#Unreal Engine

1 messages · Page 5 of 1

midnight narwhal
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yeah the whole brightness is tied to the UI slider Turning the AA off didn't do anything

digital raptor
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It seems like the game skips the generated lut, that's why none of the sliders work

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Needs a separate mod

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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)

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If you have the setting rendering scale set to high the game uses SSAA; output size isn't enough

ebon dome
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oh cool, people are already talking about DQ7 then 🙏

dusty girder
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I think thats the second game that doesnt use the lutbuilder

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but if thats true, and its just clip; that should be an ez mod

fluid valley
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Yeah thankfully we have a demo so should be easy to prepare for the full release

dusty girder
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most of us work on mods for fun, so

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just because something is easy, you still have to find somebody that wants to work on it

desert heron
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clipping when you lose your arm in trepang2

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hopefully dump luts only dumps luts that haven't been modified yet

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might ahve to pause my game of trepang2 until this gets fixed 😔

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perfect opportunity to dump luts for timesplitters rewind tho

peak galleon
indigo plank
desert heron
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wait I upgraded rgba8 instead of bgra8

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hmm

desert heron
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rgb10a2 resources don't seem to change much

desert heron
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oh, trepang2 uses DX11, I might be able to find what shader is capping the nits

regal kayak
desert heron
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it's in the level "Syndicate"

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and it's been fine all the way up to this level

desert heron
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I wonder if it's one of the SRGB resources

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nope

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yeah at the beginning of the level the HDR is there

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oh yeah

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uhh

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should I be spoilering this?

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like this is the beginning of the level

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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

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nothing fixes it

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cutscenes bring the hdr back until the cutscene is finished

dusty girder
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@desert heron enable "upgrade copy desinations"

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and restart the game

desert heron
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only happens in 1 level tho

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after that HDR goes back to normal

dusty girder
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if I had a devkit snapshot I'd be able to see whats going on

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but if it works no big deal

slim fractal
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Returnal is awesome with Reno !! 😱

glacial nexus
indigo plank
glacial nexus
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I did try upgrading

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Altough be it all at once xD, should i do it one after another?

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The second one you mentioned has to be upgraded because otherwise theres only a black screen

indigo plank
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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

glacial nexus
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Mhm

indigo plank
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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

glacial nexus
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Is there some clue as to what i should upgrade?

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Tried all the bgra8 now

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They either did nothing or crashed

indigo plank
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unreal is usually bgra8 or rgb10a2

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could also try upgrade copy destinations

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but otherwise someone would probably have to take a look at it with devkit

glacial nexus
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Oh would i be able to see it in the HDR analysis shader? It says detected back buffer format RGB10A2_UNORM there

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Ill try upgrading copy destinations as a last effort xD otherwise someone smarter will probably have to handle it if they wanted to

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Thank you!

rustic lichen
edgy shadow
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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

pure cargo
regal kayak
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Use that

edgy shadow
regal kayak
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I have no clue if it works in this game

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But there are instructions for the DLSS fix addon

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#1413548071987576862 message

edgy shadow
regal kayak
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that addon is in the pins in that channel

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you have to setup the path to the game's dlss files in the config

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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```
eager lynx
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And set LoadFromDllMain=1 if on ReShade 6.6.x or LoadFromDllMain=renodx_dlssfix.addon64 if on ReShade 6.7

west canopy
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Wizard of Legend 2 working fine requires R10G10B10A2_UNORM upgrade, if you want to add it to the list of compatible games

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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?

peak galleon
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suggests missing shader, use renodx devkit and dump shaders

indigo plank
dusty girder
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@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;
}

rustic lichen
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wack

dusty girder
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the devkit would answer all our questions

rustic lichen
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I didn't do any engine.ini shit either, just started up the game with Reno.

dusty girder
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maybe there is another 32x32x32 R10G10B10A2_UNORM resource that got tagged

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since the mod tags all 32x32x32 RGB10A2 resources, because thats usually only the unreal lutbuilder

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and then dumps them

rustic lichen
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gotcha

dusty girder
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but even if there is something else thats 32x32x32 thing, it should've still got the lutbuilder (if there is one)

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might be custom and not use them

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unsigned long long is something new though

rustic lichen
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with the game primarily being 3D scanned environments you explore, I'm not surprised that there is some weirdness

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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.

coarse axle
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Now I am wondering if I should make a custom addon or just deal with UE HDR

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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

peak galleon
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custom custom custom forgeslop

coarse axle
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ehhh

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decided not to bother with custom addon

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UE HDR that skips their doodoo LUTs is betta

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game has PEAK atmosphere

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not like other UEsloppas

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well apart, from the randomly floating mag

peak galleon
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what game is it

coarse axle
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The Forever Winter

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PVE extraction shooter

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Arc Raiders at home

storm lodge
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@dusty girder lut builders that are already included still get dumped, right?

indigo plank
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yes

storm lodge
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sick thanks

indigo plank
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new lutbuilders will be tagged with _new in the file name

storm lodge
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issue with eternal strands lutbuilder im trying to fix with dabveeb

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had to make sure we had the right lutbuilder lol

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had no idea what shader the game uses

ionic acorn
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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?

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rn, it's just a posthoc convert BT709 from AP1 fix the issue.

rustic lichen
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doing a Subliminal dump now. This game though...wow.

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someone in the Ultra+ server mentioned the game most likely uses NERFs to do the lighting

rustic lichen
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played through the entire demo. Hopefully these help

quaint sundial
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man that has such good binaural sound

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freaked me out when watching a video of it because a knock comes from behind me, perceptively

rustic lichen
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yeah it's wild

rustic lichen
quaint sundial
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ohhhhh that's nice

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it's super important that they spend more time on this for the headphone crew

rustic lichen
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100%

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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

quaint sundial
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i'm psyched even though it will probably scare the shit out of me

rustic lichen
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Just found out about them today myself

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but NERF guns are also in the game Kek

brave gull
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oh you know what i remember seeing some thumbnails for videos going over this topic on youtube but i never clicked on it

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looks very complicated lol

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all the stuff i see on it talks about it with 3d scans and stuff

sturdy lagoon
oak wave
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on renodx page its says crash 4 is supported

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but this doesnt look HDRish for me at all

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ofc sliders doesnt work

placid siren
oak wave
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I thought it doesn't work, cuz it doesn't have some punch. Also cutscences Buggs out

placid siren
dusty girder
tepid ridge
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This working on DQ VII demo?

placid siren
tranquil marsh
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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

tepid ridge
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Will play it on PS5 then

shell igloo
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i mean for all we know we'll have someone making a mod when the full game releases

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while ps5 will be forever stuck in sdr

tepid ridge
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Oh wait PS5 is SDR? oof

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I thought it had some basic HDR at least

shell igloo
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if pc doesn't have hdr, chances are console do not either

tepid ridge
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I’ll play on PC then and hope someone makes a mod

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At this point I just never use my PS5 tho lol I feel bad for her (and for not getting physical games anymore)

shell igloo
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also you'll have better image quality on pc with fsr4/dlss than tsr/fsr3 on console pepe_omegakek

digital oak
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you’ll have better everything on pc than on clownsole

shell igloo
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except pc has shader stutter

tepid ridge
shell igloo
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in all ue5 games pepe_omegakek

tepid ridge
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Welp nowadays if you do a decent shader cache in modern UE5 its mostly fine

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Thing is they usually don´t do that lol

hybrid ingot
half mulch
placid siren
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not a UE thing

hybrid ingot
hybrid ingot
placid siren
hybrid ingot
placid siren
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he dun goofed

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RGB and BGR are backwards depending on CPU or GPU reading (left to right, right to left)

hybrid ingot
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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

placid siren
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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

hybrid ingot
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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...

placid siren
hybrid ingot
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They are apparently a small(ish) studio so it is possible much of it is trial and error

tepid ridge
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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

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I gotta learn how to make them in the future

tranquil marsh
west canopy
# tepid ridge At this point I just never use my PS5 tho lol I feel bad for her (and for not ge...

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

digital oak
tepid ridge
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But PC is always superior, sad that it doesn’t support physical media anymore

cold oriole
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Was there ever an update on this?

dusty girder
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no

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I had my own private build for testing, works perfectly fine

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but its not something I can share, because it only has the composite shader for 1 obscure game

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and outdated a.f

cold oriole
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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

dusty girder
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oh wait diff thing

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thought that was ini hdr

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sadly no news on that either

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does the unreal build above that response not work with your game

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..

cold oriole
dusty girder
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it was me kekwsit

cold oriole
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Well then, thank you haha

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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

glacial nexus
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I mean its rare a game goes beyond BT709 by itself

cold oriole
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I suppose that's true, it is quite a dark game. I imagine when there is a bunch of highlights it can.

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Seems to have a lot of issues like UI Brightness affecting in game effects though which is annoying

glacial nexus
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IIRC brightness doesnt change the color but i may be corrected on that

covert python
covert python
glacial nexus
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Glad im learning xD

cold oriole
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I suppose it's because it can still affect the NITs

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I'll revisit and see how it goes. Curious as to why it can't work with DX12

covert python
peak galleon
glacial nexus
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Does it add the new tag by itself?

cold oriole
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Hmm the github readme states to run Abiotic Factor in DX11 but I feel like DX12 is working fine?

peak galleon
glacial nexus
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Oh sweet, that way ill not send a useless one again xD

devout lodge
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is anyone working on DQ7?

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also fatal fury lutbuilders getting added would be great :>

dusty girder
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and does its own thang

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so its going to need a custom mod, probably not hard

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but I dont plan on playing the game

devout lodge
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what about fatal fury

dusty girder
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idk what that is, but you can always test it the good ole fashioned way

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upgrade B8G8R8R8_TYPELESS and R10G10B10A2_unorm output size

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see if it works

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if it doesnt, enable dump lutbuilders, if there are any with new_ post them here

dusty girder
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if it doesnt have new, the lutbuilders are already in the mod

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so you just need upgrades (also turn off dump lutbuilders, that kills perf)

devout lodge
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ah it was just the sliders not being live

glacial nexus
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This only works for UE 4 and 5 right?

covert python
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no UE3 if that's what you are asking

glacial nexus
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Yep

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Thats why im asking

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Thats fair

dusty girder
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I lost it though

devout lodge
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@stiff loom ?

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also, getting some weirdness with bloom, any fix?

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it gets more pronounced at higher brightness levels

indigo plank
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r.LUT.UpdateEveryFrame=1```
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should be this

digital oak
wispy meteor
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Nuclear Nightmare. UE5, dx12
Enabling RenoDRT tonemapper makes everything black and white.
Dumper found one new lut (sending both just in case) peekpeek

peak galleon
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if they're already included why post at all 🤔

digital oak
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i was going to do it myself but i realized i know nothing about lutbuilders, it's not included i just removed the _new

dusty girder
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takes 5 minutes

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a

dusty girder
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  if (set_colors && RENODX_TONE_MAP_TYPE != 0) {
    return GenerateOutput(float3(_1165, _1166, _1167));
  }

and above the code is set_colors = false

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I think thats @barren nexus

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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

weak dagger
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hello, i need help with gamut clamping for little nightmares 2

devout lodge
digital oak
# dusty girder

does this work on SM5 too? i only checked the regex for replacement

coarse axle
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On the thread

digital oak
coarse axle
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Oh

bright oak
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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?

thick patio
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Why split fiction marked as WiP 🚧? Does it have some bugs?

oak wave
placid siren
dusty girder
devout lodge
dusty girder
# devout lodge 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

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either the texture just isnt happy being hdr, or there is custom code ran after unreal's generic code

dusty girder
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looks like a native hdr lut

digital oak
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makes sense, i feel stupid, auto dump dumped it since the game turns hdr on everytime you boot it up 🤦‍♂️

dusty girder
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what game is that for

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returnal?

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returnal works just fine, I added the lut builder like last year

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you just have to turn off native hdr every launch

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maybe displaycommander can help with that, I'm not sure though

slim fractal
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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.

indigo plank
slim fractal
west canopy
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what's wrong with it's native HDR?

indigo plank
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it matches SDR color grading at a glance but no configurable ui brightness or pw iirc

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and probably gamma mismatch

dire ice
dire ice
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Thanks. I asked because the first post (#1411800884303626311 message) says to "use the pinned Reshade" from that link.

devout lodge
# devout lodge

Found a (partial) fix
add
SnkApi.PostprocessLightMode=2 to engine.ini
this'll disable dof and probably some other stuff though

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before/after

dusty girder
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like bonus shaders

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so stuff like that usually needs its own mod, unless you can disable the effect (like what you did)

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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

next totem
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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.

next totem
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my bad im stupid dx11 on UE4 only supports scrgb restarted now it is hdr and everything looks correct

dense stratus
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Half Sword seems to mostly work OOTB but doesnt look quite right

devout lodge
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I still have the issue with the health bars in DX11

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interestingly they show when the console is open

pastel sand
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So... Any chances we might get HDR on Dragon Quest VII R...?

devout lodge
pastel sand
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Maybe I should learn to mod haha.

soft cloud
pastel sand
# soft cloud 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.

shell igloo
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unreal luma doesn't have hdr

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it's only TAA -> DLSS/FSR atm

dire ice
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Hm. That page only says the Unity mod doesn't have HDR.

shell igloo
dire ice
#

Ah. I'm blind, apparently 😆

soft cloud
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The generic renodx unreal doesn't work either, they use some sort of custom solution underneath, so it will need a custom mod

trail hedge
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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!

swift plover
trail hedge
charred solstice
#

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)

pastel sand
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Did anybody try generic addon with Ruiner? It could look amazing.

balmy sleet
#

ah

tepid ridge
#

Is there a DQVII mod in the works? This one doesn’t seem to work on it

calm slate
#

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.

cloud hollow
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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.

charred solstice
polar crest
regal kayak
#

Uhhhh I don’t think so. I haven’t PR’d in a while

balmy sleet
charred solstice
balmy sleet
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ah thats not it I put it in the wrong folder

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Everness\Client\WindowsNoEditor\HT\Binaries\Win64

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Ok now how do we get past the black screen PU_PepeThinkGe

charred solstice
charred solstice
#

but yes seeing that the dump is a "lutbuilder_new" i'm guessing it's a no go without someone building one

quasi garden
dusty girder
#

they're already in the mod

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so you just need resouce upgrades

charred solstice
dusty girder
quasi garden
dusty girder
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usually no

severe briar
#

Deliver us Mars seems to work out of the box, but you must disable the (fake) HDR from the game display settings

charred solstice
# dusty girder

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?

untold wadi
#

You have to modify the hlsl

charred solstice
untold wadi
#

Then add SetUngradedAp1*

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But yeah. Use other lutbuilders as reference, it's all the same pattern

charred solstice
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k, as much asI admire Marat for writing it all out, short form guidelines leave much room for interpretation

untold wadi
#

I guess it expects a certain base of shader/coding knowledge

charred solstice
#

ya... i don't see SetUngradedAP1 in my .hlsl, this is probably over my head until i learn more about the process.

untold wadi
#

You add it, it's not there by default

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Open your lutbuilder with another one from the repo and compare them line by line

charred solstice
#

i see so 0.2722287178039551f is a static variable

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then we add setupgradedAp1 for renodx to scan it

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is that what's happening here?

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but 0.2722287178039551f appears multiple times, do we always take the first one? or is there something else to differentiate them?

untold wadi
#

Not sure if it's the first one, I usually check the stuff around it

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0.272... is used to calculate luminance so you'll see it a lot

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setupgradedAp1 is our own function. We insert specific functions at certain places and let the lutbuilder continue it's original flow

charred solstice
#

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?

untold wadi
#

Yeah you did. A single variable name can't be there twice

charred solstice
#

Ah well...

untold wadi
#

One is inside an if statement

#

That's normal

charred solstice
#

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?

untold wadi
#

You cloned the git project?

charred solstice
#

oh i have to use git to build?

#

i thought i could use the build.cmd or something from cmake on the source snapshot

untold wadi
#

You'd have to clone the project, install dependencies then run a cmake command

charred solstice
#

do I use cmake --build build --config Release or not release?

untold wadi
#

Release preferably

charred solstice
placid siren
charred solstice
#

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.

untold wadi
#

Error is somewhere else, read through the build output

charred solstice
#

ninja log?

untold wadi
#

Yeah, same place you found this in just scroll up

charred solstice
#

it's my hlsl... cry

#

I did not get it right

charred solstice
#

@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);

untold wadi
#

You forgot to include the common functions file

#

Check any other lutbuilder file, it should be the first line

#

#include xxxx

charred solstice
#

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?

charred solstice
#

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?

untold wadi
#

Does it still autodump the luts?

charred solstice
#

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?

untold wadi
#

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

charred solstice
#

it's not reporting as new

#

so interestingly the presets work, so whatever configs are from default preset applies

#

just no customization

charred solstice
#

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.

rotund verge
charred solstice
#

@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?

untold wadi
#

Issue isn't the presets, that's for sure

dusty girder
#

there is an example file in the guide that you can look at

but yea it assumes extremely basic programming experience

dusty girder
#

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
charred solstice
#

I did put that in

dusty girder
#

make sure engine.ini doesnt delete itself

charred solstice
#

didn't seem to help...maybe i screwed up, let me double check

dusty girder
#

some unreal games have engine.ini delete itself on launch

#

if it does that, you have to set engine.ini to read only

charred solstice
#

yep this one does, so i have it locked

#

and when you releasing your general postvien2 build? haha

dusty girder
#

I dont have timelines, I just do stuff slowly when I get bored

charred solstice
#

no dice, oh well, i'll go see if I can butcher the preset and rebuild it for my own use

dusty girder
charred solstice
balmy sleet
#

k

charred solstice
#

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

dusty girder
#

you never touch that

#

what are you trying to do?

charred solstice
#

stick my own preset for personal use as a bandaid to not having peak brightness slider

balmy sleet
#

Ui brightness controls total brightness

charred solstice
#

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

balmy sleet
#

yah

charred solstice
#

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

balmy sleet
#

Offical relese isnt till some time in summer apperently

charred solstice
#

May15

charred solstice
balmy sleet
charred solstice
#

When Ritsu said it always has a pattern, I did not know it was a mini game

charred solstice
#

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

balmy sleet
charred solstice
#

paste it then read only the engine.ini after

balmy sleet
#

ty

balmy sleet
#

Man unreal slop would be a lot nicer if it didn't stutter all the time

#

I gotta shill out for a better cpu Drained

#

@charred solstice it would seem scene grading strength only effects character/npc lighting

charred solstice
#

it's working for whole scene

balmy sleet
charred solstice
#

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

balmy sleet
#

is already off

#

Huh now it effects other things

#

was it just becasue it was night?

charred solstice
#

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

balmy sleet
#

I only have a lumen option I didnt see an rt option

charred solstice
#

it's a secret WIP option in gameusersettings.ini

#

you change raytracingquality from disabled to low/high/veryhigh

balmy sleet
#

ah

charred solstice
#

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

balmy sleet
charred solstice
#

well you can smooth motion

balmy sleet
#

Im using dlss fix and it works

charred solstice
#

how mine flickers like mad?

balmy sleet
#

well it might be braking other things tho ghostbleh

#

I set UI brightness to my monitors peak and it fixed it Shrug

#

So for the rt setting is it just 0 1 2 3 for off low High veryhigh

charred solstice
#

0 is veryhigh, hotta be anime weebo's through and through

#

1 is low, 2 is high

#

or just type in low/high/veryhigh

balmy sleet
#

wheeze Its running better than with lumen

#

well almost

charred solstice
#

go find a mirror

#

you'll really see it

balmy sleet
#

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

charred solstice
#

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...

balmy sleet
#

Profile inspecor is set to latest in the global profile

charred solstice
#

hmmm so i noticed RenoDRT tonemaper is broken for me

#

that means there's an error still in my addon

balmy sleet
#

Rt mega tanks fps sometimes

charred solstice
balmy sleet
#

Probs why its not on for the test

charred solstice
#

i noticed vram was going crazy

#

after walking around even a little bit

balmy sleet
#

Watcing a slide show get frame interpolated is quite interesting

charred solstice
#

what's your DLSSfix reshade ini path?

balmy sleet
#

[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

charred solstice
#

I thought it was suppose to be sl.interposter hmmm

balmy sleet
#

despairge Maybe

#

I bet I just right clicked the wrong path at some point

#

well the correct path just crashes the game Shrug

#

so uuuu maybe it dont work

#

nope that path crashes wuwa

charred solstice
#

wel when i set it to that path, reshade logs going massive error spam

balmy sleet
#

I check

#

with Reno dx costom reshade?

charred solstice
#

yes

balmy sleet
#

ah I see it now too

charred solstice
#

time to double check my work again to see why renoSRT isn't tonemapping correctly

balmy sleet
#

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

charred solstice
#

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?

indigo plank
indigo plank
#

Not yet :(

charred solstice
#

oh well

#

no renoDRT then

balmy sleet
#

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

charred solstice
#

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

balmy sleet
#

ye

#

all it has to do is be better than Duet Night Abyss kekpepehands

charred solstice
#

or a certain person finally gives us a general codevein2 PR geneneral UE reno verion

balmy sleet
charred solstice
#

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:

balmy sleet
#

Just use Auto HDR with Liliums inverse tonemapping

#

is better than nothing

charred solstice
#

but renoHDR, even with borked RenoDRT...looked Pretty good

balmy sleet
#

That it did

charred solstice
balmy sleet
#

Is it just borked rn becasue 4.5?

untold wadi
charred solstice
untold wadi
#

Probably

#

What's borked about it?

charred solstice
#

the error might be vram leaking, but anyway, is there a way to fix renoDRT, it probabl has to do with the output

charred solstice
untold wadi
#

any comparison pics?

charred solstice
#

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

charred solstice
#

playing with the color grading to compensate but it does weird stuff

untold wadi
#

Looks like LUT scaling?

#

Or you provided wrong variables in the lutbuilders

charred solstice
#

hmm

charred solstice
untold wadi
#

Which game is this?

charred solstice
#

NevernessToEverness

#

the gacha game that wants to do Pathtracing

#

so messing around the the cbt3 before it releases in may

charred solstice
untold wadi
#

It can be added, marat's instructions won't help much cause it's not typical

#

Does it have pathtracing right now?

charred solstice
#

Nope I tried, but it very likely using nvidia ReSTIR, so path tracing is probably just a build away

charred solstice
# untold wadi Does it have pathtracing right now?

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...

▶ Play video
untold wadi
#

If it has path tracing right now I'll download it

#

If not then it'll have to wait till may lol

charred solstice
#

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

coarse axle
untold wadi
#

May it is

charred solstice
coarse axle
#

24FPS with a 5090 using DLSS ultra cope mode

#

vs 120FPS locked with DLAA

untold wadi
#

TI approved

coarse axle
#

Kevin approved

charred solstice
#

both in spring? coincidence? i think not.

coarse axle
#

wonder who posted this

#

Musa?

#

but hes not into gachas

charred solstice
coarse axle
#

What about custom addon?

#

Guess it depends on how much you want to do

charred solstice
#

I was in the mines for 1 day forge...i don't want to go back

coarse axle
#

I started with UE3 sloppa

#

took me a week

charred solstice
#

learning renodx lut building as a hiking trip was more then enough for me

untold wadi
placid siren
#

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

shell igloo
dusty girder
charred solstice
#

@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...

unreal siren
#

Anybody tried Crisol ?

charred solstice
# untold wadi For you it'll require a bit of trial and error as you figure out what path it ta...

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?

untold wadi
#

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

charred solstice
#

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?

untold wadi
#

They are relevant, they need to be put in the right spots

charred solstice
untold wadi
#

Gemini is dumb lol

charred solstice
placid siren
#

what's the hlsl?

#

looking at 0x8C21FCA8.ps_6_6.hlsl it's straight up custom

charred solstice
#

so Ritsu tells me...ya...

placid siren
#

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

charred solstice
#

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?

placid siren
#

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

charred solstice
#

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

charred solstice
#

@placid siren is there any reason renodx on this game is eating upwards of 10-20% more fps? config issue?

#

memory leak?

placid siren
#

What resource upgrades do you have?

charred solstice
#

the fps just keeps going down the longer i'm standing here

#

RGB10A2 unorm output ratio

placid siren
#

Try with DLSSFix and no RGB10a2

#

Also disable the depth addon

charred solstice
#

that'll black screen...hmm i think i found it...i think my dump is still on, will test

placid siren
#

DLSSFix won't black screen

charred solstice
#

i mean no RGB10a will black screen the game

#

let's see if it was dump

placid siren
#

...

#

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

charred solstice
#

oh hmm

placid siren
#

If there's no resource upgrading it'll be a lot slimmer

#

I'm assuming dx12?

charred solstice
#

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

placid siren
#

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

charred solstice
#

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

placid siren
#

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

charred solstice
#

I built it from the renodx main branch

#

so umm probably not?

placid siren
charred solstice
#

--release with clang

placid siren
#

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

charred solstice
#

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

quasi garden
dusty girder
#

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

thick belfry
#

I wonder how it's gonna look after the supposed overhaul in 5.8

charred solstice
swift plover
#

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…

Price

$13.49

untold wadi
placid siren
#

bought kena ($20), so an actual unreal game i want to improve

shell igloo
#

Romeo is a Dead Man lutbuilders (from HDR Den)

untold wadi
charred solstice
quasi garden
untold wadi
quasi garden
balmy sleet
balmy sleet
quasi garden
untold wadi
quasi garden
#
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
#

🤷

dusty girder
#

put these in your decmpfolder

#

where decomp.exe is

quasi garden
#

that worked. ty

sullen spoke
#

anyone managed to get reno working properly on dragon quest vii?

limpid palm
#

@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.

untold wadi
#

Should work with generic UE mod

meager cliff
#

can cofirm it does work with the generic UE mod so far

#

another game released without HDR

delicate ferry
#

a little confused about Romeo is a Dead Man. Using UE Renodx the game crashes a few minutes in. Anyone got to work properly?

peak galleon
#

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

eternal shell
#

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.

delicate ferry
eternal shell
#

Is that a thing? That wouldn't really make sense if it made the game more stable.

delicate ferry
blazing scaffold
ebon dome
eternal shell
#

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.

ebon dome
#

Every time I've crashed so far has been either interacting with a save point menu or the TVs

blazing scaffold
ebon dome
dusty girder
# eternal shell

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

eternal shell
#

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

dusty girder
#

idk what any of that means

eternal shell
#

It means 99.9998% of gameplay will not have issue.

dusty girder
#

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

eternal shell
#

I would if I knew how to do any of that lol.

atomic oak
#

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)

dusty girder
#

@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

brave gull
#

What the ue-extended bit about? whats extended?

dusty girder
#

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

eternal shell
#

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.

dusty girder
#

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

eternal shell
#

Yea, I'm using U+ or the Lumen reflections are EXTREMELY noisy in this game.

dusty girder
#

I've been using U+ in #1465552538601521278 (same mod, actually based this mod off my CV2)

#

and U+ saved the day

eternal shell
#

Actually, it looks like highlights are being clamped to 203nits again.

#

I need to actually get in-game to know for sure (in cutscene)

dusty girder
#

ya'll can thank weeb unrealisticly big tittty anime game for unreal extended

dusty girder
eternal shell
#

UI Brightness that is.

dusty girder
#

unlike the regular ue addon, there is no sdr path

#

so there is no "clamping"

#

if its 203 nits its 99% an fmv

eternal shell
#

GPU Load is quite high, so I thought maybe it was realtime

dusty girder
#

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

weary bough
mild hazel
eternal shell
#

Yea, I'm in game now, exact same.

dusty girder
#

yea thats a known issue

mild hazel
#

cool

dusty girder
#

if I had the game its prolly a quick ass fix

#

but its a non issue so it doesnt matter

mild hazel
#

there are worse problems to have

#

this game kills me man

dusty girder
#

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

mild hazel
#

well hey the game doesn't even support setting an upscaling % that isn't DLAA out of the box

sullen spoke
#

played more lost soul aside @dusty girder and it works perfectly

dusty girder
#

I changed some stuff

sullen spoke
#

no on the og build

eternal shell
dusty girder
#

tell me if anything broke

mild hazel
#

it gets overridden to 100%

#

when you launch the game

dusty girder
#

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

eternal shell
#

This setting is render scale for DLSS/FSR/XeSS

#

Driver override for render scale won't work though I think

mild hazel
#

graphics quality?

eternal shell
#

Yep, that's resolution scale. At 4K, setting this to Low is 50% render scale

mild hazel
#

then why do they have an upscaling setting

eternal shell
#

The upscaling setting does... nothing

mild hazel
#

regardless I added a setting to set it

#

idk if lowering "graphics quality" will change anything else

eternal shell
#

Upscaling also doesn't work unless AA is set to TAA or TSR lol

#

It doesn't change a thing

mild hazel
#

yeah I figured that out too lol

eternal shell
#

Except render scale lol

mild hazel
#

was wondering why my game looked so terrible and DLSS wasnt running

dusty girder
#

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

mild hazel
#

I can take a look in a few

dusty girder
#

no rush

#

just curious

sullen spoke
dusty girder
#

lazorr asked

sullen spoke
#

ahh cool

mild hazel
#

this is glorious btw

#

no longer worrying about FG is bliss

dusty girder
#

yea

sullen spoke
#

yeah i said the other day it was gonna be game changing

eternal shell
#

What was the issue with FG before?

dusty girder
#

or incompatability or stability

eternal shell
#

I've only used the old UE mod with FG on Stellar Blade, don't recall any issue

sullen spoke
#

don't need to worry about dlss fix any more FreshShaveGuy

mild hazel
#

with generic mod

dusty girder
#

but highlights above game nits would flicker

eternal shell
#

Actually, in the main town... the sky would flicker

#

I do remember that much

mild hazel
#

yeah lots of flickering

dusty girder
#

yea flickering bad

#

very bad

#

when this gets an sdr path and some cleanup, it will prolly become the new default unreal mod

sullen spoke
#

the alters could give you a seizure

dusty girder
#

that would be a fun game to test

#

iirc reno generic was kinda griefed

#

I dont have the shaders for it yet iirc

placid siren
dusty girder
#

in that one game

mild hazel
dusty girder
#

might've been the users shader

dusty girder
placid siren
#

to note, hdr ini can break stuff

#

like clair33

dusty girder
#

it broke romeo's menu

#

its not going to be just ini hdr (or native hdr on) -- its just what it is for now

sullen spoke
#

hdr ini breaks character screen in dragon quest vii too

dusty girder
#

I want to test a few more things before starting the slog of a sdr path

dusty girder
#

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

mild hazel
#

I don't see anything with that name in romeo menu

sullen spoke
#

i got generic reno working in it but you need to completely change zone for sliders to work

dusty girder
dusty girder
#

but iirc the issue with the alters + ue generic was sdr luts being griefing; but I ight be confusing that with a diff game

placid siren
#

you should do a comparison at some point

dusty girder
dusty girder
#

and people where making game specific mods

dusty girder
#

I dont have any

weary bough
#

I figured out the black screen issue, had to set the R10G10B10A2_UNORM to Output Size

dusty girder
#

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

dusty girder
placid siren
#

i'm assuming that's with SDR lut handling?

dusty girder
#

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;
}
dusty girder
#

runs them, blends them, and upgradetonemap

placid siren
#

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

dusty girder
#

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

fluid valley
dusty girder
#

so when you upgradetonemap filmic_bt709; it has all the griefed colors the lut clipped

fluid valley
#

reshade does load though and I have music

dusty girder
#

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

placid siren
#

asfloat from 3dmigoto?

dusty girder
#

hell even unnamed sm6 lutbuilders have float cb00_67 : packetoffset(420);

dusty girder
#

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

placid siren
#

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

dusty girder
#

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

placid siren
#

if it's not in the decompilation with asfloat, then you don't need it

dusty girder
#

got it

placid siren
#

asfloat isn't optional for as uint variables

dusty girder
#

casting uint for a loop or branch is mandatory

placid siren
#

it means the binary data isn't a uint

dusty girder
#

if its a i++ loop, float will be trash

placid siren
#

asfloat doesn't really "cast" in the normal sense

dusty girder
#

casting is doing (float)thing

placid siren
#

asfloat(1u) isn't really 1.0f

#

it's asfloat(0x000001) or whatever

dusty girder
#

interesting

placid siren
#

which is a different number

#

it's telling it to read the binary as float

dusty girder
#

the float.exposed numbers?

placid siren
#

yes

#

when it comes from cbuffer it needs to know how to read the binary data

#

is it reading a uint32 or a float32

dusty girder
#

musa's sm5 mod from long ago had all the cbuffers as asfloat() so I just stuck to it for sm5

placid siren
#

generally depends on how the cbuffer is declared

dusty girder
#

generic 3dm

#

so something like

 cbuffer cb0 : register(b0) {
   float4 cb0[42];
 }
placid siren
#

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

dusty girder
#

got it

placid siren
#

either it read a and b as float4, or a and b as uint4, and then does the cast in the main code

dusty girder
#

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

charred solstice
#

does it need a bUseHDRDisplayOutput=true to take effect or can it take over the HDR, without the engine going into HDR first?

tulip kayak
dusty girder
#

ofcourse?

tulip kayak
#

im bored rn

#

gonna try making wuwa hdr path work using this

dusty girder
#

wuwa is

tulip kayak
#

ya

dusty girder
#

prolly not going tow ork well

#

because its a custom game

tulip kayak
#

there's like 3 extra custom tonemap brand slop

dusty girder
#

it will need its own seperate mod

tulip kayak
#

but i already know how that work

#

they still apply in hdr path iirc

#

its UE grading and then their custom slop afterwards

dusty girder
#

first you need to find the ui composite shader

#

its always the last shader in the snapshot

#

it might exist

tulip kayak
#

yeah we have custom UI toggle too

dusty girder
tulip kayak
#

so we already got the UI shader in the custom mod

dusty girder
#

then you get the lutbuilders

#

why do you need ui shaders?

#

anyway

#

lutbuilders are all cbuffer based

tulip kayak
#

🤷‍♂️

dusty girder
#

https://github.com/marat569/renodx/blob/3bf3497ec5faea43e35b2cdbea0ee0bb97d78661/src/games/ue-extended/lutbuilder/sm6/lutbuilder_0x3C46A7F5.ps_6_6.hlsl#L335

// 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

tulip kayak
#

wait

#

is the hdr path gonna shit out

#

new lutbuilders

dusty girder
#

maybe

#

not always

#

but you cant just paste the ue-generic lutbuilders

tulip kayak
#

yea ik

#

if you have existing lutbuilder

dusty girder
#

this is a completely different codebase

tulip kayak
#

how does the conversion go

dusty girder
#

if I already have a lutbuilder the game uses

#

chances are the cbuffers are the same

#

so you can just copy the config from the similar lutbuilder