#✅Luma: Unreal Engine
1 messages · Page 3 of 1
Actually I can just run the original draw call and then dlss, forgot you added that as well.
Just need to think a good way to know when there is more than one render target.
try this
crashes when I try to enable DLSS
fsr3 works?
nah, also crashes
yeah I see that now, Debug mod doesn't crash for some reason.
bloom has the same issue
ok this one should work now
yup, works
I assume the sand edges disappearing needs the dither fix? Tried enabling it but it disables when I restart
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
Dither fix is experimental, no guarantee it fixes anything if it even works. I should hide it
Is this compared vs TAA?
yeah, but taa also looks correct
FXAA, TAA Gen4, TAA Gen5, DLSS K
also damn GTAO and SSGI both dont work
With forced TAA or in general?
in general
pushed this fix to github
shame the game has the classic UE "none of the graphics settings apply to character previews in menus" thing
well, pretty much everything is doing that
bloom pulses nonstop and grass seems like it's moving in 4D
what game is this?
there was a similar game to this one, Song of Nunu
only thing that helped was reducing Temporal Samples
Harvestella
let me check if own this
I do own it, I will try to see if I can debug it. No promises tho, they may be doing something very custom.
idk if it even reads Engine.ini flags
seems like you managed to force TAA if luma was running. Unless it also ran without them
it does run without any flags
wait
r.TemporalAASamples=4 seems to have helped
aHOLY SHIT
well the bloom flicker is gone at least
might be hooking to a false positive instead of TAA which maybe means dlss runs before the things that are flickering are drawn and the jitter never gets removed.
game is done installing. let's see what's up.
hmmm, game is running flawless for me 🤔
what
one second
can you send me your reshade log to confirm it's injecting in the same shader as me?
you mean this?
other than that the only difference maybe that I set this. Didn't have to override any engine variable. Also not running SK/
so try those
i'd be really funny if SK is causing this
did you do resource upgrade for autohdr? could be that?
😵💫
lemme reboot
ok, I removed SK and reinstalled the latest Luma release
HiDPI settings were the same as yours
i'm not sure what's going on, nearly all times I used Luma generated some results like this
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.
tried DSR to 5120x2160 and its a bit less visible
preset M just putting my GPU through the wringer, wtf
still a bit visible on my screen so idk
no fucking way
IT WAS THE ULTRAWIDE
?????
my entire desktop is cut to a 1920x1080 res but the nvidia app still records the black bars
poor trillion dollar company
I could probably fix ultra wide issues. But I don't have ultra wide monitor sadly, so it makes it very difficult.
There is usually some mod to add proper ultra wide support
Isn't that good?
Japanese studios do love making the quirkiest changes to unreal engine for some reason.
Well I can add this to the compatibility list.
Happy to help
well, not all the time
but this is much better than everything not working at all
Close enough. Sadly no lyall fix for this game.
story cutscene transitions like that are pillarboxed, but regular loading screens and menus in general work fine?
i'm eating this game
tysm 
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.
So just pasting the dll and adding antialiasing method 2?
yah, and by default this game contains nvngx.dll inside Engine/Plugin/DLSS folder maybe that's why.
not that much graphical changes though, just adds some clarity or sharpness and maybe lessens shimmering too.
cool find
Hey, when did batman get DLSS?)
?
I mean, will batman Arkham knight get dlss?
the arkham games actually use a heavily modified unreal engine 3
this mod isn't relevant afaik
That is what I heard as well
@red heath is it possible ?
Musa needs to do it to grow up into a full programmer
Someone would have to implement motion vectors into the game. Arkham Knight uses stock FXAA.
no per object motion blur?
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.
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.
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.
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.
@topaz belfry the new motion vecs visualizer of DLSS 4.5 is super amazing
that's huge!
will probably save hours
might help me fix mafia III and Just Cause 3
this was in DLSS R
RR
not sure if SR has it too
Isn't that an intro to a nine inch nails song?
Does this work in DQ11S?
r.TemporalAASamples=2 was the trick wow it worked i cant believe it
now the only thing DQ11S is missing is HDR
Reno ue doesn't work?
not for this game, its doing some form of custom implementation or something
Luma won't work either then once we implement then
rip well i hope some day someone makes a custom mod for it to add hdr
its really the only piece still missing
the game has all the other mods to make it look as good (or better) than the non S
plus all the benefits S has
if i try to use screen percentage less than 100, Luma breaks
which is not super great, i dont really want to use DLAA
i wonder if i can force a profile override in nvpi
ugh, didnt work
ill just stick to profile F, tbh M and L are adding aliasing
where did you get Luma for this game can you link me? I need the beta Luma that has HDR support
Fallen Order has native HDR (but you’ll need Lilium’s Black Floor Fix), Luma only do TAA to DLAA at the moment
I think for DLAA F is still fantastic
And really performant, I never realized how much heavier K was than F
Yeah the new transforme models have a much heavier resolution penalty. At lower resolutions they are very comparable.
best balance/performance ratio and just overall consistent across the board
wish they just backported the highlight fix to the cnn models
would be golden
they depend on the training set
they aren't math fixes
it's because they used images in linear space to train right?
they had previously trained on pre-tonemapped images
supposedly in HDR but dunno
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.
They mentioned this in this article
https://www.nvidia.com/en-us/geforce/news/dlss-4-5-dynamic-multi-frame-gen-6x-2nd-gen-transformer-super-res/
Upgrade coming to a massive library of over 250 titles with DLSS Multi Frame Generation, and over 400 titles with DLSS Super Resolution.
No idea how accurate it actually is because Nvidia's marketing department and their technical department aren't always on the same line
Vanilla SDR
vs
Luma HDR
2 and 3 were same
Hi, very intersting find you got here. How do I enable console in the .ini file? And is there a way to effectively use DLSS like with quality or balanced mode? I'd like to try this on Octopath 2
you can try your luck enabling dynamicres and setting screenpercentage to 67 using engine variables.
Ok but how can I enable console?
Try this maybe
Sometimes lyall adds enabling the console in his mods
Do you know if the luma addon needs to be updated when a game goes from demo to retail? I copied the files over to the main release and dlaa is not working
Which game?
Dq7r?
yes, dq7r
Did you update lyall and engine variables for the retail copy?
Sadly luma depends on being able to force the TAA so if that is not working Luma won't work.
yeah, i pretty much just went into the demo win64 folder and copied it over to the final release win64 folder
i confirmed all the ini file settings were exactly the same, too
But lyall fix seems like it hasn't been updated for the retail release
So that's probably why it doesn't work
Yeah I tried that but unfortunately it isn’t on by default it seems. Nevermind it’s not that important, it’s not like the game is heavy or something but I like to fiddle with DLSS when I can.
The console? You might still be able to set engine variables trough the ini even if no console
ultrawide works with the same demo mod, but that actually makes sense, the cvar part of the mod probably needs to be updated. i'll keep an eye out for it and report back.
@topaz belfry update. I forgot to copy the Luma folder when i copied the files earlier :l it still works ;D
good to know
I tried it on 3 games, and worked on all out of the box.
no need for custom code.
As long as it's dx11, it should work. Even UE5.
can't wait to test this out 
based on the screenshot name, The Ascent
Wow this actually looks amazing
This translates from SDR so well unlike many other methods. Really nice job
Completely forgot about that game lol
It was a stuttering fest back when it was released
shiet was almost boutta ask was well
The Ascent
Abzu
@topaz belfry gonna do some auto detection
if on first boot it detects an HDR screen
HDR will enable itself
otherwise, it will be exposed and require a restart.
similar to SK
Luma UE HDR
it's in
Would that also be the case for the few DX11 UE3 titles or are those too old?
no
me too
game does not start
same here
yeah addon failing to load atm
submitted fix
ooh, which game do I try first 
uh oh
Fatal error: [File:Unknown] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG')
seems like there might be an issue?
it does look good
i tried forcing dlaa on monkeyk ing hero is back which only has TAA but no success
dlss indicator doesn't show up
hdr works t ho
DQ11S DLAA + HDR
@thorny hawk
can't use the left/right comparison btw
it's not gonna be the real SDR
because HDR passes through a LUT, so i can't branch per pixel.
haven't had that
pumbo cooked like never before
what game?
okay pumbo cooked like ALWAYS BEFORE
monkey king hero is back
so far two games, maybe an issue with the split mode, will try without
@red heath are you spoofing native hdr in games ?
@deft sun native hdr luma 3000 nits on fallen order + DLAA
SDR path
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 ?
yeah i had the same in abzu
why would u use both
no. read the Enable Luma HDR tooltip
Cuz Reno has tons of options and I've set a few of them up already
Also it can switch presets idk about Luma
like what
luma just worked
Like all the sliders ?
Just asking whether it can let Reno do it or not anyway
u can disable hdr in luma
needs reboot
why? reno didn't work with it?
@small hemlock did they change the LUT encoding/decoding?
i guess not because if i have pattern scanning for it
custom tonemapper or something?
this is the og
what this?
change the chrominance slider a bit
it's too much in some games
why wouldnt it work with reno?
nobody imported the LUT shader?
Tyrant's Realm
In fallen order iirc the HDR toggle only shows up in exclusive fullscreen mode
And indeed Musa's mod is only for Jedi Survivor and not Fallen Order
ah
double benefit
so sick
2000 nits light sabers
renodx / renodx sdr grading bypass
VN scenes in this are unfortunately broken without custom shader fixes
tried adding support for it in reno UE but never found a solution I was happy with
but yea, luma UE looks really great
ah wonder if same issue happens with Luma, did you test?
just tried, the game just crashes for me as well. can't get to the visual novel scene I wanted to test lol
the loading screen also heavily flickers
these were the two shaders that needed fixes btw, in case you want to give it a shot
I'd be very suprised if it just worked ootb with Luma lol
LUT builder has NaNs
in older games
they even break the window composition
was this in windowed mode?
It’s pq
They have custom Arri-like LUTs before tonemap
ok then Luma might be broken, too loose auto detection
In Jedi survivor
Idk about fallen order
so far all the games i tried worked
Does the game require TAA for HDR ?
no
fixed this
should be smooth with most games now.
Just in time for my ECHO playthrough
I’ll report back when I get home
banding a little more visible here in HDR
that's just the screenshot
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
removed all the other reshade addons just to make sure those weren't causing the issue
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
Sifu SDR vs HDR
There's some edge cases with automatic textures upgrades I need to handle.
crashed a few times as well in Sifu 
Does it disable ingame HDR or have to do it manually ?
device hung as well?
the PC was fine, but I had to manually close the game from Steam each time it happened
Wdym dont take fallen order hdr from me 
Do it manually
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
It may seem simple on the outside but man you tuned your tonemap expertly
It's Ok. Take some screenshots
still works phew 
i'll take screenies when i can
i don't plan on redoing the game it was just to test the custom ue4 cases

i'll certainly do DQ11S tho
we reached peak
hopefully the graphic mods won't break stuff
Advanced settings have vanilla tonemap mode.
Should match vanilla.
i prefer your tonemap 
I can't find full list of unreal engine 4 titles in pcgamingwiki
https://www.pcgamingwiki.com/wiki/List_of_games_that_use_Unreal_Engine_4
This list don't cover beyond letter P
tried the latest build with Echo, somehow it's not working
main menu is creepy lol
make an account
Oh wait this works on DQXI? And HDR too?
Nice! Will def try when I get around to play it
You can force render res to be 67% so it is dlss quality instead
Or 50% for performance, etc
You do it in the engine.ini or something
Worked when I was messing with it
@obsidian gale false memory, my experience was that it didn't work
It breaks luma
yeah
it odesn't work just tested
it's native res or bust
upscaling needs custom work
Yah I knew I wrote something down
Ohhh thats great
Yeah DLAA + F is the way to go for this game
Oops
Sorry I misremembered, I knew I could adjust it but forgot it broke
gonna test SMTVV soonish, Marat had to do custom work to match SDR hues in Reno
F is extremely performance light compared to even K much less M
And F was always recommended for DLAA before we had transformer
46% gpu usage for my 5090 at 144hz 4k with F, 75% with M, 80% with L
locked 140 fps
but preset M has shimmering on trees
K and F are okay
I have a 4080 but I’ll probably be fine too I guess
L shouldn’t have it no?
But yeah probably not needed
At least in the first area, L and M really made the game appear to be oversharpened
and I didn't like what K did to it either it removed grass moving far away
But since I'm also targeting 225 fps L/M toooooo expensive anyways
found the culprit, it was RTSS
I can boot, but it crashes after 3-4 mins without any error
After searching this problem appears to be related to intel cpus 10th gen and up
🔍The workaround below is not necessary if you are using GOG GALAXY 2.0.43 or newer.
Since the 10th generation of Intel i-series processors, there is an error in the calculation of the OpenSSL instr...
Yeah it would break post process effects if you upscale during the TAA pass without upscaling stuff
I don't feel excited for games as much as my childhood, but I do feel excited for trying proper HDR 😁
I'm like 80% through Fallen Order right now, time to see, though the native HDR wasn't all that bad compared to most.
ur talking about the project rebuilds mods from nexus i assume? can you let us know if they work
Dead Island 2 show a black screen, game is running and UI is rendered
Ghostrunner works out of the box, looks insane with HDR
nope still crashes 
i don't think it's DX11, possibly customized engine. big game.
the smaller the game, the more it's likely to work.
that does look nice.
could u take comparison screenshots with and without HDR?
see TONEMAP_TYPE in the advanced settings.
there's a crashing problem with Luma.
need to figure out what.
it crashes too without Luma
ok gimme a couple of minutes
I checked Github and it says it works (but with past versions)
the crash error I get with Sifu
yeah same error I have been getting
Yea Crash 4 crashes too, seems to be universal
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
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
Makes things look rather disconnected and sometimes quite ugly when playing in HDR
Randomly?
Pretty much?
It happens more often on load
But it can happen randomly during gameplay too
Funny thing about crash 4 that with vanilla it outputs natively in 10-bit in SDR
All UE games have been doing this for a while
They do? Never paid much attention
yeah though if they added any post process pass between the tonemap and swapchain
it defaulted to 8bit, hence quantized to it, and obviously nobody noticed
many games do, to do stuff like overlays etc, semi UI semi 3D world stuff
This random crash is new and cam after HDR is very consistent.
I'll try to help debug this.
gotta be some resource upgrade thing
that or maybe some dead lock perhaphs?
can anyone test disabling steam overlay and trying again, opti developer said that solved his issue.
would help narrow down stuff
dead locks don't crash instantly
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
Exception thrown at 0x00007FF7D63B3518 in Endeavor-Win64-Shipping.exe: 0xC0000005: Access violation reading location 0x0000000000000000.
Endeavor-Win64-Shipping.exe!CreateAndUpdatePooledUniformBuffer(ID3D11Device * Device=0x000001cb69929c10, ID3D11DeviceContext * Context=0x000001cb675f0b00, const void * Contents=0x0000007a1a49d840, unsigned int NumBytes=4032) Line 159 C++
ASSERT_ONCE((uint)viewport.Width == rt_size.x && (uint)viewport.Height == rt_size.y);
yes it does, but that could just cause visual issues I think, no crashes
looking trough the code atm still
this is tough, I think it's some race condition somewhere
ah ok it's just a nullptr
this always happens on boot or loading screens
i don't think it's related to crashing.
Isn't that just because of device hung and timeout of create returns null? Not too sure how dx11 works
Should probably have enable hdr to false for now until we figure it out BTW
added HDR to the list, can u mark the games u tried?
should I mark as working if they crash?
sure
what symbol are you guys using for the crashed ones? I see Sifu is marked red but the HDR part works, just crashes
It's whatever
I'll fix the issues anyway
all good 🙂
just wanted to stay consistent is all but I have faith in our glorious leader 
#🖼️hdr-screenshots message add this to list!
DLSS + HDR works, but minor issues
there's some really sweet screenshots of this in Otis' server. Game looks surprisingly good
resolution and input problems in SW jedi fallen order on reshade.
Samurai jack
Yeah gotta figure that issue out. How long did it last before crash?
11 minutes
triggers:
- loading screens
- changing resolutuon
Triggers during random gameplay too.
Are people crashing having undervolts? Just a suggestion
Fallen Order just has weird res/input problems in general sometimes. Though Unreal HDR caused crashes for me on Illum (I believe it's spelled.) every time I left the ship after a few minutes. Went back to the in game HDR till I beat it.
Lasted tops 5-6 minutes since booting the game, I only tried three times or so.
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.
why does it? doesn't it upgrade textures by aspect ratio
Idk but it would break ui composition and other stuff when screen percentage was > 100 in a few games I tried. Not sure why
Didn't look at the code
Didn't try with <100 but I assume similar issues will show
Does >100 work?
No that one for sure broke things for me when I tried in dragon quest.
This is reno I'm talking btw
But in general
Haven't tried renodx ue in other games that set random screen percentage. I guess I could force it by ini
I remember asterigos uses a screen percentage value below 100 when set to fxaa for some weird reason. and it works with reno, but you have to select bgr8 typeless output ratio upgrades, output size obviously doesn't work
maybe I just forgot to set it to ratio
Without reno 🤣🤣🤣
In Unreal. Can u do supersampling
definetly works on dragon quest. not sure if it depends on engine version.
Life is Strange: True Colors works, but DLSS is grayed out
does dlss work if you disable hdr?
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
according to Github, I need to download a specific for it to work but I'll try again without hdr
Also looks broken with HDR
weird that it works on older versions and not newer ones.
dx11 already had HDR. Misses ray tracing though
don't own the game sadly
pushed a little update that disables some wrong code branch.
probably doesn't fix crashes but who knows.
@red heath seems to be fine now, Scarlet Nexus no crash after several minutes, used to crash pretty fast after loading a save
You trying to figure out how to dlaa dx12
scarlet still crashes for me really quickly
and VN scenes are borked, which is expected given they're custom
I tried making game bar screenshots, and the game crashed on me lol
clash artifacts of chaos has a warning sign next to the hdr toggle
and hdr doesn't work
For the visual novel story scenes the game uses custom made, non standard UE shaders
DLSS Model M vs TAA
Add to wiki
@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
Done, engine version 4.14.0.0
Which ones
Damn, maybe I did just get lucky
For example scarlet nexus
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
now it show up
tested Under the Waves but now
niether hdr nor dlss is working
Is it just removing a saturate at the end of post process shaders?
U can copy and paste the custom shaders from reno in the Luma folder. Should work.
For example, or fixing unsafe pows that cause artifacts or just a post process shader that expects an SDR color
Yea but could we add them to github
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
just the ones that are actually needed.
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
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
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)
I think they expect the blur of upscaling from lower resolutions to compensate for the sharpness, maybe?
I know some of the people in the opti discord add some blur to 4.5 to help with shimmering
they use output scaling too iirc? so that the downscaling blurs 4.5 a bit
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
It's a great option for older games
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)
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
@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
Log?
Do you know if it uses taau instead of taa what's the engine version?
I... have not idea what would make that happen
Add it to the wiki BTW
Btw think I figured out why Fatal Fury doesnt work, seems to have some sort of custom code for motion vectors or something
UE5 yeah (but DX11 works)
specifically there's a r.SNKSkipVelocityPass variable that breaks TAA, so I assume there's some custom code involved
did not encounter crash in samurai jack, encounter crash in spongebob and biomutant during gameplay
maybe due to shader compiling
That could be it too
new build with some improvements
am I crazy or is the UE version missing with this new build?
yeah
fixed. 5m
would u like to find a way to send warnigns if builds fail?
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
oh was about to push the fix
indirect uprades breaks this game really badly
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
did u try the latest version?
after i fixed it
i put some code to mitigate that
what is?
yeah this is latest build
texture upgrade, with spoofing like you mentioned
take a capture is see what resource are upgraded
talked to crosire, it seems like it's a dangerous path.
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.
also, if u click "Enable Mod"
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
started fine this time, but still crashed shortly after
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
they remove jitter or something?
Idk exactly what the issue is
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
crash happens randomly or after some time since u say dlaa works ?
it just happens at random
usually within a few minutes of launching the game
just walking around the starting area
dlaa works
issue with the HDR, disable it for now or wait for update
updated to the new version from 6 hours ago and still getting the same crash
Nothing changed
ooohh, that'll be why then 
sorry haha
nah nvm works after a restart
(luma hdr / sdr)
default settings make the blade blue instead of white
similar to what marat encountered
interesting I would like to see what untonemapped looks like here
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.
yeah
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
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?
It's in one of the shaders called TheAscent_
Awesome! Maybe U+ guys can make it a toggle. Appreciate it:))
No per game toggles.
Just find the shader and make it return 0
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.
@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
this looks fine to me
being constantly at 900+ nits is fine? im new at this so idrk and for me it kinda looks flat idk maybe is just me tbh
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
well highlights pop as they should
doesn't shock me looking at it on these screenshots
you have all the details there
@deft sun anything looks weird to you here ?
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
when you said that on the reddit thread i thought you had constantly 900 nits everywhere
so what do u consider bad hdr then when theres no detail in light stuff?
but looking at the graphs and heatmap it's very specifically the highlights
there can be plenty of reasons but yeah having clipped details means it's not real hdr to start with
like for example in this dark areas the nit is at 900+ isnt it suppose to be at like near 0?
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
so for you using luma is better than native hdr + black floor fix
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
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
it's a screenshot tool analyzer
yours is grey and has other colors
but the point is the same
sdr is monochrome instead of blue
RenoDX Commander a tool to automatically install renodx on all compatible games : https://github.com/RankFTW/RenoDXChecker/releases/tag/RDXC
Reshade : https://reshade.me/
HDR Analysis database : https://github.com/KoKlusz/HDR-Gaming-Database/discussions
HDR DEN Discord : https://discord.gg/pUBGEKQMxs
RENODX Discord : https://discord.gg/renodx
T...
here i showcase yours
as of now the only things broken are:
- fades to white or black are broken with Luma HDR (I think in reno too often)
- crashes
Ohh so for me the greyish is the blue in those screenshots
Ye this video is how ik bout lilium n the hdr data base thing thanks
so yeah you should be good, if you experience crashes it might be the hdr portion of luma so just disable that and use ingame HDR(dlaa should work fine) because the hdr thing is very new
I got a AMD gpu and when you say use ingame hdr you mean it with lilium or without lilium if luma crashes my game
with lilium ya
game needs it
with luma hdr lilium disabled
if ingame native hdr lilium enabled
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
dpeends on koklusz free time
re9 will have reno mod very quick
just use it straight up xD
marathon will prolly block reshade idk
Lmao how to know if the game works best with reno or luma if there’s no like sources to tell u
nobody knew there was america either
they found it
and wrote down a wiki about it
(just don't kill anybody in the process)
Lmao naw I’m saying like if the game is very new and not in any wiki just try reno and fuck it?
There is a reno wiki and a luma wiki
With compatible games listed
The gift hub right
Ya githubs
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?
not sure. would need to look at the game. looks like NaNs.
What you need? Reshade logs or luma logs?
Nvm sorry, just noticed tales of arise is not checked for hdr. disabling hdr on luma plugin, the game works normally. gonna use reno addon for hdr i guess.
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.
Yep, and that was my bad. I had luma HDR active, so was getting crazy, also it even crashed the game wandering around lol. then got renoDX for hdr, switched Luma hdr off, and everything works good so far, maybe some white flash , idk it works, just maybe some flashing white hapen, but didn't test for long. Do you use TAA+SMAA? also would be nice to see your reno configs
In the LUMA GitHub site there is a note saying you have to use AriseSDK and change a line in its config files regarding TAA.
going to do a patch for arise, give me a few minutes
yup, i have arise sdk, and properly configured ini
i could take a video and show you, just a combat and you will noticed what im talking about, if you want.
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
will also default HDR to off until we solve the issues with crashing.
don't own the game to mod it
Well, if you would mod it properly, i would even willing to gift you a key😂
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
@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
@solar mountain @topaz belfry my wip unreal-extended mod works with tales of arise, but the problem is UE-Extended runs the filmic tonemapper because its mostly made for newer UE games
Arise runs the old ass legacy tonemapper; so the filmic TM will feel like it has a ton more contrast -- you can reduce contrast to ~40 in UE-Extended and it should feel fine
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)
time for mobile tonemapper extended
idc enough for that, mobile/legacy is just a washed out tm -- the contrast or even the gamma offset you shared can probably look 10x better than mobile/legacy extended
(I'm not trying to shill my mod here, izueh pinged me; I reply with what I have)
they were talking about berseria which is unity
oh I saw arisesdk and thought arise
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?
ah got it
voosh's mod is "psuedo dx12 support", since all the dx12 games he found so far are "fake dx12"/11on12
we have unity, Pumbo is the one that knows about that, but dx12 would not work for sure.
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
https://github.com/marat569/renodx/tree/main/src/games/ue-extended/games/talesofarise
4 shaders, only change is adding a safe/signed pow
// r0.xyz = log2(r1.xyw);
// r0.xyz = cb0[50].www * r0.xyz;
// o0.xyz = exp2(r0.xyz);
o0.rgb = renodx::math::SignPow(r1.xyw, cb0[50].w);
or else the game will NaN like crazy
I already did it
I think u can run it with -dx11 and it forces 11, like Unreal. Didn't know 12 was fake though.
yea I talked to voosh about it, he said out of all the games he tested he never found "real dx12"
only change to support dx12 was the swapchain proxy needed cbuffer slot 50/5_1 since it is a dx12 swapchain
let me try, I sadly own the game
Might be a slightly different command.
Google it
I don't understand. Shader model 5.1 is OK with 11
its reno stuff mostly iirc
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
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
I added them now in the latest commit
@cursive reef
Nice
All the other game fixes in reno UE should be easily copyable as well
And are probably also needed for luma
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)
r2.xyz = RENODX_TONE_MAP_TYPE ? r1.xyz : saturate(r1.xyz); just a bool to remove a saturate if hdr is on (and the max 0 in the end)
once we get a stable HDR I will port them over
we have issues we re resource upgrades crashing games yeah
why do that instead of the ole reliable reshade upgrades w/ clones?
any benefit to it
never really understood why luma "re-invented the wheel" (outside of for fun)
well we probably moving away from reshade at some point, so most things are native dx11
are you sure it is because of the -dx11 command? i got reshade on it, and it was reading d3d11 without it.
didnt you take a pic and it showed d3d12
nope
wait no its dx11 in your pic
yup
what the site says is fake news
thats why i said wtg lol
so is the game just dx11 then?
probably yea
the dx12 is prolly "dx12 compatable gpu"
yeah
he got dx12 from the reccomended settings
unless it does 11on12 shits like you said, i don't know hw to check that
d3d11on12 should show a proxy dx12 device
but exposed DX is 11
so it's just dx11
lol yea
once I figure out granblue I might go for this one.
funny cause it's advertised as DX12
thought I had a solution but hit another roadblock. decompilation on CPU is so much harder than GPU stuff
About Arise, what's the situation then? im using luma for DLLA, and Reno for HDR
there is no URP stuff
prolly use luma hdr
with the new build
idk where to get it, maybe izuah can post it
it's been updated?
if thats the case yea, but idk if its just clip
just no URP
yea
was working, but was having like flash burst of white light
randonly, in combat and sometime opening menu
try new build, if not keep using reno for now
is it on latest build on github?
yes
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
Arise is UE, berseria is unity
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
awesome :)
maybe we'll find a solution for scarlet nexus VN scenes as well lol
for sure will love to get that fixed
I'm using the generic UE version from RenoDX GitHub.
me too, but luma updated his version, with shaders fixed. Idk if reno have been updated with shaders
@topaz belfry offtopic question, does LUMA DLAA needs temporal aliasing, as TAA, to make it work?
yeah the way it works is that it replaces TAA
Disable HDR
Tales of Arise is still broken with HDR active. It still not supported? thought it would with added shaders, but it still break visuals.
ah give me a second, I made a mistake with the fix
No worries really. Whenever you have time, if you want ❤️
wait like 30 minutes for new build
crashed on a skit cutscene, and the exe process got locked, had to reboot for have it closed. hmm. Oh btw, is there a reason for the 1000 peak nits? i have my setup for 2000 nits
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
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.
I had Tales of Arise working perfectly even before the fixes. Should I update for those new shaders or it's just for HDR?
Trying right now. Anyway, all of a sudden, after i switched my games with DisplayCommander for fpr limiter, wanting to try, and it have really nice perks. then all games i had it installed, just crash. had to delete it on all games. now gonna try tales, and see how it does look
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
Weird, send the log to pmnox?
how?
and why its even on when i have hdr on my monitor and windows disabled?
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.
shouldn't be on if he has no HDR capable display
are you getting crashes
yes
every time
old version of luma (27X something) works 100% fine
device hung/removed
check if hdr is enabled, shouldn't happen otherwise
Ahh it works
Weird that it enables HDR when all my HDR is Off
gotta check that
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
they have to accept the PR, I think Pumbo may have or is doing this tho
they update to ACES 2 recently and pumbo says it still sucks
pumbo has a UE fork with proper hdr iirc? the one he offers his services for via Gamma Studios
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.....
@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.
ye i will clear drivers, should fix it. would be nice to try another one, but latest drivers are scary 😂
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
uh hi... i'm having an issue
what's up?
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```
What does this feature do?
Optiscaler supports a ratio < 1, so it supersamples (e.g. 1800p render res for 1440p monitor), and then downscales it to display res
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
not sure why this would break, pressumably they just take the output of dlss and super sample it before downscaling it and sending it back to the game
right?
its not even breaking with that enabled, its breaking just using optiscaler at all
I have definitely used opti with luma before so it might be a quirk of the game
what game is it?
don't see why it would break, I will test later in a bit no promises there
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
afia
@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 ❤️
I think TAA only probably better
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😭
yeah luma HDR still not quite ready sadly and Pumbo has been a little busy.
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.
yeah the crashes are due to Luma HDR resource upgrade, yeah you can use something ITM or reno in the meantime
Reno works well ? If it's good enough i'll just go with that.
yeah it should work, make sure to disable luma hdr in the settings first
Thanks a lot for the infos !
Ofc. It's already kind of exploding on its own so I'm not gonna stack them up and see what happens😂 !
Although, for science maybe 
...

CTD= crash to desktop? wow, i think i never seen this acronim, but i'm not english native, italian, so nice one❤️ , about that, yeah i was having that too, but after last update, i don't think i would crash, since before the update, crash was like after a battle or 2, now seems stable.
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
The unreal engine one only, and depends on the game.
Exactly. Not native either🇫🇷 . But you pick up things as you go😉.
btw, you might want to add something to the wiki about how currentframeweight and filtersize can help improve jitter with minimal impact on aliasing
oh, i see. So hdr is still not stable for general unreal engine luma? unless tweaked?
oh, have you tested some decent values?
not stable depending on the game currently.
Just setting currentframeweight to 0 has worked when ive tried
huh, weird wonder why that even does anything since TAA shouldn't be running
Is that Kevin approved ?
I think it's only the "luma hdr" option that is unstable specificaly in unreal engine mod (probably depends on specific game too). DLSS part and Inverse tone mapping option (pumbo auto hdr) work fine otherwise. So if you avoid "luma hdr" tone mapper option or use renodx for the hdr stuff instead, then stability is fine.
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.
Yeah, that was my thought too. Like I said, it doesnt have the usual impact on aliasing/sharpness that it would when using normal TAA
yep, but im running it flawlessly, and looks spectacular with luma hdr. with reno idk. 25-100 instead of 50-50 which one? gimme what to tweak plz, im still not expert, trying to learn ❤️
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
yes, gimme the values to change plz for renodx
I recommend blowout restoration 25 and hue shift 100.
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
ok, will try it, if i will crash with luma hdr. tho, lately izueh did a fix for tales, so need more testing.
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
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
can i ask something i really don't know perfectly?
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
Got a screen maybe ?
screenshot of the reno ui?
i think i was using thi, just with 2k nits instead
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.
nope, just a screenshot i had, i can get for arise and ff7, this in particular was for clair obscure, just i dont get why some games preset is higher. so it is paper white that value
and paper white shouldn't scale base on your tv/monitor peak nits?
Nope. That concept is called hlg, and it isn't a particularly relevant can of worms for gaming. Well for anything really nowadays.
so 203 is just best paperwhite?
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.
DoF is completely unrealiable in UE depending on the:
- final resolution
- render resolution
- aspect ratio
The screen is gone😅 ...
i barely got it lol, what happened XD
oh btw, whats best way to get hdr screenshot, to retain metadata? like if i want to show you how it does look like
But from what I saw, did you loose a 1000 nits in second shot ? That's wild.
Is that also why it has been broken in nvidia drivers for such a long time
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 ❤️
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.
No no, it wasn't my point, sorry, i believe it.
Just wanted to get some more info about, not on that specific value.
OK, bonus points for whoever gets this right :



