#Unreal Engine

1 messages · Page 6 of 1

dusty girder
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you can also ask AI, here is an example convo

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you feed it 2 shaders, one with named cbuffers one without

tulip kayak
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i'll plan to just properly patch one shader and let ai do the rest

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instruction pilling AI is my new hobby

dusty girder
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its no thard, but its not as straight forward as shortfuse's ue-generic thats tonemappass

tulip kayak
dusty girder
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if the decomp has named lutbuilders

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its literally this

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  UECbufferConfig cb_config = CreateCbufferConfig();
  cb_config.ue_filmblackclip = FilmBlackClip;
  cb_config.ue_filmtoe = FilmToe;
  cb_config.ue_filmshoulder = FilmShoulder;
  cb_config.ue_filmslope = FilmSlope;
  cb_config.ue_filmwhiteclip = FilmWhiteClip;
  cb_config.ue_tonecurveammount = ToneCurveAmount;
  cb_config.ue_mappingpolynomial = MappingPolynomial;
  cb_config.ue_overlaycolor = OverlayColor;
  cb_config.ue_bluecorrection = BlueCorrection;
  cb_config.ue_colorscale = ColorScale;

  SV_Target = ProcessLutbuilder(float3(_787, _789, _791), cb_config, SV_Target, OutputDevice);
  return SV_Target;

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sm6 has named decomps a lot

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in that case its free

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also if the lutbuilder has an sdr lut

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you have to feed it to processlutbuilder()

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the sampler and texture

tulip kayak
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let me check the current ones

dusty girder
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also you need the lutweights cbuffer, ai sucks at that

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so you have to map it yourself

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by looking at the code

tulip kayak
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does this still auto dump lutbuilders

dusty girder
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no

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not yet

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didnt setup any sdr path or swapchain stuff yet

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its only replacing shaders and injecting cbuffers (native hdr type mod)

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thats a WIP

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but yea I dont think wuwa is a good test for this, since I think the grading shaders expect an srgb encoded sdr color

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so even if you do all this, you're going to have to tonemap it back down to sdr to run through the grading shader, and upgrade tonemap

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might aswell stick to wuwano's method

tulip kayak
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there's really no reason for me to do this

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other than

dusty girder
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I mean feel free to try

tulip kayak
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if I don't feel like dealing with their extra color grading code i could just disable it

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kek w

dusty girder
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for the first lutbuilder, you should manually find the cbuffers

tulip kayak
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uh,

dusty girder
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compare code between your lutbuilder and a named one

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just to understand what you're looking for, waht it does

tulip kayak
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what's the ini config line again

dusty girder
tulip kayak
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kk

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cloning repo

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ya

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same lutbuilder

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only output shader changed

dusty girder
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nice

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is the composite shader there

tulip kayak
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ok by the composite shader you mean the shader drawing the ui

dusty girder
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yes

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last shader

tulip kayak
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its not the last shader

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its the three shader here

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we have all the ui shader for this game cuz hide UI shenanigans

dusty girder
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no so

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when you use ini tweaks

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there should be a new ui shader

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that is only used in the hdr path

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and its basically all ui shaders combined

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and its going to be the last ui shader in the list

tulip kayak
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so it should hide all the ui shaders if you draw/undraw it?

dusty girder
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yes

tulip kayak
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then this game is using custom ui

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makes sense because they have their own cvars for their UI

dusty girder
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dont thik the mod will work well w/o one

tulip kayak
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if no comp ui?

dusty girder
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well

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the whole point of the composite shader

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is its kind of like a swapchain proxy

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you want to blend ui with scene

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if its just a ui shader

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with no blending

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its going to look ugly a.f

tulip kayak
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can I do like

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color conversion on all the ui shaders

dusty girder
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thats not theissue

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the issue is no composite shader

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handling and scaling shaders individually

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with no game sample

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is ass

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and ugly

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but you can try just replacing the lutbuilder for now

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see how it looks

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forget about the UI for now

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its just UI

tulip kayak
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let's say hypothetically i want to try it for now

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just to deal with the oversaturation from the UI

dusty girder
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no idea what the issue is, maybe the ui needs to run in srgb

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so you pq decode, encode srgb, run code, pq enode

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is it ue4?

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or5?

tulip kayak
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ue4

dusty girder
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ue4 with sm6 is too custom

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for this

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you're also probably going to need to inject ue4ss

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thats why its oversaturated

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ue4 doesnt respect ini the same as modern ue5

tulip kayak
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I probably just need the UI decoded differently

dusty girder
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so you need ue4ss + my script to sent the cvars properly

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idk if the anticheat will let that in though

tulip kayak
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ue4ss might not work with anti cheat though

dusty girder
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yea thats a riperoni then

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what you can do is just use the unreal extended code for the sdr path

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ima eventually add an sdr path

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just add it to the wuwa mod

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will look better than tonemappass

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you're going to have to swap out pq encode/intermediate encoding in lutbuildercommon.hlsli with srgb encoding an scaling the color

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(renderintermetiatepass)

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and then a proxy shader with your own code or swapchain ass

tulip kayak
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nah

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I'll make this ui work

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if not im just not doing anything

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and wait for the official hdr heihachiPlasma

charred solstice
tulip kayak
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actually

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probably not even

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you just need the cvar

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why u talking about auto hdr here

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lol

charred solstice
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it depends if UE needs bUseHDRDisplayOutput=true, in which case windowsHDR need to be on, or UE just rejects it as SDR

dusty girder
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bUseHDRDisplayOutput doesnt do shit

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all games ignor eit

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autohdr should always be off

charred solstice
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does not in my games

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i always need that toggle for UE to start giving HDR output

dusty girder
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[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

this forces UE to run its hdr path if it doesnt have native hdr

dusty girder
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since bUseHDRDisplayOutput does nothing, the game launches as an sdr game

autohdr sees an sdr game

when autohdr sees an sdr game, it hijacks it; and applies autohdr

so congradulations you're playing your game with w11 autohdr

charred solstice
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i mean if your game supports HDR in game, the usersettin is basically just bUseHDRDisplayOutput=true

dusty girder
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pls, just go use regular ue-generic for now

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ue-extended is a work in progress, and will eventally support the sdr path aswell so its going to be easy to use

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for now its just a work in progress

the only people messing with it are helping test

its not officially released or supported yet

charred solstice
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eeehh...then sorry for disrupting, just asking... as it's just ue thing

dusty girder
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nah d.w, just sharing

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bUseHDRDisplayOutput does nothing

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atleast through the ini

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also there are other things outside of just forcing the hdr path, like creating the composite shader

charred solstice
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that i know, I usually need both sides of the ini to finally get ue hdr to display, if reno doesn't need that, then great, as i don't need to muck around with windowsHDR which is why UE is such a pain to HDR at times

tulip kayak
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ok got UI to unfuck itself

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now to deal with the rest

tulip kayak
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@dusty girder im gleaming so far

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so just find the cbuffer and set it with UEconfig

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and replace that one line to multiply it with 0.0f

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and that's it for lutbuilder?

tulip kayak
tulip kayak
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SDR / UE extended

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works™

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gyatt damn frame slop works well with this slop

celest ferry
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So the new Unreal addon automatically fixes framegen?

coarse axle
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transformer FG works without flickering using this version

celest ferry
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but it's greatly redued

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fine patterns on armor still seem to flicker more in FFXVI

tulip kayak
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what the fuck

coarse axle
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FFXVI isnt UE

tulip kayak
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Ffxvi isnt even ue

charred solstice
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ff7rebirth uses UE

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so umm..

celest ferry
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I get flickering from Reno in FFXVI

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yes it's not UE

tulip kayak
celest ferry
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i'll double check UE games

coarse axle
charred solstice
tulip kayak
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Lol

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Were talking abt 16 here

charred solstice
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can't blame me for having too many FFs

celest ferry
tulip kayak
peak galleon
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there's a lot of banding still in HDR, worse in SDR though

blazing scaffold
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Yeah, banding in the fog mostly, bad in noth standards! Have you guys got crashes in Reanimal?

unique ice
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how? i just get black screen. even with R10G10B10A2_UNORM set up

dusty girder
sullen spoke
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those are my settings from reshade.ini

unique ice
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i need the engine.ini changes too, right? where can i find/create that? i tried adding it to GameUserSettings.ini (and setting to readonly) in \AppData\Local\HighOnLife2\Saved\Config\Windows but im still running in sdr

stoic narwhal
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I just did it and have it working, I added the engine.ini changes to gameusersettings and also made an engine.ini with those lines in the same folder. Working great for me

plain wolf
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Hello, I'm getting a black screen on the new game Reanimal but the mods page on GitHub says it's supported, any idea?

untold wadi
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Works fine with me

woeful gorge
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Haven't tried this new one and maybe I have some settings wrong but reanimal looks more muted in hdr.

meager cliff
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huh, reanimal worked pretty good for me with the version from github

willow harness
rocky mortar
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I tried it and it works with Lies of P

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UE Extended>RenoDX>Native HDR

glacial idol
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Is this step necessary to make tonemapping slider work? (UE generic)

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None of the silder works except color space and UI brightness. Is it normal? I did reload from the game main menu.

rocky mortar
glacial idol
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I tried Solar Ash and the sliders work.

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I am confused because someone posted a High on Life 2 clip (UE extended) and the sliders work in realtime.

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But when I try it. Only the UI brightness works (correctly applied to only UI)

untold wadi
glacial idol
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yea I did that.

untold wadi
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This specifically

[/Script/Engine.RendererSettings]
r.LUT.UpdateEveryFrame=1
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Other lines will mess up generic UE

glacial idol
untold wadi
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SystemSettings are only for UE extended

glacial idol
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I treid 6.6.2 and 6.7.1, with adddon of cos

untold wadi
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UpdateEveryFrame works with both

brazen comet
glacial idol
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hmm... I added UpdateEveryFrame on generic UE addon and still, only color space and UI brightness sliders work..

brazen comet
brazen comet
digital oak
atomic oak
civic hamlet
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Is this build ok for High on Life 2? I'm asking as everything is working while outside in the city, but I just entered inside a building (I'm playing the game and it's a new checkpoint) and nearly everything stopped working (only UI brightness slider is working correctly), and I have no idea why.

peak galleon
atomic oak
peak galleon
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i cannot be fucked spending hours tweaking shit

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and yes i know it's a one click thing but iirc, they also neutered the button that let you auto set latest dlss iirc

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if you have to pick a specific preset on a per game basis to get the best, it's a user experience fail

shell igloo
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NVPI global override to M pepeToast

peak galleon
atomic oak
peak galleon
shell igloo
shell igloo
atomic oak
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The recommended Option used K for balanced and above

peak galleon
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i dont know shit about the presets and i dont want to know, that is my point. i want devs to pick for me or nvidia to do it for me.

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i dont want to have to press or change anything

shell igloo
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🤷🏻‍♂️

peak galleon
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tweaking is not really very fun

atomic oak
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Super easy fire and forget, you can literally forget about the setting tomorrow👌

peak galleon
# atomic oak

i guess the only downside to this is forgetting you set it and then a game crashes with it or something

atomic oak
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No dont worry, you can literally just forget the setting. Its on recommended mode, nvidia choses whats best for the game and DLSS quality/dlaa/performance. It will all be handled by the driver, also only with games which support dlss natively, there is 0 risk, I never had any issues with a dlss version mismatch or something, they are all backwards compatible. I fidle around quite a lot with dlss versions for a long time trying to minimize the ghosting of earlier models 😁

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The recommended label was just added in the last driver release, so you would need to update your driver to latest if that option is not available for you just yet.

limpid palm
peak galleon
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the UI slider does change the game brightness though

untold wadi
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One new shader

peak galleon
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nice, will it be PR'd?

untold wadi
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Already merged

peak galleon
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how do you get nightly ones then

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oh it says today now on snapshot

lost lichen
lost lichen
ebon dome
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as others have said, the main menu is roasted but in-game, it looks great. Thanks!

peak galleon
dusty girder
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@untold wadi the draw lut every frame thing doesnt work in lies of p; tested it a few days ago

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probably because its literally the only ue4 game with per-scene luts

dusty girder
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well then I need new lutbuilders

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I only got 2 that lazzor sent me

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uninstall ue-extended, download ue-generic, enable dump lutbuilders, go into the area it stops working (with initweaks enabled), and send me all the lutbuilders

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I really have to graft all the ue-generic stuff over, those instructions are dumb a.f

eager lynx
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Finally gave a try to Ghostrunner with RT so dx12 and it didn't crash so I guess I should edit the wiki to reflect it

celest ferry
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I cannot get High on Life 2 working with the snapshot uploaded to the repo today. My Lilum's analyzer shows that I'm stuck at 203 nits, but it occasionlly pops to 700. The peak slider only works if I drop it below 200. What is the solve here? Thank you!

brave gull
brave gull
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You gotta turn HDR off everytime for returnal apparently (i wouldn't know the game won't launch) which sounds annoying so I outta try this extended ue

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I'm guessing you gotta re-edit all the shaders though so it won't work for everything yet

dusty girder
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no ini tweaks

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let me test

dusty girder
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so returnal probably wont work yet

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SDR vs UE Extended HDR (ingame HDR on)

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I think I have returnal, wont be too muc work I think

flat hazel
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hey guys, is this unreal engine mod the best way to get hdr in the new dragonquest please? im on maternity leave trying to deal with rain and kids and have like 5 minutes.

dusty girder
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I deleted it

dusty girder
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needs a custom mod

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yea I gotta download it, ima go eat; no promises today but

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I'll look into it

flat hazel
dusty girder
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nobody made one yet so

flat hazel
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no you guys are the go to for sure. just wanted to check here first. thanks Marat.

dusty girder
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np gl

charred solstice
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does oblivion count? it's kinda like one of those where the pipeline was setup but no toggle was ever finalized?

dusty girder
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oh shit it has named lutbuilders

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wouldnt be a lot of work to add

rocky mortar
dusty girder
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open the equips menu and close

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and it will update

rocky mortar
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Native vs UE Extended

rocky mortar
charred solstice
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will UE extend, have the same dump lut possiblity, or will modders need to go into hunting themselves?

rocky mortar
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I've Dead Island 2 installed, I'll check it out

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UE Extended vs SDR

dusty girder
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did you get rid of ini tweaks?

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you can reduce blowout a bit, I might've set it too strong

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in the latest version

rocky mortar
brave gull
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damn wtf returnal got hella wide gamut coverage even with native hdr

rocky mortar
dusty girder
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dead island is custom

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just added returnal support

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lets test

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idk if ti will work

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the composite shader is custom

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returnal native hdr on seems to work just fine

brave gull
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wdym native hdr works fine? like there's no different between native and ue?

dusty girder
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ingame native hdr on can stay on

brave gull
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oh i thought extended doesn't even work with hdr off

dusty girder
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it doesnt yet

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it works with either ingame native hdr on, or ini tweaks

dusty girder
brave gull
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oh okay no engine.ini tweaks

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got it

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nice

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will try it

dusty girder
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set blowout to 50-75 in game

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I accidently defaulted it to 100

brave gull
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yeah i mean looks good hard to tell a difference though native hdr looks pretty good

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i'd keep testing but there's a tornado warning i bettter turn off my pc lol

rocky mortar
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tested Banishers with cvars and didn't work

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and tested The Casting of Frank Stone, the game has native HDR but the addon doesn't seem to work

dusty girder
dusty girder
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@rocky mortar @brave gull sorry bois I fucked up, use this build

if your blowout slider doesnt get set to 75, set it yourself (or lower if you want)

brave gull
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ohh i was wondering why ur light tenctacle thingys were white

dusty girder
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yea I defaulted by accident

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to 100 blowout

steel lion
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So whats the best way to use HDR in High on Life 2?

dusty girder
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so somebody needs to get me that

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maybe @mild hazel can

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apparently when you leave the city and enter the house

mild hazel
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I am guessing maybe the family quest

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could try it next

dusty girder
mild hazel
dusty girder
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yea

mild hazel
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idk when I will get to house

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haven't been in a house since beginning of game

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ah I found one

dusty girder
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dm me it, and I'll get it fixed

mild hazel
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aight, relaunching now

dusty girder
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I also got some more hue/chroma fixs

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but I'll send ya'll that when you get me the new lutbuilders

dusty girder
civic hamlet
civic hamlet
dusty girder
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wait they're new lutbuilders

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let me add them real fast

celest ferry
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what do the LUTbuilders do?

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Anyone have the symptom where only the Peak Shader works and only below 200 or something?

dusty girder
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compiling

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let me know if it works

civic hamlet
# dusty girder let me know if it works

Unfortunately it's not working. Only UI brighteness works. I completely deleted reshade.ini and used the default one just to be sure nothing was left of previous installation. The game is the gamepass/windows store version. Everything was fine in the previous game area.

dusty girder
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strange

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do me a favor

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set dechroma to 100

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and retart the game

civic hamlet
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ok, I'll do it right now

dusty girder
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or exit to main menu

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and load in game

civic hamlet
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not working. I'll retake lut files, may I did something wrong.

dusty girder
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did the game become black and white?

civic hamlet
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no

dusty girder
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gamepass version might not accept

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ini tweaks

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idk anything about gamepas

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but you said an older area worked

civic hamlet
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yes, it worked fine

dusty girder
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no idea

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get the ue-generic mod, dump lutbuilders on (with ini tweaks), and load into the area that doesnt work

civic hamlet
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let me check the lut thing, maybe I did it wrong

dusty girder
#
[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
#

I have lazorr playing, apparently things are just fine

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what area are you in?

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like the name

civic hamlet
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that's the ini I'm using

dusty girder
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ok good

civic hamlet
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it's the area after a "parking lot", that was in the open

dusty girder
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@mild hazel did the mod work for you there?

mild hazel
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I dont know but I suspect there are probably some areas that need lutbuilders

dusty girder
#
(1.0f - exp2(dot(
civic hamlet
#

I also used generic ue mod before, and it worked like that (now I know, it was strange at first but didn't know what was going on): in the very first area after the intro it wasn't working, I went through the door and the mod started working, then I reached the city and it didn't work again. So I come here and saw the new ue-extended mod.

mild hazel
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it works in the city for sure

celest ferry
civic hamlet
mild hazel
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it should be working in most of the game

civic hamlet
#

I'll take lut files again, give me a minute

mild hazel
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but they have a shit ton of luts

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I spent a long time mostly focused on frame times trying to smooth out some stuff so might not have noticed when it wasnt working

dusty girder
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take your time

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if you can when dump lutbuilders is on

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exit the area, and go back in

civic hamlet
mild hazel
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think I sent that one earlier

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maybe

civic hamlet
dusty girder
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best thing I can offer is a fresh compile

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make sure only addon in your folder is

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dxgi (reshade) + addon

civic hamlet
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ok

dusty girder
#

maybe dump lutbuilders isnt grabbing it for some reason

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somebody would need to get the devkit out

civic hamlet
#

is there a specific reshade version I should use?

dusty girder
#

latest one with addon support

civic hamlet
#

ok, that's what I'm using

dusty girder
#

yea no idea, if its a short area

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I guess its not the end of the world

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until somebody finds the lutbuilder

civic hamlet
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sure, not a big deal, I'm not complaining at all, I'm in fact very grateful for your mod and work, I use it all the time

dusty girder
#

nah I'm sadge

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all the shaders are there

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send reshade.log I guess

dusty girder
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dont use that one, get the newer one

dusty girder
#

also you need ini tweaks, engine.ini:

[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

idk where it is for your game

nova thistle
#

any hope for romeo's max nit menus with extend?

celest ferry
celest ferry
civic hamlet
# dusty girder also you need ini tweaks, engine.ini: ```ini [SystemSettings] r.AllowHDR=1 r.HDR...

I'm using latest file and correct engine.ini. Directory structure really is the same for Windows Store UE games except for "Windows" directory (both game and appdata folders), which is named "WinGDK". I tried to start a new game and the mod works fine (I just tried to start a new game, firt playable are), but as soon as I load the old checkpoint area the mod stops working correctly. EDIT: just kept playing until next checkpoint, mod works again

dusty girder
#

yea no idea, that one area's lutbuilder is missing

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and for some reason ue-generic doesnt dump it

dusty girder
#

or somebody that owns the game to try and fix it

tulip kayak
#

lol

celest ferry
# tulip kayak what bypass u talking about

As I recall one of the Reno addons have a line at the bottom of the Reno pane that says something like “if game is using SDR path then click this to try and fix it” or something

dire ice
#

I tried Octopath Traveler and it seems to work fine, but it's not listed on the page. Like OP 2, it requires B8G8R8A8_TYPELESS Output Size, otherwise the UI brightness slider doesn't control the UI but the actual graphics.

peak galleon
dire ice
#

Ah. Didn't even notice that these are editable. Added.

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It also ruined the satanic nature of the page, because it had 666 revisions, now it has 667 💀

celest ferry
placid siren
#

Once I move everything to Reshade 6.6 based, I can just include it

fluid valley
dusty girder
#

no idea sorry

fluid valley
#

do I use just renodx-ue-extended.addon64 or do I need something else?

sullen spoke
glacial idol
rigid dawn
#

Reanimal has no HDR so does RenoDX enable the UE5's own HDR (=from the engine, which is disabled by the game)?

peak galleon
#

no it's renodx hdr

rigid dawn
#

okay

#

also does anyone know how to turn the framegen on in reanimal? I see the dll files in the game folder but no option in the game

#

when I click reshade app it says its specifically built for singleplayer games only and I also get a Win32/Pomal!rfn which I hope is a false positive

#

I wonder if I will get banned for this? Im gonna play it with a friend via friends pass

west canopy
#

Plasmaguy saying he's getting black screen in High On Life 2 and "he tried all compatibility settings"?

#

And he's ITMing above 1000 because he doesn't want to look up for the UE commands that would give him accurate HDR despairge what has happened to our prophet heihachiPlasma

placid siren
#

i don't think anybody has dumped shaders for High on Life 2 (as noted in the pinned comment)

sullen spoke
sullen spoke
#

hmm
maybe i'm mistaken
2 mins

mild hazel
#

I have the shaders from ini HDR being turned on

#

there are quite a few different lutbuilders

delicate ferry
limpid palm
#

I attempted to launch Reanimal using the most recent version of the unreal addon, but the screen remained black. I could hear the menu sound, and Reshade indicated that it was installed, yet it didn’t react to the Home key.
How to fix it ?

#

Where to find ue-extended.addon64 ?

limpid palm
#

Without the addon file, ReShade was installed, and the Home button worked. But when I put the addon back into the folder on the next launch, all I got was a black screen, and nothing displayed at all. Only music and sounds were audible. Could the issue be with the addon file?

#

Maybe its all black and no tab from Reshade because i have sdr tv ?

steel lion
#

So what looks the best? The extened addon or the regular addon?

limpid palm
#

I came across this solution yesterday, but the issue is that when the addon file is in the game folder, apart from a black screen, the ReShade menu doesn’t activate—it simply doesn’t show up, so I can’t enable anything or access any upgrades. This has never happened before. When I press Home, all I get is a dark screen with background music and no ReShade menu options. Without this file, ReShade works perfectly fine.

#

Maybe i need to download extended addon , but i didnt find him in mod list . Where is it ?

tame raft
true raft
#

Was anyone able to get this working on REANIMALS? I've made the engine.ini with all of the lines posted above, installed the newest reshade with addons but when I try to adjust any of the sliders nothing happens. Even if I out to menu and reload. Any help would be fantastic been trying to get this to work all morning. Thanks

limpid palm
placid siren
#

not all the reanimal shaders still haven't been patched

#

maybe @untold wadi has a faster flow than i do, since got other stuff going on

tame raft
tame raft
stable cliff
#

Quick question: if my only intention is to use the RenoDX mod can I skip both the "effects" and "add-ons" installation on Reshade?

indigo plank
west canopy
true raft
#

Hey im still having issues loading the new addon. Any idea why? I've updated to latest reshade and thought that was the problem but it still will not load the addon. Thanks

delicate ferry
#

also having an error with the new addon

#

20:24:59:450 [ 4308] | ERROR | Failed to register add-on, because the requested API version (19) is not supported (18)!
20:24:59:450 [ 4308] | ERROR | Failed to load add-on from 'E:\SteamLibrary\steamapps\common\REANIMAL\Everholm\Binaries\Win64\renodx-unrealengine.addon64'

indigo plank
delicate ferry
delicate ferry
untold wadi
#

It's an issue with my build, will upload another one

peak galleon
#

new shader #1411800884303626311 message

untold wadi
#

Ran the wrong command and lost my vulkan reshade changed files

true raft
# untold wadi Test this

I think its working, but im having the issue where only the ui slider does anything. Had this happen before and cant remember how I fixed it

delicate ferry
true raft
honest linden
#

Just joined up to try to get RenoDX to work with High on Life 2. Think I finally got it working, just wanted to thank the people that make this mod. I use it in almost every game available.

ashen sleet
#

When i use universal unreal engine renodx mod it works fine with dlss (quality, etc), but game starts randomly crashing with “fatal crash” dialog if i try to use it with dlaa. And it looks like its same on 3 different games i tried. While without mod dlaa works fine. Is there any solution for this issue?

#

On reanimal that crash was very occasional and mostly on entering/exiting menus or changing settings, but it also randomly crashed several times during my playthrough in gameplay.

charred solstice
ashen sleet
rigid dawn
#

is there a black raiser for the black parts only? like most oled monitors' hdr, my peak 1000 nits has insane black crush

upbeat kindle
#

What is the latest DLSS FG fix for UE5? In Mafia The Old Country, I've light flickerig when activate FG.

charred solstice
#

pop it up and you should have less shadow crushing, assuming your monitor hasn't blown it up on their end

tame raft
tame raft
honest linden
tame raft
#

the renodx-ue-extended one?

honest linden
#

So yes, that one lol

#

Someone on Reddit claimed the one on the wiki wasn’t as up to date as the one shared on this Discord. So that’s what I went with

steel lion
#

I might be tripping, but i think UE extended looks better than the generic one in High on life 2.

fresh wind
#

10k nits, who released the holy hand grenade?

desert heron
#

starts off as SDR, once you honk the horn the game immediately upgrades lol

#

time to start with upgrade copy destination

#

next I'll try R10G10B10A2_UNORM

#

and... PERFECT

#

perfect upgrade

#

this doesn't look good...

desert heron
#

it upgrades pretty easily lol

shell igloo
#

twice this month i've surprised at indie games being unreal rather than unity

#

denshattack and deadline delivery

ebon dome
#

Crisol works great with UE extended except the pause menu lol

#

in-game is fine and looks good

ebon dome
#

okay so it seems that the pause menu stuff is only when you're outside and it's raining

dusty girder
#

if somebody can get me fresh .cso files of the lutbuilder dumps for mafia new country, I can make a native hdr fix mod

@white stag you have the game iirc

dusty girder
#

here is ue-extended with mafia old country native hdr support

instructions:
-> drop addon in game folder
-> turn on native hdr in game
-> done

notes:
-> sliders dont apply in real time, and it seems the ini tweak to update lutbulders every frame doesnt work; so for sliders to apply you have to load a save or open/close a menu

-> if you had renodx installed before in the game folder, delete reshade.ini and re-install reshade

-> this will work with framegen and all that good stuff!

tepid ridge
#

Does updating lutbuilders every frame not hurt perf?

dusty girder
#

I assume you're talking about

[/Script/Engine.RendererSettings]
r.LUT.UpdateEveryFrame=1
#

mathmatically there is probably some sort of perf hit, but its like peanuts

tepid ridge
#

Yeah. I’m usually skeptical of adding things that run every frame. But I guess just grabbing luts should be ok

tame raft
dusty girder
#

its multigame too, but it doesnt have all the games ue-generic has (yet)

#

its just a side project I'm working on

#

it goes about doing things in a different way, also supports native hdr/ini hdr for framegen and all that

tame raft
#

about that, framegen and multi-framgen used to work fine with the generic mod for me, are you referring to something else?

dusty girder
#

highlights flicker (well not just highlights, any color above sdr)

#

because all the generated frames are sdr

tame raft
#

I read about that a lot here but weird, I never had that issue

dusty girder
#

that means you're probably playing in sdr or broke something

tame raft
#

I'm pretty sure I was playing in HDR, here's Returnal for example

#

I'm also playing with VRR on, could that be "fixing" the flicker?

dusty girder
#

nothing to do with vrr

#

what mod are you using?

#

ue-generic or ue-extended

tame raft
#

for returnal? it's the generic

dusty girder
#

returnal automatically turns native hdr on every launch

#

so ue-generic is kinda broken there

tepid ridge
dusty girder
#

non transformer is good

#

but

#

MFG is only ytasnformer

tepid ridge
#

Yeah mfg for sure

#

I personally just use 3.8 or so when I’m in unreal. Don’t have mfg anyway

dusty girder
#

if extended works with native hdr on in your game, you can use transformer, its worth it

tame raft
#

I'll check with Mafia now, generic vs extended with framegen 4x

dusty girder
#

unless you never used renodx with mafia before

#

then its fine

tame raft
#

isn't deleting reshade.ini enough? installing reshade just adds the dxgi.dll

dusty girder
#

you dont even need to delete all of reshade.ini, just all the renodx parts

#

but yea just drop the addon in, turn on native hdr, and enjoy

charred solstice
#

So one fix for FG flickers is if you run it through a post processing shader like autoHDR, etc,etc etc, basically HDRing those fake frame. Of course that's essentially destroying your image, for the sake of the flicker, to varying degree, but it's a case by case bases.

dusty girder
#

thats just stretching the image to sdr, so you just have bright sdr; not hdr

charred solstice
dusty girder
#

play the game however you want, its your game; but I'd prefer less fps/no fg

#

over "bright sdr"

charred solstice
#

I mean in the best world you sacrifice nothing, but aftering playing on some RT modes...everything else feels like mud, especially when you HDR. dlssfix is getting there though.

dusty girder
#

what game?

tame raft
#

here's the extended version working fine

dusty girder
#

prayge enjoy

tame raft
#

thanks Marat!

charred solstice
#

that curve looks amazing

#

does it look as great on the monitor?

tame raft
#

oh absolutely, it almost looks like a real image on my OLED

candid umbra
#

Is there any working mod for Dragon Quest VII Reimagined (apologies if I missed it). I’ve tried the generic UE version and it doesn’t do much to the highlights. And the generic Luma crashes the game. I wish I knew enough to make one myself but hoping someone with the skills can figure it out.

dusty girder
#

dq7 needs a custom mod

dusty girder
desert heron
tame raft
tame raft
#

extended behaves identically to the generic one, I still have to upgrade R10G10B10A2_UNORM and disable the in-game HDR or it will look like this. it's also still flickering

tame raft
tame raft
# dusty girder

this one works too, so it's specifically the mafia addon that's not backward compatible

peak galleon
tame raft
peak galleon
tame raft
#

it's a series of messages that leads back to REANIMAL's luts you're referring to

#

but yeah, that addon from Ritsu should work, unless new luts are discovered later in the game

peak galleon
#

thanks

west canopy
#

what is this reno ue extended mod about?

tame raft
#

.

wicked parrot
#

should this work with any game?

candid umbra
bold hawk
#

UE+ doesn't seem to work in Still wakes the deep. With ini tweaks none of the sliders work and game looks sdr. With HDR enabled ingame only UI brightness works. Upgrade path is known to break FG. Do you need a shader dump?

dusty girder
dusty girder
#

but adding support isnt too crazy

tame raft
dusty girder
#

not yet

tame raft
#

afaik, these are the currently supported games:

Code Vein 2
Crisis Core
High On Life 2
Lies of P
Like a Dragon: Ishin!
Lost Soul Aside
Mafia: The Old Country
Returnal
Romeo is a Dead Man

  • many more

unsupported games:
Stellar Blade

dusty girder
#

are you just going through the commit history

#

there are more, for example Code Vein shaders are used for like 50 games

#

Lost Soul Aside native hdr works too

#

I remember testing that

tame raft
#

no, I'm going through everything that's been shared in this forum

dusty girder
#

Crisis Core works

#

sdr path, with upgrades

#

honestly I have dump lutbuilders, you can just test the game, if the contrast slider doesnt work, enable dump lutbuilders

#

and I can add it for you

dusty girder
#

I added some beta tonemappers shortfuse made, if you want you can play around with them

#

N2 5 peak, 100/100 is the default

tame raft
#

Psycho Beta4 100h 0b is interesting, I think it even looks slightly better than the default

dusty girder
#

yea its a beta, and not used "correctly" so expect mixed results; its just there for fun

deep wedge
dusty girder
#

no list yet

tame raft
sour river
#

where is the fix archive for UE when using DLSS framegen? Used latest repo from github and I get an insane flicker ingame for Stellar Blade

tame raft
tame raft
sour river
tame raft
dusty girder
#

stellar blade doesnt work iwth native hdr in ue-extended

#

I can add the native hdr lutbuilder, but it will be a bit different

#

stellar blade needs the sdr path sadly

#

that game is cursed

quasi garden
#

any guides on this one (from the guides tab)?

Modding SM5 Lutbuilders:

[Placeholder]
dusty girder
#

its not too different from sm6

#

for ue-generic

#

just look at any fixed sm5 shader in ue-generic

#

you set 4 colors and thats it

quasi garden
#

and just use the cmd_decompiler.exe instead

dusty girder
#

y

tame raft
dusty girder
#

Since people are messing around with UE-Extended, here is the snapshot for the latest version:
https://marat569.github.io/renodx/renodx-ue-extended.addon64

not all games are supported yet, and there are still things to workout

but if you want to test, feel free

the path setting determines if the mod uses the native hdr/ini path or upgrades the game from sdr to hdr
(off = use game's native hdr/ini, on = upgrade to SDR)
-> by default it upgrades sdr to hdr just like UE-Generic; where you need to select resources to upgrade
-> if a game had a native hdr setting, try using that first, and make sure Upgrade Path is off
--> if the game is known good, it should set the path to off itself


for dump lutbuilders to work you have to enable the sdr path (even if the game's native hdr is on), dump lutbuilders, and then turn off the sdr path setting

I still dont have all the games from ue-generic, but we're getting there!


WHY DO MY SLIDERS NOT WORK?

  • Unreal engine 5 doesnt have realtime sliders by default, create an Engine.ini file if it doesnt exist, and add this in:
[/Script/Engine.RendererSettings]
r.LUT.UpdateEveryFrame=1

If sliders still don't work, the game is not supported (yet) and needs shaders added


If you're doing ini tweaks, put these in Engine.ini (create it if it doesnt exist) [And don't forget to set Path to off in the mod!]

[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
  • Note, sometimes a game deletes Engine.ini on every launch; so set it to read-only
  • UE4 games dont respect ini tweaks; use the sdr path for them -- UE5 gud
    -> there is an advanced way with UE4SS; will document more later

Update!:
If you guys share lutbuilders for ue-extended, please include both the existing and new lutbuilders (if existing lutbuilders end up getting dumped)

the existing lutbuilders help me fix the new lutbuilders faster

existing lutbuilders dump as lutbuilder_0x12345678
-> this means the lutbuilder is already in the mod

new lutbuilders dump as lutbuilder_new_0x12345678
-> this means they're not in the mod, and I need to fix them up!

thick belfry
#

Gamma slider pls 🙏

#

Also, didn't you say that blowout at 100 is basically ITM?

pastel sand
dusty girder
dusty girder
#

you can also try new psycho beta4
0-50 hueshift
0 blowout

thick belfry
#

Just tried it, still looks bad
100 hue shift + 65 blowout + 1 PerChPeak is as close to the SDR as I could get, both with mewtoo and psychomob
The other one is useless imo

#

also bring back the clipping slider

pastel sand
split dagger
#

i'm looking into project wingman, I've set the majority of resources to output size, what's the downside to doing this?

dusty girder
#

also @thick belfry dont use stellar blade ini tweaks or native hdr, thats the one game thats conisdered busted; use the sdr path

thick belfry
#

I don't

dusty girder
#

max channel should be 100/100

#

if you're testing stellar blade, honestly that might've just been straight up broken by something

test another game

dusty girder
dusk orchid
#

@dusty girder 👋 🙂

thick belfry
dusty girder
#

I've been testing the

#

eternal strands demo

#

with ini tweaks (so set processing to off in the mod)

#

I guess the sdr path should work fine too

#

let me try the sdr path, I've only tried the ini path

thick belfry
#

Noice, will try it out

#

SB could probably use the bespoke mod then

#

Changing exposure complealy fucks up the colors in a way I haven seen before

dusty girder
#

only thing that would change is probably default colorgarding sliders

#

bro I'm a fucking dummy

#

I forgot I use this in every game now

[/Script/Engine.RendererSettings]
r.LUT.UpdateEveryFrame=1
#

so I was like

#

"why do my sliders not work"

#

I deleted it kekwtf

#

sdr reference -- N2 Max Ch 100/100 -- Psycho4 0/0

#

sdr reference -- N2 Max Ch 100/100 -- Psycho4 0/0

dusty girder
#

btw remember guys, you can always add a bit of hue shift/blowout to Psycho; its just the stock defaults are 0/0 for it; and 100 is too much

thick belfry
#

how is psycho better than mew2 btw?

dusty girder
#

psycho uses n2 (atleast in the UE mod)

#

its just doing it differently

#

N2 displaymaps by max channel to user peak; which doesnt blow out aswell

#

thats why I have hue shift and blowout that take the input of a 500 nit per-ch color

#

and use that to "fix" the "max-ch memes"

#

psycho is by luminosity (LMS stuff)

#

the LMS stuff blows out really nice, looks natural

#

doesnt even need any blowout from a reference color, "it just works"

#

adding a bit sometimes helps, but as a whole its cool stuff

#

NRG will probably be killed off

#

and it will be
N2 Max Channel
N2 Luminosity (current psycho4)

thick belfry
dusty girder
#

you know how you can tonemap per channel

#

by luminance

#

there is also tonemap by max channel

#

and luminosity

#

you can use mewtwo for all 4 of those

#

(there are also more)

thick belfry
#

I understand the first two, not really the latter two

dusty girder
#

luminosity/lms is based on the cones in our eyeballs

#

I dont get it 100% either

#

max channel tonemaps based on the max rgb channel

#

so its like

#
float3 linear_color; // untonemapped color
float max_ch_scale = max(max(max(color.r, color.g), color.b), peak_nits)
float3 max_ch_tonemapped = (linear_color * max_ch_scale)
#

thats very basic max channel scaling

#

so if you have a tonemapper like n2

#

all its doing is making a big number go small

#

what that number is doesnt matter

#

it can be Y (luminance), individual RGB channels (per-ch), eyeball cones (LMS/Luminosity)

#

classic reinhard color / (color + 1) is used outside of graphics programming; shortfuse found it in a music AI

since all its doing is making a float go to 1 or less

thick belfry
dusty girder
#

from the wire?

#

the ship union guy

thick belfry
#

From agx

dusty girder
dusty girder
#

and here is with a bit of blowout if you dont like the saturation

thick belfry
dusty girder
#

no

#

per channel individually scales each channel

#

so

#

tonemap(color.r. peak)
tonemap(color.g, peak)
tonemap(color.b, peak)

#

thats per-channel

#

shortfuse calls max channel tonemap by hue, in a way it is hue preserving and has almost no blowout (thats why huehsift and blowout are default 100)

#

it creates a scale based on r g b channels, and then only multiplies color by scale

#

similar to how luminance tonemapping is

#
float3 untonemapped;
float old_y = GetLuminance(untonemapped);
float new_y = mewtwo(y_luminance, peak);
float scale = new_y / old_y;
float3 luminance_tonemapped = untonemapped * scale;
dusty girder
tame raft
dusty girder
#

and updateeveryframe is just for sliders to update in real time

#

the full ini tweak list is

[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
tame raft
#

okay thanks

dusty girder
#

I added the REANIMAL lutbuilders to UE-EXTENDED, and ritsu added them to UE-Generic; so I'll unpin the post

(If you're interested in trying the mod in said game, wait for the plugin to compile; takes about an hour from when I made this post)

quasi garden
dusty girder
#

I played alone in the dark

#

the new one

#

it was a pretty solid game

#

very mid but I liked it

#

did both routes

quasi garden
#

yeah, ive only done maybe an hour or two, i rarely finish games these days :/

dusty girder
#

its not a long game

#

its actually very short

#

you might finish this one

#

I have 19h for 2 playthroughs, also I have 2 working braincells

#

so puzzles took me 5x longer than the average person

pastel sand
dusty girder
#

all the standalone ue addons are on the same codebase, with the only difference being 2 shaders

#

so I've taken that codebase, upgraded it, and made it modular

#

so its easy to add games to it

pastel sand
#

Awesome. Quite a feat for "2 working braincells" haha.

pastel sand
#

Tales of Arise maybe? Haha...

dusty girder
#

doesnt hat already work really well with

#

luma

pastel sand
#

It's already working with RenoDX, iirc Ritsu had to do some stuff to fix it some month back though. Just in case you were lost on where to continue haha.

dusty girder
#

yea they had to make some math safe in the output shaders, it wouldnt be hard to add

digital raptor
#

Tales of arise has unsafe pows in output shaders

#

Had to fix them up

dusty girder
digital raptor
#

So luma probably won't work ootb

dusty girder
#

I think they fixed it

#

I seen people talk about it

#

in the luma thread

#

wouldnt be hard to add arise though if the only non-lutbuilder issue is

#

the unsafe pows

digital raptor
#

Yea, I wanted to add the game specific fixes to luma

dusty girder
#

nobody flagged the lutbuilder

#

in ue-generic

pastel sand
dusty girder
#

I dont want to re-download the game sadge

#

its like 670 gigabytes

pastel sand
dusty girder
dusty girder
digital raptor
digital raptor
dusty girder
#

do you know

digital raptor
#

Luma UE has crashing issues

dusty girder
#

what lutbuilder[s] arise uses?

#

if you do

#

I can quickly add it to extended

digital raptor
#

Ehh maybe I can find a reshade log

dusty girder
#

if not I gotta download it

#

ya log would be fine

#

I can search based on shaders its replacing

digital raptor
dusty girder
digital raptor
#

But there's no "replacing" line in here?

dusty girder
#

no commit with arise lutbuilder except

digital raptor
#

arise lutbuilder was already included

dusty girder
#

"add arise output"

#

yea

#

thats what I was gonna say

dusty girder
dusty girder
#

or start and closed

#

20:44:35:956 [ 9180] | INFO | [RenoDX] mods::swapchain::OnCreateResource(Upgrading, flags: 0x0, state: 0x80000000, format: r10g10b10a2_unorm => r16g16b16a16_float, width: 32, height: 32, usage: undefined(cc4), complete: 0)

digital raptor
#

oh xD

dusty girder
#

there was a 32x32x32 texture upgraded

#

but no replacing

#

weird stuff

#

if anybody has it installed

#

I can tell you what to do

#

@pastel sand do you have it installed?

digital raptor
dusty girder
dusty girder
#

and then send me all the lutbuilders in the renodx folder

digital raptor
#

that same lutbuilder is also used in game

dusty girder
#

wait this might be griefed

#

I think this is an old ass version

#

of ue

#

with no blue correct

#

I dont support that yet

digital raptor
#

ah :/

pastel sand
dusty girder
#

no rush

dusty girder
#

we're good

dusty girder
#

it has to be ue-extended because

#

if there is a lutbuilder that I already have in the mod

#

I dont have to dig for cbuffers

pastel sand
#

Wait I have old .cso files form the last time I did this things. I should delete those probably right? Just did this like once.

dusty girder
#

wait all the work is done

#

somehow magically

#

all the cbuffers are the same as returnal

#

so I just need the lutbuilders

digital raptor
#

you have to add those output shaders from the normal UE mod

dusty girder
#
  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);
digital raptor
#

I think they're still missing from your extended mod

dusty girder
#

I need the lutbuilders first

digital raptor
#

yea true

dusty girder
#

added the output shaders

#

since it takes 1 second

#

ima do 0x876F0F03 while I wait for the rest

#

ima use the hlsl repo since it has all the sm5 regex fixs already

pastel sand
#

On it. I'm already everving some weird effect and maybe some clamping.

dusty girder
#

well yea

#

the shaders arnt in there yet

#

you're just there to find the lutbuilders

#

and send them

#

this is a first

#

theere is no tonecurveammount

pastel sand
#

Sorry. I'm playing. This game is so good haha.

#

Been doing stuff with Dump LUT Shaders on. I can tes tmore areas if needed. Not sure how this work.

dusty girder
#

in the game folder

#

there isa /renodx/ folder

#

it should have stuff in it

#

also you have to restart the game after you enable dump lutshaders

#

its 5am so if you can get those lutbuilders and play later that would be nice

pastel sand
#

Nah just joking. I'm at it haha.

#

Restarting with dump LUT on.

#

Testing as many areas adn attacks as I can. This should help, right?

dusty girder
#

go to a few

#

so all the tonecurveammount does is

#
    // Tonemapped color in the AP1 gamut
    float3 ToneMappedColorAP1 = FilmToneMap( ColorAP1 );
    ColorAP1 = lerp(ColorAP1, ToneMappedColorAP1, ToneCurveAmount);
pastel sand
#

Forest, ice, city, cave... How do LUTs usuallt trigger? Just by entering or they can set more specifically for small areas and such?

dusty girder
#

if it doesnt exist, that should mean its 1?

dusty girder
#

if more dont keep spawning

#

that means we're good

pastel sand
#

Just two. I think they're the same I got from when Akuru fixed it.

digital raptor
#

those were a different type of shader

#

please share them here

pastel sand
#

Oh I deleted them. But just guessing since they were 2. I can probaly recover them.

dusty girder
#

bruh

#

just post whatever appears in the renodx here

#

dont assume, just post

pastel sand
#

haha okok

dusty girder
#

only 1 file?

pastel sand
#

And this from renodev

dusty girder
#

you said there where 2 fies

pastel sand
dusty girder
#

no

#

I only care about files in the renodx folder

#

that dumped

#

the only file that dumped is that one file?

digital raptor
# pastel sand

these really are from the last time with the devkit, you only need to share the ones in the /renodx/ folder

pastel sand
#

Just that one.

#

Can try again though.

dusty girder
#

ok

#

try this addon

#

it might be a bit broken

#

if it is lmk

#

also upgrade b8g8r8a8_typeless output size

#

and idk what else

#

you can do that now

digital raptor
#

I think arise doesn't need upgrades

#

and actively breaks with them

pastel sand
digital raptor
#

oh wait no, rgba8typeless upgrades

digital raptor
dusty girder
#

these older UE shaders are missing the ToneCurveAmmount cbuffer, that controls this lerp

    // Blue correction
    ColorAP1 = lerp( ColorAP1, mul( BlueCorrectAP1, ColorAP1 ), BlueCorrection );

    // Tonemapped color in the AP1 gamut
    float3 ToneMappedColorAP1 = FilmToneMap( ColorAP1 );
    ColorAP1 = lerp(ColorAP1, ToneMappedColorAP1, ToneCurveAmount);

    // Uncorrect blue to maintain white point
    ColorAP1 = lerp( ColorAP1, mul( BlueCorrectInvAP1, ColorAP1 ), BlueCorrection );

    // Convert from AP1 to sRGB and clip out-of-gamut values
    float3 FilmColor = max(0, mul( AP1_2_sRGB, ColorAP1 ));
#

it lerps ap1 color and tonemapped color

#

so if its missing, 1.f should be the same

#

as it not existing

#

yea 1.f looks fine

pastel sand
#

Working fine, but red is almost pink.

dusty girder
#

set hue shift to 0, blowout to 0, and play with it

#

also please test this

pastel sand
#

Have another LUT file, but probably bacause I restarted the game?

dusty girder
#

send it

pastel sand
dusty girder
#

oh

#

it doenst have new_ in the name

#

thats fine

dusty girder
#

and please tell me if its broken or not

pastel sand
#

🫡

dusty girder
#

AI gaslit me on some of these older SM5 shaders

#

but it seems defaulting tonecurve to 1 is fine if it doesnt exist

pastel sand
dusty girder
#

you can keep it on if its not destroying your fps

#

but if the game is in hdr its fine

pastel sand
#

r8g8r8a8_typeless came set to output by default in the latest add-on you shared.

#

Maybe it's just this.

dusty girder
#

arise is busted

#

ohh let me c

#

@digital raptor we're good, just set aa to taa

#

not taa + smaa

digital raptor
dusty girder
#

sdr -- hdr (n2 max ch 100/100) -- Psycho (0/0)

pastel sand
#

Don't know what I did but I no longer see pink sword and fire even using N2 max Ch.

dusty girder
#

the game will be a bit more contrasty because I'm forcing the filmic tm instead of the legacy tm/mobile tm

#

but imo those tms look washed out

pastel sand
#

I can tell right away highlights are brighter using Psycho 0/0. But maybe due to bloom some materials are kind of blinding.

#

Guess it was like this before.

dusty girder
#

you can increase blowout a bit if you want

#

jjust turn off bloom

#

you know people talk shit about the filmic tm

#

but the legacy ue tm looks washed out

pastel sand
#

Yes I see you guys using those sliders very comfortably, but I don't want to break things so I'm asking GPT a bit about what exactly I should expect from each.

dusty girder
#

100 nit sdr in sdr with legacy tm

pastel sand
#

Extended N2 Max Ch/Generic

dusty girder
#

you can offset it by increasing shadows or lowering contrast

#

for me it feels like a free next gen upgrade

pastel sand
#

Looks like a great option, but wouldn't it deviate a tad bit from the original look?

#

Oh I think this is what I saw on DQ XI mod, but have to double check. There are two options for UE tone map iirc.

west canopy
digital raptor
#

Yes

pastel sand
#

So Extended is a whole new tone mapper to keep an eye out for, but different from RenoDRT then? This is what I've come to understand within my limited knowledge haha. Then, if we don't want to mess that much with a game and keep closer to the out of the box look, Reno would be the choice I guess?

untold wadi
pastel sand
#

Does this have something to do with UE making some changes to how HDR is going to be implemented from now on in the pipeline or something like that?

untold wadi
#

No, previous method was made to be as generic as possible, and easy to implement

#

Extended more or less fixes UE's tonemapper

pastel sand
#

What would we be looking her ein extended? I've been trying it in a couple games now, but ends up feeling more pink.

untold wadi
#

Less white washed

pastel sand
#

Good to know. I definitely trust blindly you HDR sages, but I'm trying to be up to date and understand more and more when you guys talk haha.

pastel sand
untold wadi
#

What's correct is a bit contentious 😅

#

Better to just think of it as a different approach for HDR

ebon dome
#

latest version of extended broke the UI in Crisol

broken cave
#

I tried several settings for Layers of Fear Remake but none seem to work. Is there a very specific setting for this game? Does it even need RenoDX?

dusty girder