#Unreal Engine
1 messages · Page 5 of 1
It seems like the game skips the generated lut, that's why none of the sliders work
Needs a separate mod
There doesn't seem to be a tonemapper either, you can unclamp it with bgra8 typeless upgrades set to output ratio (but dof appears to be clamped)
If you have the setting rendering scale set to high the game uses SSAA; output size isn't enough
oh cool, people are already talking about DQ7 then 🙏
I think thats the second game that doesnt use the lutbuilder
but if thats true, and its just clip; that should be an ez mod
Yeah thankfully we have a demo so should be easy to prepare for the full release
most of us work on mods for fun, so
just because something is easy, you still have to find somebody that wants to work on it
clipping when you lose your arm in trepang2
hopefully dump luts only dumps luts that haven't been modified yet
might ahve to pause my game of trepang2 until this gets fixed 😔
perfect opportunity to dump luts for timesplitters rewind tho
timesplitters rewind has a single lut
if it is not known to the mod, it will have new in the name, all those will already be in it
yeah these are all already included in the mod. try upgrading bgra8 typeless or rgb10a2 resources if you haven't already

hmmm nope
wait I upgraded rgba8 instead of bgra8
hmm
bgra8 to output size fixes the menu fade going SDR, but ingame is still clipped
bgra8 to any size breaks the world geometry
rgb10a2 resources don't seem to change much
oh, trepang2 uses DX11, I might be able to find what shader is capping the nits
so I'm thinking that it could be one of these
A lot of the time it’s something like CAS breaking games. Is there a sharpening option that can be disabled?
I believe I disabled it
it's in the level "Syndicate"
and it's been fine all the way up to this level
I think it's one of these because the blood is a UI overlay
I wonder if it's one of the SRGB resources
nope
yeah at the beginning of the level the HDR is there
oh yeah
uhh
should I be spoilering this?
like this is the beginning of the level
and then || after the cutscene of you disarming the explosives and getting your hand cut off || at the same time the blood appears on the screen, the output imediately caps to SDR
nothing fixes it
cutscenes bring the hdr back until the cutscene is finished
did that, still happened
only happens in 1 level tho
after that HDR goes back to normal
if I had a devkit snapshot I'd be able to see whats going on
but if it works no big deal
Returnal is awesome with Reno !! 😱
Quarantine Zone Lut, hope i did everything right.
no "_new" tag means it's already included in the mod. try upgrading resources like bgra8 typeless and rgb10a2 unorm if the game isn't unclamped
I did try upgrading
Altough be it all at once xD, should i do it one after another?
The second one you mentioned has to be upgraded because otherwise theres only a black screen
stuff is just more liable to break if you do all at once; once you figure out what unclamps then you can turn all the unneccessary ones off
Mhm
but since you mentioned upgrades aren't unclamping and highlights are capped to UI brightness there's probably something clamping later and/or is custom
Is there some clue as to what i should upgrade?
Tried all the bgra8 now
They either did nothing or crashed
unreal is usually bgra8 or rgb10a2
could also try upgrade copy destinations
but otherwise someone would probably have to take a look at it with devkit
Oh would i be able to see it in the HDR analysis shader? It says detected back buffer format RGB10A2_UNORM there
Ill try upgrading copy destinations as a last effort xD otherwise someone smarter will probably have to handle it if they wanted to
Thank you!
LUT builders from Subliminal Demo
hi guys, i want join this becouse i'm relatively new in renodx (used anothers times with dedicated addon) and i have a problem with the ue addon: i'm try hogwarts legacy and works with R10G10B10A2_UNORM → output size, not black screen and game works well (better than native for ghosting and flicker with dlss), my problem is in the reno addon i can't change settings for hdr, no one except ui luminance, custom color space and gamma correction, all other settings like exposure, saturation (game brightness too) don't work; i miss something?
Thanks
does it take effect when you restart or there is a loading screen?
I fixed that game in a build that hasn’t been merged to main yet, so if you downloaded the snapshot that’s why.
Use that
ohh, very much thanks!! i see your post about that hours ago wich talk about B8G8R8A8_TYPELESS to none, i save it to change myself, but with this addon it should work without do nothing right?
Another things, maybe you can help with this too: i'm reading right now for the dlss fg fix, but wich is the way to apply that?
I have no clue if it works in this game
But there are instructions for the DLSS fix addon
#1413548071987576862 message
Yes I already see it but don't understand very well how it works, other say it need a specific dlss renodx addon
that addon is in the pins in that channel
you have to setup the path to the game's dlss files in the config
I haven't checked hogwarts but this should be a close to universal path for unreal engine games
DLSSPath=..\..\..\Engine\Plugins\Runtime\Nvidia\DLSS\Binaries\ThirdParty\Win64\nvngx_dlss.dll
StreamlinePath=..\..\..\Engine\Plugins\Runtime\Nvidia\Streamline\Binaries\ThirdParty\Win64\sl.interposer.dll```
And set LoadFromDllMain=1 if on ReShade 6.6.x or LoadFromDllMain=renodx_dlssfix.addon64 if on ReShade 6.7
Wizard of Legend 2 working fine requires R10G10B10A2_UNORM upgrade, if you want to add it to the list of compatible games
However, UI brightness affects entire game. Is it worth messing with settings and upgrades further if anything could separate it or needs a shader discovered?
suggests missing shader, use renodx devkit and dump shaders
@dusty girder these seem custom
@indigo plank @rustic lichen those arnt lutbuilders, they dont even return a color; but depth
literally a branch with a noop; probably pre-processor define shit
either the game doesnt use lutbuilders/unreal tonemapping, or the plugin dumped the wrong shaders
Texture2D<unsigned long long> t0 : register(t0);
float main(
noperspective float4 SV_Position : SV_Position
) : SV_Depth {
float SV_Depth;
unsigned long long _7 = t0.Load(int3((uint)(uint(SV_Position.x)), (uint)(uint(SV_Position.y)), 0));
if ((uint)_7.x > (uint)127) {
SV_Depth = asfloat(_7.y);
} else {
SV_Depth = 0.0f;
if (true) discard;
}
return SV_Depth;
}
the devkit would answer all our questions
I didn't do any engine.ini shit either, just started up the game with Reno.
maybe there is another 32x32x32 R10G10B10A2_UNORM resource that got tagged
since the mod tags all 32x32x32 RGB10A2 resources, because thats usually only the unreal lutbuilder
and then dumps them
gotcha
but even if there is something else thats 32x32x32 thing, it should've still got the lutbuilder (if there is one)
might be custom and not use them
unsigned long long is something new though
with the game primarily being 3D scanned environments you explore, I'm not surprised that there is some weirdness
I can hop into the game tomorrow with the devkit and export whatever you need. Free demo on steam though (all there is at the moment) if you wanted to look for yourself.
Now I am wondering if I should make a custom addon or just deal with UE HDR
PCwiki didnt mention FG being in, but I checked the game out and it has it now. So thinking of doing UE HDR path addon
custom custom custom forgeslop
ehhh
decided not to bother with custom addon

UE HDR that skips their doodoo LUTs is betta
game has PEAK atmosphere
not like other UEsloppas
well apart, from the randomly floating mag
what game is it
@dusty girder lut builders that are already included still get dumped, right?
yes
sick thanks
new lutbuilders will be tagged with _new in the file name
issue with eternal strands lutbuilder im trying to fix with dabveeb
had to make sure we had the right lutbuilder lol
had no idea what shader the game uses
Scrungus and I found that Eternal Strands uses an AP1 LUTBuilder (0xE3BB0C03), even though the input is BT709, so the out color was in the wrong space.
Has there been other games?
rn, it's just a posthoc convert BT709 from AP1 fix the issue.
doing a Subliminal dump now. This game though...wow.
someone in the Ultra+ server mentioned the game most likely uses NERFs to do the lighting
man that has such good binaural sound
freaked me out when watching a video of it because a knock comes from behind me, perceptively
yeah it's wild
this was really neat. Hearing how the audio changes as I walked under the water was cool as hell
ohhhhh that's nice
it's super important that they spend more time on this for the headphone crew
100%
I was hoping there would be more to the demo but it's pretty neat. Full game comes out in March so I'm curious
i'm psyched even though it will probably scare the shit out of me
never heard of this before
like the toy?
A method for synthesizing novel views of complex scenes by optimizing an underlying continuous volumetric scene function using a sparse set of input views.
Just found out about them today myself
but NERF guns are also in the game 
oh you know what i remember seeing some thumbnails for videos going over this topic on youtube but i never clicked on it
looks very complicated lol
all the stuff i see on it talks about it with 3d scans and stuff
ngl i did not realize thats a game until you moved
on renodx page its says crash 4 is supported
but this doesnt look HDRish for me at all
ofc sliders doesnt work
I thought it doesn't work, cuz it doesn't have some punch. Also cutscences Buggs out
all i've seen is anisotropic filtering breaks the game from an nvidia bug
This working on DQ VII demo?
i don't think so. japanese games are almost always custom UE and need custom mods
for me hdr seems to be working at the hub, but once I enter the island my nits cap at 200 and everything looks grayish
Gotcha. Thanks for the answer!
Will play it on PS5 then
i mean for all we know we'll have someone making a mod when the full game releases
while ps5 will be forever stuck in sdr
if pc doesn't have hdr, chances are console do not either
I’ll play on PC then and hope someone makes a mod
At this point I just never use my PS5 tho lol I feel bad for her (and for not getting physical games anymore)
also you'll have better image quality on pc with fsr4/dlss than tsr/fsr3 on console 
you’ll have better everything on pc than on clownsole
In DQVII? Yeah Im going console for this one then lol
in all ue5 games 
Welp nowadays if you do a decent shader cache in modern UE5 its mostly fine
Thing is they usually don´t do that lol
Upgrade B8G8R8A8_TYPELESS to Output Size along R10G10B10A2_UNORM if you haven't already.
the only except i know was the witcher 3 on xboxone, but with the next gen update its on pc as well
B8G8R8A8_TYPELESS is how you know it's a japanese game
not a UE thing
Woops, I wrote it wrong, supposed to be b8r8g8a8_typeless
Supposed to be b8r8g8a8_typeless, my bad
b8r8g8a8_typeless isn't a thing. it's either RGB/A or BGR/A, green is always in the middle
Oh, sorry about that, I am only copying what Jon told me to upgrade as I believe he is the one who confirmed Witchfire working properly with those settings #1411800884303626311 message
he dun goofed
RGB and BGR are backwards depending on CPU or GPU reading (left to right, right to left)
Good to know that, anyhow with that upgrade Witchfire has been working fine, he told me he was going to update the wiki regarding that TYPELESS upgrade but it isn't updated yet
it's also how you know it's japanese stuff. nobody uses BGRA anymore. that's like old Sony/Nintendo era hardware. they shoehorned old practices into UE. not sure why Witchfire devs did the same though. most have been more copypasting of code
Would it have anything to do with them still using UE 4.27? They are a Middle European studio after all so like you said it wouldn't make much sense...
i'm sure there's some UE plugin that people use and no idea what it's doing under the hood
They are apparently a small(ish) studio so it is possible much of it is trial and error
Just tried DQ VII in PS5 and other than the lack of HDR and a slightly subpar AA (looks good tho I´m just being nitpicky) this game looks gorgeous. 100% deserves a mod
I gotta learn how to make them in the future
tried b8g typeless and it seems to be working now, ty
Yup there's no reason to expect ps5 HDR situation to be better. Even when you do get native HDR (like death stranding) you will still get a gamma missmatch at least, which you cannot fix.
And then there could be other issues too (just look at Musas DS mod, there's many issues with HDR in that game although it's "native console" and it's even worse in the sequel btw)
So fuck console i'm very sad to say this but I'm pretty much done with it too. I still had so many games on its backlog that I bought but will never play on console because Reno and the gamma fix shader exist. It was a loss and some wasted money on compulsive purchases, but a net positive still because fixed HDR is that much more important and the transformation of raw SDR to real HDR in unity and UE games is so huge it's not even a debate of what system should you be playing on
Returnal
Yeah you’re right. But I love physical media so much that in instances like DQ VII where the game doesn’t perform worse in console than on PC I can sorta take the L with HDR just to have it physical.
That said if someone makes a Reno mod for the game before release I might get it on PC instead lol
But PC is always superior, sad that it doesn’t support physical media anymore
Was there ever an update on this?
no
I had my own private build for testing, works perfectly fine
but its not something I can share, because it only has the composite shader for 1 obscure game
and outdated a.f
Ah fair - not in a rush but hard to keep track of the status of things haha. I still need the fix for Vice City
oh wait diff thing
thought that was ini hdr
sadly no news on that either
does the unreal build above that response not work with your game
..
Yeah, it does thanks! Didn't see that someone had built it.
it was me 
Well then, thank you haha
Also - was testing this on Abiotic Factor. Liliums HDR analysis shows that it barely ever goes into the HDR colour spaces, wondering if it's even worth using considering the caveats
I mean its rare a game goes beyond BT709 by itself
I suppose that's true, it is quite a dark game. I imagine when there is a bunch of highlights it can.
Seems to have a lot of issues like UI Brightness affecting in game effects though which is annoying
IIRC brightness doesnt change the color but i may be corrected on that
you don't need anything outside of bt.709 for an impactful hdr experience
yeah
if it goes outside of bt.709 it's usually a math issue
Glad im learning xD
I suppose it's because it can still affect the NITs
I'll revisit and see how it goes. Curious as to why it can't work with DX12
the two are unrelated
already included if no new mentioned
Does it add the new tag by itself?
Hmm the github readme states to run Abiotic Factor in DX11 but I feel like DX12 is working fine?
if they aren't already included, yes it gets added
Oh sweet, that way ill not send a useless one again xD
is anyone working on DQ7?
also fatal fury lutbuilders getting added would be great :>
dq7 seems to skip unreal's generic tonemap pipeline
and does its own thang
so its going to need a custom mod, probably not hard
but I dont plan on playing the game
what about fatal fury
idk what that is, but you can always test it the good ole fashioned way
upgrade B8G8R8R8_TYPELESS and R10G10B10A2_unorm output size
see if it works
if it doesnt, enable dump lutbuilders, if there are any with new_ post them here
if it doesnt have new, the lutbuilders are already in the mod
so you just need upgrades (also turn off dump lutbuilders, that kills perf)
ah it was just the sliders not being live
This only works for UE 4 and 5 right?
no UE3 if that's what you are asking
yea probably no sliders, maple found a cvar that makes the sliders real time in all games
I lost it though
@stiff loom ?
also, getting some weirdness with bloom, any fix?
it gets more pronounced at higher brightness levels
i know i just renamed it
Nuclear Nightmare. UE5, dx12
Enabling RenoDRT tonemapper makes everything black and white.
Dumper found one new lut (sending both just in case) 
what, why?
if they're already included why post at all 🤔
i was going to do it myself but i realized i know nothing about lutbuilders, it's not included i just removed the _new
@digital oak try it out I made a guide
takes 5 minutes
a
@placid siren lutbuilder_0x0837C427.ps_6_6.hlsl needs a 1 line fix
whoever commited it accidently left in custom code
if (set_colors && RENODX_TONE_MAP_TYPE != 0) {
return GenerateOutput(float3(_1165, _1166, _1167));
}
and above the code is set_colors = false
I think thats @barren nexus
normally I'd make a PR, but I feel like its easier for you to cut out a few things vs. me making a whole ass branch
hello, i need help with gamut clamping for little nightmares 2
any ideas on this?
does this work on SM5 too? i only checked the regex for replacement
There's a SM5 section
On the thread
that is for errors, the modding is still [Placeholder]
Oh
I'm having issues using the UE mod with RV There Yet. On the original map it's all working fine, but I'm having issues with the snow map where it's like completely desaturated. Any one who else tried that?
Why split fiction marked as WiP 🚧? Does it have some bugs?
I finished this game with this mod. It works fine
don't know. it's community maintained. i don't touch the wiki
@digital oak look at any SM5 lutbuilder in the repo, its still the smae process
find constants, feed color to a function
anyone?
@devout lodge whatevers going on in that game is outside of the scope of unreal-generic
if the issue can be fixed, it would require a seperate mod
either the texture just isnt happy being hdr, or there is custom code ran after unreal's generic code
i think it's a custom lut
looks like a native hdr lut
makes sense, i feel stupid, auto dump dumped it since the game turns hdr on everytime you boot it up 🤦♂️
what game is that for
returnal?
returnal works just fine, I added the lut builder like last year
you just have to turn off native hdr every launch
maybe displaycommander can help with that, I'm not sure though
Hello @indigo plank ! Can you check if Mortal Kombat 1 still works properly with the mod on your end plz ? Yesterday when I launched it, the colors were weird when HDR was enabled. The last time I launched the game there was no problem and I haven't changed anything since then except for the DLSS version, which I changed.
no idea, I uninstalled the game already. the hud and other parts of the game had issues when using Reno even before I added the lutbuilder
Ah ok too bad, thanks anyway 👍
what's wrong with it's native HDR?
it matches SDR color grading at a glance but no configurable ui brightness or pw iirc
and probably gamma mismatch
Is ReShade 6.5.1.2 still needed for the Unreal mod? (From https://nightly.link/clshortfuse/reshade/workflows/renodx/renodx?preview)
no, you can use latest
Thanks. I asked because the first post (#1411800884303626311 message) says to "use the pinned Reshade" from that link.
Found a (partial) fix
add
SnkApi.PostprocessLightMode=2 to engine.ini
this'll disable dof and probably some other stuff though
before/after
@devout lodge SnkAPI, they prolly ran their own custom effects after the unreal generic stuff
like bonus shaders
so stuff like that usually needs its own mod, unless you can disable the effect (like what you did)
if there are "custom" shaders that come after unreal engine's tonemapping shader, ue-generic wont work
because ue-generic is made for well generic
ghostrunner 2 has a weird issue of not using hdr10 at all even with upgrades it looks completely washed out this is with the latest UE generic mod and latest reshade.
my bad im stupid dx11 on UE4 only supports scrgb restarted now it is hdr and everything looks correct
Half Sword seems to mostly work OOTB but doesnt look quite right
I still have the issue with the health bars in DX11
interestingly they show when the console is open
So... Any chances we might get HDR on Dragon Quest VII R...?
it needs a custom mod
Maybe I should learn to mod haha.
Do dragon quest 11 s while you're at it please
Just figuring out the different editions of that game with its improvements and downgrades is enough to go crazy. Haha. As for modding RenoDX I'd have no idea where to begin with. I'd love to make a small step into understanding graphics more deeply though.
I think it's supported by Luma? https://github.com/Filoppi/Luma-Framework/wiki/Mods-List
Hm. That page only says the Unity mod doesn't have HDR.
Ah. I'm blind, apparently 😆
The generic renodx unreal doesn't work either, they use some sort of custom solution underneath, so it will need a custom mod
Hi guys, first time here. Need some help with the game Witchfire. I am only getting 200 Nits. Anyone know why? I did the upgrade "R10G10B10A2_UNORM Output Size". In other games I am getting 1000 Nits no problem. Thx in advance!
try also setting R8G8B8A8_TYPELESS or B8G8R8A8_TYPELESS to Output Size
Thank you, it did help! But it only bumped brightness up to 400 nits. I need to increase contrast and highlights to stupid amounts to get 1000 Nits
Is the UE renodx addon the latest PR build? for funnies I try to throw it onto NTE client, and it blackscreen on the splash (though game is still running fine)
ah
Is there a DQVII mod in the works? This one doesn’t seem to work on it
I been playing Deep Rock Galactic lately and I am not sure if the shaders have changed recently in the game or in renodx. The game on these default settings is extremely bright now and the fire now has pink which it never did before. Some areas in the game look too saturated as well. Uploading in case someone can take a look if something did change or it is just me.
Deep Rock Galactic
Default settings / Custom settings I use
I am on DLSS 4.5 performance M so I thought it might be the way it handles now. Except it happens on preset K as well like this.
were you able to figure out how to fix this? i'm also getting crashes for octopath traveler 0 with B8G8R8A8_TYPELESS Output Size (what octopath II is listed for on the mods page). it's stable without reshade/renodx.
anyone have something for this? NTE cbt3 goes into game black screen with umm some UI:
is not merged with reno unreal ?
Uhhhh I don’t think so. I haven’t PR’d in a while
I cant even get reshade to boot in NTE
rename dgxi to d3d12.dll
ah thats not it I put it in the wrong folder
Everness\Client\WindowsNoEditor\HT\Binaries\Win64
Ok now how do we get past the black screen 
it needs R10G10B10A2_unorm, but in game will still be black. IDK, maybe when someone takes a look at the lutbuilder output
but yes seeing that the dump is a "lutbuilder_new" i'm guessing it's a no go without someone building one
not sure if right place, but lutbuilders from ICARUS
if they dont have NEW in the name
they're already in the mod
so you just need resouce upgrades
what do you do with new lutbuilders? add the list and rebuild?
does the use of DLSS/upscalers change wether its output size or output ratio?
usually no
Deliver us Mars seems to work out of the box, but you must disable the (fake) HDR from the game display settings
do you mean i have to modify the hlsl and change it, or do you mean i use the devkit and chance that using the the dot(float numbers as replacement?
You have to modify the hlsl
ah so you mean to change the find the float3 listed in .2722xxxxxx, note down the numbers x3, then find SetUngradedAP1, and replace said numbers with notations?
Then add SetUngradedAp1*
But yeah. Use other lutbuilders as reference, it's all the same pattern
k, as much asI admire Marat for writing it all out, short form guidelines leave much room for interpretation
I guess it expects a certain base of shader/coding knowledge
ya... i don't see SetUngradedAP1 in my .hlsl, this is probably over my head until i learn more about the process.
You add it, it's not there by default
Open your lutbuilder with another one from the repo and compare them line by line
i see so 0.2722287178039551f is a static variable
then we add setupgradedAp1 for renodx to scan it
is that what's happening here?
but 0.2722287178039551f appears multiple times, do we always take the first one? or is there something else to differentiate them?
Not sure if it's the first one, I usually check the stuff around it
0.272... is used to calculate luminance so you'll see it a lot
setupgradedAp1 is our own function. We insert specific functions at certain places and let the lutbuilder continue it's original flow
so say 9999996423721313f
I have :
float _1008 = ((((((1.0f - _976) * (((pow(_953, cb0_042x)) * cb0_041y) + cb0_041w)) - _847) + (_987 * (cb0_040w - (exp2(((-0.0f - ((_950 - _859) * _873)) / cb0_040w) * 1.442694067955017f) * _872)))) + ((_976 - _987) * ((cb0_041x * _950) + cb0_041y))) * cb0_039x) + _847;
float _1024 = ((mad(-0.06537103652954102f, _1008, mad(1.451815478503704e-06f, _1007, (_1006 * 1.065374732017517f))) - _1006) * cb0_038z) + _1006;
float _1025 = ((mad(-0.20366770029067993f, _1008, mad(1.2036634683609009f, _1007, (_1006 * -2.57161445915699e-07f))) - _1007) * cb0_038z) + _1007;
float _1026 = ((mad(0.9999996423721313f, _1008, mad(2.0954757928848267e-08f, _1007, (_1006 * 1.862645149230957e-08f))) - _1008) * cb0_038z) + _1008;
float _1036 = max(0.0f, mad((WorkingColorSpace_192[0].z), _1026, mad((WorkingColorSpace_192[0].y), _1025, ((WorkingColorSpace_192[0].x) * _1024))));
float _1037 = max(0.0f, mad((WorkingColorSpace_192[1].z), _1026, mad((WorkingColorSpace_192[1].y), _1025, ((WorkingColorSpace_192[1].x) * _1024))));
float _1038 = max(0.0f, mad((WorkingColorSpace_192[2].z), _1026, mad((WorkingColorSpace_192[2].y), _1025, ((WorkingColorSpace_192[2].x) * _1024))));
and
float _1024 = ((mad(-0.06537103652954102f, _1008, mad(1.451815478503704e-06f, _1007, (_1006 * 1.065374732017517f))) - _1006) * cb0_038z) + _1006;
float _1025 = ((mad(-0.20366770029067993f, _1008, mad(1.2036634683609009f, _1007, (_1006 * -2.57161445915699e-07f))) - _1007) * cb0_038z) + _1007;
float _1026 = ((mad(0.9999996423721313f, _1008, mad(2.0954757928848267e-08f, _1007, (_1006 * 1.862645149230957e-08f))) - _1008) * cb0_038z) + _1008;
float _1036 = max(0.0f, mad((WorkingColorSpace_192[0].z), _1026, mad((WorkingColorSpace_192[0].y), _1025, ((WorkingColorSpace_192[0].x) * _1024))));
float _1037 = max(0.0f, mad((WorkingColorSpace_192[1].z), _1026, mad((WorkingColorSpace_192[1].y), _1025, ((WorkingColorSpace_192[1].x) * _1024))));
float _1038 = max(0.0f, mad((WorkingColorSpace_192[2].z), _1026, mad((WorkingColorSpace_192[2].y), _1025, ((WorkingColorSpace_192[2].x) * _1024))));
they look identical?
did I like bork my hlsl, and i should dump a new one?
Yeah you did. A single variable name can't be there twice
I re-dump it...it is repeating..
I donno what to say... this time I loaded into the game, dump and logged out...
Ah well...
ah, so the one inside the if statement is not the one?
so it was a method
Assuming i don't target the nested if statements...then my target is all on the bottom. The entire top is just a gaint if-else loop
@untold wadi ok modified, how do I finally build this?
You cloned the git project?
oh i have to use git to build?
i thought i could use the build.cmd or something from cmake on the source snapshot
You'd have to clone the project, install dependencies then run a cmake command
do I use cmake --build build --config Release or not release?
Release preferably
Use the presets. Check CONTRIBUTING.md
OOh that's where the instructions are...i was like readme.md doesn't say much
I've been backlogged but plan on heavy docs dump. General GitHub projects have a CONTRIBUTING.MD but if you're not tapped into that atmosphere it's not obvious to you
ya i'm familar with coding and github, but i don't actually do the work, i simply support the people. but short hand instructions leave a lot to be upto interpretation, is what i ran into. Looking back, it's rather straightforward...once you digest it
assuming the building suceeds...still working on that
makes sense now, why i keep getting all the errors and spent my time working around it...it was all in the contributions.md all that time vscode errors and all
ok i'm stuck....eeeeh
[14/5163] Generating unrealengine.include/embed/0x9081A2D8_dx11.cso
compilation object save succeeded; see C:\renodx\build\unrealengine.include\embed\0x9081A2D8_dx11.cso
ninja: build stopped: subcommand failed.
Error is somewhere else, read through the build output
ninja log?
Yeah, same place you found this in just scroll up
@untold wadi did I syntax wrong, or did I put it the wrong spot?
[2/5001] Generating unrealengine.include/embed/0x8C21FCA8.cso
FAILED: [code=2147500037] unrealengine.include/embed/0x8C21FCA8.cso C:/renodx/build/unrealengine.include/embed/0x8C21FCA8.cso
C:\Windows\system32\cmd.exe /C "cd /D C:\renodx\build && C:\renodx\build\Release\analyze_hlsl_deps.exe C:/renodx/src/games/unrealengine/lutbuilders/sm6/lutbuilder_0x8C21FCA8.ps_6_6.hlsl C:/renodx/build/unrealengine.include/embed/0x8C21FCA8.cso C:/renodx/build/unrealengine/0x8C21FCA8.d && C:\renodx\bin\dxc.exe C:/renodx/src/games/unrealengine/lutbuilders/sm6/lutbuilder_0x8C21FCA8.ps_6_6.hlsl -T ps_6_6 "/HV 2021" /enable-16bit-types /nologo /O3 /Qstrip_reflect -E main -Fo C:/renodx/build/unrealengine.include/embed/0x8C21FCA8.cso && "C:\Program Files\CMake\bin\cmake.exe" -E cmake_transform_depfile "Ninja Multi-Config" gccdepfile C:/renodx C:/renodx C:/renodx/build C:/renodx/build C:/renodx/build/unrealengine/0x8C21FCA8.d C:/renodx/build/CMakeFiles/d/c39a8d0221085cd1af789241b7669870f0254fc1e018c8477b3ed35163503aca.d"
C:/renodx/src/games/unrealengine/lutbuilders/sm6/lutbuilder_0x8C21FCA8.ps_6_6.hlsl:1199:1: error: use of undeclared identifier 'SetUngradedAP1'
SetUngradedAP1(float3(_397, _400, _403));
^
C:/renodx/src/games/unrealengine/lutbuilders/sm6/lutbuilder_0x8C21FCA8.ps_6_6.hlsl:1237:1: error: use of undeclared identifier 'SetUntonemappedAP1'
SetUntonemappedAP1(float3(_809, _807, _805));
^
C:/renodx/src/games/unrealengine/lutbuilders/sm6/lutbuilder_0x8C21FCA8.ps_6_6.hlsl:1313:1: error: use of undeclared identifier 'SetTonemappedAP1'
SetTonemappedAP1(_1008, _1007, _1008);
You forgot to include the common functions file
Check any other lutbuilder file, it should be the first line
#include xxxx
wow thanks, one day fuse will have an extensive guide haha
is it possible to attempt to remove most of the game files, to shorten the build time? or is the make list going to error?
well ok it built but that didn't work
still missing the new_luts
did I do something wrong? either the edit wrong or putting it in unreal/lutbuilder/ wasn''t enough?
Does it still autodump the luts?
yes, it still tags those offests as new
hmm i did see a reshade error somewhere...let me see if I hit the wrong spot with the tags
ok i see my issue...now let's see...
@untold wadi so it works...sorta....the artifact is gone, but the no settings except the UI brightness works, and controls screen brightness
I heard from laz it has something with reno not liking a shaders it doesn't know?
is that a compeletely seperate issue from lutbuilder?
If it doesn't dump the lutbuilders as new_lutbuilder then they're added
Other causes might be insufficient upgrades or errors in the lutbuilders
it's not reporting as new
so interestingly the presets work, so whatever configs are from default preset applies
just no customization
okay well, this needs someone who knows more about renodx then me. No real sliders except gammut and screen brightness, presets work for some reason, so usable but bad.
I fixed this problem once before in UE, by disabling lenseflare, and umm...somethging with compute....so...it's not related to just this game, but UE in general. I just don't know how to fix it.
Hello, I tried to add the Unreal Engine RenoDX global addon to the game "Revenge of the Savage Planet" and it won't give me HDR presentation.
I'm sharing the lutbuild files here if by any chance if it's a quick fix but don't even bother if it requires too much work.
k
@untold wadi just a casual question for the issue, which area actually control the preset 1 preset 2 etc? for whatever reason even if in game sliders don't work, the presets do?
Issue isn't the presets, that's for sure
there is an example file in the guide that you can look at
but yea it assumes extremely basic programming experience
thats probably because the game is ue 5.3+
all ue 5.3+ games dont have realtime sliders, unless you add a ini cvar to Engine.ini
[/Script/Engine.RendererSettings]
r.LUT.UpdateEveryFrame=1
ya latest greatest 5.61~
I did put that in
add that to engine.ini
make sure engine.ini doesnt delete itself
didn't seem to help...maybe i screwed up, let me double check
some unreal games have engine.ini delete itself on launch
if it does that, you have to set engine.ini to read only
yep this one does, so i have it locked
and when you releasing your general postvien2 build? haha
I dont have timelines, I just do stuff slowly when I get bored
no dice, oh well, i'll go see if I can butcher the preset and rebuild it for my own use
Black screen still
upgrade r10g10b10a2_unorm to output size and restart
k
then reboot game
@dusty girder so renodx/src/templates/settings.hpp i see the presets, if i edit them and build do they just goto update the addon, or is that a template and the real UE presets somewhere else?
actually...I think lilum can do lut grading as well...hmmm
stick my own preset for personal use as a bandaid to not having peak brightness slider
Ui brightness controls total brightness
yes, that's game brightness basically
you don't have access to peak brightness or ui brightness
but you do have access to gammut and game brightness, so about most of what you need to hdr
color grading you can probably use a shader or something
so it's whatever
oh it's in addon.cpp preset settings...guess i can muck that for my personal use...but ya...just a cbt, hdr is something I think preset 1 is 1000 nits anyway
Offical relese isnt till some time in summer apperently
May15
Now that I have a fresh rest, it looks like I goofed some part of the lut edit, once I've fixed those, maybe it'll work again...tbd

When Ritsu said it always has a pattern, I did not know it was a mini game
@balmy sleet
It works now, yay for fresh eyes. Broken RenoDRT, maybe memory leak from reshade log spam.
you~~ may or may not~~ still need:
[/Script/Engine.RendererSettings]
r.LUT.UpdateEveryFrame=1
in engine.ini..i had it on
wast renodx fps always that expensive? it cut my fps in half in raytracingquality mode
I guess still a wip if the fps is this big, I don't remember reno should be that expensive fps wise
kk will check
It has no enigne.ini where does it need to be
you make one in C:\Users[User]\AppData\Local\HT\Saved_Global\Config\Windows
paste it then read only the engine.ini after
ty
Man unreal slop would be a lot nicer if it didn't stutter all the time
I gotta shill out for a better cpu 
@charred solstice it would seem scene grading strength only effects character/npc lighting
not for me
it's working for whole scene

try turning all resource upgrades but R10G10B10A2 unorm off
that's the only thing i think it needs to my knowledge
now that all the lut is in place (hopefully)
make sure to restart game after turning them off
it's hard to say, since I half ass the build
usually a dedicated mod, would need a ton of feedback and bug fixes incormporated
this is still just generic UE
I'm also in RaytracingQuality mode, so that may also be different
I only have a lumen option I didnt see an rt option
it's a secret WIP option in gameusersettings.ini
you change raytracingquality from disabled to low/high/veryhigh
ah
ya I've looked into it..it's probably using nvidia branch RT, not lumen
ReSTIR GI and relections
reflections are insanely good
but the fps cost is crazy
especially since you can't FG in renodx
you can tho
well you can smooth motion
Im using dlss fix and it works
how mine flickers like mad?
well it might be braking other things tho 
I set UI brightness to my monitors peak and it fixed it 
So for the rt setting is it just 0 1 2 3 for off low High veryhigh
0 is veryhigh, hotta be anime weebo's through and through
1 is low, 2 is high
or just type in low/high/veryhigh
Just go outside lol every window is shiny
On high I think I loose 10 fps vs lumen
I wonder my driver dll override for dlss is working on this game
if you dlss fix, it'll be eh
but if you turn on RR, it will use the old preset K/D
which you kinda need for RTquality, kinda not, it has noise if you use M
but yes, instead of playing, i've been trying to break it...
Profile inspecor is set to latest in the global profile
hmmm so i noticed RenoDRT tonemaper is broken for me
that means there's an error still in my addon
Rt mega tanks fps sometimes
VRAM leak
Probs why its not on for the test
Watcing a slide show get frame interpolated is quite interesting
what's your DLSSfix reshade ini path?
[RENODX-DLSSFIX]
DLSSPath=S:\Games misc\Neverness To Everness\Client\WindowsNoEditor\Engine\Plugins\Runtime\Nvidia\DLSS\Binaries\ThirdParty\Win64\nvngx_dlss.dll
StreamlinePath=S:\Games misc\Neverness To Everness\Client\WindowsNoEditor\Engine\Plugins\Runtime\Nvidia\StreamlineCore\Binaries\ThirdParty\Win64\sl.common.dll
Its the only one I could find in the files
I thought it was suppose to be sl.interposter hmmm
Maybe
I bet I just right clicked the wrong path at some point
well the correct path just crashes the game 
so uuuu maybe it dont work
nope that path crashes wuwa

wel when i set it to that path, reshade logs going massive error spam
yes
time to double check my work again to see why renoSRT isn't tonemapping correctly
Well dlss fix works in wuwa with it set to sl.common
ah the error is unrleated to dlss fix
Well the tone mapper does someting
well time to beg someone who knows what they're doing:
@untold wadi you have any idea why the reshade error spam and RenoDRT is broken?
What UE5 version is the game using? Had this same bug with Grounded 2 after they updated to 5.6 i believe
5.6.1
was there a fix?
Not yet :(
Side note this game has a really good camera mode
also reno break the picture taking funciton
wait it has a built in record fucntion that works
I was wondering why obs was in the files
But interesting. If the game is good, someone more experiance can work on NTE-reno for real after release.
seems it needs some custom work outside of generic UEreno
or a certain person finally gives us a general codevein2 PR geneneral UE reno verion
No idea where the recording is in the files tho
going back to SDR....RTquality=veryhigh, lower skylight to 0.25... 4xmfg...
NTE looks goregeous that can almost rival HDR
so there is that...
wish this was in HDR, and playable framerates...but then that's the catgirl dream:
if i wanted autoHDR, i could have turned on UE's in game HDR mode...characters look super washed out compared to reno
but renoHDR, even with borked RenoDRT...looked Pretty good
yes, it only works in RT mode, it's just preset D/E
Is it just borked rn becasue 4.5?
I think you can ignore this error, but it'll lower performance
so the RenoDRT is a seperate issue?
the error might be vram leaking, but anyway, is there a way to fix renoDRT, it probabl has to do with the output
shadows super dark
any comparison pics?
I think it probably has to do with IDK what i'm doing with
if (RENODX_TONE_MAP_TYPE != 0) {
return GenerateOutput
since every hlsl has their own spin on it
let me get a pick between vanilla and renodrt
playing with the color grading to compensate but it does weird stuff
hmm
can you check my homework real quick then?
Yikes, looks custom
Which game is this?
NevernessToEverness
the gacha game that wants to do Pathtracing
so messing around the the cbt3 before it releases in may
sounds like no hope it can be generic UE reno addon then?
It can be added, marat's instructions won't help much cause it's not typical
Does it have pathtracing right now?
Nope I tried, but it very likely using nvidia ReSTIR, so path tracing is probably just a build away
the infamous demo to give people hope:
https://www.youtube.com/watch?v=OIQpH3asrMk
Get an exclusive look at path tracing in NTE (Neverness to Everness) in our new RTX On video!
https://www.nvidia.com/en-us/geforce/news/gamescom-2025-dlss-4-full-ray-tracing-game-announcements/
NTE is a Supernatural Urban Open-World RPG from Hotta Studio and Perfect World Games that takes place in the city of Hethereau - a vast, seamless ope...
If it has path tracing right now I'll download it
If not then it'll have to wait till may lol
Well it's more likely then Endfield RT, IMO. The entire game can work with zero skylighting, infact right now my screenshot is with skylight=0.25. So the entire pipline is meant to be RT/PTed
as lazzor would say, begone fake lighting
Endfield with my SSR tweaks has the same reflections

May it is
How much you want to bet, I NTE will laugh at your temu reflections?
TI approved
I super secret weapon, 6x Dynamic frame gen from nvidia!
both in spring? coincidence? i think not.
wonder who posted this
Musa?
but hes not into gachas
but anyway. It i'll take more skill then me at fixing renoDRT? I guess i'll stick to color grading away the issue.
I was in the mines for 1 day forge...i don't want to go back
learning renodx lut building as a hiking trip was more then enough for me
For you it'll require a bit of trial and error as you figure out what path it takes
most japanese games aren't standard UE
they love messing with the engine
there might be a custom UE or set of UE plugins that floats around in Japan
DEADLINE DELIVERY (https://store.steampowered.com/app/4071420/DEADLINE_DELIVERY_Demo/) works ootb, no upgrades required
it has to be a set of ue plugins, because the atlus custom grading shaders dont look too different from Berserker Khazan's custom grading shaders; even though those two companies have nothing to do with eachother
@untold wadi I'm sure it breaks something else, but why this bypass of the lut sorta work? Don't understand what Reno expects
// Force the linear values to bypass the polynomial math
float3 neutralColor = float3(_1217, _1218, _1219);
// Apply a standard 2.2 Gamma if the LUT expects it
float3 lutReady = pow(max(0.0f, neutralColor), 1.0f / 2.2f);
return GenerateOutput(saturate(lutReady), cb0_044w);
oh maybe i see why...it not HDR ish...
Anybody tried Crisol ?
I tried all day messing with the lut, but no matter what, up and down the color grading point i target, or how i try to add an adjustment to, the problem persists. What exact is RenoDRT different from vanilla output? that can cause a black crush?
on the flip side, i've settled with color grading the problem away with -38 flare, and 100! shadow...which means i should edit default max of shadow grading?
Grabbing wrong colors
RenoDRT uses like 4 different colors at different stages. If you grab something mid grading or an adjustment instead of the color itself then it can look messed up
Or even wrong gamma encoding
hmm so SetUngradedAP1, SetUntonemappedAP1
SetTonemappedAP1, are still relevant but need to be retargetted?
or is it a matter of the lut itself that needs to be thrown out?
They are relevant, they need to be put in the right spots
I tried moving it around based on various AIs, and it only made it worse, so it leads me to believe Marat has the right values here. It maybe just the tonemapper which Gemmi is saying it's likely a variation of Uchimura, so not sure reno's experience with that type.
Gemini is dumb lol
?? I think that's where i'm stuck in, because Marat's method seems to be a little off for this weird lut?
so Ritsu tells me...ya...
closest is lutbuilder_0x0837C427.ps_6_6.hlsl
if (!(abs(cb0_037y + -6500.0f) > 9.99999993922529e-09f)) { could be newer UE
there's similar enough patterns in there
hmm..well reno still works decently via color grading, but looking it via AI workflows I can see how it just unnaturally wants to warp the colors every pass
I am not sure I know more then just moving the API targets around. Which maybe a failed idea, and i have to actually manipulate the final generatedoutput. But I don't know what RenoDRT is expecting the rgb values to be on it's end?
untonemapped ap1 is the "truth", but the game could be doing custom grading. but are you running this in SDR or HDR? it should be SDR and let RenoDX handle upgrading to HDR
ya i set the UE cvars to make sure it's SDR gammut=0
I mean it might be possible to strip the colorgrading=0 in UE, but then that may even do worse things to the lut
@placid siren is there any reason renodx on this game is eating upwards of 10-20% more fps? config issue?
memory leak?
What resource upgrades do you have?
the fps just keeps going down the longer i'm standing here
RGB10A2 unorm output ratio
that'll black screen...hmm i think i found it...i think my dump is still on, will test
DLSSFix won't black screen
...
DLSSFix fixes the black screen
Because the black screen is from FG stuff in UE engine
RGB10a2 upgrade is upgrading DLSSfg swapchain stuff
DLSSFix bypasses them
oh hmm
ya dx12
just fancy new UE5.61
ok ya, that seeme to help a ton
dump was hitting like 3-4% but didn't expect resource upgrade to hit it another 5%...this game...
I didn't expect reno to hit fps that hard, especially on my 5080...maybe just newer UE versions are being funky
Dx12 is somewhat annoying, but shouldn't be that much. I could look into making it even slimmer but fps drop is honestly rare. Or at least somewhat faster than native UE HDR
Idk why native UE HDR is slow though
Maybe too many passes
I'll have to find another UE 5.5+ game to compare, but we don't have that many bleeding edge engine cases
mostly we get still is UE5.3 5.4
The shader changes are just on the lut builder so there wouldn't be any shader cost. But the swapchain becomes proxied with rgba16f instead of RGB10a2 I think
Everything should be GPU technically, unless you're on a debug build
Did you build release or debug? Msvc or clang?
--release with clang
Yeah then not much that can be done there. Maybe the new swapchain stuff I'm pushing will be a little faster but I don't expect all that much
it's back to "normalish" after i disable all resource upgrades
just didn't expect the unorm upgrade to hit that hard, it wasn't in other ue games
The Last Caretaker
btw Shortfuse, these arnt custom lutbuilders
it seems UE 5.5/5.6 straight up has a new lutbuiler "model"
its a non issue though, the branching doesnt really matter
as long as you call the same colors, everything works out the same
they changed a bit how they process the color after going to bt709, but running the ue 5.4 code straight up has no visual difference; so its nothing to get worked up over
I've stuck 10 of them into my little side project, and life gud
I wonder how it's gonna look after the supposed overhaul in 5.8
any idea why I keep getting shadows dark and crushed? I feel like no matter where i target it just goes more crushed and darker. is there a pattern sample you have?
@dusty girder it’s out
A crew. A job. A plan. In Relooted, toss those ingredients together, and you’ve got yourself a classic heist — but with a few twists. Your crew members are everyday citizens with pretty normal careers from different countries in Africa. The job is to liberate African artifacts from Western museums. And the plan? Well, that’s up to you…
$13.49
@charred solstice @quasi garden
bought kena ($20), so an actual unreal game i want to improve
I added them here
whats that
Thanks! Same black crush, but whatever~ that's what color grading can help with
Crisol: Theater of Idols
Already added in the file I shared above
i was getting flickering in other games as well, usually white/bright sources. this fixed it in those games....thank you thank you

Well I think it was happening becasue I had a driver level override to dlss so dlss fix wasn't working fully
how did you decompile that? I get (using the last decomp.exe I see)
"lut\lutbuilder_new_0xC87F7532.cso": vector too long
Try with these flags --flatten --skip-existing --use-do-while
decomp .\luts\lutbuilder_new_0xC87F7532.ps_6_6.cso --flatten --skip-existing --use-do-while
".\luts\lutbuilder_new_0xC87F7532.ps_6_6.cso": vector too long
decomp lut\lutbuilder_new_0x686C1324.cs_6_6.cso --flatten --skip-existing --use-do-while
"lut\lutbuilder_new_0x686C1324.cs_6_6.cso": vector too long
🤷
that worked. ty
anyone managed to get reno working properly on dragon quest vii?
@placid siren Today, Reanimal is also being released. I recall there was a mod for the demo version, but it seems it was later removed from the list. Will there be a mod for the full version? I’m certain that even SDR will require adjustments to the image to eliminate the blurring of colors.
Should work with generic UE mod
can cofirm it does work with the generic UE mod so far
another game released without HDR
a little confused about Romeo is a Dead Man. Using UE Renodx the game crashes a few minutes in. Anyone got to work properly?
disable saturation correction
also couldn't seem to get the grade to line up with SDR, maybe someone here can work out what color space to use with it, JPN looks closest i think, the blue of the sea (opening area) looks different in HDR
The game just crashes fairly often, not sure if it has anything to do with mods. I would save often.
As an aside, HDR works perfectly using the ue-extended plugin. Only issue is that the title screen and Bloody Summer effect are deep fried, registering at 10000 nits for some reason.
Thank you. By deleting the EffectSearchPaths and TextureSearchPaths in reshade.ini it seems the game is more stable and doesn't crash as often.
Is that a thing? That wouldn't really make sense if it made the game more stable.
haven't had crashes since. This was mentioned as a possibility in some games in the Code Vein 2 renodx guide
So on what ootion have you decided, im now installing the game.
Oh good, not just me then. It crashes in menus all the time.
It seems to mostly crash shortly after loading a new area for me... once I start it back up I can usually finish the entire chapter without a crash.
Every time I've crashed so far has been either interacting with a save point menu or the TVs
About what game sre you guys talking? I get crashes in Reanimal, i turned off(moved the dxgi.dll) Reshade to see if the UE5 Multi RenoDX mod is the fault. Anyway i think the colors seem a bit off w8th the Multi Mod. Nvidia's RTX HDR dosent work for this game so if the UE5 Mukti mod provoked the crashes i need to play this in SDR, in 2026 we play gsmes in SDR, FFS!!
We're talking about Romeo is a Dead Man but cool that Reanimal also has issues 🙃
yea the title screen is cooked, but apparently the game works just fine
the mod is still a wip, could prolly be fixed pretty easy; but I dont own the game
I just write the code
The loading screens into and out of subspace, title screen, and particle effects during Bloody Summer have the same issue... outside of that the game works perfectly
idk what any of that means
It means 99.9998% of gameplay will not have issue.
still would be nice if it worked; its probably 2 lines of code to fix it
but requires somebody to actually go in and dig for the shader and run it in srgb
I would if I knew how to do any of that lol.
you tell me
Reanimal really needs HDR, such a perfect fit, dark game with a few bright lightsources. Absolutely killer on OLED as long as there are perfect blacks (no crush or raise)
@eternal shell @untold wadi @mild hazel can you guys please test romeo with this build?
I've changed some stuff, let me know if anything broke, and if maybe the main menu got fixed
I ran my code in both branches; I dont see any reason not to
What the ue-extended bit about? whats extended?
I'm re-working the unreal generic mod
tl;dr this is the much better version
for now it doesnt support upgrading the sdr path, only fixing native hdr or using ini tweaks
if you want to play romeo, use that addon + add this to engine.ini (you might have to make an engine.ini set it to read only)
[SystemSettings]
r.AllowHDR=1
r.HDR.EnableHDROutput=1
r.HDR.Display.OutputDevice=3
r.HDR.Display.ColorGamut=2
r.HDR.UI.CompositeMode=1
[/Script/Engine.RendererSettings]
r.LUT.UpdateEveryFrame=1
framegen and everything will work, since the mod is only shader replacement
this addon
It seems the exact same. Title Screen still broken.
Load times seem a lot worse, but I think my PC had to recompile shaders or something.
yea new addon = chances are you have to recompile shaders
also its always a good idea to recompile shaders in general when adding a mod
like deleting the shader cache, esp when using u+
but if nothing broke with that build, thats all that matters; got the info I need to know
Yea, I'm using U+ or the Lumen reflections are EXTREMELY noisy in this game.
I've been using U+ in #1465552538601521278 (same mod, actually based this mod off my CV2)
and U+ saved the day
Actually, it looks like highlights are being clamped to 203nits again.
I need to actually get in-game to know for sure (in cutscene)
ya'll can thank weeb unrealisticly big tittty anime game for unreal extended
might be an fmv or different lutbuilder
UI Brightness that is.
unlike the regular ue addon, there is no sdr path
so there is no "clamping"
if its 203 nits its 99% an fmv
GPU Load is quite high, so I thought maybe it was realtime
since if it was in-engine stuff, even if the lutbuilder was missing
you'd fall back to the generic one
which would be bright but ugly
tried using this with crisol and just get a black screen. Does anyone know how to fix that? I tried a few things and it didn't work
title screen is uncapped, but in game works
Yea, I'm in game now, exact same.
yea thats a known issue
cool
if I had the game its prolly a quick ass fix
but its a non issue so it doesnt matter
whenever I add the sdr path to the mod, which will do sdr -> hdr with no ini; like how the current ue-generic does it
the menu will be fine
but you'll be at the mercy of the standard shit
like broken fg
and perf hit from upgrades/proxy shader
ini tweaks/native hdr = zero performance loss
well hey the game doesn't even support setting an upscaling % that isn't DLAA out of the box
played more lost soul aside @dusty girder and it works perfectly
with the new build
I changed some stuff
no on the og build
It does, the settings are extremely misleading and poorly labeled
latest build
try that out
it doesn't
tell me if anything broke
lost soul aside will be perfect because it has a native hdr on slider, which means all the ui elements and shit expect to be in hdr
when you do ini tweaks you force shit like an sdr main menu to run in sdr
This setting is render scale for DLSS/FSR/XeSS
Driver override for render scale won't work though I think
graphics quality?
Yep, that's resolution scale. At 4K, setting this to Low is 50% render scale
then why do they have an upscaling setting
The upscaling setting does... nothing
regardless I added a setting to set it
idk if lowering "graphics quality" will change anything else
Upscaling also doesn't work unless AA is set to TAA or TSR lol
It doesn't change a thing
yeah I figured that out too lol
Except render scale lol
was wondering why my game looked so terrible and DLSS wasnt running
honestly there might be a BLITUItoHDRPS shader
that fixs the UI
@mild hazel if you take a snapshot with the devkit and dlls I sent you in the main menu
check to see if there is one, it would be under alias
I can take a look in a few
man it's working in high on life 2
this is with 3x fg and engine.ini settings
yeaI just added it
lazorr asked
ahh cool
yea
yeah i said the other day it was gonna be game changing
What was the issue with FG before?
or incompatability or stability
I've only used the old UE mod with FG on Stellar Blade, don't recall any issue
don't need to worry about dlss fix any more 
sdr upgrade path + dlssg = nono
with generic mod
that game didnt get too bright
but highlights above game nits would flicker
yeah lots of flickering
yea flickering bad
very bad
when this gets an sdr path and some cleanup, it will prolly become the new default unreal mod
the alters could give you a seizure
that would be a fun game to test
iirc reno generic was kinda griefed
I dont have the shaders for it yet iirc
citation needed
in that one game
would this be the name
might've been the users shader
in "alias" yes
yep
it broke romeo's menu
its not going to be just ini hdr (or native hdr on) -- its just what it is for now
hdr ini breaks character screen in dragon quest vii too
I want to test a few more things before starting the slog of a sdr path
that game is
seperate
it doesnt use any of unreal's code
and does its own thing
it needs its own mod
probably an easy one too, since its just clip iirc
I don't see anything with that name in romeo menu
i got generic reno working in it but you need to completely change zone for sliders to work
d.w about it then
you cna add ini edits
but iirc the issue with the alters + ue generic was sdr luts being griefing; but I ight be confusing that with a diff game
you should do a comparison at some point
but yea thats why ima add a sdr path
also I noticed in older games you need ue4ss or else the lut sample shaders grief you
people did it long ago when ue extended code just came out
and people where making game specific mods
link?
I dont have any
I figured out the black screen issue, had to set the R10G10B10A2_UNORM to Output Size
I just remember seeing some pics here and there
LAD Ishin, UE 4.27, settings default, game blends 1-3 sdr luts
All pics are from the current UE Generic
unreal-extended
@placid siren
(per ch ue extended + neutwo per ch to peak; still need to tune blowout)
i'm assuming that's with SDR lut handling?
that game is fairly simple, so its not too crazy; the lamps have a bit more color
also the wcg is from 2.2 with hue correction
float3 GammaCorrectHuePreserving(float3 incorrect_color) {
float3 result = renodx::color::correct::GammaSafe(incorrect_color);
result = renodx::color::correct::Hue(result, incorrect_color);
return result;
}
ue extended handles the sdr (2d luts)
runs them, blends them, and upgradetonemap
not really "ue extended" differences
it's sdr lut handling and different 2.2 method
i'd imagine the yellow lights is from generic letting the LUT clip
yea, vanilla lutbuilders hit a fat saturate()
and even without a saturate thers a max 0 right after bt709 (or ap1) tonemapped
which is the color that goes into the lut
how did you get it to work? I get the splash screens and then when it gets to the title screen main menu I can't do anything. Can't even bring up reshade
so when you upgradetonemap filmic_bt709; it has all the griefed colors the lut clipped
reshade does load though and I have music
but you're 100% right on ini memes; the ini support is just there because "why not"
the main reason the support exists is to take advantage of game's native hdr; which more and more games ship with; but its trash -- but the hdr path can be taken advantage of
an sdr path with upgrade sliders and dump lutbuilders similar to ue-generic is something that I'l add for sure
btw can you please give me a tl;dr on asfloat()
like in sm6 lutbuildrers with named cbuffers
is there literally any reason to do mything = asfloat(cbuffer);
when cbuffer is already declared a float
in sm5 the entire array is declared as a float, so I think only asuint() is needed for stuff like output device
asfloat from 3dmigoto?
hell even unnamed sm6 lutbuilders have float cb00_67 : packetoffset(420);
no adding it
like for sm5 lutbuilders I do
float3 untonemapped_ap1 = r0.xyz;
UECbufferConfig cb_config = CreateCbufferConfig();
cb_config.ue_filmblackclip = asfloat(cb0[36].w);
cb_config.ue_filmtoe = asfloat(cb0[36].y);
cb_config.ue_filmshoulder = asfloat(cb0[36].z);
cb_config.ue_filmslope = asfloat(cb0[36].x);
cb_config.ue_filmwhiteclip = asfloat(cb0[37].x);
cb_config.ue_tonecurveammount = asfloat(cb0[66].z);
cb_config.ue_mappingpolynomial = asfloat(cb0[26].xyz);
cb_config.ue_overlaycolor = asfloat(cb0[43].xyzw);
cb_config.ue_bluecorrection = asfloat(cb0[66].x);
cb_config.ue_colorscale = asfloat(cb0[42].yzw);
u0[vThreadID.xyz] = ProcessLutbuilder(float3(untonemapped_ap1), cb_config, u0[vThreadID.xyz], asuint(cb0[65].z));
return;
asuint(cb0[65].z) = output device
which should rightfully be a uint
generally it reads things in 4x blocks, so it reads the cbuffer as xyzw, and faster to read as a uint then read as a float and then cast
so the ultimate question is, should I be doing asfloat() for these (sm6)
UECbufferConfig cb_config = CreateCbufferConfig();
cb_config.ue_filmblackclip = cb0_038x;
cb_config.ue_filmtoe = cb0_037z;
cb_config.ue_filmshoulder = cb0_037w;
cb_config.ue_filmslope = cb0_037y;
cb_config.ue_filmwhiteclip = cb0_038y;
cb_config.ue_tonecurveammount = cb0_037x;
cb_config.ue_mappingpolynomial = float3(cb0_039x, cb0_039y, cb0_039z);
cb_config.ue_overlaycolor = float4(cb0_013x, cb0_013y, cb0_013z, cb0_013w);
cb_config.ue_bluecorrection = cb0_036z;
cb_config.ue_colorscale = float3(cb0_014x, cb0_014y, cb0_014z);
float4 lutweights[2] = { float4(cb0_005x, cb0_005y, 0.f, 0.f), float4(0.f, 0.f, 0.f, 0.f) };
cb_config.ue_lutweights = lutweights; // Only Lutweights[0].xy is used
float4 output = ProcessLutbuilder(float3(_554, _556, _558), s0, t0, cb_config, u0[int3((uint)(SV_DispatchThreadID.x), (uint)(SV_DispatchThreadID.y), (uint)(SV_DispatchThreadID.z))], 3u);
u0[int3((uint)(SV_DispatchThreadID.x), (uint)(SV_DispatchThreadID.y), (uint)(SV_DispatchThreadID.z))] = output;
return;
when I mouse over lets say cb0_038x in vscode, it says float
if it's not in the decompilation with asfloat, then you don't need it
got it
asfloat isn't optional for as uint variables
optional is sugar coating it
casting uint for a loop or branch is mandatory
it means the binary data isn't a uint
if its a i++ loop, float will be trash
asfloat doesn't really "cast" in the normal sense
casting is doing (float)thing
interesting
the float.exposed numbers?
yes
when it comes from cbuffer it needs to know how to read the binary data
is it reading a uint32 or a float32
musa's sm5 mod from long ago had all the cbuffers as asfloat() so I just stuck to it for sm5
generally depends on how the cbuffer is declared
but a float2 a, uint2 b will have an internal asfloat or asuint because it reads cbuffers in 4x32 blocks either as float or as uint
got it
either it read a and b as float4, or a and b as uint4, and then does the cast in the main code
btw what do you want to see in ue-filmic before I can merge it to main; outside of the sdr path ofc
right now my priorities are:
-> sdr path support (everything ue-generic has; upgrades, etc)
-> hue shift a bit with DisplayMapperPerCh(tonemapped, 10.f) for better blowout
--> this will let me displaymap by max ch instead of per ch
-> adding all the missing lutbuilders; prolly gonna git gud at AI for that
I dont want people to swap their old mod with my mod and get a worse experiance
it should always be better, worse case scenerio nothing too different
does it need a bUseHDRDisplayOutput=true to take effect or can it take over the HDR, without the engine going into HDR first?
this works in sm6?
ofcourse?
wuwa is
ya
there's like 3 extra custom tonemap brand slop
it will need its own seperate mod
but i already know how that work
they still apply in hdr path iirc
its UE grading and then their custom slop afterwards
first you need to find the ui composite shader
its always the last shader in the snapshot
it might exist
yeah we have custom UI toggle too
and then put it here and run the function, look at the example: https://github.com/marat569/renodx/tree/main/src/games/ue-extended/composite
so we already got the UI shader in the custom mod
then you get the lutbuilders
why do you need ui shaders?
anyway
lutbuilders are all cbuffer based
some ppl want to hide the UI with the mod
🤷♂️
// untonemapped ap1
UECbufferConfig cb_config = CreateCbufferConfig();
cb_config.ue_filmblackclip = cb0_040x;
cb_config.ue_filmtoe = cb0_039z;
cb_config.ue_filmshoulder = cb0_039w;
cb_config.ue_filmslope = cb0_039y;
cb_config.ue_filmwhiteclip = cb0_040y;
cb_config.ue_tonecurveammount = cb0_039x;
cb_config.ue_mappingpolynomial = float3(cb0_041x, cb0_041y, cb0_041z);
cb_config.ue_overlaycolor = float4(cb0_015x, cb0_015y, cb0_015z, cb0_015w);
cb_config.ue_bluecorrection = cb0_038z;
cb_config.ue_colorscale = float3(cb0_016x, cb0_016y, cb0_016z);
float4 lutweights[2] = { float4(cb0_005x, cb0_005y, 0.f, 0.f), float4(0.f, 0.f, 0.f, 0.f) };
cb_config.ue_lutweights = lutweights; // Only Lutweights[0].xy is used
SV_Target = ProcessLutbuilder(float3(_808, _810, _812), s0, t0, cb_config, SV_Target, 3u);
return SV_Target;
808 810 812 = untonemapped ap1
s0/t0 are lut 0 sampler and texture
if the decomp has named lutbuilders, you dont need to find anything
this is a completely different codebase
how does the conversion go


Its running better than with lumen

