#Unreal Engine

1 messages · Page 2 of 1

placid siren
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the laziest of lazy sampling for a lut

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luminance

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actually

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this looks like an output shader

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1.05 is post lut builder sampler

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1/1.05 is the lutbuilder itself

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float _383 = (frac(sin((TEXCOORD_2.w * 543.3099975585938f) + TEXCOORD_2.z) * 493013.0f) * 2.0f) + -1.0f;

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noise/dither

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the lut may be hardcoded from disk

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if it's not generated

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though should be generated because nobody is going to build a lut with 1/1.05

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unless they don't know what they're doing

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is that the same resource id?

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InterlockedAdd(_26[(_196 >> 6u) + _195], _509, _517);

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doesn't seem grading lut related

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if lutbuilder isn't running every frame, then it didn't compile the lut with game/ui relation

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yep

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doesn't seem right. but that's color temperature

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like, if color temperature is less than 6500?

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assume cb0_037y is 6500 99% of the time

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seems hella cursed

mint escarp
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ooh ok lemme see

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ui brightness is still increasing game brightness

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i have zero idea what any of that means

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and most of the other sliders aren't working either.

placid siren
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you gotta find a way to retrigger the shader we're modifying. usually pause menu or some other game setting

mint escarp
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hmm I paused, went into photomode, played normally, made car modifications in the garage. dunno what else I could do

placid siren
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try game settings

mint escarp
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changing them?

placid siren
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where you can setup contrast/brightness

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just triggering the menu is usually enough

mint escarp
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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

placid siren
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it has to say _new_ if it's not in the addon

mint escarp
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pretty sure i replaced it lemme redownload

placid siren
mint escarp
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I redownloaded the addon and replaced it again

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and I disabled the swarchain setting in advanced after I turned it on to see if that worked

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either one of those

placid siren
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if you have new with an addon that includes those shaders.. then you're not using the new addon

mint escarp
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ok I have redownloaded the file a third time.

placid siren
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from where?

mint escarp
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here

placid siren
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unless wuwano screwed up

mint escarp
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this time it didnt make a "new" one

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but ui brightness still affects everything and no sliders work

placid siren
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the dates dont line up

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it doesn't delete files

mint escarp
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im lost.

placid siren
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delete the cso files, then boot the game

mint escarp
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ok

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thats the only one it made

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i have not used

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i'm still on the old one you gave me which i'm assuming is the same

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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

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maybe reshade is having trouble accessing some shaders?

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i dunno

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oh and just to double check I should be on renodx's reshade build yes?

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ok i shall try that

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oh nvm then

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you think clearing shader cache would help? since its ue5 and dx12 i'm assuming theres shadercache

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im not crashing at all. and i'm using dlss 4 preset k

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borderless I can't change fullscreen res to 1440p

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button prompts get misaligned and makes it impossible as soon as I switch to fullscreen from borderless

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also i switched to default reshade and it still works fine

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"fine"

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yeah apparently its rng now. but i don't play a lot of new games so im lucky i suppose

placid siren
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resource upgrades?

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use dlssfix and try not upgrading any textures

mint escarp
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uh i didnt bother changing the r10thingy

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does that work for you?

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it is outputting hdr but none of the sliders work

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and ui brightness controls game brightness im assuming

placid siren
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with dlssfix?

mint escarp
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nope

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should I be?

placid siren
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it's to single out crashes from reshade upgrades

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crashes might be from shader replacement then

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some pipelinelayout stuff, basically

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they're rather fragile

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dlssfix fixes that

mint escarp
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im just built different bruh

mint escarp
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in the garage it hovers around 400 peak nits but when actually racing it peaks to 1000 for me which is my monitors peak

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and I hope someone looks into it. this game is a good candidate since its night time racing with a lot of lights

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and is the dlss fix only for unreal engine?

placid siren
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Use a debug build and attach vscode and you'll see why it crashes

sullen spoke
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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

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seems to work ok on the main menu though

dusty girder
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@sullen spoke if you move the blowout slider, does it change the scene?

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if thats the start of the game, I tested it

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and I think it worked just fine

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idk if it might be 21:9 memes

regal kayak
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looks like it might be, there are slight black bars there

sullen spoke
dusty girder
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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

dusty girder
regal kayak
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if there's a mod that gets rid of those black bars, it will work

dusty girder
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restart the game after changing output size -> aspect ratio

sullen spoke
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cool, i'll take a look and try this out
reporting back in a few mins

dusty girder
regal kayak
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it looks like it did, but some games support it only up to a certain point and add black bars

dusty girder
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yea

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also 16:9 stuff still needs upgrading

sullen spoke
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so change to this?

dusty girder
regal kayak
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aspect ratio won't fix it, assuming ultrawide is the problem

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if there's no mod to fix the black bars, you'd have to hope ignore size works pain

dusty girder
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also try upgrade copy destinations; idk if the game had NIS that might break it

dusty girder
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but if the game breaks or not is another issue

sullen spoke
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lyall took a look at the black bars and said nope

dusty girder
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so a mod is making the game 21:9?

sullen spoke
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nah it's native

dusty girder
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wait I see, there are a few pixels of black bars on the sides

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yea that would need custom implementation

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if you dont care, you can play in 16:9

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if you're on an oled, it should be just fine

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when I had a 21:9 oled for a year, I played 99% of my games in 16:9

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but you can try moving the sliders to the third position to see if the game breaks or not

sullen spoke
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changing to output ratio didn't fix it
i'll try 16:9 to see if ultrawide is the issue

regal kayak
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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

sullen spoke
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16:9 works fine

dusty girder
dusty girder
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@regal kayak if you want to be a good person, you can build him a custom ue with whatever aspect ratio needs upgrading

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you just need to get the resolution from the devkit

regal kayak
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download that, install like renodx normally, open menu, click snapshot, click magnifying glass, scroll to the bottom of the list and look for dimensions

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whatever it shows that's a little bit smaller than your native res

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or well, whatever it shows that's a slightly smaller aspect ratio than native res (if you're using upscaling)

sullen spoke
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do i need to wait until it finishes auto dumping shaders as nothing happens when i click snapshot yet

regal kayak
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you just have to click snapshot when the problematic scene is on screen

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it can mess up if framegen is running

sullen spoke
regal kayak
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video not loading for some reason, are you clicking the word snapshot?

sullen spoke
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no i was not

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ok

bleak nest
dusty girder
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yea ik

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it is ultramemes like always

bleak nest
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16:9 bois keep winning.

regal kayak
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I'll add whatever upgrade is needed to the mod, it's highly unlikely it causes any issues

sullen spoke
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could it be due to DLDSR
my monitor is native 3440x1440 but playing at 5160x2160
pic shows dimensions reported

regal kayak
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no, that seems about right for the size of the black bars lol

dusty girder
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do aspect ratio = 5040/2160

regal kayak
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I did

dusty girder
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ok gud

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if that doesnt break 16:9

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you can prolly add it to the custom mods function

regal kayak
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that's how it's already setup, it'll apply just to this game

sullen spoke
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same issue

dusty girder
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did you upgrade both bgra8 typeless and rgb10a2 jon

regal kayak
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huh, maybe the 10 bit resource is needed too...

dusty girder
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yea

regal kayak
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I thought it would just be 8 bit lol

sullen spoke
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hope the game is good after all this 😄

dusty girder
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I think that aspect ratio is too obscure to grief

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16:9

regal kayak
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yeah there's no shot

dusty girder
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nothing wrong with average

sullen spoke
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still at 203 in game

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hold on my resolution changed
let me try again

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you've done it!

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thank you so much guys
do you want me to send the dimensions of 3440x1440 as that's a way more common resolution?

regal kayak
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doesn't matter, it applies to the aspect ratio

sullen spoke
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the 1st pic i sent a second ago was 3440x1440 but that was still 203 but when changing to 5160x2160 it worked

regal kayak
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maybe the black bars are slightly different?

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would be kinda weird

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I could add some padding to it

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might just be a like, 1 pixel math difference or something

sullen spoke
regal kayak
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why is it 1 pixel taller...

sullen spoke
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no idea

regal kayak
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that's so weird

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I'll just pad it a bit. One sec and I'll send another build to test

dusty girder
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all the high refresh rate oleds do it

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aw3225qf here

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it will do 2562x1441 for 1440p with dlss quality

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idk why, but its a thing a lot of monitors do now

regal kayak
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I've never noticed that on mine tbh

dusty girder
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honestly idk what causes it

sullen spoke
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i see it now and again

dusty girder
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I know everybody with my monitor has dlss do that 1 pixel shit

regal kayak
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I'm not really sure how the aspect ratio tolerance flag actually works, so we'll just have to see what happens here

sullen spoke
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working at both 3440x1440 and 5160x2160 now

regal kayak
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I set the tolerance to 0.1f, hopefully that's as small as it sounds lol

sullen spoke
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future generations will thank you
again thanks so much man
i did not expect this to be on top of so quickly ❤️

regal kayak
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no problem, I'm just sittin around bored rn lol

sullen spoke
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steam sale starts today so maybe just averted a mini influx anyway 😄

dusty girder
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shits scary

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like if you think about it

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2560/1440 = 1.777_repeated

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so if tollerence makes it go from 1.7 to 1.8

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1.8 might be some shit that shouldnt be upgraded

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probably safe, but idk what 1 pixel of tolerence is

regal kayak
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I feel stupid as hell for not realizing the tolerance number applies to actually dividing the numbers

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sometimes it's like that I guess

dusty girder
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2562/1441 = 1.77793199167245

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so the difference goes down into the ten-thousanths

regal kayak
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maybe I should set a smaller tolerance lol

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eh, doubt it causes an issue in this game either way

dusty girder
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I dont know what the right answer is

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I'm just thinking outloud

dusty girder
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its gud

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what I did for some games was

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just upgrade 2560/1440

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and 2562/1441

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since the 1 pixel bullshit carries over to all resolutions

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so if you have the aspect ratios for both, life gud

sullen spoke
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will these fixes be integrated into the snapshot version of Reno from github?

regal kayak
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I'll make a PR for it at some point

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for now I edited the message to say what I did and make it searchable lol

sullen spoke
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hopefully will save some work if people use search function
if

dusty girder
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problem is hardcoded rgb10a2 upgrades might break dlssfix

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since dlssfix requires rgb10 upgrades off

sullen spoke
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i'd test it but dlssfix just crashes my game anyway

dusty girder
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did you properly edit

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the paths

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in the ini

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dlssfixc should be stable with lost cope aside

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I tested it

sullen spoke
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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

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not overriding anything using nvpi or glom

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i'll take this to the dlssfix thread

wicked parrot
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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.

dusty girder
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enable "dump luts" under advanced

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and restart the game

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@wicked parrot

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inside of the game folder where you installed the addon, there should be a /renodx/ folder

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upload the .cso files from there

wicked parrot
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i'm installing the addon again, give me a second and i'll upload them

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@dusty girder

dusty girder
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alright give me a minute

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adding the game to the mod

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compiling

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@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

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please let me know if it works, so I can commit it to the repo

wicked parrot
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I'm testing

wicked parrot
wicked parrot
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In-game:
SDR / HDR 800 nits peak

dusty girder
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try lowering blowout restoration

wicked parrot
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Main menu SDR / HDR

dusty girder
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oh

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ontop in grading

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there is blowout restoration/saturation recovery

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something like that

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lower it to 0

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wiat i own the game

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let me test it myself

wicked parrot
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Nice! Thanks

dusty girder
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I forgot when I bought it

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all I'

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all I've been playing is runescape

wicked parrot
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If you preordered LN3 you received it for free

dusty girder
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yea

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I pre-ordered one of them

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and got one for free

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yea saturation correction 0

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makes the game look like sdr

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since unreal is a mod for a ton of games

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you need to mess with the sliders sometimes

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also I think you need "upgrade copy destinations"

wicked parrot
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so default settings + saturation correction 0 should be fine?

dusty girder
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yea

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you need upgrade copy desinations

wicked parrot
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What does that setting do?

dusty girder
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whats the lighter button

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I missed it

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you need to upgrade resources to make a game hdr, since this game uses compute shaders/uavs

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you need to change it to on

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but yea whats the lighter button lmao

wicked parrot
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F on keyboard

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circle / B on gamepad

dusty girder
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ty, sdr -- renodx hdr (saturation correction 0)

wicked parrot
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these are my settings now

dusty girder
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these are mine

wicked parrot
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oh, i will set to output size those two settings then

dusty girder
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the r10g10b10 one might not be needed, but it doesnt hurt

wicked parrot
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Thank you very much man, you are amazing

dusty girder
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np. enjoy

wicked parrot
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Hope I have the knowledge to do these kind of things

dusty girder
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made a pull request, so this should be part of the main mod soon

wicked parrot
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By chance, do you know if it works with LN2 enhanced?

dusty girder
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I have regular 2

wicked parrot
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if you click on "Play" on Steam you will be able to select between the standard and the enhanced version

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its not a different game

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on the library i mean

dusty girder
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I'll test it in a bit

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but it works all the same if its UE

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it will either work out of the box

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or you'll need to send me a shader

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btw you can turn off dump luts until you find a broken area

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it kills performance

wicked parrot
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I did

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Do some of the other settings affect performance?

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Like R10G10...

dusty girder
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nah

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on paper they do, but in reality its like peanuts

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nowadays its "free"

mortal birch
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does someone knows why luto ue 5 game is giving a black screen?

mortal birch
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same problem with dead island 2, menu is visible but in game all black wtf?

wicked parrot
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@mortal birch

mortal birch
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I did that

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But wheh moving the sliders does nothing

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In the Case of luto

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In dead island 2 it screw the imagie kj the menu in game is black

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Could be related to the CSO?

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Sorry I'm new on this 😢

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O changed thst option

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And also b8 typeless something also to output size

swift plover
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did you restart

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also dead island 2 has its own separate mod

low light
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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?

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Or leave it as it is because thats creators intend xd?

placid siren
# low light I am using unreal renodx for gta definitive but shadow details are crushed with ...

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_...

▶ Play video
halcyon mirage
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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)

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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 ?)

halcyon mirage
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The guy made his own "game engine" inside UE to make a voxel game

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but the rendering is probably really close to stock UE yeah

placid siren
halcyon mirage
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I guess just try this and if I go above 80 nits it's working 🤔

placid siren
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per channel UE is my guess

halcyon mirage
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I'm too dumb about shader programming and all this stuff to make its own mod probably lol

low light
coarse axle
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Then start learning

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And looking into HLSL

placid siren
halcyon mirage
low light
placid siren
placid siren
halcyon mirage
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hopefully it gets loaded into this basic menu, because I can't really go ingame lol

placid siren
halcyon mirage
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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 despairge

coarse axle
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Does the game have DLSS sharpening

halcyon mirage
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Oh 😅

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Maybe add this into the main post of this thread 😅

placid siren
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you don't need it with dlssfix

halcyon mirage
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Still blackscreen, even with this R10G10B10A2_UNORM 😔
I tried without DLSS-SR/FG enabled in-game, same behavior

coarse axle
halcyon mirage
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No idea, I disabled it anyway
this could be the issue ? I thought DLSS 3/4 didn't have any sharpen anymore

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Lol it works if I upgrade every single resource 😆

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Though I see slight flicker everywhere

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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

halcyon mirage
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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

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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)

placid siren
halcyon mirage
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Hmm should I try to upgrade texture destination ?
Or need a game specific mod :/

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Could I get more infos with the devkit or smth ?
should I remove or keep this addon alongside it 🤔

placid siren
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no texture upgrades shouldn't cause flickering though, unless it's trying to read back from swapchain

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which a game should absolutely never do

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also, the game is in 8bit swapchain, so not standard UE which is 10bit

halcyon mirage
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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 🙏

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Seems like there's a gamma conversion in menu-render, but I am too dumb to understand what to do with that information lol

halcyon mirage
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I mean I just decompiled that shader and sent it to gemini llm lol
actually another one, wait

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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 🤔

sturdy lagoon
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oh you linked it above that

halcyon mirage
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Seems like I lost the LUT 😅

sturdy lagoon
#

why can you play already?

halcyon mirage
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it's on his patreon for now
5$ per month

sturdy lagoon
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ah

mortal birch
swift plover
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Ah I forgot to add it. I’ll do it once I get home

mortal birch
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i dont want to disturb you

swift plover
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Takes like 5 seconds

mortal birch
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ok thank you mus..

swift plover
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I’ll just upload the latest file here and then do the nexus post later

mortal birch
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thats luto with the R10G10B10A2_UNORM over output size. Screenshot with reshade

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and changing the sliders like saturation wont do nothing

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the game dont have a "hdr option"

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dont mind the overexpuse is just the clip from windows messing with the hdr

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renodx-ue-dev.addon64
i tried with that addon and the other one called "unrealengine"

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is that good? xD

swift plover
tame raft
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Valor Mortis (UE5)
SDR / Multi-Game Reno (with R10G10B10A2_UNORM)

any idea why it's like this?

placid siren
tame raft
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but you're correct, it's has something to do with dlss, once I enable it the game bugs out

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that bug happens with the upscaler set to off or fxaa too, not just dlss

placid siren
dusty girder
# tame raft

this bug happens in afew games, happens in Remant 2 too

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if you turn on DLSS, no issue upgrading

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but if the upscaler is off, I think ?bloom? gets upgraded

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and the entire screen gets flashbanged

tame raft
dusty girder
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the fix is to turn on dlss quality

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or even dlaa I think

tame raft
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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

dusty girder
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you dont want rgb10 upgrades with dlss fix

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dlssfix you might not need any upgrades

placid siren
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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

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like how dx12 samplers got screwed up in old reshade builds

tame raft
tame raft
broken smelt
tame raft
mild hazel
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if you really want to use DLAA in things, try 99.8% scaling instead of 100%

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fixes some games

dusty girder
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worst case scenerio is you'll have to share a lutbuilder and I fix it quickly

tame raft
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it's just that I'm not sure if it's working properly or not, here for example:

SDR / Default Reno / Saturation Correction 0

placid siren
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the texture is green, the Unreal tonemapper shifts it to blue

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because it overproduces red and blues in shadows, since it's a per-channel tonemapper

dusty girder
placid siren
#

it's mathematically incorrect, but the look could depend on color errors

dusty girder
#

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

tame raft
#

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

dusty girder
#

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

tame raft
dusty girder
#

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

tame raft
dusty girder
#

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]

placid siren
#

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

dusty girder
#

and then the devs crank sliders in all different directions to make up for unreal's grief

placid siren
#

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

dusty girder
#

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

tame raft
#

wow didn't know UE is this broken in something's that's supposed simple especially given how popular the engine is

tame raft
dusty girder
#

ideally saturation correction would give you a better image, but some games have textures griefed too hard so you gotta turn it off

mortal birch
#

Wonder why little nightmares 3 looks better for me

#

That way ?

dusty girder
mortal birch
#

bcoz i dont know whitch one it is xD

#

the one outputting

#

is that bad ?

dusty girder
#

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

mortal birch
#

That's vanilla

#

Look at the light wtf ?

#

Light it supposed to be white, why is orange in this game ?

tame raft
#

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

tame raft
mortal birch
#

Ups

#

Pff well is activate but I don't see changes

#

Swap chain compatibility should be off ?

#

And in hdr 10?

tame raft
#

if you want the closest output to the SDR image, your settings should look like this

mortal birch
#

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

tame raft
#

you can use preset #2 and then compare between the two

mortal birch
#

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

wicked parrot
#

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?

wicked parrot
dusty girder
#

@wicked parrot sorry I grief napped and woke up at like almost 3am

#

I'll do it tomorrow unless somebody else gets to it

tall wedge
#

would anyone be interested in the LUT builders i found in Frostpunk 2?

wicked parrot
#

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

peak galleon
placid siren
#

sdr colors are broken, but game is shipped like that

peak galleon
#

had to disable that in ln1 enhanced too btw to keep correct color, was desaturated at 100

wicked parrot
#

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

wicked parrot
#

SDR / RenoDX Saturation Correction 0 / RenoDX Saturation Correction 100

wicked parrot
# placid siren Saturation Correction

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.

placid siren
wicked parrot
#

Yes, it works

#

It works but in some scenes it seems to do nothing

placid siren
#

Probably the same issue with Saturation Correction.

#

The pinned posts says how to dump missing shaders

wicked parrot
green vessel
#

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?

dusty girder
#

<@&1408438132722110687> can one of you guys please handle those lutbuilders for me please; I've been dealing with stuff irl recently

covert python
#

uhh I haven't messed with lut builders before
-# felt bad that nobody responded

regal kayak
#

I’m busy with other mods atm

regal kayak
covert python
#

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

coarse axle
#

I'd like to learn it as well

#

Going to have to mess with lutbuilders eventually

swift plover
#

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

regal kayak
covert python
#

oh lol

dusty girder
#

oh pog ty

tame raft
wicked parrot
wicked parrot
untold wadi
#

They were already included

untold wadi
wicked parrot
#

Thank you

tame raft
tame raft
wicked parrot
#

Yes, it's still the same

#

Sliders work but I cannot get rid of that tint no matter what I do with them 😕

vital geyser
regal kayak
dusty girder
#

I feel like if we had a CSV

#

that could easily be automated to a addon.cpp format

delicate ferry
#

for anyone playing Little Nightmares 3 with UE renodx mod is it normal that the peak brightness barely goes above 203?

peak galleon
#

no that means shaders are required to be dumped and shared, normally

tame raft
peak galleon
#

it could be correct then, i remember 2 not getting that bright

shell igloo
#

might just need 1 or 2 upgrades

delicate ferry
#

Both Little Nightmares 1 enhanced and the Reanimal demo work perfectly, but LN3 is extremely dim

peak galleon
sturdy lagoon
#

Didn’t keeper also have some native hdr?

peak galleon
#

yes

sturdy lagoon
#

Does that look worse than upgrading it ?

peak galleon
#

dont know

#

but the hdr options are weird anyway so its probably broken

sturdy lagoon
#

Could be interesting, native needs tonemapper tho because it hits 10k nits

peak galleon
#

played like 5s of the game, no idea if there are more

sturdy lagoon
#

300 nits paperwhite and UI stock

peak galleon
#

dno about that gamma either

sturdy lagoon
#

Also 1.8 Gamma lol what

#

Okay upgrading might be better

peak galleon
#

pretty sure the graphics option dont apply until reboot too seems pretty borked

vale ledge
#

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

regal kayak
#

@thick belfry idk what happened exactly but ninja gaiden 2 black works with the unreal addon now with just rgb10_unorm upgrades

regal kayak
#

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

vale ledge
#

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?

regal kayak
#

Yes, with up to date reshade. Make sure hdr is disabled in game too.

regal kayak
vale ledge
#

yeah i had hdr disabled already so its not that

regal kayak
#

Latest reshade?

vale ledge
#

it's definitely the unreal addon since just reshade on the game works fine

#

yeah 6.6.1 with add on support

regal kayak
#

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.

vale ledge
#

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?

regal kayak
#

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

vale ledge
#

hmm weird

#

ima keep looking and see if i can find a fix, thanks for trying to help tho!

calm slate
#

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.

vital geyser
calm slate
regal kayak
vale ledge
#

yeah same stuff happens with that one

regal kayak
#

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.

placid siren
#

Dlssfix?

tranquil lava
#

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

#

UE 5.3.2.0

#

okay, ui brightness is not tied to game brightness, that's a good sign 😄

tranquil lava
lusty laurel
#

For me FPS absolutely tanks when using RenoDX so far. Not sure if anybody else has experienced that.

#

With Bloodlines 2, forgot to say.

regal kayak
#

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.

tranquil lava
#

thanks for clearing that out and sorry for being a 1000 person asking about it

regal kayak
#

it's nbd lol. Just points to a flaw with the system.

tranquil lava
# lusty laurel For me FPS absolutely tanks when using RenoDX so far. Not sure if anybody else h...

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 ;/

regal kayak
wicked parrot
wicked parrot
fading belfry
#

Has anyone tried this with ninja gaiden 4 to see if it improves the original hdr?

delicate ferry
peak galleon
#

i think if they dont have _new in them, they're already included... you probably need upgrades

fading belfry
#

i was 100% sure it was ue5 lol

delicate ferry
peak galleon
mortal birch
#

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

fading belfry
#

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

sullen spoke
sullen spoke
fading belfry
mortal birch
#

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

fading belfry
olive belfry
#

It looks like Engine.ini HDR works too. Perhaps the game will run more stable this way

olive belfry
#

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

dense stratus
#

Dispatch does not seem to work at all, no matter the upgrades or configs :(

mortal birch
mortal birch
#

Fucking ue5 engine games

#

Is fucking everything up that game engine

#

And Painkiller don't even have dlsss XD

mortal birch
#

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

olive belfry
mortal birch
#

It comes since lossless

#

Maybe that could be a work around using lossless scaling

#

But for sure it will mess with reno

olive belfry
mortal birch
#

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

olive belfry
mortal birch
#

Oh you forced hdr

#

Meh I rather choose teno that in game HDR

olive belfry
mortal birch
#

-_-

vivid rune
#

Did someone tried this one at Tormented Souls 2 ?

dusty girder
#

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

rustic lichen
regal kayak
untold wadi
regal kayak
#

is it a native HDR lutbuilder?

rustic lichen
#

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)

untold wadi
regal kayak
#

@rustic lichen did that lutbuilder dump after you tried ini hdr?

rustic lichen
#

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 😅

mortal birch
#

awesome game, sadly short 🙁

#

doom was too fast for me, this game was cool

olive belfry
# mortal birch

Well, with Reno's default settings, not all glowing objects were bright enough there. Maybe with settings like these, it really will be better

peak galleon
#

the only game part is the strategy bit or hacking bit

near lance
mortal birch
mortal birch
#

basically im just doing for what my eyes looks better

#

but there is no actual guide in how hdr should look like xD

olive belfry
regal kayak
#

from Keep Digging

mild hazel
regal kayak
#

@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

#

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

regal kayak
#

I lied, one more, cause in this case it's the only option that doesn't look flat out wrong to me

untold wadi
regal kayak
#

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.

tame raft
golden vigil
olive belfry
placid siren
golden vigil
runic musk
#

Hello !

#

i have install Reno for "RV There Yet"
But is not functionnal

#

its only "UI brightness" works

fossil thistle
#

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.

shell igloo
fossil thistle
#

tysm i'll check it out! 👍 for the future, where is the right place to ask these kind of questions?

fossil thistle
#

fixed the black floors, looks great. ty!

thick belfry
#

It's not a team ninja game either

rustic lichen
#

it looked like it pulled my peak brightness on it's own though, I think some of the settings autopopulated

regal kayak
regal kayak
#

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

regal kayak
dusty girder
#

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

regal kayak
#

that game I was using as an example doesn't use LUTs

#

unreal HDR worked well with it before we had the generic addon

tame raft
placid siren
#

Also would need to check with Romancing Saga 2 which looks nothing like ACES

rustic lichen
#

All of the HDR Retrofit works for it except for the top 8-bit one

tame raft
#

do you see any advantages for playing the game without HDR?

rustic lichen
#

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

tame raft
#

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

rustic lichen
#

let's take this over to #🆘helpdesk (getting out of the range of the Unreal Engine discussion)

olive belfry
fervent lodge
#

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

placid siren
# regal kayak and last one

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.

mild hazel
#

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

mild hazel
#

all the sliders seem to work though so

swift plover
mild hazel
swift plover
#

Re4 looks super crushed when emulating 2.2 gamma

#

So I just made the recommended settings have flare and lowered shadows

pastel sand
#

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.

pastel sand
#

Relaunched and working fine now. Wa probable just the first boot after updating.

mild hazel
#

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
dusty girder
#

@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

dusty girder
#

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

dusty girder
#

maybe output device is gud, since I think the cbuffer is correct just unused

regal kayak
mild hazel
#

yeah I was confused by that missing referencing some of the others

dusty girder
mild hazel
#

right I manually added OutputDevice

mild hazel
#

it wasn't there by default

dusty girder
mild hazel
#

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

dusty girder
#

yea

#

maybe keeping outputdevice isnt an issue, maybe it still returns the same value as the old versions

mild hazel
#

I just kind of assumed it would still be in c040.w

dusty girder
#

its used for the old inihdr,

mild hazel
#

oh ok

dusty girder
#

remember where you'd set certain output devices

mild hazel
#

yep

dusty girder
#

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

mild hazel
#

it does not appear to break it

dusty girder
#

5.3+ replaced the outputdevice branch which isSRGB

#

where it either srgb encodes or does nothing

dusty girder
placid siren
dusty girder
#

reading

#

yea looks good

mild hazel
#

cool thanks for the review

dusty girder
#

np, thanks for adding it

mild hazel
#

figured if I want to use reno then I can just try doing it lol

dusty girder
#

fixing unreal lutbuilders is very simple, so its nice when people contribute

mild hazel
#

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

dusty girder
#

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!

mild hazel
#

I tried looking at banishers briefly and it seemed weird

#

btw question

#

r.Streamline.TagUIColorAlpha

#

seems to be hit or miss depending on game

dusty girder
#

yea so 5.2+ doesnt need it anymore

mild hazel
#

but now with reno and dlssfix seems to prefer on

dusty girder
#

if you run the sdr path (renodx unreal engine) you dont need it

mild hazel
#

turning it off fixes native

#

but required on for reno

dusty girder
#

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

mild hazel
#

its on by default most of the time

#

I usually always turn it off to fix native

dusty girder
#

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

mild hazel
#

but installed reno and then UI ghosting was back

dusty girder
#

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

regal kayak
dusty girder
#

I'm with jon here

#

default per-ch correction is griefed

dusty girder
#

you can just use the UntonemappedGraded function

#

and then just do anything you want with the color

mild hazel
regal kayak
#

Per channel tonemap is a quick and easy solution with its own issues

dusty girder
regal kayak
#

With all the right tools in place, it seems to me like tonemappass could genuinely become all you really need

dusty girder
#

but I also got rid of reno per-ch correction

#

and just did dice 2.f shoulder 50

#

after untonemapped ap1

regal kayak
#

Yeah, maybe my original suggestion of revisiting how blowout restoration works is the right track

placid siren
proud patio
#

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

swift plover
#

you can use this to take per channel blowout and hue shifting from another color

vocal nova
#

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?

swift plover
#

jedi survivor

#

they added ARRI LUTs

vocal nova
swift plover
#

where the color correction is in UE

gaunt quest
mild hazel
#

only one of those is unaccounted for but ill add it

#

seems like dlss fix might be causing infrequent crashes, not sure

proud patio
mild hazel
#

pretty sure i compared in SDR and its not really like that, but turning off gamma correction "fixed" it

proud patio
#

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

mild hazel
#

yes but not more or less everywhere like it was with gamma correction on

proud patio
#

wait maybe you're right nvm my screenshot is wrong, I will upload comparison in a minute

proud patio
#

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

mild hazel
#

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

lusty laurel
# mild hazel

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.

mild hazel
#

going into the inventory and character tab and back into game works for all the sliders

#

unless you found another missing shader

lusty laurel
#

I dont have Dump Shaders enabled, I can retry.

mild hazel
#

see if your nits are capped

#

as well

placid siren
mild hazel
#

right, I guess that people have been playing vanilla HDR which is quite different

#

and isnt overdark but also looks wrong

proud patio
#

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

mild hazel
#

yeah, fair enough

placid siren
#

vanilla HDR is like 250 nits as well

mild hazel
#

I guess the real issue is trying to fix the base game issue

#

we can bandaid it via.... interesting settings but yeah

mild hazel
lusty laurel
#

Hmm.

mild hazel
#

also have a bunch of other folks using it and seems to be working for them

lusty laurel
#

ReShade 6.6.2 and the Steam version?

mild hazel
#

I am using the reno build of reshade atm

lusty laurel
#

Hmm, maybe I'll try that. Guess I'm unlucky otherwise.

mild hazel
#

which I believe you need to use the reno version for DLSS fix to work anyhow

regal kayak
#

@mild hazel if you want to post your edited shaders I can look over it and see if it looks right

lusty laurel
proud patio
#

does the Reno build of reshade have any improvements over 6.6.1/6.62?

regal kayak
#

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 wojakdead

mild hazel
lusty laurel
#

K I'm going to try the Reno build and see if it helps.

regal kayak
#

yeah looks good, though you forgot the saturate at the end (which won't affect HDR at all)

proud patio
dusty girder
#

@mild hazel since the game seems to be using compute shaders, you might need to enable the "upgrade all copy desinations" slider

fallen drum
#

Not always but it happens

lusty laurel
#

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.

lusty laurel
mild hazel
dusty girder
#

rip

#

but if the game uncaps without it, you're good

lusty laurel
#

Confused, if a lutbuilder has "new" in its name, it means it's not covered yet, right?

regal kayak
#

yes

lusty laurel
ebon valve
#

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.

lusty laurel
ebon valve
#

Ah, missed that. Thanks

regal kayak
#

@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.

soft cloud
#

unreal

fading belfry
#

you guys are so goated for working on this btw

split trail
#

what are you using to inject reshade?