now, Scarlet Nexus no crash after several minutes, used to crash pretty fast after loading a save

obsidian gale
cursive reef
#

and VN scenes are borked, which is expected given they're custom

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I tried making game bar screenshots, and the game crashed on me lol

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clash artifacts of chaos has a warning sign next to the hdr toggle

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and hdr doesn't work

velvet harbor
#

Tried the new build with Echo, thankfully didn't crash

cursive reef
# red heath ?

For the visual novel story scenes the game uses custom made, non standard UE shaders

velvet harbor
#

DLSS Model M vs TAA

cursive reef
#

@red heath it there's only one or two custom shaders that need fixes for a game to be compatible with Luma, could we add them to the mod

velvet harbor
velvet harbor
#

seems I can't edit it

#

ue version I mean

topaz belfry
cursive reef
#

But also the quarry, chorus, rain code, tales of arise... All of those have like one or two shaders that needed fixing up for reno UE to work

velvet harbor
#

tested Under the Waves but now

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niether hdr nor dlss is working

red heath
#

U can copy and paste the custom shaders from reno in the Luma folder. Should work.

cursive reef
cursive reef
velvet harbor
#

Spoke too soon

#

MachineId:C354044D4CED89407B494FBC863F28D3
EpicAccountId:0a12c56945844383a00d6c6196c66ede

You do not have any debugging symbols required to display the callstack for this crash.

#

I got that crash after a while

red heath
#

and ideally copy the format from TheAscent, it already has a couple shaders.

#

Reno renodx references in the shader if u copy them.

#

Feel free to make a pr.

#

thx

marsh quail
#

DEADLINE DELIVERY (demo) works at Ultra, game is a bit too orange so may need to nudge the Chrominance slider a bit
SDR DLAA M / HDR DLAA F / HDR DLAA K / HDR DLAA M

#

M handles the powerlines the worst out of all 3

topaz belfry
#

man so much aliasing with M

#

look at the yello ring in the floor too

#

how is L?

marsh quail
#

not much better, but less aliasing than M

#

while stationary both L and M are flickery too

#

none of the preset handle the powerlines gracefully tbh
F blends them a lot and is aliased
J/K are aliased but stable
L/M are aliased, unstable but preserves highlights better (ie that yellow ring)

topaz belfry
#

I think they expect the blur of upscaling from lower resolutions to compensate for the sharpness, maybe?

marsh quail
#

yeah i don't think we're supposed to use L/M at DLAA lol

topaz belfry
#

I know some of the people in the opti discord add some blur to 4.5 to help with shimmering

marsh quail
#

they use output scaling too iirc? so that the downscaling blurs 4.5 a bit

marsh quail
#

values that small don't seem to negate the shimmer on this one

#

need at least 1.2 (upscale to 1728p) to effectively reduce it

#

game stays locked at 120fps, very easy to run

#

at 8K i'm still getting 116fps despite DLSS costing about 6ms

topaz belfry
#

It's a great option for older games

marsh quail
#

even F starts to look extremely clean and sharp

#

while at 1440p native it's a lot blurrier

#

not as sharp as M mind you, but really good nonetheless (at OS1.5)

#

targeting F 8K with OS looks almost as sharp as M 1440p DLAA lol (and only costs 3ms)

obsidian lava
# marsh quail they use output scaling too iirc? so that the downscaling blurs 4.5 a bit

I've been using 2.0 on a 1440p display with the new presets. Solves the sharpened look for the most part and the blurring in motion, as well as better anti-aliasing and reduced moire patterns. Using a small amount like 1.1 just doesn't look very good, still has blurring in motion and doesn't really solve the sharp/painterly look. The new presets really need a higher output res to look good imo

obsidian gale
#

@topaz belfry i can't hook dlaa to project wingman

#

hdr works

#

the game ahs taa and taa high in settings

#

i even tried fxaa + engine ini but no sucess

obsidian gale
#

the reshade log ?

topaz belfry
#

Do you know if it uses taau instead of taa what's the engine version?

obsidian gale
#

4.27.2

#

idk if it uses taau

#

wait wtf

#

i just restarted the game and it hooked

topaz belfry
#

I... have not idea what would make that happen

obsidian gale
#

maybe the game only set up some settings after restarting

#

🤔

topaz belfry
rancid pine
#

Btw think I figured out why Fatal Fury doesnt work, seems to have some sort of custom code for motion vectors or something

topaz belfry
#

cotw is a ue game?

#

not surprise that a japanese game has custom ue code

rancid pine
#

specifically there's a r.SNKSkipVelocityPass variable that breaks TAA, so I assume there's some custom code involved

visual forge
#

did not encounter crash in samurai jack, encounter crash in spongebob and biomutant during gameplay

#

maybe due to shader compiling

red heath
red heath
#

new build with some improvements

pseudo kelp
#

am I crazy or is the UE version missing with this new build?

topaz belfry
#

it is missing

#

failed to build

red heath
#

yeah

red heath
#

i purposely changed it to avoid everything failing, and still publish the ones that built properly

#

but now it won't tell me if anything failed

topaz belfry
topaz belfry
#

there was a failed to create indirect texture error this time

#

right before the crash

#

guess this is the first thing we should implement on native devices isntead of resahde

red heath
#

after i fixed it

#

i put some code to mitigate that

topaz belfry
topaz belfry
red heath
red heath
#

might not be the best idea.

#

we can just polish what we have (indirect texture replacement)

#

live swapping the upgraded texture for every reference to the original.

red heath
#

Mod Active

#

or whatever, the button at the top

#

it should disable the upgrades i think

#

or in the dev settings, there's a button to clear all the indirect upgraded textures

#

try these

topaz belfry
#

started fine this time, but still crashed shortly after

rancid pine
#

KOF XV is a very tough nut to crack
native TAA is unusuable because of jitter
DLSS preset L with super low temporalaafiltersize gets close (still a bit of jitter) but little parts get extreme blur

#

at least luma HDR works because renodx HDR breaks the UI in dx11 mode

#

also, have you looked into screen percentages over 100 at all or is that a non starter

topaz belfry
#

they remove jitter or something?

rancid pine
#

Idk exactly what the issue is

strong jacinth
#

i am getting this error happen in dragon quest vii with luma installed
running it in dx11 and dlaa is working
game runs fine without luma installed
also tried running with no upscaler but this happens also

obsidian gale
strong jacinth
topaz belfry
strong jacinth
strong jacinth
marsh quail
#

default settings make the blade blue instead of white

#

similar to what marat encountered

topaz belfry
#

interesting I would like to see what untonemapped looks like here

slim zephyr
#

If I understand correctly, Luma is crashing with HDR for now. I'm playing Stray. It crash with LowLevelFatalError 0x887A0006. If I disable Luma HDR, but add RenoDX addon for HDR, it works nicely.

red heath
#

u can disable the HDR of Luma

#

@topaz belfry feel free to disable it by default until we fix it, don't have too much time atm

calm pivot
#

Ey guys. Do you remember if when you made LUMA for The Ascent there was a way to toggle or to fix the brightness of that circle the player always has around him?

red heath
calm pivot
#

Awesome! Maybe U+ guys can make it a toggle. Appreciate it:))

red heath
#

Just find the shader and make it return 0

calm pivot
#

Tales of Arise working with LUMA and RenoDX. I was curious to see how DLSS would look in this kind of blury by nature game and well... I'm becoming more and more LUMA dependent now haha. This find completely shifted my backlog.

proud surge
#

@obsidian gale i got the screenshots now, this is using LUMA and this is where i currently am in the game in the forest part thing i forgot the name lol

proud surge
obsidian gale
#

i mean they are highlights

#

looking at the heatmap

#

only the center of the fire is pushing peak for example

#

not everything

#

🤔

#

how is it with native hdr + black floor fix ?

#

it should match in brightness

obsidian gale
#

doesn't shock me looking at it on these screenshots

#

you have all the details there

#

@deft sun anything looks weird to you here ?

proud surge
#

with native hdr + black floor fix it looks a little more darker but is kinda the same thing the brightness most of the time is at 900+ nits

obsidian gale
#

when you said that on the reddit thread i thought you had constantly 900 nits everywhere

proud surge
#

so what do u consider bad hdr then when theres no detail in light stuff?

obsidian gale
#

but looking at the graphs and heatmap it's very specifically the highlights

obsidian gale
proud surge
obsidian gale
#

ofc this game native hdr is real hdr

#

it has details aswell

#

LUMA should match SDR color wise

#

but the native hdr skips the grading iirc

#

so it's kinda it's own thing

proud surge
#

so for you using luma is better than native hdr + black floor fix

obsidian gale
#

i'm not sure what you are referring to

#

you can open lilium analysis and tick show heatmap

#

everything is dark here except the few lights on the right and behind cal

#

the peaks you see are only the highlights

#

not the entire image

#

here too

#

only the lights

#

everything blue is lower than sdr brightness

proud surge
#

Ohhh I see I didn’t know that thank u for teaching me

#

I thought becuz the chart read 900+ everything was pure 900+

#

Also when I turn on the heat map I don’t get that blue thing how you turn the blue thing on

obsidian gale
#

yours is grey and has other colors

#

but the point is the same

#

sdr is monochrome instead of blue

#

here i showcase yours

red heath
proud surge
proud surge
obsidian gale
proud surge
obsidian gale
#

with lilium ya

#

game needs it

#

with luma hdr lilium disabled
if ingame native hdr lilium enabled

proud surge
#

Ight thanks I appreciate it

#

Also for new games like for example RE9 or Marathon how long does it usually take for the hdr analysis data base to post em

obsidian gale
#

dpeends on koklusz free time

#

re9 will have reno mod very quick

#

just use it straight up xD

#

marathon will prolly block reshade idk

proud surge
red heath
#

they found it

#

and wrote down a wiki about it

#

(just don't kill anybody in the process)

proud surge
obsidian gale
#

With compatible games listed

proud surge
obsidian gale
#

Ya githubs

solar mountain
# calm pivot Tales of Arise working with LUMA and RenoDX. I was curious to see how DLSS would...

i was using RTX HDR with Arise, then i swapped basically everygame where luma or reno hdr is available,so i installed luma universal UE mod for Tale of Arise. Game looks really hdr, lol compared to RTX hdr, it was sdr sort of washed out in comparison. Problem is, im getting these weird glitch in the HUD, and when i open and close the menu, i have a strange flicker. Anyone can tell me what could it be, or if any arise sdk settings might do this?

red heath
solar mountain
solar mountain
calm pivot
# solar mountain

I'm using RenoDX for this one. That was happening in an old version, but it's fixed now so try getting the latest version. I'm using LUMA for DLAA and RenoDX for HDR. Both work perfectly so far.

solar mountain
calm pivot
topaz belfry
#

going to do a patch for arise, give me a few minutes

solar mountain
solar mountain
#

also, would be nice to have tales of berseria remastered, they use dx12 i think, but unity engine. Dunno if it can be forced DX11

topaz belfry
#

will also default HDR to off until we solve the issues with crashing.

solar mountain
topaz belfry
#

no promises, I think @inner mantle is working on HDR fi that's what you want I have no idea if the game can have DLSS before I see it. So I won't promise you anything.

#

also have a bit of backlog

#

really want to be done with granblue atm

solar mountain
#

@topaz belfry yes no worries. atm i just know it uses SMAA, is unity engine, about dx, it states dx12, dunno if it can be forcced on dx11. not much experience modding unity games tbh

#

lol what, it uses DX 11? but on website it states need dx 12. im a little confused

inner mantle
#

its not a perfect solution, but if you really want arise HDR is something

#

also @topaz belfry voosh working on unity realized all of the dx12 shit is actually 11on12

all the shaders can safely run as 5_0, just the swapchain is 5_x (5_1)

small hemlock
#

time for mobile tonemapper extended

inner mantle
#

(I'm not trying to shill my mod here, izueh pinged me; I reply with what I have)

topaz belfry
inner mantle
topaz belfry
#

oh they were talking about also wanting this for berseria

#

my bad

inner mantle
#

berseria is all voosh territory

#

he manages unity-generic

#

unless the game does something cursed, he should be able to get it running; his mod has a function to auto dump all the neccesary shaders

#

btw doesnt luma have unity? or is dx12 a grief?

topaz belfry
#

ah got it

inner mantle
#

voosh's mod is "psuedo dx12 support", since all the dx12 games he found so far are "fake dx12"/11on12

topaz belfry
inner mantle
#

copy

#

btw for arise to work

#

you just need these shaders

#

or else it will nan

#

iirc akuru shared the shaders, but it never got added luma unreal

#

or else the game will NaN like crazy

red heath
red heath
inner mantle
#

only change to support dx12 was the swapchain proxy needed cbuffer slot 50/5_1 since it is a dx12 swapchain

inner mantle
red heath
#

Google it

red heath
inner mantle
#

shared.h has a preocessor branch

#

if 5_0 or under
use cb13

5_1 +
use space 50

#

-dx11 runs berseria in dx11; so if there are no "engine memes" running the game in 11; I guess luma unity should work

(atleast on steam)

#

didnt know unity had -dx11/-dx12 command like args, today I learned

inner mantle
# red heath I already did it

the main reason I dont care about the mobile tonemapper is if a game is old enough to use the mobile/legacy tonemapper, 99% luma unreal will work

my mod is just a stepping stone for current ue5/sm6 games for the most part

topaz belfry
inner mantle
cursive reef
#

Nice

#

All the other game fixes in reno UE should be easily copyable as well

#

And are probably also needed for luma

inner mantle
#

idk if banishers is 11 or 12

#

but that was just a max 0

#

iirc it had weird crashing issues with reno-ue (idk I never played the game)

topaz belfry
inner mantle
#

what do you mean stable

#

as in shader code or

#

games still rip/crash

topaz belfry
#

we have issues we re resource upgrades crashing games yeah

inner mantle
#

any benefit to it

#

never really understood why luma "re-invented the wheel" (outside of for fun)

topaz belfry
#

well we probably moving away from reshade at some point, so most things are native dx11

solar mountain
inner mantle
solar mountain
inner mantle
#

wait no its dx11 in your pic

solar mountain
#

yup

inner mantle
#

what the site says is fake news

solar mountain
#

thats why i said wtg lol

topaz belfry
#

so is the game just dx11 then?

inner mantle
#

never trust reccomended specs

#

yea

solar mountain
#

probably yea

inner mantle
#

the dx12 is prolly "dx12 compatable gpu"

solar mountain
#

yeah

inner mantle
#

he got dx12 from the reccomended settings

solar mountain
#

actual engine run dx11 as is

#

no -dx11 needed

inner mantle
#

lets see log but

#

no dx12

solar mountain
#

unless it does 11on12 shits like you said, i don't know hw to check that

topaz belfry
#

d3d11on12 should show a proxy dx12 device

solar mountain
#

but exposed DX is 11

topaz belfry
#

so it's just dx11

solar mountain
topaz belfry
#

once I figure out granblue I might go for this one.

solar mountain
#

funny cause it's advertised as DX12

topaz belfry
#

thought I had a solution but hit another roadblock. decompilation on CPU is so much harder than GPU stuff

inner mantle
#

I dont see an uberpost

#

might just clip

topaz belfry
#

well that makes it easier, no?

#

just need to display map

solar mountain
inner mantle
#

there is no URP stuff

inner mantle
#

with the new build

#

idk where to get it, maybe izuah can post it

solar mountain
inner mantle
#

just no URP

inner mantle
solar mountain
#

randonly, in combat and sometime opening menu

topaz belfry
#

try new build, if not keep using reno for now

solar mountain
topaz belfry
#

yes

inner mantle
#

there are certain memes with bloom

#

and iirc a certain AA type doesnt work

#

try only TAA not

#

TAA + SMAA

#

upgrading resources

#

got me hdr

#

game might hve nothing to do with unity, just clip

solar mountain
inner mantle
#

yea talking about berseria

#

looks like clip to me

#

wait has a tonemap shjader

#

gonna move from here

#
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = t0.Sample(s0_s, v1.xy).xyzw;
  o0.xyzw = cb0[0].xxxx * r0.xyzw;
  return;
}
#

tonemap is just exposure (actually I think brightness) * color wtf

cursive reef
#

maybe we'll find a solution for scarlet nexus VN scenes as well lol

topaz belfry
#

for sure will love to get that fixed

calm pivot
solar mountain
#

@topaz belfry offtopic question, does LUMA DLAA needs temporal aliasing, as TAA, to make it work?

topaz belfry
hybrid hazel
#

Stray crashes with device hung after a few minutes

#

latest Luma

topaz belfry
#

Disable HDR

solar mountain
#

Tales of Arise is still broken with HDR active. It still not supported? thought it would with added shaders, but it still break visuals.

topaz belfry
solar mountain
topaz belfry
solar mountain
#

2nd run, watched a skit, then when i piccked to sleep on a campfire, crashed again, not as bad as the 1st one. also, when setted on 2k nits, that skit had some flash. hmmm

solar mountain
#

Nvm. Something is wrong with display commander. ff7 rebirth is crashing with just display commander, and the exe got locked again, had to reboot to get it to start.

calm pivot
#

I had Tales of Arise working perfectly even before the fixes. Should I update for those new shaders or it's just for HDR?

solar mountain
#

i just dont get why, everything was working when i tryed a few games with it. i don't get how every game i had it on, just started crashing lol

topaz belfry
#

Weird, send the log to pmnox?

hybrid hazel
#

and why its even on when i have hdr on my monitor and windows disabled?

rapid saffron
#

There's a button that literally says HDR in Luma on Unreal, turn it off and reboot game, I've been resorting to Reno for most Unreal still.

topaz belfry
#

shouldn't be on if he has no HDR capable display

topaz belfry
hybrid hazel
#

every time

#

old version of luma (27X something) works 100% fine

topaz belfry
#

what is the error?

#

also can you check if the hdr is set to enabled?

hybrid hazel
topaz belfry
hybrid hazel
#

Weird that it enables HDR when all my HDR is Off

topaz belfry
#

gotta check that

oblique axle
#

Someone need to make proper HDR tools for Unreal Engine, its source code is open. So modders dont fix games after))

#

Engine dont have real 10000 nit support for the future, its hdr toolset is kinda old, from early days of hdr displays

topaz belfry
#

they update to ACES 2 recently and pumbo says it still sucks

marsh quail
#

pumbo has a UE fork with proper hdr iirc? the one he offers his services for via Gamma Studios

solar mountain
# topaz belfry Weird, send the log to pmnox?

lol im going nuts, i resinstalled ff16 reno addon, reinstalled reshade, cleared cache, forgot to rename dll, but it worked with dxgi. only thing i forgot, i didn't had hdr enable on windows.....

solar mountain
#

@topaz belfry OK, it is related to samsung game mode. Sorry to bother you, do you know someone that could help me with this? also, when i use samsung game mode, i should have access to hgig and hdr10+ gaming, asuming when game mode off, i don't have hgig. Do you know where i can ask this please? would be nice to have some clarifications. Cause atm its game mode, when swiched off, everything works.

topaz belfry
#

maybe a driver issue?

#

nvidia forum?

solar mountain
solar mountain
#

Well, that was crazy. cleared everything, now i went to 581.42. it's totally crazy. before the clean, i was stuttering like hell, on top of crashing with the addon. now it's so smooth, i can barely believe it. WTF

silk schooner
#

uh hi... i'm having an issue

topaz belfry
#

what's up?

rancid pine
#

trying to use optiscaler with this (specifically trying to use it to do render res > native, could be a luma feature?), but dlss fails to init and optiscaler defaults to fsr2 instead

[16:26:27.447614] [I] DLSSFeatureDx11::DLSSFeatureDx11 binding complete!
[16:26:27.452335] [I] DLSSFeatureDx11::Init Creating DLSS feature
[16:26:27.452359] [I] DLSSFeature::ProcessInitParams Render Size: 2560x1440, Target Size: 2560x1440, Display Size: 2560x1440
[16:26:27.452374] [E] DLSSFeatureDx11::Init _CreateFeature result: BAD00007
[16:26:27.452381] [E] NVSDK_NGX_D3D11_EvaluateFeature init failed with dlss feature
[16:26:27.464028] [I] NVSDK_NGX_D3D11_EvaluateFeature changing backend to fsr22
[16:26:28.467269] [I] NVSDK_NGX_D3D11_EvaluateFeature creating new native FSR 2.2.1 feature```
rancid pine
marsh quail
#

i got Output Scaling working in the Deadline Delivery demo a few weeks back
i used it to do 1440p -> 8k to compare the downscalers/presets lol

topaz belfry
#

right?

rancid pine
topaz belfry
#

I have definitely used opti with luma before so it might be a quirk of the game

#

what game is it?

rancid pine
#

DQ I & II HD2D

#

like DQ7R it uses forward shading, so that might be a part of it?

topaz belfry
#

don't see why it would break, I will test later in a bit no promises there

rancid pine
#

also it seems to be doing weird stuff with resolution
DLAA through luma/TAA with upsampling disabled/TAA with upsampling enabled

#

actually wait its just because I enabled propagate alpha

rapid saffron
#

afia

solar mountain
#

@topaz belfry Thank you for tale of arise. I fixed my whole pc/drivers/EDID. now works like a charm. Does it work TAA+smaa, or better to stick with TAA only? i mean, im on TAA+SMAA seems working but not 100% sure. also, fixed the dxgi with hdr on, was my driver+EDID corruption i guess.

#

anyway, ty ❤️

topaz belfry
azure hedge
#

Actually playing through Tales of arise as well right now. DLSS and luma HDR are absolutely stunning. Unfortunately regular CTD are also part part of the experience... If anyone know about preemptive measures to avoid that... do not hesitate to share😭

topaz belfry
azure hedge
#

Ho ? Does That mean all hope isn't lost ?

#

If that's specifically related to luma HDR, maybe I can get around with special k or lilliums ITM until it gets fixed.

#

Still a shame though. It really looks amazing.

topaz belfry
#

yeah the crashes are due to Luma HDR resource upgrade, yeah you can use something ITM or reno in the meantime

azure hedge
#

Reno works well ? If it's good enough i'll just go with that.

topaz belfry
azure hedge
#

Thanks a lot for the infos !

azure hedge
#

Although, for science maybe plasmaGuyHdr

#

...

solar mountain
#

is it still a common luma problem overall, or just with tale of arise?

#

nvm i use luma on ff7 remake, and that works stable

topaz belfry
azure hedge
rancid pine
#

btw, you might want to add something to the wiki about how currentframeweight and filtersize can help improve jitter with minimal impact on aliasing

solar mountain
topaz belfry
topaz belfry
rancid pine
topaz belfry
#

huh, weird wonder why that even does anything since TAA shouldn't be running

azure hedge
#

Renodx looks very nice in tales of arise by the way. Though blowout restoration and hue shift have to be tweaked. Otherwise fires look grieffed. Especially fire sword. I recommend 25-100 instead of 50-50. That pretty much gets you perfectly matched SDR hues. Especially in highlights.

rancid pine
solar mountain
azure hedge
#

Tales of arise ? Luma hdr looks great but I get crashes. My tweak is for renodx.

#

Altgough I still run luma mod for DLSS. Original anti aliasing really isn't great in tales of arise

solar mountain
azure hedge
#

I recommend blowout restoration 25 and hue shift 100.

solar mountain
#

i didnt test thorough on luma hdr, i was crashing as well, but lately luma got a fix i think, and with my new setup, i wasnt crashing, but didnt play much

solar mountain
azure hedge
#

No pb

solar mountain
# azure hedge No pb

no, luma with hdr on. before the fix it was crashhing, after, idk not sure. luma dlss+reno hdr i know it works

#

will try those value when i have time

azure hedge
#

With luma hdr, I would recommend raising the top value to somewhere between 0.90 and 0.93. The one that starts at 0.667. Don't remember what it's called.

#

Same pb with fires being red instead of orange

#

Although that doesn't fix the crashing

solar mountain
#

on luma, it expose for Arise
[Luma]
DLSSRenderPreset=11
EnableHDR=1
FirstBoot=0
ScenePaperWhite=203
ScenePeakWhite=0
SRUserType=2

#

for ff7remake
[Luma]
DLSSRenderPreset=11
SRUserType=2

#

Instead, reno expos more or less on any game
[renodx-preset1]
ColorGradeBlowout=25
ColorGradeColorSpace=0
ColorGradeContrast=50
ColorGradeExposure=1
ColorGradeFlare=0
ColorGradeHighlights=50
ColorGradeHighlightSaturation=50
ColorGradeLUTStrength=100
ColorGradeSaturation=50
ColorGradeShadows=50
FXFilmGrain=50
FxHDRVideos=1
ToneMapGameNits=250
ToneMapHueProcessor=0
ToneMapHueShift=50
ToneMapPeakNits=2000
ToneMapScaling=0
ToneMapType=1
ToneMapUINits=250

#

ScenePaperWhite and ToneMapGameNits is the same? and, is there a list on values for peak nits to set?

#

because i think, it should be scaled based on peak nits

azure hedge
#

Got a screen maybe ?

solar mountain
#

i think i was using thi, just with 2k nits instead

azure hedge
#

Wait this is ffvii ? Unfortunately, sdr matching adjustments necessitates eyeballing it. Reno or luma didn't even exist whenever I played it so I'm not gonna be able to help you there. The only I can tell you is that 203 is standard when it comes to game brightness (aka paper white). Going lower is ok if you play in a dark room but avoid going higher except in fairly bright rooms. Messes with intended exposure and perceived saturation.

solar mountain
#

and paper white shouldn't scale base on your tv/monitor peak nits?

azure hedge
#

Nope. That concept is called hlg, and it isn't a particularly relevant can of worms for gaming. Well for anything really nowadays.

solar mountain
#

so 203 is just best paperwhite?

azure hedge
#

I don't know about "best", but it is "intended" so to speak. You can go lower if you like it, but higher will kill your contrast.

red heath
#

DoF is completely unrealiable in UE depending on the:

  • final resolution
  • render resolution
  • aspect ratio
azure hedge
#

The screen is gone😅 ...

solar mountain
#

oh btw, whats best way to get hdr screenshot, to retain metadata? like if i want to show you how it does look like

azure hedge
#

But from what I saw, did you loose a 1000 nits in second shot ? That's wild.

solar mountain
azure hedge
#

Yes thats hlg

#

We're not concerned

void hull
solar mountain
# azure hedge Yes thats hlg

with hlg you mean Hybrid Log Gamma?
Btw that was from an RTX HDR explanation, because the contrast using rtx hdr is wrong, and need to be fixed for the contrast, which is the contrast part. the peak nits/white paper recommendations is per ITU standard. Would be nice to have a bit more insight about this ❤️

azure hedge
#

Well, I guess the simplest way to go about it if you're not sure about my 203 nits claim is to ask ShortFuse. He'll tell you the same though.

solar mountain
azure hedge
#

OK, bonus points for whoever gets this right :