#Unreal Engine
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luminance
actually
this looks like an output shader
1.05 is post lut builder sampler
1/1.05 is the lutbuilder itself
float _383 = (frac(sin((TEXCOORD_2.w * 543.3099975585938f) + TEXCOORD_2.z) * 493013.0f) * 2.0f) + -1.0f;
noise/dither
the lut may be hardcoded from disk
if it's not generated
though should be generated because nobody is going to build a lut with 1/1.05
unless they don't know what they're doing
is that the same resource id?
InterlockedAdd(_26[(_196 >> 6u) + _195], _509, _517);
doesn't seem grading lut related
if lutbuilder isn't running every frame, then it didn't compile the lut with game/ui relation
yep
doesn't seem right. but that's color temperature
like, if color temperature is less than 6500?
assume cb0_037y is 6500 99% of the time
seems hella cursed
ooh ok lemme see
ui brightness is still increasing game brightness
i have zero idea what any of that means
and most of the other sliders aren't working either.
you gotta find a way to retrigger the shader we're modifying. usually pause menu or some other game setting
hmm I paused, went into photomode, played normally, made car modifications in the garage. dunno what else I could do
try game settings
changing them?
heres the newest file it made. can't get it to make any more files by changing settings. do note that this was made prob after I turned on some settings in the advanced section of renodx. dunno if thats big no no
it has to say _new_ if it's not in the addon
why did the file get "_new_" this time?
I redownloaded the addon and replaced it again
and I disabled the swarchain setting in advanced after I turned it on to see if that worked
either one of those
this is after turning on hdr which crashed the game couple of seconds after
lemme know when to stop cuz it keeps remaking this file everytime my game restarts I think
if you have new with an addon that includes those shaders.. then you're not using the new addon
ok I have redownloaded the file a third time.
from where?
here
unless wuwano screwed up
this time it didnt make a "new" one
but ui brightness still affects everything and no sliders work
it did update this one timestamp changed
im lost.
delete the cso files, then boot the game
ok
thats the only one it made
i have not used
i'm still on the old one you gave me which i'm assuming is the same
also I tried to use rest yesterday to lower the hud brightness with an effect* but the game just crashed when I chose certain shaders
maybe reshade is having trouble accessing some shaders?
i dunno
oh and just to double check I should be on renodx's reshade build yes?
ok i shall try that
oh nvm then
you think clearing shader cache would help? since its ue5 and dx12 i'm assuming theres shadercache
im not crashing at all. and i'm using dlss 4 preset k
borderless I can't change fullscreen res to 1440p
button prompts get misaligned and makes it impossible as soon as I switch to fullscreen from borderless
also i switched to default reshade and it still works fine
"fine"
yeah apparently its rng now. but i don't play a lot of new games so im lucky i suppose
uh i didnt bother changing the r10thingy
does that work for you?
it is outputting hdr but none of the sliders work
and ui brightness controls game brightness im assuming
with dlssfix?
it's to single out crashes from reshade upgrades
crashes might be from shader replacement then
some pipelinelayout stuff, basically
they're rather fragile
dlssfix fixes that
im just built different bruh
in the garage it hovers around 400 peak nits but when actually racing it peaks to 1000 for me which is my monitors peak
and I hope someone looks into it. this game is a good candidate since its night time racing with a lot of lights
and is the dlss fix only for unreal engine?
Use a debug build and attach vscode and you'll see why it crashes
playing lost soul aside with the universal unreal reno addon
looks like my max nits are capped at 203
anything i've done wrong here
seems to work ok on the main menu though
@sullen spoke if you move the blowout slider, does it change the scene?
if thats the start of the game, I tested it
and I think it worked just fine
idk if it might be 21:9 memes
looks like it might be, there are slight black bars there
blowout slider works fine from colourful to black and white
do me a favor:
set the sliders from output size to aspect ratio
if that doesn't work; check if windowed mode 16:9 works
if 16:9 works its good ole ultrameme issues
ok yea its resource upgrade stuff due to ultrameme; read above
if there's a mod that gets rid of those black bars, it will work
restart the game after changing output size -> aspect ratio
cool, i'll take a look and try this out
reporting back in a few mins
I think the game shipped with native ultrawide, but I forgot
it looks like it did, but some games support it only up to a certain point and add black bars
so change to this?
yes
aspect ratio won't fix it, assuming ultrawide is the problem
if there's no mod to fix the black bars, you'd have to hope ignore size works 
also try upgrade copy destinations; idk if the game had NIS that might break it
oh yea ignore size will work 100%
but if the game breaks or not is another issue
lyall took a look at the black bars and said nope
so a mod is making the game 21:9?
nah it's native
wait I see, there are a few pixels of black bars on the sides
yea that would need custom implementation
if you dont care, you can play in 16:9
if you're on an oled, it should be just fine
when I had a 21:9 oled for a year, I played 99% of my games in 16:9
but you can try moving the sliders to the third position to see if the game breaks or not
changing to output ratio didn't fix it
i'll try 16:9 to see if ultrawide is the issue
if you want me to fix it, you could load up the devkit and find out what the exact dimensions are and I could send you an addon with that upgrade
16:9 works fine
yep ultramame issues
@regal kayak if you want to be a good person, you can build him a custom ue with whatever aspect ratio needs upgrading
you just need to get the resolution from the devkit
download that, install like renodx normally, open menu, click snapshot, click magnifying glass, scroll to the bottom of the list and look for dimensions
whatever it shows that's a little bit smaller than your native res
or well, whatever it shows that's a slightly smaller aspect ratio than native res (if you're using upscaling)
do i need to wait until it finishes auto dumping shaders as nothing happens when i click snapshot yet
you just have to click snapshot when the problematic scene is on screen
it can mess up if framegen is running
let me know if i'm doing something wrong here
clicking the magnifying glass but not getting any results
video not loading for some reason, are you clicking the word snapshot?
Has to be, played the game with the mod and it was fine.
16:9 bois keep winning.
I'll add whatever upgrade is needed to the mod, it's highly unlikely it causes any issues
could it be due to DLDSR
my monitor is native 3440x1440 but playing at 5160x2160
pic shows dimensions reported
no, that seems about right for the size of the black bars lol
dont hardcore the dimensions
do aspect ratio = 5040/2160
I did
ok gud
if that doesnt break 16:9
you can prolly add it to the custom mods function
that's how it's already setup, it'll apply just to this game
same issue
did you upgrade both bgra8 typeless and rgb10a2 jon
huh, maybe the 10 bit resource is needed too...
yea
I thought it would just be 8 bit lol
hope the game is good after all this 😄
yeah there's no shot
I hear its average, in a good way
nothing wrong with average
still at 203 in game
hold on my resolution changed
let me try again
you've done it!
thank you so much guys
do you want me to send the dimensions of 3440x1440 as that's a way more common resolution?
doesn't matter, it applies to the aspect ratio
the 1st pic i sent a second ago was 3440x1440 but that was still 203 but when changing to 5160x2160 it worked
maybe the black bars are slightly different?
would be kinda weird
I could add some padding to it
might just be a like, 1 pixel math difference or something
why is it 1 pixel taller...
no idea
my monitor does the same thing
all the high refresh rate oleds do it
aw3225qf here
it will do 2562x1441 for 1440p with dlss quality
idk why, but its a thing a lot of monitors do now
I've never noticed that on mine tbh
honestly idk what causes it
i see it now and again
I know everybody with my monitor has dlss do that 1 pixel shit
okay give this a shot I guess
- Upgrade black bar aspect ratio for ultra wide monitors in Lost Soul Aside
I'm not really sure how the aspect ratio tolerance flag actually works, so we'll just have to see what happens here
working at both 3440x1440 and 5160x2160 now
I set the tolerance to 0.1f, hopefully that's as small as it sounds lol
future generations will thank you
again thanks so much man
i did not expect this to be on top of so quickly ❤️
no problem, I'm just sittin around bored rn lol
steam sale starts today so maybe just averted a mini influx anyway 😄
yea I was about to suggest tolerence, but
shits scary
like if you think about it
2560/1440 = 1.777_repeated
so if tollerence makes it go from 1.7 to 1.8
1.8 might be some shit that shouldnt be upgraded
probably safe, but idk what 1 pixel of tolerence is
I feel stupid as hell for not realizing the tolerance number applies to actually dividing the numbers
sometimes it's like that I guess
maybe I should set a smaller tolerance lol
eh, doubt it causes an issue in this game either way
thats probably the case tbh
its gud
what I did for some games was
just upgrade 2560/1440
and 2562/1441
since the 1 pixel bullshit carries over to all resolutions
so if you have the aspect ratios for both, life gud
will these fixes be integrated into the snapshot version of Reno from github?
I'll make a PR for it at some point
for now I edited the message to say what I did and make it searchable lol
hopefully will save some work if people use search function
if
problem is hardcoded rgb10a2 upgrades might break dlssfix
since dlssfix requires rgb10 upgrades off
i'd test it but dlssfix just crashes my game anyway
did you properly edit
the paths
in the ini
dlssfixc should be stable with lost cope aside
I tested it
yeah i did set them correctly
i'll go give it another try now to be sure
so link to nvngx_dlss.dll and sl.interposer.dll or just the folders they're in
i linked to the files and it crashes on boot
not overriding anything using nvpi or glom
i'll take this to the dlssfix thread
Hi guys, I am trying to use RenoDX with Little Nightmares Enhanced Edition and it doesn't seem to work. The "game brightness" slider don't do anything and the "UI Brighness" slider seems to change the brightness of both the game and the UI. Highlights brightness are limited by this UI Brightness as well so the "Peak Brightness" slider doesn't work as well.
With the standard version of Little Nightmares the addon works. Do you know if there's something I can do or some setting I can change? The probleem seems to be that the addon thinks that the whole game is the UI.
enable "dump luts" under advanced
and restart the game
@wicked parrot
inside of the game folder where you installed the addon, there should be a /renodx/ folder
upload the .cso files from there
i'm installing the addon again, give me a second and i'll upload them
@dusty girder
alright give me a minute
adding the game to the mod
compiling
@wicked parrot delete the old renodx unreal addon, and replace it with this
also you might have to upgrade B8G8R8A8_typeless and/or R10G10B10A2_unorm to output size
please let me know if it works, so I can commit it to the repo
I'm testing
Ok, it seems that it work in-game. The main menu is totally washed out but as soon as I start the game it seems to be correct. I'm gonna upload a few screenshots
Also it works even without upgrading those settings (tested both disabled and both output size and it's the same
In-game:
SDR / HDR 800 nits peak
the second pic looks normal
try lowering blowout restoration
Main menu SDR / HDR
oh
ontop in grading
there is blowout restoration/saturation recovery
something like that
lower it to 0
wiat i own the game
let me test it myself
Nice! Thanks
If you preordered LN3 you received it for free
yea
I pre-ordered one of them
and got one for free
yea saturation correction 0
makes the game look like sdr
since unreal is a mod for a ton of games
you need to mess with the sliders sometimes
also I think you need "upgrade copy destinations"
so default settings + saturation correction 0 should be fine?
What does that setting do?
whats the lighter button
I missed it
you need to upgrade resources to make a game hdr, since this game uses compute shaders/uavs
you need to change it to on
but yea whats the lighter button lmao
ty, sdr -- renodx hdr (saturation correction 0)
these are my settings now
oh, i will set to output size those two settings then
the r10g10b10 one might not be needed, but it doesnt hurt
Thank you very much man, you are amazing
np. enjoy
Hope I have the knowledge to do these kind of things
made a pull request, so this should be part of the main mod soon
By chance, do you know if it works with LN2 enhanced?
if you click on "Play" on Steam you will be able to select between the standard and the enhanced version
its not a different game
on the library i mean
I'll test it in a bit
but it works all the same if its UE
it will either work out of the box
or you'll need to send me a shader
btw you can turn off dump luts until you find a broken area
it kills performance
does someone knows why luto ue 5 game is giving a black screen?
same problem with dead island 2, menu is visible but in game all black wtf?
@mortal birch
I did that
But wheh moving the sliders does nothing
In the Case of luto
In dead island 2 it screw the imagie kj the menu in game is black
Could be related to the CSO?
Sorry I'm new on this 😢
O changed thst option
And also b8 typeless something also to output size
I am using unreal renodx for gta definitive but shadow details are crushed with default settings (in sdr too) should i lower in game contrast or switch gamma correction from 2.2 to off or increase shadows from renodx settings? Which option would be better?
Or leave it as it is because thats creators intend xd?
first check: https://www.youtube.com/watch?v=fAhxR-gMU_U
playlist: https://www.youtube.com/playlist?list=PLNtyx1Z3xGr4mfR8I_Ll2GH0mXmgHDNKG
UHD 4K HDR 10 Black Clipping from the Diversified video solutions website. A great test pattern for 4k uhd hdr 10 t.v. calibration
General
ID : 1
Complete name : C:\Users\steph\Videos\DVS_UHD_HDR10_...
What would be the difference between using this or making a custom mod for a game ?
(Lay of the Land, UE 5.6.1)
The game has no HDR, but has DLSS4 FG (though idc about FG)
If this is enough to unclamp and get proper HDR in a UE 5.6.1 game, then that's enough for me I guess
(or I still need to get lutbuilders or smth ?)
probably 99% stock UE
The guy made his own "game engine" inside UE to make a voxel game
but the rendering is probably really close to stock UE yeah
I guess just try this and if I go above 80 nits it's working 🤔
per channel UE is my guess
I'm too dumb about shader programming and all this stuff to make its own mod probably lol
My screen is calibrated no problem in this test
Dew it, I managed to get one out
Then start learning
And looking into HLSL
then probably lower contrast. gta3 games are from crt era which is 2.4 gamma
Blackscreen menu (it's not 3d render afaik) with this addon
should I dump lut and send them here, or try to upgrade something first ?
Should i lower in game setting contrast or renodx
renodx
if you get a new lut, it needs to be patched
hopefully it gets loaded into this basic menu, because I can't really go ingame lol
doesn't say _new_ so it's already patched
I was able to navigate the menu to get in-game, but still black screen 😔 and low fps
Guess I'll try each "upgrade" setting 
Does the game have DLSS sharpening
you don't need it with dlssfix
Still blackscreen, even with this R10G10B10A2_UNORM 😔
I tried without DLSS-SR/FG enabled in-game, same behavior
^ and is it auto set
No idea, I disabled it anyway
this could be the issue ? I thought DLSS 3/4 didn't have any sharpen anymore
Lol it works if I upgrade every single resource 😆
Though I see slight flicker everywhere
So, for Lay of the Land:
B8G8R8A8_UNORM : fix blackscreen at launch
B8G8R8A8_TYPELESS : unclamp the game (>203 nits)
But for the flickering bug.... let me make a video
left is sRGB, right is Rec.2100 (in OBS)
Any idea why the flicker ? @placid siren
not talking of the HDR analysis flicker (doesn't happen on my screen) but the flicker in the bottom-right graph ; fog and stuff flicker a bit, worse with higher fps cap
Though the fact the HDR analysis shader flicker in OBS, may be caused by the same issue flickering the shadows etc (hardly visible in the video, but visible on the histogram, top and bottom)
probably some texture copying and only targetting certain resolutions means incompatible copying of non-upgraded textures
Hmm should I try to upgrade texture destination ?
Or need a game specific mod :/
Yeah no the upgrade texture doesn't help 😔
Could I get more infos with the devkit or smth ?
should I remove or keep this addon alongside it 🤔
no texture upgrades shouldn't cause flickering though, unless it's trying to read back from swapchain
which a game should absolutely never do
also, the game is in 8bit swapchain, so not standard UE which is 10bit
I dumped a few relevant shaders I found with the devkit (with [the two resource upgrades](#1411800884303626311 message) enabled with this addon)
menu-render -> blackscreen in menu when draw disabled (remove part of UI when ingame, when draw disabled)
ingame-render -> blackscreen when draw disabled (except UI stay visible)
ingame-freeze-render -> freeze the render when draw disabled
ingame-freeze-render2 -> freeze the render and the slightly transparent UI accumulate to opaque, when draw disabled
though it would probably need a decent amount of work I guess 😔
Hopefully someone will get interested in this game, when it will land on Steam 🙏
Seems like there's a gamma conversion in menu-render, but I am too dumb to understand what to do with that information lol
screenshot?
I mean I just decompiled that shader and sent it to gemini llm lol
actually another one, wait
ah no it was just the "early access" UI text, from another shader
Weird how the "decompile" view in the devkit show a different result than when I dump and decompile it 🤔
probably the flatten option
wtf is this, this looks so cool
oh you linked it above that
Minecraft but better
Amazing voxel game, it even has physics, and the building is amazing https://store.steampowered.com/app/2776090/Lay_of_the_Land/
short videos about new features https://www.youtube.com/@Tooley1998
Seems like I lost the LUT 😅
why can you play already?
it's on his patreon for now
5$ per month
ah
hello mussa sorry time difference. I didnt find the dead island 2 mod on "mods"
Ah I forgot to add it. I’ll do it once I get home
are you sure mussa?
i dont want to disturb you
Takes like 5 seconds
ok thank you mus..
I’ll just upload the latest file here and then do the nexus post later
thats luto with the R10G10B10A2_UNORM over output size. Screenshot with reshade
and changing the sliders like saturation wont do nothing
the game dont have a "hdr option"
dont mind the overexpuse is just the clip from windows messing with the hdr
renodx-ue-dev.addon64
i tried with that addon and the other one called "unrealengine"
is that good? xD
#1424858790620303380 message
thanks mus
Valor Mortis (UE5)
SDR / Multi-Game Reno (with R10G10B10A2_UNORM)
any idea why it's like this?
LUT Shaders
might be from rgb10a2 upgrades. try no upgrades and with dlssfix #1413548071987576862
it's the same with no upgrades and with dlssfix
but you're correct, it's has something to do with dlss, once I enable it the game bugs out
that bug happens with the upscaler set to off or fxaa too, not just dlss
can you send the reshade.log?
this bug happens in afew games, happens in Remant 2 too
if you turn on DLSS, no issue upgrading
but if the upscaler is off, I think ?bloom? gets upgraded
and the entire screen gets flashbanged
in the wiki it's listed to just upgrade R10G10B10A2_UNORM for Remnant 2 but that's the first thing I did here
yea idk whats wrong, but this is an issue in some games
the fix is to turn on dlss quality
or even dlaa I think
I quickly tried all presets for dlss with upgrades and dlssfix individually then combined, but unfortunately it's the same, once I turn on dlss the game bugs out in all scenarios
i think it's off, from in the log. though i'm wondering if it's the lut upgrades screwing things up. or maybe the pipeline layout stuff
like how dx12 samplers got screwed up in old reshade builds
this is true, once I added the dlssfix I didn't need any upgrades but I tried it just in case
is there anything I can try to potentially fix this?
Dlaa in remnant 2 causes some serious lightning issues in the port hub area
were you able to test the enhanced version of little nightmares 2?
if you really want to use DLAA in things, try 99.8% scaling instead of 100%
fixes some games
no, but I told you the other day if its unreal it will work
worst case scenerio is you'll have to share a lutbuilder and I fix it quickly
it's just that I'm not sure if it's working properly or not, here for example:
SDR / Default Reno / Saturation Correction 0
the texture is green, the Unreal tonemapper shifts it to blue
because it overproduces red and blues in shadows, since it's a per-channel tonemapper
if the sliders work, that means the shaders for little nightmares 2 are already in the mod
it's mathematically incorrect, but the look could depend on color errors
you jus thave to find a look that works; saturation correction 0 if you want to match sdr
also remember the upgrades
b8g8r8a8_typeless and/or r10g10b10a2_unorm
I'm using both but I'm not sure if they're affecting anything
I'm also using the copy destinations upgrade since you mentioned it for LN1 enhanced
without upgrades / with the 3 upgrades
`so what did you do here
ohh
you need to restart the game
and they're for highlights
without upgrades, highlights will be clamped to game nits
upgrades are what make the game hdr
I restarted it before taking the screenshots. what tool do you us to show brightness btw?
lilium's hdr analsys shaders
but yea if the contrast/saturation/blowout slider works in game, the mod works perfectly fine for the unreal game you're testing
the only thing left to do is configure the upgrades, and enjoy
they're working fine, though going back to what ShortFuse said, by default the game was supposed to be green but devs shifted it to blue, so now reno is just working with the incorrect values? hence showing green with saturation correction 100
or am I reading this wrong
uhh
how can I explain it
one second
let me gets visuals out
so a game has a raw texture, and a tonemapper takes that and "processes it"
a per channel tonemapper will modify the red, green, and blue channels
while a per luminance tonemapper (reno) will just scale the brightness and stay true to the hue of the source texture
unreal engine's built in tonemapper is a very cursed per-channel tonemapper
one second, getting some visuals out
so this is the game in sdr/vanilla
see how the source is a glow stick, the lines on his armor are blue
thats how the game is "supposed to look"
now if we look at the "raw texture"
we have an opaque blue stick, opaque blue lines
if you where just to stick a per-luminance tonemapper ontop of the raw texture, you'd still have a blue stick
but all the grief unreal engine does makes the blue stick look white [which is what we want, so in a way they get the "right" look through grief]
the texture itself, it's green. it's rendered green, then they use a per-channel tonemapper to say scale the red channel relative to itself, and green relative to itself, and blue relative to itself. you're supposed to scale relative to white (aka exposure), but ACES/UE doesn't do that
red / green / blue in terms of proportions of white are roughly, 21% 71% 7%.
they did 33% 33% 33%
ends up making hues shift uncontrollably when tonemapping
and then the devs crank sliders in all different directions to make up for unreal's grief
but since that's all UE will give you, they might have needed to make fake colored textures to make it look the color it's supposed to. or they designed the texture the color they wanted in photoshop/editor and got screwed over by UE tonemapper.
some games straight up have to draw flames as pink so they turn yellow thanks to the per channel tonemapper
so it's uncertain why the texture is green. intentional because they knew it'll shift to blue in shadows (but not midtones)? or a mistake in UE rendering since they never wanted it to turn blue
the only real way to see what the artistic intent was is through like third party media
that was not rendered in UE
like if theres a colored drawing of a character/scene
here is an official promo image for the game I posted links for above
his sword is whiteish-blue
so the texture being opaque blue was something they had to do to compensate for unreal memes
wow didn't know UE is this broken in something's that's supposed simple especially given how popular the engine is
do you then fix UE's tonemapper by setting saturation correction to 0? or is that just a workaround to emulate the vanilla look?
well thats something else entierly
ideally saturation correction would give you a better image, but some games have textures griefed too hard so you gotta turn it off

well not reccomended at all
ideally you find the one or two you need and thats it
but if nothing is broken, fuck it enjoy
That's vanilla
Look at the light wtf ?
Light it supposed to be white, why is orange in this game ?
LN1/2 Enhanced and LN3 are all the same in that you need to set saturation correction to 0, otherwise the colors will look wrong
also enable the copy destinations upgrade
Ups
Pff well is activate but I don't see changes
Swap chain compatibility should be off ?
And in hdr 10?
if you want the closest output to the SDR image, your settings should look like this
I don't know what should I do
I'm just teying to add
Hdr to the game -_-
By doing that I am able to see
Now if that is hdr I don't know XD
I'm just using my eyes but I think that making the light white is better than making it orange
follow these settings and see if you find it better
you can use preset #2 and then compare between the two
I did
For me it looks better in the last picture why ? I don't know
Maybe high lights can be turn down to 70
But
For me it looks less saturated
And cleaner
The thing is that makes like the white text like blueish
But I don't mind I think
Now which one ? I don't know in the picture is no that bright but I my monitor looka better , why ? Idk
If someone wanna try my settings
Hi! One question, I've seen on the game list on the RenoDX github that some games on the Notes say "Might need gamut clamping". What does that mean?
@dusty girder In the Reanimal demo it's the same as Little Nightmares Enhanced. Can you do your magic please? 😂
@wicked parrot sorry I grief napped and woke up at like almost 3am
I'll do it tomorrow unless somebody else gets to it
would anyone be interested in the LUT builders i found in Frostpunk 2?
Don't worry I'm still playing Little Nightmares 3 😂 thanks!
BTW Do you know why is happening this in LN3?
SDR / RenoDX
I tried to change all the sliders but I can't get rid of that green tint on chapter 2
Little Nightmares (1) Enhanced Edition
Saturation Correction
sdr colors are broken, but game is shipped like that
had to disable that in ln1 enhanced too btw to keep correct color, was desaturated at 100
i already set that slider to 0 but it's the same
I am not at home right now, tonight I will upload more screenshots with the settings visible
SDR / RenoDX Saturation Correction 0 / RenoDX Saturation Correction 100
On the Main Menu it matches SDR as long as I set "Saturation Correction" to 0, otherwise is desaturated. The same occurs in Chapter 1 or at least I didn't notice anything weird. But in Chapter 2 it has this ugly green tint and I can't get rid of it no matter what I change on the sliders. I'm still on Chapter 2, so I don't know if it happens on the next chapters.
Does the saturation slider work at all? Might be a missing shader
Then it's not working as it should and missing shaders
Probably the same issue with Saturation Correction.
The pinned posts says how to dump missing shaders
You mean this right?
Hi. I’m using the mod for Aliens Dark Descent. To use the mod,
do I need to enable game hdr using engine.ini tweaks (since there is no in game hdr toggle)?
Reason I ask is if I don’t enable hdr in engine.ini and just use reno, lilian’s hdr analysis doesn’t pick up that game has hdr. And the reno sliders don’t work either. Is that the expected behavior?
.
.
<@&1408438132722110687> can one of you guys please handle those lutbuilders for me please; I've been dealing with stuff irl recently
uhh I haven't messed with lut builders before
-# felt bad that nobody responded
I’m busy with other mods atm
If you want to learn it, it’s pretty straight forward. It’s actually basically just ctrl + f and copy paste.
don't you have a guide on it too?
working on other stuff rn but if we need another lut builder person long term I can learn it
oh its sm5
still should be fairly easy
just look at the other sm5 lutbuilders and paste in the functions where they paste them in in the other ones
That was to try to get people to give us game names + upgrades for integration into the mod so things just work.
oh lol
They're already in the repo
oh pog ty
this can be used across all UE games, right?
Thank you so much 😄
These three were added too?
They were already included
Yes
Thank you
great, thanks!
do you still see that green tint in chapter 2? I'm not that far yet
I've already finished the game in SDR but let me check
Yes, it's still the same
Sliders work but I cannot get rid of that tint no matter what I do with them 😕
I was thinking about seeing if I could fill some of that in and if I do that where should I post it?
could just put it in a text file and post in here, just ping me when you do (or maybe marat).
for anyone playing Little Nightmares 3 with UE renodx mod is it normal that the peak brightness barely goes above 203?
no that means shaders are required to be dumped and shared, normally
according to Ritsu, they're already included
it could be correct then, i remember 2 not getting that bright
might just need 1 or 2 upgrades
Both Little Nightmares 1 enhanced and the Reanimal demo work perfectly, but LN3 is extremely dim
Keeper (black screen on launch so Upgrade R10G10B10A2_UNORM → output size)
Didn’t keeper also have some native hdr?
yes
Does that look worse than upgrading it ?
Could be interesting, native needs tonemapper tho because it hits 10k nits
dno about that gamma either
pretty sure the graphics option dont apply until reboot too seems pretty borked
anyone know why this is happening in ninja gaiden 2 black? originally was launching with a black screen but changed R10G10B10A2_UNORM to output size now the main menus different and gameplay is just a black screen with the hud
this what the gameplay looks like
@thick belfry idk what happened exactly but ninja gaiden 2 black works with the unreal addon now with just rgb10_unorm upgrades
also I can get snapshots for the game, perhaps a related occurence. I'd guess new reshade fixed it?
I'm probably happy enough with the unreal addon for that game lol
so it works for you with just the upgrade enabled? wonder why mines acting weird
are you using the latest snapshot of the add on?
Yes, with up to date reshade. Make sure hdr is disabled in game too.
LMAO sorry I actually didn’t even see this post when I posted my message. I wonder what the problem is….
yeah i had hdr disabled already so its not that
Latest reshade?
it's definitely the unreal addon since just reshade on the game works fine
yeah 6.6.1 with add on support
Tomorrow I can post the addon I compiled, though I have no clue why it would have a different result.
I also have the devkit on the game, I don’t know if there’s any sort of interaction that might be making that work.
alright sounds good, do you know if there's a place with previous snapshots of the unreal add on so i can see if older versions work, or would there not be any difference?
Shouldn’t be any difference, and besides the addon I compiled is up to date on commits and it’s working for me.
I do have a change to the unreal addon in there but it would have no impact on this game
hmm weird
ima keep looking and see if i can find a fix, thanks for trying to help tho!
Does the UE renodx have issues with nvidia smooth motion. Someone I know is trying to use it with Sonic Racing Crossroads and ultra wide mod. There seems to be constant flickering with smooth motion enabled. If he turns it off the mod works fine even with an ultra wide mode.
I saw Jon mentioned a setting #1411800884303626311 message but I do not think it impacts his game.
Any luck?
Sounds like it is similar to the DLSS FG problem we had earlier when upgrading from SDR to HDR
Possibly
The game is capped at 60 frames so that is why he is using smooth motion. What was the solution to the FG issue?
I have no clue why my addon would be special but just in case, this was working with ninja gaiden 2 black for me 🤷
yeah same stuff happens with that one
Maybe try loading the devkit with it too, that’s the only other thing I did
I have no clue why this would work, but if you did the rgb10 unorm upgrade and are on latest reshade that’s all I can think to try.
Dlssfix?
btw bloodlines 2 is out, gonna check if anything is clamped, etc, coz blacks seem to be okay and highlights as well, renodx-unreal dumped 2 lutbuilders
30 mins in game so far
UE 5.3.2.0
okay, ui brightness is not tied to game brightness, that's a good sign 😄
btw if there's no _new suffix, does that mean they are already included?
also there's no native hdr in-game just in case
okay, it's all unclamped 😄
For me FPS absolutely tanks when using RenoDX so far. Not sure if anybody else has experienced that.
With Bloodlines 2, forgot to say.
yeah if there's no new, then it was already in there
perhaps we need a prefix to make it very clear that the lutbuilders are already in the mod @placid siren. People ask all the time. It's implied by new ones saying new, but might as well be explicit imo.
tbh I remembered the suffix talk, but haven't dumped any new ones for a long time, so wasn't sure, but your suggestion would definitely solve the problem
lutbuilder_already_in/included, lutbuilder_new, or something like that 😄
thanks for clearing that out and sorry for being a 1000 person asking about it
it's nbd lol. Just points to a flaw with the system.
it does, but it would still be fine if not totally messed up cinematics (real time rendered ones) with dlssg-to-fsr3, couldn't find a way to make it work, a simple cvar which disables fg in cinematics would do as this game isn't so performance heavy, relatively, but couldn't find one 🙁
gonna try engine ini hdr + reshade to fix the gamma, until somebody comes up with a better solution 😄
also, dlss + forced fsr fg (allegedly 3.1) results in crazy highlight flickering ;/
oh yeah, not using dlssfix
Hi guys, I'm trying the Demo of "One way home" which is a UE5 game and RenoDX doesn't work. Game brightness Slider doesn't work and UI brightness changes game brightness. However, the dumped luts don't have "new" in the title so they should be already compiled.
Does someone know why this could be happening? Thanks
Ok after some testing, sliders are working (not in real time bc ue5) and HDR is definitely working, but for some reason, UI Brightness slider is affecting peak brightness and game brightness...
Has anyone tried this with ninja gaiden 4 to see if it improves the original hdr?
Lutbuilders for Little Nightmares 3,since the peak brightness does not work and it barely goes above 203 nits, even scenes with intense light sources.
i think if they dont have _new in them, they're already included... you probably need upgrades
it doesn't use UE4 or UE5
oops my bad lol
i was 100% sure it was ue5 lol
I used these upgrades. Also tried with all the upgrades but the result was always the same.
dont know what to tell you but pretty sure the info is accurate, wait for shortfuse or someone to comment i guess
is someone else getting a crash over bloodlines 2 using renodx ue i tried with the dev version and the ue engine one and both cause the game to crash after playing few seconds
@placid siren
Bloodlines 2 crashed once for me after loading but i'm not sure if it was bc of renodx or just the game being fucked, it's working fine now
ui brightness slider seems to affect general brightness also, it's the only slider that changes in real time
i've been using reno for 15 hours without a crash
i've had to set the sliders and then fully restart the game for them to take effect
i think going back to the main menu was enough for me
Disable Nvidia dlss in game
Ia what causing the issue
Also the game crashes when enabling frame generation with Fullscreen
In borderless frame generation doesn't work
Enabling AMD makes things worst
At least in 5090 series
I read that 4000 series don't issues ?
I noticed it that the sliders aren't working in realtime
But adding Reno to the game makes color to show
That seems to be common with ue5 games
It looks like Engine.ini HDR works too. Perhaps the game will run more stable this way
It's the same without Reno, but at least the other crashes are gone
So it works more stable without Reno, but DLSS FG crashes in any case or simply does not work if it is borderless mode, but you can use DLSS itself if it is Engine.ini HDR
Dispatch does not seem to work at all, no matter the upgrades or configs :(
Ok so enabling smooth?
Fun y thing is that painkiller qlso crashes but not so often
Fucking ue5 engine games
Is fucking everything up that game engine
And Painkiller don't even have dlsss XD
For me is the same all you must do is disabled dlss in game
Qns hiat okay the game without it and it won't crash
But anyways the game have serious performance issues without dlss I'm getting 100 fps on native
2k
Keep in mind Im under a 5090 and 9950x3d
The Smooth Motion feature causes significant UI ghosting in this game, even with HDR disabled
The UI glitching is old
It comes since lossless
Maybe that could be a work around using lossless scaling
But for sure it will mess with reno
Isn't Painkiller UE4?
No , ue5
It works well but I haved my first crash after 3 days of playing it
So smooth motion is frame generation BASED on driver.
The same as AMD does
But I play Bloodlines 2 with Engine.ini HDR, not Reno. So I can use DLSS as is without crashes. But without the framegen, no one can use it there
It looks the same in this game. You just can't adjust it
-_-
Did someone tried this one at Tormented Souls 2 ?
I love how we're getting a lot less new lutbuilders, it seems we covered a lot of the generic one both sm5 and 6
if we find new ones its usually compute shaders which are rare or slightly custom stuff
Marat the goat

New LUT file for Dispatch 🙂

This is custom, it has no tonemapping code at all (PQ Decode -> display map)
@placid siren Not sure if we should add it to generic UE
is it a native HDR lutbuilder?
Not sure if this helps with that, but something weird I noticed with Dispatch. It looks like forcing HDR in the Engine.ini file half works. I didn't think it was working at first but then I noticed all of Lilium's shaders said the game was in HDR. So I activated the Inverse Tone Mapper out of curiosity and it pretty much worked without issue. It didn't obey the peak brightness setting so then I applied a tone mapper as well and that seemed to do the trick.
I compared it to what Special K's HDR Retrofit showed and the waveform was identical. So odd. (well both are ITM so looking the same I guess isn't that surprisingly but being able to use ITM with just the ini tweak is)
Might be. It has the HDR displaymap code
@rustic lichen did that lutbuilder dump after you tried ini hdr?
tbh I think it somehow pulled my Engine.ini from the demo. I tried the HDR thing after I sent that file
because when I checked the date of the Engine.ini file it was from September
didn't mean for you guys to go on a wild goose chase 😅
Well, with Reno's default settings, not all glowing objects were bright enough there. Maybe with settings like these, it really will be better
it's not a game, it's 2560x1440 30 FPS webm video files
the only game part is the strategy bit or hacking bit
It's working
The thing Is I'm not sble to do that
basically im just doing for what my eyes looks better
but there is no actual guide in how hdr should look like xD
When RenoDX: UE works, sometimes it's all good, and sometimes half of the objects are not bright enough and it's 50/50
semantics
dumped outer worlds 2, default HDR is pretty washed out
@placid siren I think we need per channel display mapping in this. Here's a comparison (also set the defines for the new tonemapping and neutralsdr tonemapping)
SDR | Reno Defaults | Blowout restoration 70 with per channel scaling
trying to emulate with blowout (basically what I was doing with the mod before actually)
per channel display map looks more natural
another round, same order
and again
and last one
tbh I'd say that mod defaults should basically be 70 blowout restoration with per channel display mapping. Should also separate out slider behavior from tonemapper behavior I think
I lied, one more, cause in this case it's the only option that doesn't look flat out wrong to me
Can you share the code? Not sure what per channel display mapping means
Just setting scaling to per channel instead of luminance in this case.
Just gotta add the slider
Though that makes grading sliders per channel too.
did you just add this line to the Engine.ini file?
r.HDR.EnableHDROutput=True
how can you tune the brightness/contrast using this method? its very dark....
I don't know. Oh yeah, it's really dark in there. Can't see a damn thing
Check south of midnight start startup if you have it. Per channel red smears and blows out to white aggressively
fixed it - here are the settings i used for my LG C2 OLED
r.HDR.EnableHDROutput=1 ; try to enable HDR output
r.HDR.Display.ColorGamut=2 ; 2 = Rec2020, 1 = DCI-P3, adjust if colors look off
r.HDR.Display.MaxLuminance=800 ; match your panel’s peak brightness
r.HDR.Display.MidLuminance=50
r.HDR.Display.MinLuminanceLog10=-3.3
it's true
Hello !
i have install Reno for "RV There Yet"
But is not functionnal
its only "UI brightness" works
Hi! I don't really know my way around the dc server, so figured I'd ask here. Is there anywhere one can place requests for specific games? I'm thinking about ninja gaiden 4.
ng4 isn't unreal
and its hdr is fine except the gamma mismatch, which is fixable with reshade: https://github.com/KoKlusz/HDR-Gaming-Database/discussions/71
Platinum Engine HDR available in the windowed mode ✅ Ignores EDID/Windows color profile information 🤷♂️ Gamma mismatch ⛔ To fix it, you need SDR Gamma emulation via Lilium's black floor fix. I...
tysm i'll check it out! 👍 for the future, where is the right place to ask these kind of questions?
fixed the black floors, looks great. ty!
It's not a team ninja game either
[SystemSettings] r.AllowHDR=1 r.HDR.EnableHDROutput=1 r.HDR.Display.OutputDevice=5 r.HDR.Display.ColorGamut=2
it looked like it pulled my peak brightness on it's own though, I think some of the settings autopopulated
I’ll give it a download while I still have game pass lol
same order as before
tbf, I actually do think defaults look good here, but so many things look obviously wrong in so many games that I don't think it's a good baseline
like this is just really ugly imo
its all based on the texture
if the game doesnt use an sdr lut or crazy custom sliders/cbuffers
you can enable sdr grading bypass and renodrt with 808080 will match more or less
and that means per-ch correction will work
but games where thats the case is rare
that game I was using as an example doesn't use LUTs
unreal HDR worked well with it before we had the generic addon
did you add any upgrades too btw? like B8G8R8A8
Also would need to check with Romancing Saga 2 which looks nothing like ACES
nope. I ended up just using Special K btw. Wanted an easier way of playing the game without using HDR (if I decided not to use it)
All of the HDR Retrofit works for it except for the top 8-bit one
do you see any advantages for playing the game without HDR?
like V-Sync said, it's mostly just video files. Except for the minigame sections. So either way you're just inverse tone mapping those for the most part. That probably explains why turning on HDR in Engine.ini still requires the ITM shader
and with ITM it pretty much comes down to how much you like the look vs SDR
how do you activate ITM? I looked through all of its mentions here and over the github page but I couldn't find any info on that
let's take this over to #🆘helpdesk (getting out of the range of the Unreal Engine discussion)
HDR in South of Midnight is too bright, and nothing can be done about it. And with RenoDX: UE it looks different, closer to an SDR style, so I didn't use it in this game anyway
Hey everyone, I discovered another issue with Sonic Racing: CrossWorlds. Been playing the game just fine for weeks until I had friends over yesterday. Two player split-screen is fine, but as soon as there's three or four people, the game is clamped again. I've not had any luck with upgrades for making HDR work with 3+ player split screen. Might someone take another look at the game, please? I'd appreciate it a lot
no fun allowed
yeah, this is in the threshold of Blowout. the problem with per channel is you get hue shifts, but you're looking at it to just blowout to white, but would bork the colors in Romancing Saga's flames. basically need some regular Blowout, so it blowouts out to yellowish white, not pinkish white.
I think I got reno working for outer worlds 2?
made these, compiled the addon and it all seems to work
I am getting very dark shadows though
shadows 50, 91, and 100
putting shadows at 90 seems insane
perhaps I messed up one of the shader edits
all the sliders seem to work though so
Maybe try gamma correction off
that does help I think, off vs on
Re4 looks super crushed when emulating 2.2 gamma
So I just made the recommended settings have flare and lowered shadows
Ey people. One thing... Is the generic version pinner here different form the repo one? If I use latest from repo from october, this game I'm trying gets capped at 200 nits but was working with the one pinned here.
Relaunched and working fine now. Wa probable just the first boot after updating.
I made a pull request for outer worlds 2 but here is the add on in the meantime
Support for Outer Worlds 2
- R10G10B10A2_UNORM -> output size
- DLSS Fix required if you want to use DLSS FG (seems to be working)
- Gamma correction -> off
- Flare -> ~25
- Suggest increasing highlights, slightly increase contrast, increasing saturation
@mild hazel
float _1089 = ((mad(-0.06537103652954102f, _1073, mad(1.451815478503704e-06f, _1072, (_1071 * 1.065374732017517f))) - _1071) * BlueCorrection) + _1071;
float _1090 = ((mad(-0.20366770029067993f, _1073, mad(1.2036634683609009f, _1072, (_1071 * -2.57161445915699e-07f))) - _1072) * BlueCorrection) + _1072;
float _1091 = ((mad(0.9999996423721313f, _1073, mad(2.0954757928848267e-08f, _1072, (_1071 * 1.862645149230957e-08f))) - _1073) * BlueCorrection) + _1073;
SetTonemappedAP1(_1071, _1072, _1073);
in 0x00251
it shuold be 1089 1090 1091
unless you intentionally skipped blue correct
Praise Auntie.
also you dont need outputdevice in the output
its on the new lutbuilder that doesnt have the same output devices
you can leave that field empty
just send the float3
0x1E has the same issue, should be 3 floats down
thanks will correct it
maybe output device is gud, since I think the cbuffer is correct just unused
Do you know what slider values should properly emulate it?
yeah I was confused by that missing referencing some of the others
if you look at an older lutbuilder it makes sense one sec
right I manually added OutputDevice
it wasn't there by default
yea 5.3+ dont have that branch anymore
so
float _837 = ((mad(-0.20366770029067993f, _820, mad(1.2036634683609009f, _819, (_818 * -2.57161445915699e-07f))) - _819) * BlueCorrection) + _819;
float _838 = ((mad(0.9999996423721313f, _820, mad(2.0954757928848267e-08f, _819, (_818 * 1.862645149230957e-08f))) - _820) * BlueCorrection) + _820;
SetTonemappedAP1(_836, _837, _838);```
is correct
yea
maybe keeping outputdevice isnt an issue, maybe it still returns the same value as the old versions
I just kind of assumed it would still be in c040.w
its used for the old inihdr,
oh ok
remember where you'd set certain output devices
yep
0 = sdr srgb, 3/4 = hdr10, 5/6 = scRGB
we keep track of the outputdevice value for minimal ini hdr support
as long as its not sending fake news numbrs, it wont break the plugin
it does not appear to break it
5.3+ replaced the outputdevice branch which isSRGB
where it either srgb encodes or does nothing
guess its fine to leave it in then
Blowout is just something I made up. Custom saturation like in GT7 or ACES2 might be closer to what you want. Like per channel chrominance on top of neutral color. Pretty sure there's something in the repo. @swift plover 's 2.2 thing is probably exactly that
cool thanks for the review
np, thanks for adding it
figured if I want to use reno then I can just try doing it lol
fixing unreal lutbuilders is very simple, so its nice when people contribute
yeah seems quite simple
helpful for me to know how to do too
most of my users use reno and I have like 40 games supported
yea all sm6 lutbuilders are the same
I didnt make a guide for SM5 yet, but if you look at any sm5 lutbuilder its moer or less the same thing
except you use tonemappedbt709 in 2 places instead of tonemappedap1
assuming the game isnt doing anything funky like that one game in ancient america with the white dude and black lady ghost
fuck what was the name
I remember fixing it for people, but dont remember the name
banishers!
I tried looking at banishers briefly and it seemed weird
btw question
r.Streamline.TagUIColorAlpha
seems to be hit or miss depending on game
yea so 5.2+ doesnt need it anymore
but now with reno and dlssfix seems to prefer on
if you run the sdr path (renodx unreal engine) you dont need it
ohh off
I thought on
I remember a bunch of games, native hdr (or auto hdr) you needed to turn it on
or else the UI ghosted like crazy
wait no off
yea I had a lua script to turn it off in ue4ss
I didnt touch it in so long I forgot about it
but installed reno and then UI ghosting was back
because things more or less just worked
if its a custom mod, it probably has ui blending fixed inside of the shader itself
that blends ui and game
Hmmmm that doesn’t sound like something we can really do with tonemappass
nobody said the unreal mod has to be tonemappass
you can just use the UntonemappedGraded function
and then just do anything you want with the color
btw here is the fixed version for outer worlds 2
Tbh I’m thinking per channel corrections is actually a pretty cool tool, I just think we need better blowout tools.
Per channel tonemap is a quick and easy solution with its own issues
it is, the settings out the box are whats griefed
With all the right tools in place, it seems to me like tonemappass could genuinely become all you really need
yea I do that in SMT5
but I also got rid of reno per-ch correction
and just did dice 2.f shoulder 50
after untonemapped ap1
Yeah, maybe my original suggestion of revisiting how blowout restoration works is the right track
I'm working on a perceptual slider once I figure out LMS properly
honestly, the outer worlds 2 looks to me like it does have a gamma mismatch - maybe they messed with the HDR in some way? The menu has that black vignette effect, and in SDR 2.2 it's completely black, but in HDR (without gamma correction) it's gray. And overall, the black levels feel raised, it crushes the shadows in some spots when gamma correction is applied though
You could use the hue and chrominance function to use luminance tonemapping and take some of the hue and chrominance from channel
you can use this to take per channel blowout and hue shifting from another color
are there many known big/relevant UE games that actually modified the LUT builders?
or do they just mostly have different hashes because of compiler differences and minor UE version changes?
is it like FF7? pre-baked tonemap LUT?
no they added ARRI LUTs before ACES
where the color correction is in UE
ive just given this a go and i think theres some shaders missing, i saw you sent 2 and ive found 2 more, i found that inside some buildings its flipping back to SDR
here's the 2 others ive dumped
only one of those is unaccounted for but ill add it
seems like dlss fix might be causing infrequent crashes, not sure
I think this is just how the game looks in SDR
pretty sure i compared in SDR and its not really like that, but turning off gamma correction "fixed" it
I tested it a bit, and it turns out the game in its default look in SDR also crushes shadows in a lot of spots
yes but not more or less everywhere like it was with gamma correction on
wait maybe you're right nvm my screenshot is wrong, I will upload comparison in a minute
Windows SDR 203/RenoDX UE 2.2 203
@mild hazel it looks exactly the same. I think the game just crushes shadows, and this is how it was graded. I guess the better approach is to apply gamma correction and then maybe work from there to fix the shadows?
Here are more comparisons I did. Honestly, it looks correct with gamma correction applied
I don't want to play the game with half of my screen black
an overstatement of course, but at night entire trees became black, characters were black, buildings, anything shadowed
everyone complained about it
something wrong if you can turn shadows all the way up in reno and its still barely bright
what exactly that is idk
@placid siren do you have an opinion on what a better solution might be, rn gamma correction off and flare 25 produces a more desirable image to most folks without cranking shadows to 90
Is there any reason why most of the sliders dont work, except for UI Brightness? I've tried going to the Main Menu, reloading a save, changing graphics settings. The usual steps to remedy this.
going into the inventory and character tab and back into game works for all the sliders
unless you found another missing shader
I dont have Dump Shaders enabled, I can retry.
Vanilla on 2.2 should identical to unmodded SDR
it is
right, I guess that people have been playing vanilla HDR which is quite different
and isnt overdark but also looks wrong
my only point is that this is how the game looks in SDR. I agree that it looks wrong with shadows so crushed in many areas, especially at night
yeah, fair enough
vanilla HDR is like 250 nits as well
No "new" lutbuilders were dumped.
I guess the real issue is trying to fix the base game issue
we can bandaid it via.... interesting settings but yeah
not sure, just loaded into the game and the sliders are working
Hmm.
also have a bunch of other folks using it and seems to be working for them
ReShade 6.6.2 and the Steam version?
I am using the reno build of reshade atm
Hmm, maybe I'll try that. Guess I'm unlucky otherwise.
which I believe you need to use the reno version for DLSS fix to work anyhow
@mild hazel if you want to post your edited shaders I can look over it and see if it looks right
There was a 6.6-compatible version ShortFuse released.
does the Reno build of reshade have any improvements over 6.6.1/6.62?
though you could also just use SK to throw SDR in an HDR container with 2.2 correction and see if it looks just as crushed
if so, they just made bad choices. In which case just use sRGB imo
ninja gaiden 4 is also kinda like that 
have had a lot of users that crashed without the reno version
K I'm going to try the Reno build and see if it helps.
yeah looks good, though you forgot the saturate at the end (which won't affect HDR at all)
I think there's also some auto-exposure stuff happening in this game. It might not be very strong, but often when you get close to shadows, like for example go under the porch you start to see more detail
@mild hazel since the game seems to be using compute shaders, you might need to enable the "upgrade all copy desinations" slider
Yeah the autoexposure crushes shadows a bit in sunlight even with vanilla HDR
Not always but it happens
Okay, I must be having a massive skill issue or something.
Using the RenoDX build here: #📝welcome message
Using the latest build of DLSS Fix here: #1413548071987576862 message
Tried going to Inventory and Character screens, Main Menu, loading a save. Nothing makes the other sliders work.
And using #1411800884303626311 message
that seems to cause green artifacting in the UI
Confused, if a lutbuilder has "new" in its name, it means it's not covered yet, right?
yes
I am using the reno version of reshade with the addon Lazorr linked. Game is just a black screen on launch. If I remove the addon, it loads fine.
Loads fine with reshade enabled, without the addon.
Upgrade R10G10B10A2_UNORM to Output Size
Ah, missed that. Thanks
@mild hazel you could add the upgrades that outer worlds 2 needs to the addon automatically
you just check in the log for the game name and there's a section in addon.cpp with entries like this
{
"SonicRacingCrossWorlds",
{
{"Upgrade_R10G10B10A2_UNORM", UPGRADE_TYPE_OUTPUT_RATIO},
},
},```
@placid siren actually, are there any games that would even break with r10g10b10a2_unorm upgrades? Feels like this is common enough that it should be default.
unreal
you guys are so goated for working on this btw
what are you using to inject reshade?



