#Unreal Engine

1 messages · Page 7 of 1

dusty girder
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does the game have native hdr, or are you doing ini hdr, upgrading sdr -> hdr?

ebon dome
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The latter - it worked out of the box before

dusty girder
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with ue-extended? on what version?

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you're doing ini hdr right

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so if you're doing ini hdr

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disable Upgrade Path and restart the game

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always turn off "Upgrade Path" (and restart the game) if you're using extended with ini tweaks or the game's native hdr

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if you're not doing ini tweaks or native hdr, that means the lutbuilders arnt added; and you need to enable dump lutbuilders and share them

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nothing changed that would break the UI, so if the game is busted its a setting issue

dusty girder
hybrid ingot
dusty girder
#

will add, just woke up giv me a bit

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Also need to add these //bookmark

ebon dome
dusty girder
#

bought the game to test it, really pretty

dusty girder
#

does this game only have xess

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but the whole streamline plugin

ebon dome
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you have to use ultra+ to enable it atm

dusty girder
ebon dome
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their statement on dlss and fg was implying they had to ask Nvidia if they could use it lol

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but that it was coming soon

slim fractal
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Hello !

dusty girder
slim fractal
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Why it says snapshot invalide on github ?

ebon dome
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ah yeah, now that's the good stuff

dusty girder
#

depending on background the pause menu exploads, I think I know whats ausing this

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I'll look into fixing it later

ebon dome
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yeah, I noticed that in the opening prologue, but it hasn't happened beyond that

dusty girder
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I might look into it in the future

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its the blending

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doesnt matter if reno is installed or not

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just ini tweaks causes it to grief

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the new ue5 games might need a new ini tweak

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we'll look inot that later

ebon dome
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no worries - thanks for all your work

dusty girder
#

alone in the dark 2024 is cursed

ebon dome
#

it's one of my favorite games from that year but they clearly spent their budget on the actors and not the game lol

dusty girder
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I played it

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its just doing something non-standard

tepid ridge
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Question: is extended compatible with all games that already are with generic?

dusty girder
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not yet

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but I can always add a game

tepid ridge
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Oh ok, just wanted to know if I should default to use extended from now on. I´m guessing that will be the move in the future

tepid ridge
dusty girder
#

got Alone in the Dark (ingame native hdr on) working

sdr -- filmic extended

dusty girder
tepid ridge
#

Gotcha

slim fractal
#

Does the fire looks all right to you ?

dusty girder
#

stellar blade is a weird one

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you gotta fuck around with colorgrading

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doesnt made if its ue-generic or ue-extended

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that game just isnt having it

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thing is those fires arnt exactly common, only in the first area I think

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so you can just play the game

rustic lichen
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I did some custom color grading on top of Stellar Blade to get it to look right in my eyes. The colors in that game are just odd

fresh wind
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They are, still easier to color grade than nioh 3😭

tame raft
dusty girder
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u+

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the game looks really cool

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got a friend to buy it

tame raft
# dusty girder

I mean I got the game too after this image lol (also saw some gameplay clips)

tame raft
dusty girder
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u+ also does other stuff

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I'm a fan of u+, like it makes code vein 2 500x better for example

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Added Nightingale and Finnish Cottage Simulator lutbuilders to UE-Extended
-> Alone in the Dark native HDR is also added, for that game enable native hdr and enjoy with ue-extended installed

Github should build an addon with the new lutbuilders about an hour after I posted this

Latest UE-Extened can be found in pins

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btw 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!

sturdy lagoon
dusty girder
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just like the old UE Generic, it needs a colorgrading setup

sturdy lagoon
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dedicated mod needed

dusty girder
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if its just colorgrading sliders like ue-generic

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I can just have the mod default to them if it sees stellar blade

sturdy lagoon
#

are the textures just actually all pink

dusty girder
#

I just have no interest in tuning

dusty girder
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on the bright side, iirc fire like that is only in the tutorial area

sturdy lagoon
dusty girder
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if I map the hue and chroma from the vanilla (sdr filmic) color

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it looks correct

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but it basically ends up being "itm" kind of

sturdy lagoon
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rip

dusty girder
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I think you can ind of do that with per-ch peak 1

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sdr -- defaults

dusty girder
sturdy lagoon
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certainly better

dusty girder
#

I think he's on an old version with grief code or doing ini tweaks which is also grief

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these are meme settings

sdr -- per ch peak 1, 55 highlight saturation

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highlight saturation can help with griefed textures

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even like 3 ticks

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per ch peak controls where we get the hue and chroma from

the function is reinhardpiecewise(hdr_color, PEAK, 0.18f)

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defaults to 5.f = 500 nits

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and 500 nit per-ch hdr has just the right ammount of blowout and color that its good to make for hue and chroma

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if you set it to 1, you're kind of getting "100 nit sdr" -- but if you really want the sdr look with hgihlights, it works

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also photomode clamps the game to bt709; idk why; probably runs another shader with a max(0

dusty girder
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stellar blade does too much shit when its in native hdr or ini tweaks, that its just not worth using; the game runs well enough so you dont need MFG

charred solstice
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there are different luts for extended and generic? or they are the same lut, but different sample points?

thick belfry
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That will match SDR

dusty girder
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makes sense why peak 1 matches sdr

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thats the hue and chroma from a 100 nit color

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well 100 nit displaymapped, not clipped

dusty girder
thick belfry
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Same with psycho

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I'm talking about sb only here BTW

dusty girder
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yea ik

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that game is special

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I've tested dozens of games since starting ue-extended, and pretty mch all of them "just work" with the stock settings

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play around a bit more, and I'll have SB default to those settings on launch

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or whatever better settings you find

eager lynx
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Hey Marat, have you got any ideas as to why Opti (loading reshade for reno and) using XeFG will cause flickers ?
It's not just the UE one but it's easily the most large spectrum one to test in various games

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As you can see, toggling FG gets rid of the flicker but this doesn't happen without reno so I'm not sure how to help Nitec figure it out if I even can

dusty girder
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or using the sdr path with resource upgrades

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if you're using the sdr path it will flicker

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just like ue-generic

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the mod defaults to the sdr path

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if you want to try ini tweaks, disable processing path in the ue-extended settings (and restart the game) and add the paramaters in the pins to engine.ini (you might have to make it read only)

eager lynx
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Can't tell what nor when it changed

dusty girder
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XeFG always flickered taking the sdr path

eager lynx
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But it seems to be a somewhat recent thing

dusty girder
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you need to take the ini path/native hdr path

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just like transformer fg and nvidia, intel might've changed something

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all I know is:
-> sdr path = DLSS FG/MFG (transformer models) flickers
-> sdr path = XeSSFG flickers

-> hdr path = all good

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try the hdr path out

eager lynx
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I've yet to check ue extended but I'll give this all a try 🤞thx

dusty girder
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set Upgrade Path to Off in RenoDX UE Extended

Add this to the game's 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
  • Note, sometimes a game deletes Engine.ini on every launch; so set it to read-only
dusty girder
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thats a rip

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I'm using XeSS FG with opti

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life gud

slim fractal
dusty girder
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the only link for ue-extended is in the pins

slim fractal
dusty girder
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different mod

slim fractal
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I didn't know there were two versions of the UE mod, now I know 😅

thick belfry
slim fractal
eager lynx
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Testing Chorus

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It's unusable doing this

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lol

thick belfry
slim fractal
eager lynx
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Yes

dusty girder
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ini tweaks should be the same as

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native hdr on in a game

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is it an old game?

eager lynx
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Kinda

dusty girder
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like old dx11 ue4?

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if so thats not supported yet

eager lynx
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No, dx12 (has RT) but UE4

dusty girder
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did it delete engine.ini

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some games delete it on launch

eager lynx
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Nope 🙂

dusty girder
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engine.ini should look like if you enabled native hdr

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not broken

eager lynx
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I only have like two games doing this

dusty girder
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its the same thing

eager lynx
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Then native HDR is broken

thick belfry
dusty girder
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its all trial and error

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what game?

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also do contrast sliders and stuff work?

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if they dont that means the game isnt added or something has gone wrong

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the ini tweaks is for power users, a bonus feature for people who want to tweak stuff and potentially fix DLSS FG or XeSS FG (or game stability in general)

dusty girder
#

what game is it?

eager lynx
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Chorus

dusty girder
#

does the ui slider work?

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oh I see the issue

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chorus needs a game specific fix

eager lynx
dusty girder
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enable dump lutbuilders, enable path back on (it will look fucked up), restart game

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and send me the lutbuilders

eager lynx
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So nothing will change lol

dusty girder
#

?

eager lynx
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It's already fucked up I mean

dusty girder
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oh sure

eager lynx
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Like headhache inducing bad

dusty girder
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yea ik, its broken

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but yea send me the shaders I might be able to get it going

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the lutbuilders

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I can also buy it for 5$

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oh theres a demo, hopefully thats good enough

eager lynx
dusty girder
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no

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keep the engine ini tweaks

eager lynx
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Ok

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Unironically looked less fucked but where are the shaders dumped ?

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Damn Explorer not updating the folder contents

dusty girder
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thanks

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give me a few min

eager lynx
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Sorry it took a while, I'm rusty 😅

dusty girder
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all good

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whats the ue version

eager lynx
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Take your time

dusty girder
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4.27 dx 11?

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also does the ui slider work?

eager lynx
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4.26.1

dusty girder
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if it doesnt ima need to find composite

eager lynx
dusty girder
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in extended

eager lynx
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Nope

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Well maybe with the upgrade path enabled it does, hold on

dusty girder
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enabled it wil

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idc about that

eager lynx
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Ok then no

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Imma check The Ascent and Nobody Wants to Die then, both of which need XeFG to not flicker and benefit tons from HDR

dusty girder
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hopefully the demo has the same shaders

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ok I see the issue

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the output device param si griefed

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delete the ini tweaks

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unfortuinate

eager lynx
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The Ascent suffers from the same issues but there's no dump slider available (same engine version) and even setting DumpLUTShaders=1 in ini won't make it dump anything

eager lynx
dusty girder
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maybe

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if ue4ss doesnt work

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its cooked

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these old ue versions are kinda griefed

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you can us the sdr path

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but thats well grief

eager lynx
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But in The Ascent ue4ss does 🙂

eager lynx
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Like what's the reason if the FG is fed HDR, it should just interpolate HDR

dusty girder
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idk, nviida broke it

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if ue4ss worked

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this would've been solved

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tl;dr chrous hdr path is a rip

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you can use the sdr path but

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flicker fg

eager lynx
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Dammit, thanks tho

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Or I'll just cope with FSR FG

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Nvidia and Intel skill issues

dusty girder
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use ue-extended, it looks a bit nicer

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here is a build ith

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chorus fixed up

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but only sdr path

eager lynx
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Thank you

dusty girder
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I tried like 3 ue4ss versions

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1 crashed, 2 did nothing

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ue extended sdr path will work the same as ue-generic sdr path

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needs upgrades and stuff

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but

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tonemaps differently

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should look better

eager lynx
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Oh ffs even FSR FG flickers

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FML

dusty girder
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yea idk any fg that works with the sdr path

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that goes for any game, not just unreal

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well OLD dlss fg works

hybrid ingot
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I tried changing tonemappers in Finnish Cottage Simulator which you included, there was no change in image even after changing scene, should it affect SDR upgrade at all?

dusty girder
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pre-transformer

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so 3.

dusty girder
eager lynx
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Yeah but that's a rip even if Opti had dlssg output as I'm on Ampere

dusty girder
#

add this to engine.ini

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

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or load a save

hybrid ingot
dusty girder
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send me reshade.log

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and what version are you using

dusty girder
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if you set dechroma to 100 and load a save, does the game turn black and white?

eager lynx
hybrid ingot
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yeah all those work fine, tried Flare 100 and it went black and white, just tonemapper

dusty girder
eager lynx
dusty girder
eager lynx
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No it's 4.26.1

dusty girder
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what do you mean by tonemapper

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filmic sdr vs. filmic hdr

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or N2, Psycho, etc? (the tests)

hybrid ingot
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N2, Psycho etc had no change, that is the thing I was asking for clarification, should it?

dusty girder
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the difference betweent hose

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arnt like day and night

hybrid ingot
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got it

dusty girder
#

and will probably only be visible in highlights

hybrid ingot
#

right, was a bit confused because of that, thanks

dusty girder
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if you look at blues

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psycho should be a bit more vivid

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like bright blues

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but your farm house simulator is hdr and life good?

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never thought I'd be here fixing and providing support for ... finish farm house sim

hybrid ingot
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cottage sim, excuse you

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yeah it looks better than generic for sure

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it does have in-game HDR option as well but it looks very cooked without proper in-game sliders, I could try upgrading it

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you just know it's gonna be good when the only slider enabled in HDR is labeled "Gamma"

eager lynx
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Good news for Nobody Wants to Die : it just works ™

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engine ini tweaks + hdr path with that last build you sent me 🙂

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HUDfix set to 1, no XeFG flicker

dusty girder
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dont touch gamma

dusty girder
#

there might be the odd minor issue

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like there are artifacts in Crisol Theater of Idols when you pause (sometimes)

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but since its only when you pause, and the gameplay is fine; nobody cares

dusty girder
#

hdr path requires not only lutbuilders, but something called a composite shader; that I dig for myself

eager lynx
#

UI Slider works yeah

dusty girder
#

nice, composite shaderis there

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all the other sliders work too?

eager lynx
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Dunno about all but most I've touched do 🙂

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I'm back on The Ascent trying to dump but it just won't

dusty girder
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dump lutbuilders dont work if path is off

eager lynx
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Oh, bruh, stupid me

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Sorry

dusty girder
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when path is off, renodx acts as only a shader replacer for maximum compatability

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nah thats mb, I need to document stuff more

eager lynx
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I mean you just instructed me on how to do it like 10 minutes ago so it's mb really catkek

dusty girder
#

I thinkthat 0x744666 can be ignored

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let me double check

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yea

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thats an "aces only" lutbuilder that gets dumped, but doesnt actually do anything

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hdr should be working for you no?

eager lynx
#

With the engine ini tweaks ? Not really it's f'd up

dusty girder
#

what do you mean

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is it ue4?

eager lynx
#

Yeah, same as Chorus

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4.26.1

dusty girder
#

yea ue4 ini tweaks are griefed

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without ue4ss

eager lynx
#

But ue4ss works in it

dusty girder
#

dx12?

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ok put this in the root folder

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sec

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delete ini tweaks

eager lynx
#

Yeah it's on dx12, RT as well and Ultra+ has a mod so ue4ss defo works 🙂

dusty girder
eager lynx
dusty girder
#

this is ue4ss with my ue4ss script that forces the

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proper cvars

eager lynx
#

Or win64 ?

dusty girder
#

win64

eager lynx
#

But it already has Ultra+'s ue4ss

dusty girder
#

ok go in the mods folder

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get hdr-dx12

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put it in the current mods folder from U+'s ue4ss

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and in mods.txt enable it

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you just type modname : 1

eager lynx
#

Ok done, booting

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Hmm, washed out look

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UI slider no workie

dusty girder
#

so do the contrast and stuff sliders work

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get in game

eager lynx
#

yep

dusty girder
#

hdr10 right

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I have the ascent, time to download it

eager lynx
#

Indeed

dusty girder
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its 6am but I'm dealihg with tis

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wait that game has custom stuff

eager lynx
#

Oh, get some sleep buddy

dusty girder
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does luma also flicker?

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I guess if it upgrades it might

eager lynx
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I don't use Luma in this one, I want RT

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so dx12 only

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And I need FG so same

dusty girder
#

I seen ascent clips

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with luma

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did he force dx11?

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and it defaults to 12?

eager lynx
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Idk but since Luma has no dx12 support, must have been dx11

dusty girder
#

we're testing the ascent rn right

eager lynx
#

Yes

dusty girder
#

just so I know what we're doing

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ok

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setting ini tweaks as a power user setting was the right call

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the current prio for ue-extended is

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-> use the games native hdr if avaliable
-> sdr path
-> ini hdr for power users

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ue5 works for the most part

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its ue4 thats a meme

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but I left that alone since most people dont need the ini path in ue4

pastel sand
#

Well, nvm, mostly what you stated the lines above I guess haha. 😅

eager lynx
#

Maybe combining the ue4ss hdr with engine ini tweaks could work ? I'll try

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Nope, opposite end of fucked : was washed out, now is oversaturated overbright and all

dusty girder
#

bro I'm a potato

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I've been here like

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"why is everything fucked, what I do wrong"

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forgot to set path to off in my own mod

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I mean is this gud

eager lynx
#

sleep depraved Marat be like

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Idk if it's correct but it looks good to me 🙂

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Idr whether this is rendered or fmv tho

eager lynx
dusty girder
eager lynx
#

Maybe U+ does prevent it from working here...
I do have path 0 and modname : 1

dusty girder
#

with my hdr10 force

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did you actually put

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modname

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not the name of the mod

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its

eager lynx
#

Uh

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again

dusty girder
#

hdr-dx12 : 1

eager lynx
#

lol

dusty girder
#

the game needs fixs anyway

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so wait for them

eager lynx
#

Ok but yeah now it works

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Colors look a tad weird compared to what I'm used to

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But it does work

dusty girder
#

theres this weirdge bug

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with the top part glitching out

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nvm

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I enabled RT and it fixed itself

eager lynx
#

Odd

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🙂

dusty girder
eager lynx
#

Yeah the colors are really off compared to vanilla or generic ue

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But not for you

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Even weirder

dusty girder
#

yea I'll give you a good mod in a minute

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wait up

eager lynx
#

Although XeFG does flicker regardless, hopefully your build will fix that too 🙂

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Will you implement BT 1886 for gamma correction ?

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It's my fav tbh

dusty girder
#

but increasing contrast is the same thing

eager lynx
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Really ?!

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Never looked the same to me in other addons

dusty girder
#

yea

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the only difference between

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2.2 and 1886 is

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pow2.2 vs pow 2.4

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and the only difference between that is a bit of contrast

eager lynx
#

Ok but contrast slider has a stronger impact

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Undesirably so imo

dusty girder
#

the circle around the character overshoots peak, its sadly an issue in some games with ini tweaks; but outside of that looks more or less good

eager lynx
#

It's affected by UI slider which I always lower anyway so all good for that 🙂

dusty girder
eager lynx
#

I wish we could disable that fucker of a circle tho lol

dusty girder
eager lynx
#

Useless when doing singleplayer

dusty girder
#

its weird stuff

eager lynx
dusty girder
#

let me know if that works

eager lynx
#

In a minute 🙂

dusty girder
#

with ue4ss from u+ and the hdr10 mod set to true

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man ue4 ini tweaks is straight ass

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ue5 "just works"

eager lynx
#

fullscreen splash is fucked up (oversaturated and all) but otherwise it's fine with UI tint again

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In game looks weird tho

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Like before

dusty girder
#

is path set to off?

eager lynx
#

Yes

dusty girder
#

are you sure the mod is running

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do me a favor

eager lynx
#

Do I need to not use any of the upgrades ?

dusty girder
#

delete u+

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no

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no ini tweaks right

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did you delete all the ini tweaks

eager lynx
#

Besides disabling dilated motion vectors for OptiFG, no

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Yes deleted them

dusty girder
#

its ue4ss with the ini tweaks enabled

dusty girder
eager lynx
#

Without U+ but your ue4ss looks identical

dusty girder
#

send me a pic

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with lilium's hdr analsys

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is this the steam version?

eager lynx
#

I don't have Lilium's, never used it tbh

dusty girder
#

just send a pic without it

eager lynx
#

Yes, based on Steam version

dusty girder
#

also go to settings

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and make sure dx12 is selected

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and rt on

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borderless

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only thing I can think thats washing it out is its not in dx12/hdr10

eager lynx
#

It's for sure dx12 and with RT

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And HDR10

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Otherwise couldn't have XeFG working

dusty girder
eager lynx
#

Looks good yes

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But weirdly very different from generic

dusty girder
#

oh

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yea

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this does tonemapping differently

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this whole time I thought the issue was an encoding issue

eager lynx
#

Sorry

dusty girder
#

the mod is working as intended kekwsit

eager lynx
#

Ah, glad it is 🙂 Wonder how to match generic's look tho

dusty girder
#

except the circle

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well vanilla is what the game's sdr looks like

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generic isnt exactly a target

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generic is made to be easy to contribute to

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if you want under beta tonemappers, enable psycho

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and reduce hueshift/blowout

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to 0/0

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and then bring them up little by little

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tonemap test, default is n2 max ch

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set it to psycho

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anyway its bedge time,

eager lynx
#

Oh yeah vanilla looks tons better to me 🙂 Although it loses highlights so errr

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Thanks a lot and gn8 ! astrowave

pastel sand
eager lynx
#

Flickers with Opti's XeFG

#

Game is heavy af so need FG

eager lynx
#

Damn not having access to Smooth Motion sucks lmao

rocky mortar
#

Wait but the ascent doesn’t have HDR right? Last time I tried XeFG it didn’t work with generic-ue

dusty girder
#

thats why the highlights look off, its clipped sdr

#

extended is a proper well extended tonemapper

eager lynx
#

To me that is

#

My bad, only blowout at 0, hue shift maxed (default) is richer in colors 🙂

dusty girder
#

feel free to play with that

#

also set it to psycho, you might like that

pastel sand
eager lynx
#

Might have better luck waiting for Opti to implement dlssg output

#

But no idea when the bois will manage it

eager lynx
#

Unfortunate side effect is now HUDfix doesn't work anymore catkek

#

But thankfully that game is basically glitch free without it

#

Only with XeFG tho, with FSR FG HUDfix is fine

#

Go figure lol

#

Anyway thanks again ! It's super nice now 🙂

dusty girder
#

I use optiscaler xessfg with hudfix in code vein 2, ue 5.4

#

life good

#

my job ends at getting the mod to work

eager lynx
dusty girder
#

how it works with other mods idk

last crypt
#

Did anyone ever figure out how to actually fix the annoying flickering? trying to play DRG with renodx and it flickers, no matter what fix i try or UE EXtended etc

eager lynx
#

I'll let Nitec know about it as this is all new scenarios we hadn't tested yet

last crypt
#

Tried UE Extended, DLSS Fix, changing settings, using DLSSG path, downgrading dlss

dusty girder
#

DRG?

last crypt
#

all the same flickering

#

Deep Rock Galactic

dusty girder
#

thats not implemented

#

might look into it tomorrow

#

should be very easy

#

since the game has native hdr

last crypt
#

Its on the list

dusty girder
#

its 7am though, marat lseep

last crypt
#

Under generic UE

dusty girder
#

yea but thats the sdr path, which flickers with fg

last crypt
#

Or does that mean not implemented so flickering is normal

#

So basically info for a noob like me, nothing can be done?

dusty girder
#

we want the gud native hdr path, that works with fg

#

just wait until I wake up

#

and maybe ping me at like 5pm so I dont forget

#

5pm est/nyc time

last crypt
#

Sure will do

rocky mortar
#

I'll try your mod

dusty girder
rocky mortar
#

I have U+ installed

rocky mortar
dusty girder
#

you need ue4ss and the hdr10 hdr mod for it

#

ask gn3xus for help

#

I need to go to bed

#

ini tweaks arnt officialy supported, its just a bonus feature for power users

rocky mortar
#

ok good night!

eager lynx
dusty girder
eager lynx
#

indeed, was gonna type about it
hdr-dx12 : 1

#

in mods.txt

#

And disable sdr path in ue extended

#

Apart from the fullscreen splash being oversaturated for whatever reason, it works fine 🙂

rocky mortar
#

ok I test it and report back, I'm heavly cpu limited in The Ascent

#

need that FG

eager lynx
#

FSR FG will work best it seems (HUDfix working with it for one and higher fps since it's lighter than XeFG for two)

#

But I'm GPU limited so that would explain the little framerate boost

#

U+'s denoiser none with preset M is just mwah here

rocky mortar
#

I think FSR FG will do the job there isn't much camera movement

#

Smooth Motion works but it has insane latency

#

will test this area again after reintalling

eager lynx
slim fractal
#

Thanks your are the best ! 💪

thick belfry
#

I'm trying Stronge

pastel sand
eager lynx
#

Idk if it's because of M but I think it's rather a combination

#

Denoiser none lets M do the denoising way better (it's one of those games benefitting from that)

#

And even with older presets highlights look better without denoiser imo

pastel sand
#

Highlights are strange with no denoising I'd say. Like super bright.

pastel sand
#

But more detail do appear whith M and no denoising.

#

And 5% less GPU usage.

pastel sand
#

SDR/Generic/Extended N2 Max Ch/Psyco 0-0

thick belfry
#

@dusty girder SDR native @ 203 nits / HDR custom

#

SDR Native @ 203 nits / HDR cursed but the most accurate color wise

eager lynx
sturdy lagoon
#

what de

thick belfry
eager lynx
#

Got U+ installed and using Opti's XeFG so idk what it could be but with generic ue from SDR path, never did that

eager lynx
thick belfry
#

dunno if sarcasm

eager lynx
#

No it's serious 🙂

thick belfry
#

oh

#

okay

eager lynx
#

You said when it came out

#

So considering it hasn't been updated it's one less variable to worry about 😉

thick belfry
#

kinda wild it never got patched

eager lynx
#

Never really needed to be

#

It's not perfect by any means but besides extra features devs could have put in like FG, it just works as is imo 🙂

#

Also it has native FSR-FG if forced via engine.ini

#

(FSR3.0 so Opti could use FSR inputs and use DLSS instead, I shall try)

eager lynx
#

I uninstalled U+ and no more weird hair colors

mild hazel
#

idk clear shaders, turn off advanced

#

same old same old nothing new

eager lynx
#

Never used ue extended before today so I'm noob about that

#

And it recompiles shaders at each launch

mild hazel
#

it doesnt

eager lynx
#

But I'll delete them just to be safe

mild hazel
#

no game recompiles all the shaders every launch, they all do validate and warm up

#

which never fixes weird issues

eager lynx
#

Got it

mild hazel
#

but yeah if you ever get weird RBG in a cutscene its probably advanced lighting, though I think I have potentially resolved that in future versions

eager lynx
#

Wait what setting is that for NWtD ? (advanced)

mild hazel
#

lighting mode

eager lynx
#

It was on standard

mild hazel
#

though I will say I played with advanced and never saw it

#

and used standard reno

eager lynx
#

Yeah didn't happen with SDR path of ue generic reno

mild hazel
#

would try clearing shaders though, every time you install any reno all the shaders are invalid

eager lynx
#

It recompiled them super quickly compared to post driver updates

#

But what I've deleted is usharderprecache in local appdata, is there anywhere else some of these are stored ?

mild hazel
#

nvidia dxcache

#

just delete all the most recent ones

#

as those are going to be specifically for this game

eager lynx
#

Alright, I think I got them 🙂 it's slower to compile now

#

🤞

mild hazel
#

I do this all the time especially for some games

#

like Obsidian games have issues where geometry will become invalid and you have to clear shaders to fix

eager lynx
#

Well, her hair is still messed up 😢

mild hazel
#

are you sure

eager lynx
#

Yeah, weird colors in hair is not doubtable 😉

mild hazel
#

idk, no issues I am aware of, especially if you aren't running advanced lighting mode

#

I guess I can try loading the game with ue extended

eager lynx
#

I mean it's happening with native HDR path for ue extended

#

Doesn't with SDR path of ue generic

mild hazel
#

but if you increase lighting quality to very high+ it won't happen regardless

eager lynx
#

You already figured it out ? 😮

#

Good to know for my future rig

#

Current one can't handle that game cranked up too much

mild hazel
#

rip

eager lynx
#

Ampere peasantry be like catkek

mild hazel
#

one of the best looking games easily with HW lumen and what not

eager lynx
#

IKR 😭

#

HW RT enabled is already the biggest upgrade, FG for coping with it all

#

But it's still around 70fps nyehehe

mild hazel
#

ok you can update to 1.0.2

eager lynx
#

Awesome ! Thanks, will test rn

#

Do I need to nuke shaders again ?

mild hazel
#

no

eager lynx
#

Awesome, thanks again, I'll let you know as soon as I'm back in the intro car

eager lynx
#

She's looking normal again ❤️

last crypt
#

Did u ever get DRG to look good and not flicker?

regal kayak
#

returnal at home looks kinda cool https://store.steampowered.com/app/3660710/Armatus/

ARMATUS is a third-person roguelite shooter set in the demon-infested ruins of Paris. As the last supernatural warrior of an ancient order, armed with powerful firearms and incredible celestial powers, scour the city in search of a lost gateway to heaven - the Sunless Gate.

HUMANITY’S TIME IS OVER
The world has ended. Demons overrun once…

Release Date

2026

#

from the developers of godfall however

calm slate
# last crypt Did u ever get DRG to look good and not flicker?

I some what just moved the blow out slider to around 60 I think. The blow out restoration to 35. I'll have to double check when ever I'm at my pc. That got rid of most of the pink. The flicker is in relation to me using frame gen with a 30 series. A friend in 50 series had no flickering. It only flickers when loading into the lobby. There are minor UI transparent stuff but nothing noticeable in game. I guess modding frame gen on this specific game doesn't like it.

pastel sand
#

Does anybody know about this? #1411800884303626311 message

#

It looks like this haha.

#

But maybe there was something about Engine.ini not working and you had to use ingame CVar for the right one?

last crypt
ebon dome
regal kayak
# pastel sand

looks like what happens when it's HDR10 but fails to set the color space

#

you have SK or anything like that going?

pastel sand
# regal kayak you have SK or anything like that going?

Used the DX12 file from here #1411800884303626311 message and now it'd fine. Guess Marat has it config so UE4SS automatically inputs r.HDR.Display.OutputDevice=3, because if you do it through the Engine.ini it defaults to r.HDR.Display.OutputDevice=5 which is ACES 1000-nit scRGB.

#

I think it an old bug or something and you had to set it up manually all the time.

#

Now my question would be... Using the Engine.ini for UE HDR would be skipping LUTs and color grading as it happen in other games if you use this method like Silent Hill f or COE33?

dusty girder
#

but I still didnt add all the luts from it

#

the reason something skips luts is because of how the code runs, since we're replacing "bad code with code code" we get the sdr luts even with native hdr on

pastel sand
#

Good morning Marat. Haha.

thick belfry
#

BTW, what are the benefits of using the ini path over the SDR path? Frame gen?

dusty girder
#

so the big oneis obv framegen

#

the sdr path has a perf cost sometimes, which is also sometimes not negligible when you're already struggling to get 60 fps on a 5090

pastel sand
#

Was about to ask that. Why the Engine.ini is used in some games and not others. In this case I'm using it for OptiFG.

dusty girder
#

and also visual and regular stability

dusty girder
#

that game runs ike shit, if I upgrade resources its just going to run worse

#

also its ue5, and in ue5 ini tweaks work a lot better

#

they're only grief in ue4

pastel sand
#

You said you were using XeSS in Code Vein 2? I've only managed to use OptiFG in The Ascent. What would be the difference?

indigo plank
#

some games also explode with sdr path but work with ini

thick belfry
#

BTW anyone remembers what was the cvar for the gamut expansion thingy?

pastel sand
dusty girder
indigo plank
#

recent experience is mightreya demo doesn't work with sdr path but ini hdr works

dusty girder
#

its just ue4 gets griefed sometimes on the ini path and needs ue4ss to force the corrent output device

#

ue5 respects ini tweaks

#

but yea if you where to run this mod in silent hill f (after I add the) it would look as good (if not better after some changes to sdr lut handling) than the standalone mod

with ingame native hdr on

#

[hell this started off based on silent hill 2+f, and then I started re-writing stuff]

#

dont worry about sdr luts or sdr grading, I'm autistic about it too

dusty girder
indigo plank
#

sdr path even with no upgrades causes the to game violently flicker black

#

lots of log spam too iirc

dusty girder
#

sometimes upgrades destroy a game

calm slate
tranquil lava
dusty girder
#

like dead

#
  // float _102 = (1.0f - exp2(((_84 * _84) * -4.0f) * ExpandGamut)) * (1.0f - exp2(dot(float3(_88, _89, _90), float3(_88, _89, _90)) * -4.0f));
  float _102 = (1.0f - exp2(((_84 * _84) * -4.0f) * 0.f)) * (1.0f - exp2(dot(float3(_88, _89, _90), float3(_88, _89, _90)) * -4.0f));
#

forever 0

#

(atleast in SM6/UE5 and Stellar Blade (only UE4 SM6 game) -- didnt find a reliable search to kill it off in SM5)

#

when doing what ue-extended aims to do, ue expandgamut just causes grief

ebon dome
#

I checked out what would happen in a UE game built with pixels when you use ue-extended - it uhhh... kind of works? the UI slider works on the UI only but everything else isn't affected by anything

#

if you crank UI all the way up, the weapon wheel permanently appears lol

#

it's a nice looking game tho

dusty girder
#

that means the shaders are missing

#

enable dump lutbuilders, restart the game, and send what gets dumped here

#

if its a UE5 game, do

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

also test diffrent areas

dusk orchid
tranquil lava
dusty girder
#

and enable native hdr in game

#

lost soul aside works with that

#

dont need to mess with any settings, I already pre-configured it for lost souls aside

#

actually missing 2, let me add them really fast

#

let me add that one missing shader

#

well 1, one of those is useless

tranquil lava
dusty girder
#

its the same like that in regular native hdr

#

imo its worth using

tranquil lava
#

it works almost flawlessly in high on life 2 though 😄

dusty girder
#

ue5 plays better

#

with native hdr

#

the lost souls aside sdr path is kinda cooked imo

#

so I suggest just using native hdr, let me finish building though

tranquil lava
#

thanks! some weird stuff is happening - just rotating the camera makes everything green in the area im in rn

dusty girder
#

send me the save file

#

also is native hdr on?

#

and is only ue-extended installed, not ue-generic

tranquil lava
#

ue universal addon makes hdr go off in this area - so far it was all good (that marker goes with ui brightness so id rather stick to that if thats possible though!

#

yeah that's right 😄

dusty girder
#

I dont maintain ue-generic anymore

#

gotta wait for somebody else

tranquil lava
dusty girder
#

where is the save file location again

tranquil lava
#

%USERPROFILE%/Saved Games/LostSoulAside/

#

and steamid dir

dusty girder
#

ty

#

they put it in a weird one

#

keep forgetting where it is

#

normally ue is localappdata

tranquil lava
#

haha yeah no idea why they wouldn't utilize userprofile/saved games path so everything would be in one place

#

even microsoft's games lawl

dusty girder
#

I dont mind %localappdata%\gamename

#

wake of despair is the right save right

#

I have a strong feeling this might be a game bug

#

ue extended supports an sdr path

#

you can turn off native hdr

#

and then turn path to on

#

and then do all the regular upgrades

#

and that will make the marker work like normal

#

but you cant use FG

tranquil lava
dusty girder
#

its not a game bug,good find

#

gotta fix

#

found the bug

#

when you go outside

#

there is a NEW shader!

tranquil lava
#

thanks! that's just this place, i kept going and seems to be okay later on

dusty girder
#

give me 5 seconds

#

there is another lutbuilder

tranquil lava
#

sure 😄

dusty girder
#

for that little balcony

#

5head developers

#

you can use lilium's tonemap shader to atleast get the marker to peak nits

#

using bt2390

#

the reason I suggest the native hdr path for this game is

#

resouce upgrades cause visual artifacts

#

in the sdr path

#

also no FG/MFG

tranquil lava
#

tbh i haven't noticed any but i have no idea what to look for ;(( thanks for the info though!
just couldnt stand that marker
actually dlssg to fsr3 fg makes fgx2 possible!

dusty girder
#

ok I think I fixed it

#

3dm bad decompile kekwsit

#

@indigo plank if you're going to be fixing SM5 lutbuilders, it seems the regex is mandatory

#

atleast the second one that casts a few checks asuint()

#

3dm has all the cbuffers as float

#

which breaks certain bools/if checks

#

I've been skimping out on it because part of it is just [branch] in code that we dont run

indigo plank
#

Yeah I’ve been doing it just to be safe

dusty girder
#

tbh you dont need to do the first one

#

only the second one

#

but might aswell

#

ima have to go through all my sm5 shaders later and see if any are missing it

#

let me try to fix the objective marker

#

if its not effected by any slider, that means its drawing to a seperate pipeline/swapchain

#

should be easy enough to deal with it

tranquil lava
dusty girder
#

let me look into the objective

#

scuffed fix but

#

its not ass

dusty girder
#

@tranquil lava gud? (flashbang warning)

seems to respect ui nits

sullen spoke
#

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

what am i missing?
want to curate a list for RDXC so it's easier to know what ue-e can be used in

dusty girder
#

a lot

#

what you have to understand is

#

1 lutbuilder can cover 50 games

#

we just dont know until somebody tries it out

#

Crisol Theater of Idols works with ini tweaks or sdr path (ini suggested)

#

I have a list of known native hdr on games in addon.cpp

#

ohh wuchang ini or sdr

#

Avowed
Lies of P
Lost Soul Aside
Hell is Us
Mafia: The Old Country
Returnal
Marvel's Midnight Suns
Mortal Kombat 1
Alone in the Dark

--

These are games with a Native HDR that I've coded the addon to automatically detect; and UE-Extended fixs the native hdr

sullen spoke
dusty girder
#

those just work out of the box

#

the user just has to turn native hdr on and thats it

sullen spoke
#

even better

dusty girder
#

Avowed has a native hdr mod, but its old meh code; @untold wadi said I can replace it with this; he has no plans on maintaining it; so you can replace avowed with ue-extended

#

idk how @regal kayak feels about this replacing his Wu Chang mod; since extended is on a newer codebase

#

his call, I dont mind either day

sullen spoke
#

it'll be optional anyway through the launcher
it'll default to wiki list unless told otherwise

regal kayak
#

I can’t even maintain it anymore since I don’t have game pass so yeah it can

sullen spoke
#

ok i can set games to auto default to ue-e

dusty girder
#

stellar blade via sdr path will work once @thick belfry finishes testing grading settings

#

in different areas

#

and gives me a list of settings

#

The wiki will prolly be changed too, atleast for avowed

#

I just dont feel like messing around with it rn

pastel sand
#

Now before you go to bed... Haha. What do you mean when you say "HDR slider"? #1474481327691665553 message

#

Could be a slider, a toggle, kind of native HDR implementation?

mystic sinew
dusty girder
#

marat sleep soon

thick belfry
#

@dusty girder stop putting pressure on me
Or I'm gonna cry

thick belfry
sullen spoke
#

@dusty girder

dusty lava
#

In Remnant 2 character and vendor screens look washed out and scale with ui brightness. Looks same with ini hdr and upgrade.

thick belfry
#

@dusty girder Biblically accurate preset (yes I've checked all the biodomes)

west canopy
#

What exactly was wrong with stellar blade HDR? I played trough it on console 2 times and seemed "ok" but what was i missing out on I wonder? Or are you just testing the new tonemapper it makes it even better even more?

shell igloo
#

skipped color grading

#

as usual with unreal

thick belfry
#

I fumbled with the sliders until I got it right

bold hawk
#

@dusty girder

dusty girder
thick belfry
#

It's on the screenshot

dusty girder
#

oh its in the second one

#

sounds about right

#

1 per ch peak is a 100 nit color, so you're basically taking hue/chroma from an sdr color

#

and since the game is super reliant on per-ch clip

#

there is no way around it

dusty girder
#

btw are you sure about exposure?

#

thats a slider that should almost never be touched?

thick belfry
#

Probably need to be encrypted in the .pak file like for the Jedi games

thick belfry
#

And in case of SB, yes

#

because it saturates/desaturates per channel

#

The higher the exposure, the more pale the game looks

#

0.80 is the closest to the correct hues

dusty girder
#

does it have to be psycho4

thick belfry
#

yes, mew2 has banding around the sun

#

probably other highlights too

#

It's slight but it's there

dusty girder
#

psycho is n2 too!

thick belfry
#

🤷‍♂️

dusty girder
#

one is just max channel, the other is luminosity

thick belfry
#

Anyway exposure 0.80 + 280 PW + contrast 48 looks identical to 203 nits PW expo 1 con 1 brightness-wise

#

I know those are dank, but it's as close you gonna get
Unless you're gonna figure out what's wrong with the HDR path and fix it

dusty girder
#

the shaders are missing thats why it didnt work, I'm just curious if the composite shader is there or not

#

you can also tell if the composite shader is there if you move the ui slider with native hdr on (or ini tweaks)

dusty girder
#

cant be shipping different paper whites

#

it has to look good at more or less any paper white

thick belfry
#

Well it won't

dusty girder
#

google says still wakes the deep has native hdr, which means you dont need ini tweaks; I just have to fix these shaders; let me get breakfast and I'll fix it

#

also even though hi-fi rush is custom

#

its post processing is all generic ue

thick belfry
#

u can use those but then the brightener part will be too red

dusty girder
#

well not any, just default 203

thick belfry
#

But it's close enough I guess

thick belfry
dusty girder
#

idk what that even is

#

are you talking about the hue preserving or y based 2.2 emulation?

#

musa mods games I dont play, so

#

idk what sliders do what

thick belfry
#

hue preserving ye

dusty girder
#

hue preserving is a meme

#

this had it

#

but i removed it

#

assuming its the same version

#

and not the new mcdonalds version which I didnt test

#

the "og version" is just
pow2.2
hue::correct(linear_color, 2.2_color)

thick belfry
#

Dunno, look at the RE4 mod

dusty girder
swift plover
#

I put it right after exposure

thick belfry
swift plover
dusty girder
#

alright

swift plover
#

It’s a single line

dusty girder
dusty girder
swift plover
#

McDonald’s bottom is the way

#

Re4 remake

dusty girder
swift plover
#

In neutwo branch

dusty girder
#

but idk if koklutz tried mcdonalds yet, I assume those are still in PR hell

#

I assume he's talking about the oklab hue preserving one

#

which is ass

swift plover
#

I just added it individually to several mods

thick belfry
swift plover
#

Re4 remake has all of it

dusty girder
#

I'll look into it later

dusty girder
#

where they dont do gamma correct above 1 because thats not the spec

bold hawk
swift plover
dusty girder
#

ok

#

well I fixed them up

#

@bold hawk @mystic sinew

here is a build with hi-fi rush and still wakes the deep

for still wakes the deep make sure the game is on native hdr (no ini tweaks) -- if you want real time sliders you can use only this ini tweak

Also make sure Processing Path is set to off in the addon when using native hdr (and restart the game)

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

Please let me know

#

If you test it real fast, I can add it to the list of known working native hdr games

dusty girder
#

remember even ue-generic needed colorgrading presets to match vanilla in that game

bold hawk
#

Well, I've fucked up and sent shaders with ini tweaks on. And version above doesnt work with native hdr and no ini. I'll dump shaders again and send them

dusty girder
#

shaders dont really change

#

btw when you have native hdr on, make sure this is off (unless dumping lutbuilders)

#

if you have that on with native hdr, it will look broken

bold hawk
#

Yeah, I've checked

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And all upgrades were off

dusty girder
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whats the issue

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with native hdr? (with the latest addon)

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ima just buy the game for 5$

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downloading

bold hawk
dusty girder
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well its almost done downloading

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let me c

bold hawk
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okay, thx

dusty girder
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btw where did you put in

[/Script/Engine.RendererSettings]
r.LUT.UpdateEveryFrame=1
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you know you have to create Engine.ini

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and then set it to read only

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if you put it in GameUserSettings.ini it wont do anything

bold hawk
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Yeah, I know. And checked that it wass set to "Read only"

dusty girder
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ok well starting it up

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we'll c whats wrong

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ok yea

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I need the lutbuilders dumped with native hdr on

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ima go do that

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if you're furhter on in the game, you can help me out with that

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you have to set processing path to on when dumping lutbuilders

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and upgrade r10g10b10a2_unorm outputsize

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the game will look fucked up, but its only for grabbing shaders

bold hawk
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okay, will do

dusty girder
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well the game doesnt want to dump more lutbuilders

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unless it actually uses the aces only lutbuilder

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we're cooked on the hdr path

bold hawk
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It dumped this for me

dusty girder
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oh nice

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idk why it didnt dump shit fo rme; but I dont have those lutbuilders

bold hawk
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But I could simple load into the game and exit because it was just a lot of bright mishmash of artifacts