#Unreal Engine
1 messages · Page 4 of 1
4090 should sell well for you?
If so, use that to cover the cost and pick up an FE.
From what I read amperes over the pins cause that going above 9.2
But you don't have a way to control that
Sometimes is the cable side and others just the GPU
Shut down feature is the only good thing to come out of all these 'solutions'.
The ASUS' Astral implementation was as useful as tits on a boar.
Ba8uer
It just told you that it's going up, did nothing to actually shut it down.
I went over this with invictus yesterday in HDR Den server, if you look up this topic there, you'll see.
Yeah asrock psu have em over the psu buikt in
And thermal grrizky wire view pro 2
Have em on connwcror side
Roman is a content creator, and while his videos are good, just like any other, they're going to milk it (for lack of a better word) as much as they can, but at least data is useful.
Problem is that since all the eyes are on this topic, it's just more profitable to keep making content around it.
Otwhrs of readit just put a sensor thermal
Oc the connector
Albeit, super fucking pricey.
lolhax in SK server built his own last year.
I'd just msg him and get his solution
Cost you maybe $20
Does the same thing, even better actually.
The thermal sensor on the cable just 10us
Won't look as 'pretty', but will cost 1/10th of Thermal View
Oh
$10? That's diff then.
I thought you meant that $150 one.
https://www.reddit.com/r/pcmasterrace/comments/1kxjbvy/simple_way_to_monitor_the_temperature_of_the/
Take a look is so stupid
Ohhhhhhhhh, that.
Yeah, that's diff.
That's also nice, but lolhax solution better cause it'll actually shut your shit down, or bring it to a halt.
Have a link?
No, it's a user from SK server.
I got banned from there, so I can't link it.
But if you go there, msg lolhax and ask him about his solution for his Gigabyte 5090.
Emmm which is the name
He's a good lad, will be happy to share it with you.
Idk what he did
Person to talk to: lolhax
Server to ask in: SpecialK server
Because I don't want to void warranty
It's not voiding anything
Hmm
It sits between your GPU and your PSU
Monitors everything
He has a program on Windows as well that he cooked up
Which will let you monitor things, or shut down, or whatever you want.
He isn't selling anything.
He designed his own PCB and put it together.
He'll share his schematics with you, and you can order PCB yourself.
Like I said, msg him and you'll be sorted, if you're too worried.
It will be impossible for me
But I know that guy, and he has background in electrician. So, I'd trust him far before I'd do any 'branded'.
It's the 'branded' shit that's blowing up, mind you.
I thought you said it was Palit that got rekt?
I think is the best on the market
Oh, you mean the replacement one?
Yup
That was the one
With warranty
It's not, it's just overpriced. But good.
And I sent it back to rma
Did they add the option to shut down GPU in GPU Tweak ,yet?
Or it still only warns you?
Idk about that
Bit as fat as I know
rip
It let's you monitor
Yes
Pin per pin
In a separate tool
Amperage
You can monitor it in real time
But it's as useful as tits on a boar, it needs to shut shit down when it reaches a certain limit, or something you can setup.
Is buuikt it over the pcb
I know
Separate tool = any tool.
Sensors themselves are built in.
So, HWiNFO can do it for you.
Yup
Anyway, hope it arrives soon for you!
Don't worry is fine
I don't get offended by your comment
Maybe some time later
I could buy the tool from thermal grizzly
With the auto shutdown future
What comment?
Without going insane over the psu
Didn't realize I said something like that, but I'm sorry if it came across that way.
For what r you said. Is fine
I don't mind to mind to talk I mean
Is okay I'm always commenting here
Which 5090
Is good out there?
Wasn't Asus?
The cheapest one you can buy, so FE.
But you mean fastest OOTB?
Likely Astral, yeah.
Maaaaaaaaybe Galax HOF, too?
Depends.
Sculpers
Yeah
I cannot but over best buy
Is only USA market
Anyway, wrong channel for this talk, don't wanna muddy more GPU talk in UE channel 😛
Not the first time
I explained to mods that I'm just sharing with yall
Without intentions to do a mess 🙂
But ping me out this channel because idk where to talk abjut it 🙁
#💬lounge I guess sorry 🙁
Oh, I know.
I meant best take it elsewhere is all.
And yeah, #💬lounge or #🍸bar is good.
Let's go there
Any idea how to fix this in RuneFactory Guardians of Azuma?
Hey, did you ever get anywhere with Dispatch? Or did you just use SK?
The narrative portions of the game are all pre-rendered videos so nothing can be done in terms of detail recovery. RenoDX UE works but only for the dispatch gameplay portions. I personally used Reno and just left the videos SDR; ITM didn't look that great to me.
Thanks. ITM (but dialed way down) seems ok. SDR is really dim for me - and I cba to tweak sdr tv settings!
can someone import these lutbuilders from hogwarts legacy pls ?
@regal kayak @dusty girder

I posted a build with them not too far above, but they seem broken unless it was just a time of day thing (I did not test)
PS 5.1 doesn’t decomp well
so it's doomed
have to use
native
that wasn't an issue a few months back
lol
Well, more testing wouldn’t hurt
Same for me. A moderate ITM to boost the brightness to your liking. But what kind of ITM are you doing? I never quite figured out what's a good setting for SK.
someone just needs to use the vk decomp
might wanna add Abyssus to compatibility list, it works with R10G10B10A2_UNORM upgrade in scRGB, however UI brightness slider behaves as game brightness slider, I couldn't figure that one out
Abyssus isn't using UE
pics?
well a HDR swapchain is being set and maybe the game is being solely clamped by resources
wait
This Abyssus
yeah this one
I just look at folder structure (engine\binaries\win64) and immidiatelly know its UE..
Oh mb, mixed it with another game
https://github.com/clshortfuse/renodx/pull/459 first PR hopefully I did this right
I’m surprised such a huge multiplayer game allows reshade addons
Same but I won't complain
-# I barely play the game, just logged on and saw no more HDR lol
People been using skin mods since release and nobody's been banned afaik
It's the same as TP2
So good
https://github.com/KoKlusz/HDR-Gaming-Database/discussions/78
Using unreal engine mod for Star Wars Jedi Fallen Order, sliders don't do anything, contrast, saturation, peak brightness. I enabled "DUMP LUT Shaders" and i got 1 new .cso file
Fallen Order won't work
The implementation is entirely custom
i see
SDR gamma fix still needed right? Is changing output colour space shader same or better than black floor fix emulate SDR?
And I would probably use liliums itm/brightness booster for 2000 nit screens if this game is limited to 1000 iirc
for what game?
Fallen order (in native hdr)
https://github.com/KoKlusz/HDR-Gaming-Database/discussions/76 use black floor fix
it had hdr before ue officially did
so completely custom
did these get added?
I asked about this a month ago and didn't get any answers. I was still wondering if smooth motion has any issues with the UE renodx specifically for Sonic Racing Crossroads. My friend gets this constant fast flickering when trying to run renodx with smooth motion on just for this game only and no other game he used smooth motion with. The flickering is very rapid.
Ok interesting. I will have him try out that fix. Does both the nightly.link Reshade setup and Reshade64.dll need to be downloaded or just the reshade setup and install as normal.
😭 ah ok. I will have him try it just in case, worst case scenario is it stays broken still.
Thanks for the info.
He is using an OLED with a 5090. The game doesn't have native HDR and I am not sure if that plays a big role in the issue. I am not exactly sure if it even has DLSS no DLSS support.
It could also be an ultra wide issue and or the mod to fix it.
I want to say he limit the fps through nvidia app but I am not sure. I will relay these solutions the next time he is on.
Octopath Traveler 0 sometimes crashes when I use the current reno version
i think its labeled backwards
when i set it to 2.2 and 2.4 it gets BRIGHTER
When negative gamma
encoding vs decoding gamma
Unreal doesn't have 203 as an option in the source so... devs are learning?
Also gamma might be per channel contrast, essentially
From "Teddy's Haven - A Fantasy Inspired Shop Simulator"
if it doesn't say lutbuilder_new, it's already included
Good to know ty
Are you getting this log spam in your game with Reno installed? I'm occasionally crashing upon loading in or having my framerate tanked just standing around with the addon loaded (seems to happen in the main menu too). Maybe an issue caused by the update since they did upgrade the UE version to 5.6.1?
02:42:44:715 [59580] | ERROR | [RenoDX] utils::resource::GetResourceViewInfo(Resource view not found for handle: 0x0000000008033000)
02:42:44:731 [73484] | ERROR | [RenoDX] utils::resource::GetResourceViewInfo(Resource view not found for handle: 0x0000000008033000)
Well, since it's not working I've disabled Reno. I kept using Display Commander but had some random crashes, removed Reshade and they seemed to stop.
@placid siren I was getting this log spam with official and renodx build + reno in grounded 2. they just updated to UE 5.6.1 so not sure if that could be a potential cause
dead as disco demo shows up as a black screen
what do I need to upgrade to fix that?
nvm I found out
holy shit this game is beautiful
lutbuilders for fatal fury city of the wolves
Hi ! i have install Reno unreal for "RV There Yet" but only "UI brightness" work
You need to go to main menu and load back into the game to apply any changes you made in the RenoDX menu, including game brightness
ooh ok thx
its difficult for find the perfect settings

Defaults are usually fine
I would say that defaults with "Highlights saturation" at 55 (or 60 at max) is better. I found that at 50 sometimes the highlights are less saturated than SDR. Other than that I would only change peak brightness to your monitor/TV max brightness (if HGIG) and/or reduce game brightness if your peak brightness is lower than 1000 nits and you play in a dark room
280APL
thats bright as hell
I'd cut the exposure in half atleast
maybe even down to 0.3-4
something like this
I dont have the same picture when I drive its strange
As if weren't in hdr
Its better with exposure at 1.0
how can you get that number?
Plopped the pic into SKIV
You can also run liliums graph in game
it'll show the same
thanks
thx everyone
APL should be the same as the game brightness value you set in renodx sliders?
no
APL wont match game brightness
APL is just average picture level, it will vary depending on whats happening in a scene
SKIV is speacial K image viewer right?
yes
but the number means nits? or is it another value?
oh, so if you are in a cave with no lights maybe you have like a APL of 20 and if you are looking at the sunny sky is like 400?
APL will constantly change as its dynamic, based on light sources, materials, lighting ect
I only pointed out that in the pics above, APL of 280 is a lot
cave apl would be like 3 nits
Sorry, I must be stupid but how can I download SKIV? On their Github there are no releases 😅
SKIV comes packaged with SKIF
#933778877996757033 message
when you download Special K
oh, thanks, i've never used special k before tbh
Can anyone please add the Grounded 2 lutbuilder attached above? I'd really appreciate it.
This one
They're already included in the mod
Rip idk why I can't get hdr to work in the game then
the ui slider controls the whole picture
Sliders might not be realtime
seems very low
Some shader seems to clamp it
should i be using a different set of upgrades
i needed RGB10s for the black screen
in the ingame cutscenes, i do get full HDR but ingame its pretty garbage
tbh even if i do figure it out i dont think i can use it, it cuts the fps in half
turn off dump lut shaders that's what causing frame drops
probably
its custom
i sent it to shortfuse when the game just came out
only ui exceeds 203nits
thats what it was thank you!
that game needs its own mod
no problem :D
yep using this i can see the actual game is 203 nits clamped
the UI is the only thing that was higher ironically
very sad because its so good
its basically command and conquer in a modern engine
Possible ?
not sure if they're doing custom stuff or I messed something up (first time doing sm5), but the game doesn't seem to go much brighter than SDR. sliders work now though
Game not going above 203 nits 🤔
it hits like 230 in the school hallway when I was testing
I’ll download a save and look at other spots later
Huh, now that's a little weird. Maybe it's just an Unreal thing, but the other specific games I've upgraded with renoDX, Windows has recognized as being HDR so it doesn't say anything about AutoHDR. But I just tried Kena: Bridge of Spirits with the general Unreal addon, and Windows keeps offering to upgrade it with AutoHDR.
But according to the HDR analysis, renoDX is definitely working already.
Actually wait, compared to the game in SDR, something seems wrong...
The HDR version seems desaturated compared to SDR, I'm not sure it's upgrading correctly.
Now that I think about it, it's probably because those other games had native HDR to turn on first, so the game was already reporting HDR before renoDX took effect.
Hmm, I guess it is working. The color grading is a little different than SDR though. Could probably match it by bumping Saturation a bit, but it seems fine.
The slider called saturation correction lowers saturation in midtones and shadows
Set that to 0 to match vanilla
Ahhh
Yeah I know all of those sliders default to 50 most of the time
Huh, Saturation Correction didn't really seem to do anything, even after loading a save
Yeah something doesn't seem quite right here.
I bumped Saturation in the Custom Color Grading up to 75 and that seems much closer to the SDR's coloration.
60 didn't seem like enough, 100 seemed like way too much, so I split the difference.
Sounds like monitor calibration issue where SDR is oversaturated
The mod uses the SDR path so Vanilla tonemapper should look identical to real SDR
The other games I've tried with renoDX I think that has been true, so I don't think it's a calibration issue. This is the first time it's come up, but it's also the first time I've tried the general Unreal addon.
I loaded Kena back up, and if I just change the tone mapper between RenoDRT and Vanilla, the colors do look identical to each other. But if I close the game, turn HDR off and don't load the addon, so pure SDR, the game looks notably more vibrant.
And the more vibrant look does seem to suit the graphical style more appropriately.
Since it is kind of toony, like a Pixar animation.
The default settings just look a bit too desaturated.
Then it's your display.
The math is no different. Your display is making the difference between HDR and SDR mode
No idea, Ori and Will of the Wisps looks gorgeous with renoDX's HDR
You should figure out why your HDR and SDR are mismatched first. HDR on with Vanilla tonemapper should look identical to unmodded SDR. It's the same numbers. Your display is over saturating SDR or undersaturating HDR
That's what I'm saying though, the HDR for Ori doesn't look undersaturated at all. I've been messing with HDR in some other games too, and I don't remember any of them looking undersaturated either, but I'll have to go back and look more closely.
you can check with lilium's hdr analysis shader
like, the actually numbers.
and Ori unmodded HDR is notoriously overcooked
significantly more saturated than SDR
Unmodded Ori's HDR was completely broken for me
It was like, doubling up on itself or something
I needed the renoDX mod just to fix it properly.
you should be able to take screenshot with Reshade and compare while in SDR and while in HDR
for example, an SDR screenshot when the game is on SDR and RenoDX set to "Off" should look identical when in Windows HDR
like, look at the same screenshot file both in Windows SDR and Windows HDR
outside of like 5% gamma/contrast difference they should mostly look the same
I'll have to take some in both modes after dinner
i don't remember Kena being undercook, though i never tried it. but i know people have tried it
Kena, a young Spirit Guide, travels to an abandoned village in search of the sacred mountain shrine. She struggles to uncover the secrets of this forgotten community hidden in an overgrown forest where wandering spirits are trapped.
HDR: https://github.com/clshortfuse/renodx
Reshade with addon: https://reshade.me/
Reshade HDR Shaders: https://...
It's one of the best Reno mod showcases (game has no native HDR), I think it looked perfect and vibrant enough
I also played both ps5 (pure SDR) and pc versions of it, I don't remember colours in SDR being any different
Hmm, well I crashed my drivers while alt-tabbing between the video and the game, whoops. But the default settings did look like the video.
Could be a wide gamut thing maybe in SDR? Not sure why that wouldn't apply in HDR though.
SDR is BT709. SDR is not wide gamut
you can pick the wrong gamut and oversaturate your SDR, but HDR is designed to not let the users screw up the settings
That could be it then, I just have the monitor in its standard mode. Though weirdly, if I watch that video in SDR, it doesn't look oversaturated.
But that could be because Youtube is doing some stuff when it's displaying in SDR
But as I said, it looks better with a bit more saturation than default, it fits that Pixar-like art style of it.
might be rip, there' s no hdr colors from what i can see in any renderdoc capture (even the sun untonemapped doesn't go above 1). the game is also really dim in sdr :/
these are already in the mod
Well that's sad
Do I need to upgrade sliders or default is fine
no clue since i don't own that game, but probably try b8 typeless or rgb10a2 unorm upgrades
Not what I meant, I meant the wide gamut of the monitor. Because in the 'standard' display mode, I'm pretty sure the monitor takes whatever signal it gets and tries to map it to its own gamut. At very least, when Windows is in SDR mode.
ya that's basically stretching bt709 out to p3 or bt2020
horrific that monitors ship like that
i think mine did too i don't remember
I imagine most ship like that
Hmm, not sure if I can attach all these or not, but I just did a test and took some ReShade screenshots
This is what vanilla SDR looks like
This is what renoDX HDR with the default sliders looks like
And this is what renoDX HDR with the saturation turned up to 70 looks like
I believe you'll need to download each image and view them in a proper image viewing app, I don't think Discord will show them correctly
I'm using XnView MP to view them so I can flip back and forth between them quickly.
The SDR image looks fine in Discord, but the two HDR images look crazy dark in here.
Anyway, if you can see them correctly, you can tell that the default sliders image looks very desaturated compared to the vanilla SDR of the game. Boosting the Saturation slider to 70 gets the third image closer to the vanilla SDR, but it does seem like there's a yellow-ish tint to everything as a result, particularly on her skin tones.
If I turn off HDR in Windows when viewing these, the SDR image gets oversaturated and a bit blue-ish
Which I think is what I was seeing when running the vanilla SDR game with my monitor in 'standard' mode, getting it mapped to the monitor's wide gamut.
SDR and default reno look good
the last picture is very saturated
i don't see the default hdr desaturated compared to vanilla sdr
ya last image looks giga deep fried
Hmm, actually I booted the game back up in SDR mode with my monitor in sRGB again, and now it actually resembles the HDR default, and the SDR screenshot I took looks more saturated than what's in game.
ue renodx's defaults are meant to reduce some of the oversaturation in shadows that causes smearing, saturation correction does that
its really bad in expedition 33
One thing I forgot to do for my HDR screenshots was adjust the gamma back up...
first one is vanilla and 2nd is saturation correct turned all the way up to 100, I think 50 is a good middle ground
i do saturation correction a different way in the e33 mod but same idea
I see it in those. Hmm...
Weird, the in-game renoDX defaults HDR version looks darker than my screenshot. Like it's ignoring the gamma setting altogether.
Yeah, if I turn the Gamma back up all the way, in-game looks exactly like my default sliders screenshot. Huh.
Weirdly, Saturation Correction doesn't seem to do anything at all for this.
It started at 100, but turning it to 0 doesn't do anything either. And that's after messing with the Gamma setting in game or even reloading a save.
What I can't really explain is why the SDR screenshot doesn't match the SDR colors in game, when the monitor is in sRGB mode.
Actually, huh... the 70 Saturation boost screenshot doesn't really match what I'm seeing in game either. Her arm looks more yellow-ish in the screenshot than it does in game.
Weird. Well, I still think something weird is going on, but I have no idea what it might be. The game looks great in person with that 70 Saturation boost, so I'll likely just stick with it.
That's way oversaturated (you are actually losing detail I think, I will open later on my rig) I know we asked this before but your monitor settings are ok? How do these pictures look if you open them on phone? It looks over saturated to me on phone as well (most phones can display HDR in discord)
added the lutbuilders. didn't see any NaNs when I played through the demo so should be okay
The screenshots don't even look like in-game on this monitor, so I'm not really sure what's going on there.
Hmm, well I transferred them to my phone, though I'm not entirely sure how to really compare them, since the phone is OLED and my monitor is not.
Hang on, let me test something.
Hmm, well that didn't change anything. But now I've been looking at it too long and the 50 Saturation looks fine.
What even is color?
Weirdly though, I had to adjust the in-game Gamma down a bit. The adjustment image was too visible, where before I had to turn it all the way up just to see it a little bit.
Changing gamma from default breaks the tonemapping
In the Unreal addon?
Well hell, maybe that's what happened.
Hmm, didn't seem to change much when I set it back to default. Might have fixed the darker parts of the image, but didn't seem like the tonemapping was broken before.
it applies after tonemapping so it causes clipping
or causes peak undershoot, since its increasing/decreasing contrast after tonemapping
in general messing with gamma is just deep frying
wait nvm it applies before tonemap
its deep frying but it won't break tonemap
Gotcha. Well I set it back to default. Also, does it matter if you're using DX11 or 12? Kena has both available.
I swear I tried each one and didn't notice color differences between them.
Hmm, is it common for the Unreal games that don't have native HDR, that Windows doesn't detect them as running in HDR even when renoDX is being loaded? Because that's definitely still happening with Kena: Bridge of Spirits.
Beause this is the only Unreal game I've tried so far. But I've tried two Unity games with the general Unity renoDX and neither one has native HDR, but with renoDX loaded, Windows doesn't pop up with the offer to AutoHDR the game. With Kena that pop-up is still coming up.
Ah hah, I knew I had to have another UE4 game I was familiar with to test. I added the Unreal renoDX to Bloodstained: Ritual of the Night and it works perfectly, no desaturation, and no offer about AutoHDR from Windows. I think the addon isn't fully loading with Kena: Bridge of Spirits for some reason.
Here's a renodx-dev dump with the ReShade.log file. Not sure if that will help or not, but something doesn't seem to be fully working.
thanks, will this get committed to the main repo?
yeah i'll pr it this week
If you get the popup something isn't right. I never get the popup with Reno loaded. It only seems to popup in some whitelisted sdr games without mod loaded
Yeah, that's what I've been saying. And the popup doesn't come up for Bloodstained, which is another UE4 game, when using the exact same Unreal addon.
I'm running the Win64-Shipping.exe of both games, hell, I even copied the exact same ReShade dxgi.dll and renodx-unrealengine.addon64 from the Kena folder over to the Bloodstained folder so I could test Bloodstained. Bloodstained doesn't have the problem, Kena does.
I was looking at Plasma TV for Gaming's video for Kena, which is what inspired me in the first place, it's from back in April. And the layout of the sliders is different from then, so I'm not sure if there was an overhaul that happened after that or what. Though I'm also not sure how that would have broken something specifically with this game.
Weirdly, the build date shown in the video is 2025-08-08... which doesn't seem to make any sense, since the stream was from April 8th, 2025. https://www.youtube.com/live/PxChAv0kvGk?si=KWow3miPriChsW7i&t=5759
Guide to RenoDX mods created by one of the Modders @RitsuCecil https://youtu.be/R1eUTijfW9w?si=mwWJV1fovEC5H70EThe results are absolutely amazing. Download ...
kena was nice but man some of the slowdowns during flashy effects
maybe i did something wrong but 5090/9800x3d combo didn't help, some battles had slowdowns that affected my timings in combat, was really bad at the last part of the game, so bad i had to actually unload reshade to be able to complete it
but cozy game and reno hdr mod was really nice

idk it felt like it had to build shaders over and over again and not just one time
particle effects and such
i don't have any examples that isn't very spoiler but when attacks impact/land and explosions happen it was really bad
maybe it's AMD jank. try switching hdr10 to scrgb (i think that's still an option)
I need some help here. I'm playing High on Life using latest snapshot and everything seems to be working great until I noticed some minor color shifting and weird super over saturated colors if that makes sense. Hard to explain but I have screenshot and lutbuilder file here
any suggestions? Almost seems like some assets are skipping the scene grading with Reno toggled on in Routine. I enabled LUT dumping, but not getting any with "new"
Huh, at first I thought that did it, but I think it's working in either. I ended up just hitting the SDR Grading Bypass button next to Reset All, and while it did a little more than just the Saturation boost I was doing originally, it looks fantastic with those settings.
And for some reason it's not doing the AutoHDR popup message in either mode now? This has to be some Windows madness.
Oh wait, it did give me the popup when I went back to HDR10 this time. Hang on...
Ok, confirmed, with scRGB set, Windows no longer does the AutoHDR message. How weird.
Now I have to check what mode Bloodstained is in...
do you have some overlay stuff going on? might be forcing it in SDR. 10bit swapchain can easily swap from SDR to HDR with no swapchain changes. but 16bit (scRGB) can never go to SDR.
I recently used rtx hdr and it broke every hdr game for me so I went back to keeping it off forever
sdr can use scrgb swapchain
you can't change colorspace is what i mean
an overlay/hook can change pq to srgb
Ah, I didn't turn off Steam overlay. That could be part of it.
Hmm, although, I just checked Bloodstained and it's been running in HDR10 with none of those issues.
And it's also through Steam
They're both UE4 and neither one has native HDR set up, but Kena still seems to be somewhat unique. No idea why.
Ah well, at least switching Kena to scRGB fixes the AutoHDR issue, and just using the SDR Grading Bypass settings make it look great. I'll probably just stick with those.
Bloodstained looks great with just the default sliders, although that SDR Grading Bypass does seem to add an extra pop.
I'll test Kena with Steam Overlay off here after I eat.
did you mess with engine.ini?
Nope. Oddly enough, there wasn't one. At one point I made an Engine.ini to force HDR on to see if it would get rid of the AutoHDR pop-up. It did, but the HDR looked awful and renoDX didn't seem to interact with it correctly, since it wasn't expecting it to be there I guess. So then I deleted the Engine.ini I had made.
Turned off Steam Overlay and AMD's Overlay that pops up whenever you start a game, and with the game in HDR10 it still gives me the AutoHDR pop-up. Switched back to scRGB and it's fine, no pop-up. Bizarre.
And yet, Bloodstained is running just fine in HDR10 with the Steam Overlay still on. No AutoHDR pop-up.
There just has to be something weird about the versions of UE4 that each game was shipped with I guess?
@arctic mist if you're on an AMD GPU, and getting crashes with reno + UE4, try adding the -d3d11 launch argument to the game
so the game launches in directx11
I noticed a few AMD bois get griefed by a fix we did long ago in DX12 UE 4.27
Haven't really been getting crashes
Though Kena does let you choose between 11 and 12
I've been running 12. The only time I crashed was when I rapidly alt-tabbed between the game and my image viewer when I was trying to compare the colors.
this would be a crash at launch
Nah, haven't been getting those.
Could be. I have a 9070 now.
Already included in the mod
what do you mean
gotcha, but the colors look off in the screenshot I gave
Different issue, someone has to download and check the game
ok thank you
the black crush can be alleviated by turning saturation correction down; probably invalid colors
vanilla / default / saturation correction 50
I got it working!
Any other corrections I need to make to this game or are the defaults good?
Defaults are usually fine
ok it looks good now, its just those little characters have dark shadows on their eyes if I'm saying that right
idk if thats just artist intent with the game
You can turn try turning saturation correction down further to see if they go away, 50 was just a number i threw out from the scene i was looking at
Yeah it doesnt make a difference from 50 to 0
yeah maybe just artistic intent
ok thanks for the help
turning down strength helps some but I don't want to mess with something im not familiar with
Doesn’t hurt to drag sliders around to get a sense of what they do; you can always reset to default if it ends up looking cursed
awesome, yeah I'll tinker around with it and find something I like
Yo guys, what’s the current preferred way to play Jedi Fallen Order in HDR these days? Is there a recommended setup or fix people use?
Fix - Ultra Plus
I don't think unreal engine addon work in this game.
But musa made renodx for the sequel.
Fix - Ultra Plus
Is that "Ultra Plus Best Performance and Visuals for Everyone" mod from nexus, or something else?
Thanks, how about HDR?
Musa
From Conan Exiles
lmk if it works 

think we got some triage to do 
weirdge let me check if i messed something up
it works for me?
try fresh reshade.ini and make sure you don't have engine.ini hdr enabled
deleted the RenoDX crap in reshade.ini and that seemed to do the trick. Reported nits seems a bit low but probably just how the game is
thanks Nick 
What game is that
conan exiles

yeah it's the boob game lol
No anti-cheat in it?
And a dong game.
you have to disable battle eye
so singleplayer or custom servers only
but honestly the Age of Calamitous mod is where it's at anyways
also got the settings for Lightyear Frontier updated tonight too
nice!
now we're talking
is that conan exiles?
sure is
that AoC mod is great
UE4, can't use Otis tools though even with single player. That would be so nice
but mmo, to be expected
what tools xd
no clue what that does
for us screenshot nerds
worth it though

Afaik HDR works but 1000 nit capped and just needs the ussual gamma/black level fix. Sooo it's "fine". Ish.
Or you could go full
and use prods shaders if you don't like the luts/colours
I cant get the addon to work properly with Banishers. When I alt tab sometimes it gets super saturated (artificially) and other times it seems like it disables hdr or something.
I have Upgrade Copy Destinations on
Also, UI brightness affects highlights for some reason
Probably a dumb question, but I am new to HDR since this is my first OLED monitor. I am currently trying this fix so should I enable in-game HDR, or let Windows handle it with Auto HDR when applying the Lilium's black floor fix?
Windows AutoHDR + sdr trc fix
Or
Game HDR + Lilium black floor fix
In this game 2nd option
I think it works, thanks
American Arcadia
Somebody add Little Nightmares 3 to the wiki, it needs B8G8R8A8_TYPELESS and R10G10B10A2_UNORM upgrades (output size)
Stellar Blade is hella fried for me 😩
HDR turned off in-game of course, and restarted the game.
SDR / Vanilla HDR / RenoDX HDR (1000 peak, 203 game brightness)
Ok it was a skill issue...
If you can make this check the game Engine.ini and remove any lines like this
r.HDR.Display.ColorGamut=2
r.HDR.Display.OutputDevice=5
😅
Where´s a link to this wiki?
Thanks!
nice coincidence, i found that same new lutbuilder in F1 Manager 2024 a few days ago
#1411800884303626311 message should work with this build
i gotchu
thank you!
nice job, thank you
ima quickly look over them
// Chained Together - Heaven looks custom, but tonemapped is right before the sdr lut
looks good enough
looooool, it was you who edited that page, I feel bad now. I always thought it was someone we don't even have in the server that's why I got like wtf. 
no branch for the mobile tonemapper
I would always look up skyline and be like who the fuck is that, I can't find 'em in any server.

looks good
@placid siren looked over these, they look good; you can merge em if you want
all good lol, it’s my old xbox gamertag 😆
thanks a lot of the lutbuilders, I tried making guides and telling people how to fix em
but only a couple of people started
I assume you tested Chained Together (the custom lutbuilders) to make sure the colors you set are correct
Yeah I dumped and tested them myself and they looked normal
conan exiles brings back memories
I remember cranking the penis slider up all the way
and that makes your penis drag on the floor, with collision and everything
and if you put pants on, the 20 foot penis gets like all coiled up
funny physics
they should’ve brought that back for Dune 
ark survival evoled (1) has that too
I think its a generic UE4 charactor creator
since its TOO similar
they just exposed all the sliders devs would normally hide
and didnt cap the min/max values
I asked in HDR Den as well who is that but I guess nobody knew 
ark was horrible compared to Conan. Night and day difference for me. But it was so much more popular because "dinosaurs"
maps were procedurally generated junk too
so I'm bias because
I've only played those games with my group of friends on voice
and I loved all the time I spent on ark
we didnt play that much conan exiles though, but that was when the game was newish I think
it had some cool concepts like wacking people on the head
and putting them on the wheel of pain
they've added so much to the game, and changed a lot of systems. Added magic, etc
but yeah both games are nice when played with a group
i can't imagine playing ark official servers now
played it a lot with my friends back in high school
yeah, i did both pvp and pve servers
pve servers were fun since it was like everyone working together to tame big ones, esp on primitive where we didn't get any access to the high tech stuff
it all ended when i accidentally unleashed super turkeys onto the central area where everyone built their bases
I ran my own servers
with faster tame %s
and a bit better resources
it wasnt ezpz but
we didnt have to watch a dinosaur sleep for 6 hours
I only really had fun with ark by drastically tweaking rates
I tried using the latest snapshop with Eriksholm
https://store.steampowered.com/app/2377280/Eriksholm_The_Stolen_Dream/
And it glitches out some text like on loading screens, I tried all the sliders at output size but couldn't get it to go away. Can anybody else check? It's got a demo on the page
Experience an isometric, narrative-driven stealth game set in the stunning city of Eriksholm. When Hanna’s brother, Herman, disappears and the police begin to pursue him, her search sets off a chain of catastrophic events that will not only alter their lives but also the destiny of the entire city. Join your allies, outsmart relentless enemie…
$29.99
1472
78
Yes
I already tried RGBA8/BGRA8 typeless etc to output size
one second
@candid ridge try this, make sure to delete the other unreal addon
that's just unreal compiled with renodx::mods::swapchain::swapchain_proxy_revert_state = true;
Yeah that fixed the blocky text. Though now I'm realising the sliders except for gamma aren't working and not changing the image in any way 😩
Guess that needs a LUT dump
we really need a slider for renodx::mods::swapchain::swapchain_proxy_revert_state = true;
right now people add it on a per-game basis, but thats unreasonable to maintain
maybe the game just doesnt update in real time
imma restart and test
but maybe there are new lutbuilders, who knows
no it's one of those where updates don't happen in real time
sliders work fine, just that the game has no menus that bring about any change so the way to see changes is quit to main menu and load again
usually opening up the equipment menu or something similar works
just tested
there's some menus but opening and closing them doesn't do anything
sadge, on the bright side you dont really need to mess with settings that much
yeah
This dev build solves the blocky text also in Beyond a Steel Sky and Observer (original 2017, not Redux)
@placid siren can we either:
A) add a slider for renodx::mods::swapchain::swapchain_proxy_revert_state = true/false; (default false)
B) hard coderenodx::mods::swapchain::swapchain_proxy_revert_state = true; to true, and then maybe disable it on a per game basis (still not a good idea)
imo adding revert state true on a game by game basis to the custom patches funciton is silly
I've been playing or a couple of days but I'm realizing with ilium's black floor fix, there's black crush in dark parts of the game
Is that normal?
Make sure vignette is disabled
Maneater
Already included in the mod
if the file doesnt have "new" in it, that means its already in the mod
ohh my bad, thank you for letting me know. If its already included in the mod it means there should be a way for it to work with one of the upgrades right?
yes
figured it out, had to set B8G8R8A8_TYPELESS to Output ratio
also make sure to turn off dump lutbuilders when you play, it griefs perf a lot
also unreal is almost always one or both of these:
B8G8R8A8_TYPLESS and/or R10G10B10A2_UNORM
the rare game might also need copy destinations enabled, only turn that on if both of those dont unclamp the game
thank you @dusty girder 🙌
np. gl
so what do I do if the ui slider changes highlights in a game?
nvm
this game forces 115 screen percentage and breaks things
Anybody tested this with FighterZ?
Is there a reason the Grounded 2 lutbuilder I uploaded weeks ago never got added to the mod?
This one
I means if there's an issue with it or something, or if there's anything else I can do to help make it happen.
maybe @indigo plank can help
he added the ones i did
I fixed the lutbuilder but I can’t test if it works due to some other issues with RenoDX not working in the game for me
#1411800884303626311 message
If you want to try and see if it works on your end, it’s included in this build here #1411800884303626311 message
Sorry, since it was missing the lutbuilder I never tried loading reno again. With the build you linked, yes, I am getting the same error in the log.
It’s a shortfuse problem unfortunately 
DS2 seems to have the ugly green sky problem again. It wasn't present at start of the game but it was there for a moment when I was exiting my first outpost (when it was doing the auto exposure thing, it was that exact same ugly green) 💀
Other than that hdr and skybox look better? So far at least
it does yeah, i think day one of that game release musa already confirmed that
Ah wait I posted in the wrong thread I thought I'm posting to DS sorry

And it does this weird thing it's has lifted blacks outside but in the bunker scenes they're perfect
musa will fix when it comes to pc
And this can't be artistic vision. It just looks bad. Its not horrible but it could simply look better if black floor was lower when outside
I never tried and that's what I was asking myself too
It's curious because in both games it seems to be an outside problem. It's like a matrix filter
Yeah the ugly green sky never rears it's head in SDR, it always looks normal but everytime you look outside from inside any building (even a tent) this ugly overexposion into green mess hits you and looks just wrong
Just now playing in SDR for a bit I see how annoying and ugly it really is 😞
And yep, blacks look better in SDR too... Can't measure them but it's certainly better
yeah i imagined so. so its basically the exact same as DS1
Yeah except this time it actually follows ps5 system level calibration for peaks, it only has overall brightness setting (like stellar blade) which I keep at 4/10 but still raised blacks pretty badly. So I was hopeful it will be better but still has the same problems as almost every other HDR game
2/10 seems to be closer to SDR blacks, maybe I can regain the highlights by increasing the system level it doesn seem like a bad workaround
Hmm but it doesn't seem needed. Is this more like a gamma slider? What could the HDR "luminosity" slider be?
Haha won't happen with sony scammers
It's funny because with fixed blacks (lowering the luminosity slider) the highlights look brighter 
Oh it's really fucking bad. You can only have a chance of getting a refund like that if you never actually played the game you bought (so like a mistake purchase)
wtf
And say goodbye to your account and games you "own"
glad i stepped away completely from this shit
Id rather give money to Gabe Newell than anyone else

I’m pretty sure you pre-order a game on PlayStation, you lose refund eligibility upon even starting the download
So what's up with highlights looking brighter when you decrease the black levels? I'm not crazy? Is it just a perceptual thing? It's like they're all hazy on default raised blacks ("luminosity" 5 compared to 2)
any update on this ?
The values bottom right aren't supposed to cap at 100, right?
if the game has HDR output, yes. Right now the game is a brickwall thats not letting anything higher than 144nits
the game is currently clamped to 144nits
so SDR territory
would liliums sdr > hdr shader be the best approach ?
imo any sort of ITM is off the table in the situation like this
the game is already hard clipping at 144nits
plus this is what I presume to be a snow/mountain area
so ITM will hit like a truck as anything remotely white e.g snow will get ramped up to peak brightness
snowy mountains yeah
im confused, so does this game have native HDR? It says HDR10 via liliums graph
i can't find any hdr options in the game so i'm assuming sdr
no its disabled
Are you using the UE generic addon?
right so the issue is most likely that the game is missing LUTbuilders
hence why its SDR clamped
gotcha, this is something i can provide right
dump the LUTbuilders
did you enable "upgrade all destinations"
sometimes games use compute shaders, uavs; and you need that along side regular upgrades
copy destinations? yes
rip
thats icarus right
I remember trying to plya it with friends on release
like 5 years ago
and we never got into it
i couldnt resist the $4 dollar sale
my friends never got into the whole "your base goes rip after mission complete" part
||I Paid like 100$ for it, because on release they had like a supporter bundle that came with a cool skin||
they added an open world system, i also hated the mission based system they had
yikes
i've got lut dumping enabled, can this be used to improve the 144 nit cap?
im pretty new to the process so trying to learn
they dont have new in it
that means the luts are already in the mod
so the issue is resources arnt getting upgraded
what res is your monitor
and make sure the game res is the same
ooh, dlss may be enabled. that causes problems iirc
set B8G8R8A8_typless + R10G10B10A2_UNORM to output size or even better aspect ratio
usually doesnt
game restart required i assume?
that worked for sure, the moon is so BRIGHT
so pretty
ok yea the mod is working
ohh disable dump lutbuilders and restart
that kills your perf
thanks for your help
np enjoy the game
Has there been any progress with Eternal Strands? Is there some basic stuff I could do to at least improve a little HDR in this game?
does mortal kombat 1 support addon ?
here's the mk1 lutbuilder if someone wants to do it
seems to break fmvs and some hud elements. works enough to use in matches though
upgrade RGB10A2 UNORM to output size
Just bought the game , would love a mod as well
will test later, after installing
thanks, could fmvs and hud elements be fixed ?
anyone can update snapshot
this version did not crash for hogwarts legacy with latest version
#1411800884303626311 message
@north fjord is playing it rn, so he can do it.
I'm interested in this game quite a bit, but still haven't gotten around to playing it.
But be nice to have it updated once fully checked.
i can test it when jon will have time, but i am also be using these settings from ultra +
- initial hogwarts legacy support
@north fjord
there's an effect that can run after tonemapping that clamps the game back to SDR range. If you upgrade the resource that it uses, it completely breaks the effect. I'll have to see if I can fix the shader but for now this works.
I'll probably just check what the game does in unreal HDR for that effect
Will check later 🙏
seems to just be caused by the addon / swapchain upgrade; the hud was breaking even without the lutbuilder or any upgrades. the native HDR path looks like it uses the exact same shaders for UI too so idk
Thanks for looking, would make a story mode video, if ui could work in future.😁
doesnt work out the box with FG in hogwarts legacy
lights flickering for me (the sun mostly)
that's just how it is with generic unreal and framegen, you have to use dlss fix
my b
yeah just did it, testing again
I feel like a schizo with the things i found out but I dont wanna sound like an idiot lol
Do you have ultra+ installed by any chance? (if not it's insane user error on my part and prob not worth reporting)
@regal kayak video not HDR yet
https://www.youtube.com/watch?v=4KCmJzy0738
Hogwarts Legacy is an immersive, open-world action RPG set in the world first introduced in the Harry Potter books. For the first time, experience Hogwarts in the 1800s. Your character is a student who holds the key to an ancient secret that threatens to tear the wizarding world apart. Now you can take control of the action and be at the center ...
No. Truthfully this isn’t a game I care about. A lot of people asked and I got it free on epic so I figured I might as well add the shaders.
could someone look for ui of mortal kombat 1
Witchfire is tested to be working with only R10G10B10A2_UNORM upgrade according to github wiki but seems to be only responding to UI brighness slider
am I missing another upgrade somewhere perhaps?
The game still gets actively developed, it could have broken
Any idea if recent updates upgraded the engine version?
If it’s a newer version of ue5 now then the sliders won’t update in realtime
UE 4.27.2.0 according to .exe
Maybe it’s got a new lutbuilder then. Try dumping shaders
I'll have a go at it later when I can
Alright. I’m the one that put the compatibility stuff first it up there so if it doesn’t work anymore I’ll make it work
I tried dumping luts, only got one and that one is already included, the preparation area before heading in to a mission is working properly but as soon as I load in to a mission only UI brightness slider works, also didn't dump anything new unfortunately
tried a couple of different areas but no new luts, I haven't unlocked everything though so there might be more
@hybrid ingot it's working fine for me in the hub and the first area
oh I also have b8r8g8a8_typeless upgrades
it's possible that became a new requirement and I forgot to update the page
While I'm in here I'll just add the game to the addon so it auto sets settings
okay yeah that upgrade is necessary
though sliders always work regardless 🤷
so idk why the sliders aren't working for you but I know this build works at least (witchfire, in case anybody searches the game)
seems like this was the only thing required, thanks for the support.
@regal kayak did you happen to see slight black flickering in sky texture and randomly across the screen with Witchfire? I get that a bit, FG is off, DLSS is on
I upgraded R10G10B10A2_UNORM to Output ratio and flickering seems to be gone, I'm not well versed enough in UE mod to know if it is supposed to have an effect like that but I'll take it
Hm, not sure
Was there any game that broke with BGRA8 typeless output size?
maybe we should just upgrade that by default, and then tell people to turn it off if something breaks
I know RGB10A2 can break stuff in certain games
unity generic auto updates RGBA8 unorm (or typeless I forgot)
because its like safe in 99% of games
I wonder if something like this will work:
We dont want to hardcode the upgrades, but just move the slider automatically; so people can undo it
{
true, // normally a string, but remove "" and true or 1 should work for all games (I think IDK)
{
{"Upgrade_B8G8R8A8_TYPELESS", UPGRADE_TYPE_OUTPUT_SIZE},
},
},
or maybe std::string supports wildards, like * idk
@placid siren you think we can upgrade bgr8_typless default? voosh does it and then just hand disable them
Tales of Arise
we can disable that one
I feel like the # of games that break because of bgr8 typeless is tiny
Yea that's the only one I remember
will the current array "parse in order"
lets say the first list on the upgrade array is "upgrade all bgr8 typeless output side"
and the next entry is "tales of arise, bgr8 off"
will it properly turn it off?
if you have the game installed, mind testing it?
for (const auto& [key, format] : UPGRADE_TARGETS) {
const auto default_upgrade =
(key == "B8G8R8A8_TYPELESS") ? UPGRADE_TYPE_OUTPUT_SIZE : 0.f;
auto* new_setting = new renodx::utils::settings::Setting{
.key = "Upgrade_" + key,
.value_type = renodx::utils::settings::SettingValueType::INTEGER,
.default_value = default_upgrade,
.label = key,
.section = "Resource Upgrades",
.labels = {
"Off",
"Output size",
"Output ratio",
"Any size",
},
.is_global = true,
.is_visible = []() { return settings[0]->GetValue() >= 2; },
};
add_setting(new_setting);
auto value = new_setting->GetValue();
if (value > 0) {
renodx::mods::swapchain::swap_chain_upgrade_targets.push_back({
.old_format = format,
.new_format = reshade::api::format::r16g16b16a16_float,
.ignore_size = (value == UPGRADE_TYPE_ANY),
.use_resource_view_cloning = true,
.aspect_ratio = static_cast<float>((value == UPGRADE_TYPE_OUTPUT_RATIO)
? renodx::mods::swapchain::SwapChainUpgradeTarget::BACK_BUFFER
: renodx::mods::swapchain::SwapChainUpgradeTarget::ANY),
.usage_include = reshade::api::resource_usage::render_target
| (g_upgrade_copy_destinations == 0.f
? reshade::api::resource_usage::undefined
: reshade::api::resource_usage::copy_dest),
});
std::stringstream s;
s << "Applying user resource upgrade for ";
s << format << ": " << value;
reshade::log::message(reshade::log::level::info, s.str().c_str());
}
}
have it set it when the settings are first created
Oh I guess one game that breaks with it is hogwarts legacy, unless i fix the shader
if you said there is a custom shader after the lutbuilder/sample, it probably needs its own mod
It’s not a big deal. It’s a low health effect that goes back to SDR.
oh, make an sdr color and upgrade tonemap
at the end of the day its all up to shortfuse if he wants it
what does .is_global = true, do
never seen it or used it
@regal kayak @digital raptor can I get a list of gamer that odnt work with bgr8 typeless again
just hogwarts and tales of arise
and do you happen to have the product name/game name for those?
ok about to make a pr
for default bgr8 typeless upgrades with hogwarts and tales of arise exempted
that is a weird one
@indigo plank did you try not making any code changes, and in the devkit swapping original and file
to make sure the decomp is good?
switch (cb0[20].z) {
case 0 :
// BT709_TO_XYZ_MAT
r10.xyz = float3(0.412456393,0.212672904,0.0193339009);
r11.xyz = float3(0.357576102,0.715152204,0.119191997);
r12.xyz = float3(0.180437505,0.0721750036,0.950304091);
r0.w = -1;
break;
case 1 :
// DISPLAYP3_TO_XYZ_MAT
r10.xyz = float3(0.486590594,0.228983805,0);
r11.xyz = float3(0.265668303,0.691740215,0.0451135002);
r12.xyz = float3(0.198190495,0.0792761967,1.0438031);
r0.w = -1;
break;
case 2 :
// BT2020_TO_XYZ_MAT
r10.xyz = float3(0.636973619,0.262706608,0);
r11.xyz = float3(0.1446172,0.677999616,0.0280728005);
r12.xyz = float3(0.168858498,0.0592937991,1.06084371);
r0.w = -1;
break;
case 3 :
// AP0_TO_XYZ_MAT
r10.xyz = float3(0.952552378,0.343966454,0);
r11.xyz = float3(0,0.728166103,0);
r12.xyz = float3(9.36786018e-05,-0.0721325427,1.00882518);
r0.w = -1;
break;
case 4 :
// AP1_TO_XYZ_MAT
r10.xyz = float3(0.662454188,0.272228718,-0.00557464967);
r11.xyz = float3(0.134004205,0.674081743,0.0040607336);
r12.xyz = float3(0.156187683,0.0536895171,1.01033914);
r0.w = -1;
break;
default :
r0.w = 0;
break;
}
It seems based on the cbuffer (cb0[20].z), the color wil be encoded differently?
a few lines down (219) case 0 for cb0[20] is BT709_TO_AP1_MAT
so I have no idea why it came out like this
after all the memes, you can find the standard ap1/709 colors in the lutbuilder just fine
I wonder if all those switches are just wasted code
yep seems good
and mod looks like generic ue should so yea
no idea why they got all those colorspace conversions
the game does have an option to make nighttime brighter/darker so i was thinking that's what those were for
well they're colorspace conversions
that has nothing to do with nighttime being brighter/darker
I got trepang2
it seems the LUTs for trepang2 need to be dumped
hopefully there's not many luts
OH
HDR ONLY APPLIES WHEN USING TAA
the TAA in this game is too damn strong
Hey there lovely people. Is there a go to fix for when the game im using the unreal addon on messes up when i use dlss but without it it works fine? Like upgrade some option or is it not as easy?
Thats how it looks with dlss enabled. Not FG just upscaling
Disable DLSS sharpenening
Has to be set to 0
I had the same issue with Witchfire
Might be the same in other UE titles
Alrighty really appreciate it thank you man
if sharpening breaks a game, try enabling "upgrade resource destinations"
or whatever the slider is called
(and restart the game)
I generally avoid DLSS sharpening since its abysmal anyways
you should be able to get reno + sharpening that way
yea
Oh yeah
That did it
Will note that down
Thank you! So many hidden things to learn xD
dlss sharpening makes the render a UAV torwards the end, which without copy desintations it doesnt get upgraded
and not getting upgraded = grief
learned that thanks to gooner blade, had to fix the slider
before gooner blade the slider did nothing 
You sir are at a level of knowledge i aspire to be xD
Glad you figured that out in that case
Certainly good to know
personally I need a bit of sharpening
something thats too soft looks off
like look at FF16's pc port
that released with no DLSS sharpening
it was hard grief unless you used optiscaler to force RCAS
Will have to add to the automatic upgrades, I keep that setting off 😅
weird wonder why i couldn't get it working
Testing DQVII
Uuuu I wanted to play the demo too. If Reno makes a big difference here I might get it in steam instead of PS5
anyone want to fix eternal strands? its on gamepass
Here are the CSO's for DQVIIIR
@fluid valley that means all the lutbuilders are in the game
enable "upgrade copy destinations", and upgrade B8G8R8A8_TYPELESS and/or R10G10B10A2_UNORM to output size and restart the game
also disable dump lutbuilders since that will kill your perf
I tried that with both and none of the sliders work except UI Brightness which just makes the whole game brighter.
oh that means the game's sliders arnt real time
just set the sliders you want, and restart the game
acrtually some of the sliders are working if I change scenes
or change scenes
or open and close your inventory
some newer games dont have real time sliders
the mod works, the sliders work, they just need a scene change to apply
Yeah they all seem to work except UI
the entire game gets dim?
even after you restart the game?
that means there is a custom shader after the generic unreal stuff probably
might need its own mod
or it might be a quick fix
yup
yea probably needs either a custom mod or a patch
thats not lutbuilder related
does the game have graphics settings like sharpening, AA, and maybe some weird color grading like settings
if it does, try turning them off
maybe it will make their custom shader go away
The only AA it has is fxaa
try turning it off









