#✅Luma: Unreal Engine

1 messages · Page 4 of 1

azure hedge
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how do I use Luma with SK ?

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I see were I put the addon in SK folders

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no pb there

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but where do I put the rest ?

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Does it work if I put the rest in game folder ?

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let's see...

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he...

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I'm not even getting any reshade addons

rancid mango
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Good luck getting it to work, I can't say I've tried with luma specifically, but I've never been able to get the depth buffer working in reshade when using it as a special k a plugin (which luma also needs), I'd love if it was possible as SK's frame limiter is awesome

topaz belfry
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just use DC

rancid mango
topaz belfry
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Display Commander

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is a reshade addon

rancid mango
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This looks interesting, I'd not heard of it. Will have to have a play, thank you.

toxic harness
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Hi

topaz belfry
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hello

inner mantle
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hello

solar mountain
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are those settings correct to disable luma HDR part? gotta use reno for hdr, so was wonndering if just turning off luma hdr is enough, or i need to change something else?

solar mountain
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@topaz belfry @azure hedge Please, is this correct?

rapid saffron
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You unchecked it, you're good. Just use Reno now alongside.

azure hedge
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Yes that's it. Just got to restart to apply

red heath
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and don't think too hard next time 🤣

solar mountain
solar mountain
solar mountain
topaz belfry
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just fatal error, nothing else?

azure hedge
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TOA ? I don't have this pb. Are you running DC ?

solar mountain
solar mountain
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just luma + renodx hdr on tales of arise, TAA only with your settings, which look pretty nice

topaz belfry
solar mountain
# topaz belfry yeah I don't know why that happens at all

i think since im testing a few things, at some point, i really believe my stupid nvidia driver just get corruption. last time, everygame was just crashing with reshade if set on DXGI hook method. lets see, i will try reclean my drivers again and see what happens. btw, now also rebirth was getting stuck and had to stop on steam game page lmao. and i just have reno dx on rebirth...

solar mountain
# topaz belfry yeah I don't know why that happens at all

somehow rebirth fixed, idk how, just reinstalled last build. Luma now seems to work, but i think it crash when i try changing nits on reshade overlay, or sort of. instead, ff7 remake doesnt kil it's process, and have to press stop on steam game page still. tryed both nexus build and latest build hmmm

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is there something luma or reshade itself save somewhere on %localapp% or registry, idk. maybe its something left from past usage, that conflict

topaz belfry
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there shouldn't be anything except the reshade.ini

solar mountain
solar mountain
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@topaz belfry idk if it can help, already posted on reshade discord, waiting for an answer. but i found a difference.
ff7 rebirth using reno, exist like this:
04:48:29:489 [ 5756] | INFO | Redirecting IDXGISwapChain::SetFullscreenState(this = 000001829A950920, Fullscreen = FALSE, pTarget = 0000000000000000) ...
04:48:29:500 [ 5756] | INFO | Destroyed runtime environment on runtime 000001829E9A1790 ('C:\Program Files (x86)\Steam\steamapps\common\FINAL FANTASY VII REBIRTH\End\Binaries\Win64\ReShade.ini').
04:48:29:500 [ 5756] | WARN | Reference count for IDXGISwapChain4 object 000001829A950920 (00000182F7D79AC0) is inconsistent (1).
04:48:30:942 [25268] | INFO | Unregistered add-on "RenoDX".
04:48:30:949 [25268] | INFO | Exiting ...
04:48:30:949 [25268] | INFO | Uninstalling 56 hook(s) ...
04:48:31:979 [25268] | INFO | Finished exiting.

Meanwhile ff7 remake with luma:
04:56:56:586 [16388] | INFO | Redirecting IDXGISwapChain::SetFullscreenState(this = 0000023E81BAD080, Fullscreen = FALSE, pTarget = 0000000000000000) ...
04:56:56:586 [16388] | INFO | Destroyed runtime environment on runtime 0000023E8CCFAF70 ('C:\Program Files (x86)\Steam\steamapps\common\FINAL FANTASY VII REMAKE\End\Binaries\Win64\ReShade.ini').

it miss the whole exit sequence

solar mountain
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@topaz belfry clean reinstall fixeds everything, now im not getting the crash changing hdr overall setting on reshade, so idk.
Everything seems working, just FF7 Remake on dx11 using Luma, doesn't stop correctly.
Tryed with just reshade, and it close correct. Just luma make the game process hang on close, as it doesn't unhook reshade

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FF7 remake Luma
12:43:25:363 [23644] | INFO | Redirecting IDXGISwapChain::SetFullscreenState(this = 000001B2D47054A0, Fullscreen = FALSE, pTarget = 0000000000000000) ...
12:43:25:364 [23644] | INFO | Destroyed runtime environment on runtime 000001B2D4EBC450 ('C:\Program Files (x86)\Steam\steamapps\common\FINAL FANTASY VII REMAKE\End\Binaries\Win64\ReShade.ini').

azure hedge
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If Tales of Arise is still crashing the only thing I can tell you is to maybe make sure you've not got anything overriding your windowed/fullscreen mode. The game doesn't like it much and it will crash when combined with renodx. Be sure you haven't got anything of the sort in Nvidia driver profile or AriseSDK/engine.ini. Make sure AriseSDK has "resolutionfix" set to false and you don't have something like "screenresolution=2560×1440f" in your engine.ini.

solar mountain
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also atm arise should be good, and i told reshade about that bug, noone still answered me.

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but, today i couldnt reproduce it again, so idk lol

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Luma on ff7 remake process hanging after closing still an issue tho. atm everything working apart that

topaz belfry
solar mountain
# topaz belfry I have had other people report this issue. But I am not sure what causes it.

Ok. i posted the logs on reshade #help, specifically saiyng reshade+luma, but also saying arise unreal luma, is not affected tho.
Dunno how many luma mods are affected, but FF7 remake one is. let's see if i can get a response or help possibly. The fact i'm not the only one, narrow down the compatibility of like, my setup, my graphic card or simple nvidia driver. If its happening to more ppl, is it only ff7 remake or other luma plugins, might be reshade related. some sort of compatibility with what luma does in that type of game, or games. if you could strenght my post asking info, maybe they could give some insight, since i'm pretty newbie on their discord 😂

topaz belfry
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I have been a bit busy lately, so can't check atm

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don't think it is an issue to be brought up to reshade unless it happens without luma loaded as well

topaz belfry
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no

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not really an issue

solar mountain
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k

topaz belfry
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likely to do with code and me not cleaning up some resource correctly

solar mountain
rancid mango
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Out of interest, did you get Tales of Arise working with DLSS at any resolution other than native/DLAA? not a big issue of course, it's still WHAY better than the native TAA, but I find either using the in-game resolution option or using r.ScreenPercentage= anything other than 100 in the Engine.ini reverts DLAA back to the UE4 TAA

topaz belfry
rancid mango
calm pivot
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Hey guys. Can Luma be used alongside Optiscaler?

topaz belfry
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yeah it can

quasi geode
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Hey does anyone know how to get rid of the statistic overlay stuff at the bottom left corner?

topaz belfry
quasi geode
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Awesome that worked flawlessly, thanks man.

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I also have another question is there a way to up the resolution with the in game scaler? When I attempt to do that it now makes the game blow up and scales incorrectly.

inner island
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Maybe try DLDSR if you want downscaling

quasi geode
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I wouldn't be able to upscale to 5120 x 2880 for instances in DLAA?

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I'm sorry I probably don't understand exactly what you're saying 😓

topaz belfry
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requires resolution to be the same as monitor

void hull
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Doesn't that mean things like DLDSR might work?

topaz belfry
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you probably have to set your desktop resolution to dldsr

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but not sure

void hull
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That's what I meant so yes you'll have to do that

hallow tusk
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something strange happens when I use Luma with Guilty Gear Strive, if I use DLSS upscale the image is zoomed it, but only during matches, its fine in the menus. 😞

eager crypt
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Hey guys,is Luma HDR ready?

red heath
topaz belfry
topaz belfry
pastel frigate
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Any luck for the mod working with trek to yomi and days gone?
I know days gone taa is different but trek to yomi uses standard ue4 taa i guess

hallow tusk
topaz belfry
topaz belfry
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would be a decent game to test upscaling, but don't own it

hallow tusk
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with super resolution set to none its works fine but using dlss or fsr3 it zooms in the image during matches. Also HDR works but has a lot of issues like characters not showing during character select etc.

topaz belfry
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but likely a resource upgrade issue

red heath
stuck ivy
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does anybody know how to make bl3 dlss work? it shows dlss but enabling does nothing playing on steam

stuck ivy
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tried everything but it wont work for me pepeHands

topaz belfry
stuck ivy
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DLSS works for other users in this Discord even if wiki says it doesnt work

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but idk

topaz belfry
stuck ivy
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thxx

prisma fulcrum
prisma fulcrum
prisma fulcrum
topaz belfry
prisma fulcrum
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I also checked What Remains of Edith Finch and added it to the list. This is currently the oldest version of UE4 with working DLSS on the list. I'm surprised it works; your work is excellent. I knew TAA could be replaced with DLSS, but I couldn't imagine it could be so unified.

topaz belfry
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few games shipped with UE4 versions older than 4.9

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so most games are supproted as long as they use unmodified UE4

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I can add support for the rest but have been lazy

prisma fulcrum
topaz belfry
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I think Street Fighter 4 might be one, but not sure if it's vanilla UE4

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Days Gone is custom

prisma fulcrum
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Do you happen to know if it's possible to fix the animation rate in UE games? It looks suspiciously generic in lots of games, skeletal meshes just go 5 fps at certain distance from camera. So i suspect it may be UE default URO preset or sth. But i never see it being fixed outside two cases - Atomic Heart have custom cvar for it and Satisfactory devs actually change default behavior and implement in game settings. The saddest thing is that the Satisfactory example shows that the CPU performance gain from the default approach is simply laughable.

topaz belfry
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have you asked the people in U+ they know about all the weird engine variables

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maybe @red heath also knows, he read all the UE code

prisma fulcrum
marsh quail
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URO is most likely a console optimization where specs are more constrained
PC can blast through it easily

pastel frigate
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in trek to yomi dlss is greyed out

topaz belfry
topaz belfry
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and FSR3 works just fine?

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weird

pastel frigate
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fsr3 works but gives me jaggies

topaz belfry
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send me log?

pastel frigate
prisma fulcrum
pastel frigate
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fsr shows to be working but does not

topaz belfry
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Gotta add more logs to the test version for things like this

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But it seems to find the correct TAA shader

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Not sure why it's breaking

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Did you disable HDR by any chance?

pastel frigate
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its also pretty strange because am sure the game is using default ue4 taa as all cvars seem to work as intended

topaz belfry
pastel frigate
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dlss still greyed out

topaz belfry
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will check it out in a bit, I think I own the game

pastel frigate
topaz belfry
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days gone is a custom UE4 engine

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this mod won't work

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gotta do a custom mod for it

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also I don't own the game

prisma fulcrum
pastel frigate
prisma fulcrum
# pastel frigate Thats odd

I see that the game isn't in black and white in your screenshot. Is this a mod or does this happen as you progress through the game? I haven't completed it myself, just launch for test. Perhaps switching from black and white to color uses some variables that interfere with DLAA?

pastel frigate
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reinstalling the game fixed it for me!

jaunty sphinx
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Been using the plugin with Redout 2 in dx11 mode, dlaa works fine, dlss I don't think so

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at least I go from 132 fps of preset M dlaa to fixed 180fps at 90% scaling from the menu with way worse image quality, very similar to what TAA used to be

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(I'd like to use dlss at like 60/70% so I can avoid all drops below 180)

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is this the expected behaviour?

prisma fulcrum
topaz belfry
hybrid hazel
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Luma DLSS for AC:Origins/Odyssey? any plans? I will pay for that

topaz belfry
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Long baglog of games and things to do. Feel free to donate, but no promises

pastel frigate
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Tbh the taa in ac origins and odyssey is honestly pretty good on own

gloomy whale
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I posted in support but I think it fits more here.

I started to replay Star Wars: Fallen Order. I'm using Luma. I was wondering if it is doing DLAA on this specific game. I noticed there are a few presets for DLSS and the debugger shows it is doing preset K. Does Luma's presets override the one being shown. There are noticeable differences when swapping between K and M/L so I was not sure.

Another question in regards to dithering. I am not familiar with it but is it the random pixels I am seeing over the screen sparkling. There is a beta fix in Luma for it but I was not sure what it actually does. However, when I do enable it and restart the option is unchecked each time.

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I assume Fallen Order is still a WIP. I seem to keep crashing with Luma running. Without the addon enabled I do not seem to crash with this error.

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I noticed the error seems to be the same as when I recently used Luma for Spyro Reignited Trilogy. I ended up having to remove luma for the rest of my playthrough sadly 🙁

topaz belfry
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crash is probably related to HDR

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disable HDR and it should be good

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use renodx: unreal engine instead for now

gloomy whale
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Ah ok. So I can still use reno while benefiting from Luma DLAA as long as HDR is off? The HDR from in-game and Luma have to be off or something else.

topaz belfry
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Luma has to be off

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not sure if reno requires HDR off for jedi

gloomy whale
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I'll have to check in a sec. To see if it does or not.

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Seems it has to be off but the Renodx UE has no effect with any sliders other than UE. The shaders on it aren't working either. I'll just have to use native HDR or test RTX HDR 🤮

pseudo harbor
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Use ingame HDR and DisplayCommander for borderless. Luma DLSS can be used, I found only preset M was worth using but it comes with a large performance penalty for not a lot of gain

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FSR 3 was pretty good also but has disocclusion artifacts. The other DLSS presets blurred the game more than native or tonemapped details

gloomy whale
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My presets change but the debugger still shows K for some reason. That is sorta why I asked since I was not too sure.

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I am not sure if it is really changing because I am on a 30 series and K vs M has no FPS change.

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Maybe I have to keep the original luma DLSS version installed. I updated it with the latest 310.6.0

topaz belfry
gloomy whale
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Just saw the tool tip for the unchecked "Enable Luma HDR" it says "Require rester to apply." Is that intentional of the right word or was it meant to be restart 👀

topaz belfry
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I should force that to off and fix that typo

gloomy whale
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pepeToast I thought so.

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Theres the performance hit I was looking for. Seems I manually had to do M through the NVPI. 120 down to 62 is a nope for me. I'll stick to K.

pseudo harbor
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or maybe it was the other way around idk

gloomy whale
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I'll stick with K / native hdr for now. I think the game needs BFF. I never really know when a game needs it or not.

topaz belfry
pseudo harbor
gloomy whale
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Not for me at least with the debugger. When I change it with luma I see minor AA changes but my FPS remains the same.

gloomy whale
topaz belfry
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you probably find a dark place that should have near 0 black floor and if it doesn't then you know it's a problem

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or something like that

gloomy whale
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Interesting, I usually just toss it on stuff if it has a gross grey filter. It isn't necessary but it makes games look nice for me.

rigid glacier
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How do I change DLSS to quality or performance on Luma?

topaz belfry
rigid glacier
prisma fulcrum
plain tulip
rigid glacier
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rtx 4080

plain tulip
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that seems about right depending on which preset you're using

rigid glacier
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I was using M

plain tulip
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lol

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try K or something

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You really aren't supposed to be using M or L with DLAA

rigid glacier
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Will try K then

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thank you

plain tulip
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np

topaz belfry
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Yeah with M you can expect that kind of performance hit

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Specially at high resolutions

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M scales poorly with input resolution compared to the others

prisma fulcrum
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Idk if its unpopular opinion but 99% of the time i prefer preset C with output scale more than 100% or F for DLAA on 4k screen. Only using M in BF2042 but transformers seems only presets there that remove sharp, its usually opposite.

rigid glacier
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I changed to K and got a huge difference in fps

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more than 20 fps back

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now it seems right

rigid glacier
topaz belfry
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I use E with RCAS or some other sharpness

rigid glacier
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Only problem now, is that I can't get 100% gpu usage in Borderlands 3, when using dx11, only when I use dx12, which Luma doesn't support

topaz belfry
prisma fulcrum
rigid glacier
prisma fulcrum
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Hmm, ECHO game is listed as supported but i can't get it to work. The menu works but none of the upscaling works. I have gog version. Here is a log.

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For some reason it works only on new save file.

topaz belfry
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no taa detected

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not much I can do, I don't own the game

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I will add more diagnostic options on the test build to maybe help me with this
UE4 TAA Shader detection for shader 0X6B10DAA4 failed with confidence: 0.00%
very odd stuff here

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how was it a candidate for TAA with 0%

prisma fulcrum
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Seems it same there, but it now works on new save file. And if i go back to old save file it won't still.

prisma fulcrum
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I figured out what was going on: after the first level, DLAA stopped working. That's why my old save files weren't working. Also there are issues even in first level, with AutoExposure On light sources are strobing, with AutoExposure Off anti aliasing became much worse. I think i should change description of ECHO in mods list then.

topaz belfry
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sad that it doesn't work

prisma fulcrum
red heath
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Could somebody test the HDR in a few games again?

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i can't reproduce the crashes anymore

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might be fixed

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@obsidian gale

obsidian gale
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i haven't faced crashes on luma

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so idk

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i played project wingman dlc recently no crashes whatsoever

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@rapid saffron maybe ?

red heath
obsidian gale
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nope

rapid saffron
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If I get time Fallen Order was very easy before to crash.

topaz belfry
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I can test. It crashed pretty consistently on Scarlet Nexus

fathom frost
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Stray still shows progressive corruption until it crashes with device lost.

rapid saffron
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Oh, I actually have that still installed even. (Scarlet Nexus)

red heath
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how long does it take?

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(only with HDR enabled?)

fathom frost
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Seems to only happen with HDR enabled

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Pretty quickly, usually it's enough to pan the camera around for the screen to flash black and afterwards something new is broken

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e.g. SSR flickering, broken textures etc

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crash is more likely to occur on scene change like going back to the main menu

red heath
red heath
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ah nevermind

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preview is not all

fathom frost
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example of the corruption i guess the light probe got corrupted or the wrong texture bound

topaz belfry
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doens't work

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and still gets hung with device lost

inner mantle
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it should be the same pipeline as arise

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prolly legacy/mobile tm

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and has unsafe functions everywhere

inner mantle
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I watched the anime

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I heard the game is better

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but its the worst 25 episodes of my life

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I finished it out of cope

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it was just bad

topaz belfry
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new version looks good, time to see if it crashes @red heath

inner mantle
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can you see if it uses the legacy tm

topaz belfry
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the game is kind of mid ngl

inner mantle
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even though its not as high contrast as filmic

inner mantle
topaz belfry
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Tales of Arise is better but also mid

mint shell
inner mantle
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tales of arise I enjoyed

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I got over 100h

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only thing stopping me from plat is fishing

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did all the super bosses

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and the final superboss side quest

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I enjoyed arise

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its not the best game ever, but its the good type of mid that makes you want to keep playing imo

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the dlc was kinda meh, but its worth playing if you beat the og game

red heath
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and make an announcment

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we shall gather a few HDR+DLSS vs SDR+TAA comparisons

topaz belfry
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still lost device with previous fix

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hopefully this last one solves it

red heath
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ah then probably not

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not my lucky day

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@inner mantle time for your first luma task

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carry over all the game specific UE generic renodx mod shaders that remove a "saturate()" at the end

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🙂

inner mantle
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for arise

red heath
inner mantle
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I dont know any saturates or max(0's -- but I know a bunch like SMT5 where its another whole grading curve

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and you want to create a new sdr color, and then upgradetonemap

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or ideally tonemap in that shader

inner mantle
# red heath copy and paste all?

I'll look through the list, but idk which ones are quick fixs and which are more complex

I think most things in the src/games/unrealengine/games/ folder is simple

@cursive reef prolly knows more than me

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most of the fixs in unrealengine/games/ are
-> remove max(0 or saturate
-> maybe make a safe function safe

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but I am looking forward to this working in DX12/DXC -- so I can ditch ue extended and just use this

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with framegen and all that

gleaming wing
topaz belfry
red heath
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use this, it will print debug information in the output

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dx log

topaz belfry
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no visible error in the logs for me

gleaming wing
topaz belfry
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debug layer seems to not make it crash, the image just break progressively more.

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no relevant errors in the log

gleaming wing
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works fine w/ Styx 2 on EGS

red heath
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and crashes due to out of memroy

topaz belfry
red heath
topaz belfry
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I thought it was going to be compilation issues on patched shaders, but no errors there.

gleaming wing
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works fine when disable Luma HDR and using RenoDX

red heath
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I could take a key for Stray if somebody wants to send it over.

cursive reef
# red heath copy and paste all?

most of them should be simple saturates like Marat said, I think only rain code and scarlet nexus have more complex shaders that need fixing

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for dx11. if you want to add dx12 down the road, there are a ton more games that have some kind of post process that clamp

cursive reef
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nice, I'm planning on playing a bunch of games once the crashing is fixed

red heath
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and fixes them in "post"

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it's not the definitive version though

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what I willd do is re-write the code from every single version of UE

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detect the engine version the game uses

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and compile a version of the lut builder that matches what the game had, from our code

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so we can do antyhing we want

inner mantle
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why are you guys dumping all the game shaders in the shaders/unreal engine/ folder

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vs.

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/shaders/unreal engine/games/talesofarise/

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also I never understood seperating the game shaders and cpp files, making users dig through directories

but its not my project, I just look around for code to yoink

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@topaz belfry maybe you can englighten me

topaz belfry
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I actually want this feature also want to be able to load shaders from sub folders so that not all shaders have to be prefixed with game name and live on the unreal engine top level folder.

inner mantle
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unironically renodx has a good folder structure

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everything related to the game lives in its own folder

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/src/games/MyFavoriteFutaGirlfriend

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from addon.cpp to lutbuilder.hlsl

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and then we have /src/shaders/ for generic stuff like colorspace conversions, etc

red heath
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      std::filesystem::path file_path = System::GetModulePath(hModule);
      std::string file_name = file_path.stem().string();
      // Retrieve the dll name and use it as the addon name, so we can re-use this template mod for all games by simply renaming the executable (as long as the mod just involves replacing shaders).
      bool use_custom_game_name = false;
      if (file_name.starts_with(std::string(Globals::MOD_NAME) + "-"))
      {
         file_name.erase(0, std::string(Globals::MOD_NAME).length() + 1);
         if (file_name.starts_with('_'))
            file_name.erase(0, 1);
         if (file_name != "Generic" && file_name != "Generic Mod" && file_name != "GenericMod")
            use_custom_game_name = true;
      }

      const char* project_name = PROJECT_NAME;
      const char* cleared_project_name = (project_name[0] == '_') ? (project_name + 1) : project_name; // Remove the potential "_" at the beginning

      const char* game_name = use_custom_game_name ? file_name.c_str() : cleared_project_name; // Can include spaces!
      std::string mod_description = "Generic Luma mod";
      if (use_custom_game_name)
      {
         sub_game_shaders_appendix = file_name;
         mod_description += " for " + file_name;
      }
      else
      {
         sub_game_shaders_appendix = System::GetProcessExecutableName();
      }
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generic mod will dump in the game exe name subfolder.

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sub_game_shaders_appendix = System::GetProcessExecutableName();

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can just add this to UE mod

topaz belfry
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Should do that yeah

red heath
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it's all live patched.

red heath
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we ship shaders as hlsl

inner mantle
inner mantle
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unless your pipeline is different

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on how it builds

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just feels comfy to live in 1 folder idk

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wait I'm stupid

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if you ship hlsl, you need to ship dice and all color hlsl

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so yea makes sense

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sorry

red heath
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in every application i used, c++ and shaders are in different folders

inner mantle
red heath
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and it works great

inner mantle
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its your project, you set it up how you like it

inner mantle
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real games are big projects

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and shaders are a "small" part of it

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vs. a game mod that is just "1 folder"

red heath
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i'd need overly complicated scripts to package files with the addon too

red heath
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Prey replaces 200 shaders

inner mantle
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I was talking about

red heath
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some even 1000 or 2000

inner mantle
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like a real full unreal project

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being 500000 files

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and 50 terabytes

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not saying luma mods are smol

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was just saying it makes sense why "real projects" that you worked on seperated hlsl

topaz belfry
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I think I am getting close to understanding the issue with FFXV somehow the rtvs are not being set properly? it finds the correct resource in the pool but the OMSetRenderTarget seems to be failing silently sometimes for some reason

red heath
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could be resources get unbound

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because they were bound as SRV somewhere else

topaz belfry
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will try that next, been adding a million logs to test and been using local llm to parse trough them

red heath
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should often check it when modding

topaz belfry
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always a pain to modify reshade to enable it but yeah

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should keep it on a git stash somewhere

topaz belfry
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huh nothing in the debug layer

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Just realized I'm doing this in the unreal engine thread

red heath
topaz belfry
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yeah I used the dxgi you shared above for testing UE HDR

topaz belfry
# red heath u sure?

I figured it out, game had a DSV bound that was of a difference size causing it to fail.

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I will debug the other issues tomorrow

cursive reef
# red heath and fixes them in "post"

I see. already looks really great.

out of curiosity I ported it to reno (or well, a clanker did lol) and added it in a bunch of koei tecmo games. they have baked color grading + tonemapping luts, and it looks way better than before. could I add this to my mods?

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with credit ofc

red heath
red heath
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are they DX12?

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did they have multiple grading passes or just one bundled with more LUTs?

cursive reef
cursive reef
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SDR | Luma UE Upgrade Tonemap

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looked like this previously with reno's upgradetonemap and some less than stellar solutions to get a bit more highlight sat back

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SDR | Luma UE Upgrade Tonemap

red heath
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If u have the specific shaders, u could do even better though!

cursive reef
red heath
cursive reef
cursive reef
red heath
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my code is made for unreal

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so it decodes LUTs with log encoding

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the way UE makes them

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also if u have access to native source code of the shaders

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for game specific patches

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it makes little sense to use my generic upgrade code

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IMO 😛

cursive reef
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Would probably look really borked otherwise lol

cursive reef
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UE is kinda open source, but not the Katana engine

red heath
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so u can write code specifci to the game

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my mod was generic

cursive reef
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Ahh

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Yea makes sense

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Sorry lol

red heath
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just a suggestion

inner mantle
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and only the new ones give you a lutbuilder when the game is in native hdr

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I mean their tonemappers are some shitty filmic tm at home, just like ue filmic

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so it might look fine

inner mantle
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but yea sadly in these games, the luts are black-boxs

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the best we can do is like max channel upgradetonemap or some sort of invert setup where we try to retain as much info as possible

cursive reef
red heath
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cuz i noticed skin turning red too

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everything else looks ok

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maybe ask AI to find bugs

cursive reef
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If it's the former I probably messed up

cursive reef
red heath
topaz belfry
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is hue correction / chrominance in LMS?

cursive reef
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I briefly tried macleod boynton (CorrectHueAndPurityMBBT709WithBT2020()) but saw some artifacts for some reason

topaz belfry
cursive reef
# topaz belfry maybe negative numbers from fp errors?

maybe, not sure. they just show up with bright highly saturated colors. if you use hue correction with oklab or something and put that to 100% you get similar artifacts, but with macleod they show up even with low hue correction strength

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must be doing something wrong, you didn't have such issues in granblue right

topaz belfry
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no I didn't

limpid loom
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Symbiote spyro

inner mantle
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I use HueAndChromaOKLAB()

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because oklab is basically ole reliable

cursive reef
cursive reef