#Unreal Engine

1 messages · Page 8 of 1

dusty girder
#

you got the latest ones build right

bold hawk
#

yeah

dusty girder
#

I just found them the bigbrain way

bold hawk
#

Mb, should've done from the start, but thought renodx-dev dumps were worse somehow

dusty girder
#

to dump lutbuilders with the devkit

#

and it sometimes doesnt work

#

not all games give you the right ltubuilders during pre-comp

#

these might all be trash

bold hawk
#

Got it

dusty girder
#

the plugin dumps lutbuilders that are actually drawn

#

aka the game is using them rn

#

what I'm doing is going through what shader pre-comp gave me

#

which could be straight up fake news

#

happens pretty often sadly

#

this is a big W though

#

pre-comp dumped a lot of premutations

#

used in like 500 games

#

your game actually helped contribute shaders for dozens of games

bold hawk
#

Yay, did something remotly useful

#

Well, you did

#

ofc

#

Btw, where can I read about different tonemappers? I've tried googling about psycho and others, but got nothing. Is there a site or resource I can check?

dusty girder
#

almost done

dusty girder
#

psycho is a made up name

#

the only difference here is how it tonemaps

#

newtwo by max ch (default)

#

newtwo by luminosity (psycho v4)

#

"different number gets squished"

bold hawk
#

Thanks, ill read through lab then

dusty girder
#

ok compiling and prayging

bold hawk
#

Prayge

dusty girder
#

ue-extended almost cought up to ue-generic's lutbuilders

#

just from testing games

bold hawk
#

Ue+ is really cool. Thank you for it

dusty girder
#

Still Wakes The Deep

bold hawk
#

Fixes a lot of stuff

dusty girder
#

gonna make it default to

#

native hdr for that game

#

for the most part whenever a game has a native hdr option, we want to use it

#

free performance

bold hawk
#

And working fg, which is even better

dusty girder
#

it works, i think

#

sdr -- ue-extended

#

sdr -- ue-extended

oh yea its working for sure

(game's native hdr on)

the game has grain meming, you can crank up flare a bit

#

oh no thank god the game has a grain off setting

bold hawk
#

Plus it has Ultra+ mod, fixes some strange artifacts

#

And it becomes even better

dusty girder
#

let me do a bit of cleanup

#

and I'll send you the mod

bold hawk
#

Ok, np

dusty girder
#

btw you want the ini tweak for real-time-sliders -- it works now that the shaders are in the mod kekwtf

bold hawk
#

Gotcha, gonna test now

dusty girder
#

@sullen spoke I added still wakes the deep's native hdr; so that works with UE Extended now too (atleast an hour from this message when it finishes compiling on github)

bold hawk
#

Yeah, works like a charm. Thank you very much, can finally fully enjoy the game. Also, if I understood correctly, some hue shift and blowout can still be needed for Psycho? Like 10-15?

dusty girder
#

yea for psycho you can reduce hueshift and blowout to 0

#

and then slowly bring it up

#

to what feels right

#

since psycho blows out naturally

#

while max-channel doesnt, and needs all that stuff

#

time to go get breakfast at 7pm sadge

#

even with grain off, the black floor is slightly raised due to their colorgrading

you can leave it as is or use a bit of flare (not a lot)

bold hawk
#

Ok, thanks for the mod and help!

dusty girder
#

np, enjoy

idk what that game is; but it prolly helped add 50 other UE 5.4 games

bold hawk
#

It's actually good. I haven't gone far, but so far it's awesome

dusty girder
#

should just work for the rest of the game, unless the pre-comp was fake news

bold hawk
#

Well, I'll come back if anything breaks

dusty girder
bold hawk
#

Also, does Psycho need Per Channel Peak at 5?

dusty girder
#

leave that alone

bold hawk
#

Okay

brave gull
#

@dusty girder you gonna add extended additions you do to the mods reno wiki?

#

could add like a seperate checkbox/column for games that work with it on the unreal table

dusty girder
#

maybe I'll make a seperate wiki page for ue-extended, so its not on the mods page

brave gull
#

it'd be annoying to have to go to two different places for the same thing ngl

#

why don't you just add another column next to status that has a checkmark if it's verified to work with extended

dusty girder
#

I'll figure something out

regal kayak
#

Oh are you just doing a a straight up 0-100 linear slider there?

dusty girder
#

5 = 500 nits

#

sec

regal kayak
#

I did some silly stuff with pow to make the slider feel better to use in the Witcher and some other games

dusty girder
regal kayak
#

It’s also inverted so bigger number more blowout

dusty girder
#

and then that color goes into HueAndChrominanceOKLab()

#

500 nit ch is more than enough for 99.999% of games for hue/chroma

#

its just stellar blade is so focused on sdr clip, that it needs 1

dusty girder
#

the only time you dont want them at 100 is with psycho; and thats still a WIP so I'm not stressed

dusty girder
#

if it can be a seperate column, or a seperate page; his call

dusty girder
#

Added tonemapping under UI when using the HDR path (defaults to on)

should blend the UI better when its ontop of something very bright

rustic lichen
#

Windrose demo with HDR Engine.ini tweak and UE Extended chefs_kiss

dusty girder
#

if its ue5 remmeber you need to add this to engine.ini (make one and set it to read only if it doesnt exist) for real time sliders

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

the sliders work with that 🙂

dusty girder
#

ohh ok you already applied it nice

#

why ini tweaks and not the sdr path? do you want framegen and stuff?

rustic lichen
#

it has a native HDR option...but the toggle doesn't work in game, just stays on off JoyStroke

dusty girder
#

not that theres anything inherintly wrong with ini tweaks

rustic lichen
#

the HDR Display Toggle doesn't work lol

dusty girder
#

some unreal games are memes, and only expose it if the game is set to fullscreen

#

no idea

#

demo memes

#

send a pic of vanilla vs. extended

rustic lichen
#

I tried both the SDR and HDR options, the HDR option with the ini tweak is the only one that worked correctly

dusty girder
#

just set the tonemap slider to the sdr tonemapper in the mod

rustic lichen
#

the older UE addon was black and white

#

if that gives you any indicators

dusty girder
# rustic lichen

"lense dirt effect" lmao did they just expose every single UE paramater

#

thats the internal name

#

older ue addon? generic?

rustic lichen
#

yeah

#

the non extended

dusty girder
#

probably because blowout was at 100

#

blowout does something completelyt different here

#

but they might use the same setting, I dont think so

rustic lichen
#

@sullen spoke was saying Styx did the same thing

dusty girder
#

either way game works, we're all happy

rustic lichen
#

amen to that

#

demo memes, best kind of memes

dusty girder
#

waiting on shortfuse to let me know how to handle documenting all the games with ue extended

rustic lichen
#

almost wonder if just adding an extra column in the wiki would work

#

to say it works with UE extended

#

but I guess if you're adding notes too pepe_hmm

dusty girder
#

but I'm not going to touch anything until shortfuse says its ok

#

sometimes extended needs notes; so idk

#

thing is if a game works with extended, you dont really need generic

#

generic can be a fallback mod for the odd game that extended cant support due to weird issue XYZ

sullen spoke
#

me thinking about the wiki format being changed:

dusty girder
sullen spoke
#

couldnt get extended to work in crisol, tried with upgrades, tried native hdr
just a black screen

dusty girder
#

if you have a black screen

#

the processing path is sdr

#

processing path off = native hdr or ini hdr -- processing path on = sdr path

if you're taking the sdr path, you need to upgrade RGB10A2 output size (at a minimum)

#

same as generic, cammon guys

#

you've been using generic for a long time now, that part didnt change

sullen spoke
#

might have upgraded wrong one
lack of sleep wet

#

gonna try now

dusty girder
#

just do ini hdr

#

pause menu is busted, but

#

the gameplay works just fine

#

path off, and put the ini tweaks in the pins in

#

if upgrading rgb10a2 does nothing in the sdr path, you might also need to enable upgrade all destinations or w/e that sliders called

sullen spoke
#

i should go to bed, im up in 15 minutes 🫡

dusty girder
#

you set path to off correct

sullen spoke
#

yeah man

dusty girder
#

lmk if the game is good

#

a friend is really enjoying it

#

we both bought it because

#

we saw a cool pic of a shotgun with a face on it

sullen spoke
#

that's high on life 2 isnt it kekleo

dusty girder
#

no

#

thats the people guns

quasi garden
#

is there a wip page or anything for what settings for what games so far?

rustic lichen
#

For the regular UE Addon yes.

pastel sand
rustic lichen
#

Sometimes those change with game updates. Or the person who originally entered the wiki settings missed an upgrade slider.

pastel sand
#

Sorry for the ping @digital raptor, but out of curiosity. I remember Tales of Arise needed some upgrades, but now I just see this: "The bloom occasionally freaks out. SMAA and SMAA + TAA are not supported. Use TAA or disable AA."

digital raptor
#

I meant this here

#

Probably not an issue you'll run into often

#

I only wrote the bloom part btw, smaa + taa worked for me I think

polar crest
#

so how does that translate from an end user perspective

#

hafta tweak stuff ?

dusty girder
#

only for stellar blade?

#

or in general

#

in general no

#

stellar blade, for now yes

im eventually going to ship it with stellar blade's defaults built in so

#

they dont have to do anything

pastel sand
eager lynx
#

Anyone tried Squirrel with a Gun with UE Extended ? 🙂

dusty girder
# digital raptor

@digital raptor remnant 2 in native res (no upscaling or dlaa) ahs that same issue with RGB10 upgrades

enable dlss -- no problem

#

still an issue with generic, since the sdr path is the sdr path

sadly ini tweaks are ass in Remnant2, they dont read them because of co-op anticheat I guess; so you have to use UE4SS

deep wedge
#

I get this error and I am unable to download the addon from the pinned link

dusty girder
#

github is prolly compiling/launching

#

since I just merged updates

#

wait no works for me, strange

#

try a different browser, idk

deep wedge
#

I tried all the browsers I had earlier and it wasn't working on any of them but just tried again and it worked

#

So whatever you did, it worked, thanks

dusty girder
#

I did nothing

#

I just clicked the link to see if it workskekwtf

deep wedge
#

lol. not sure why I wasn't able to download earlier though. Btw is it true that you can dump lutbuilders if you are playing in HDR in game or using ini HDR updrage?

#

I'm going to try it on reanimal

dusty girder
#

so for dump lutbuilders to work, with how things are tooled up for now atleast

#

you need to have processing path set to the sdr path

#

so you enable both of those sliders and then run around to dump lutbuilders, get the lutbuilders, and then turn sdr path off

#

that should be the next thing on my to-do list

#

dump lutbuilders without needing the sdr processing path code to run; shouldnt be too hard

deep wedge
#

Can't you miss any lutbuilders this way if they are in the later part or different section of the game?

dusty girder
#

so

#

heres the thing

#

you never want to play with dump lutbuilders on

#

it straight up destroys performance

#

dump lutbuilders basically makes the mod into a dev tool

#

you only want to turn it on if it you feel like something is wrong, get the lutbuilders, and turn it off

#

never play with it on the entire time

deep wedge
#

I've heard that before and it makes sense but for the sake of providing you with lutbuilders in case they are missing, I think its ok. I have played with lutbuilders on the regular ue addon before and didn't notice a performance hit though

dusty girder
#

the dump lutbuilder code is the same

#

between both addons

#

a lot of stuff is the same, upgrading resource sliders are the same

#

the big difference is how the game gets tonemapped

#

being able to support native hdr or ini hdr is just an added bonus

deep wedge
#

Oh thats nice so it works in games with native hdr? like returnal and silent hill?

dusty girder
#

yea

#

well silent hill f I dont have all the lutbuilders

deep wedge
#

although silent has its own mod as well

dusty girder
#

and silent hill 2 you're better off using the standalone mod

dusty girder
#

the deep lore why I made this is because the standalone UE mods like clair obscure, silent hill f, wu chang

#

they're all the codebase more or less

#

just differnet lutbuilders

#

I just found a way to re-tool the codebae to make it modular

#

so now theres no reason to use some of the older standalone mods; unless they have specific fixs like Silent Hill 2

deep wedge
#

I have silent hill f installed. I can get you those lutbuilders if you want

dusty girder
#

I have them

#

musa sent me them

#

just didnt get around to uploading them

deep wedge
#

got it

dusty girder
#

the silent hill F mod wont be too different, I guess the way it handles sdr luts is older

#

but it should still be fine

deep wedge
#

Are you making a standalone addon for silent hill f or is it going to be added to the extended addon?

dusty girder
#

silent hill f is going to be added to extended

#

but you can use the current addon for now if you want, its not that big of a difference

#

silent hill f (standalone mod) uses the extended tonemapper

#

its actually what this codebase is based on

#

I took silent hill f, and started to refactor it and move stuff around

#

fix stuff up

#

update stuff where its needed

#

and ofc add support for 1000 more games

deep wedge
#

I tried the silent hill f standalone but had issues with it. I was playing with u plus as well so it kinda exacerbated those black blotches when I had that mod installed

#

so had to play without it

dusty girder
#

that might be a silent hill f issue

#

or u+ issue

deep wedge
#

its the issue with the game. Foliage is freaking weird in that game

dusty girder
#

I never played it so I cant comment

#

for example you still want to use the borderlands 3 mod because that has per-game fixs

deep wedge
#

This addon has all the lutbuilders for reanimal though? right?

dusty girder
#

but you want to use this instead of wuchang or avowed

dusty girder
#

idk if thats all of them

#

just try it out

#

idk what to tell you

deep wedge
#

and what do you recommend i use for it engine ini hdr or just sdr updagrade?

dusty girder
#

do you want to use framegen?

deep wedge
#

no. I doubt I'd need it

dusty girder
#

you can try the sdr upgrade path then

#

you might need to upgrade rgb10a2 and stuff

#

like the generic ue mod

fallen drum
dusty girder
#

all the actual engine stuff is above my paygrade

#

I just play with shaders

deep wedge
deep wedge
#

All the sliders don't work in reanimal. The only one that works is the UI brightness one and even that controls game paper white instead

#

This is for ue extended addon. Am I supposed to do something else to get them to work?

#

Even opening and closing the menu doesn't work

dusty girder
#

the ini tweak for real time sliderrs

#

ue5 games only apply sliders when the scene changes

#

or if you add this to engine.ini

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

the reason the ui slider works is because its not part of the lutbuilder, but somteting else -- which updates every frame by default

#

changing scenes isnt a big deal in a lot of games

you can load a save, open the equips menu

#

but that ini tweak is the best way to go about it imo

quasi garden
rustic lichen
#

I knew what you meant 🙃

For now though the wiki itself just lists the UE addon, not extended. Have to figure out how to keep track of that info as well

dusty girder
#

ima make a temporary wiki page sometime soon ™

#

but the end goal is ue-extended will replace ue-generic when its done

rustic lichen
#

always happy to help if I can 🙂

dusty girder
#

it'll be a mini version of the mods page

rustic lichen
#

gotcha

dusty girder
#

you guys can add the games thw rok and upgrades if needed for sdr path I guess

quasi garden
#

extended, ini method, upgrade path off

dusty girder
#

what ue version is it

#

ini "doesnt work" with ue4 and early ue5 iirc (5.2+)

#

(well it can work with ue4ss)

#

wait ik that game, its ue4.26

quasi garden
#

ahh thats probaly it then, 4.2

dusty girder
#

do you need ini tweaks in it?

#

if you do I can give you my ue4ss

#

and it will work (maybe)

#

outside of that use the sdr path

quasi garden
#

nah im just testing out the various ue games i have

dusty girder
#

the ini path is only there if you need DLSS FG or the sdr path's upgrades cause issues for whatever reason

#

its for powerusers

#

its not meant to be the go-to default

quasi garden
#

yeah thats what triggered me to go down the ini path method, FG

dusty girder
#

oh ok, so try this

quasi garden
#

thanks ill give it a shot

#

fatalerror soon as it triggers the exec in the lua it looks like. (with or without reno). ah well, sdr path it is!

dusty girder
#

rip

#

also you can still use FG as long as its not transformer FG

#

like berserker khazan's fg is 3.7.something which works with the sdr path

#

(wont work with ue-extended, you need the game's standalone mod; game is custom)

deep wedge
dusty girder
deep wedge
#

oh didnt see that. Great!\

dusty girder
#

np, I need to make a wiki page

#

but marat on break for a bit

deep wedge
#

Also is it a bit complicated to add lutbuilders to the addon?

dusty girder
#

if there are already existing lutbuilders not really

#

ok done

deep wedge
#

I was just wondering if players could upload the lutbuilders to help out and github could assemble and update them to help out

#

Awesome. Thank you. I'll download the updated one

dusty girder
#

I need to write up a guide sometime, but @indigo plank was able to figure it out

#

also AI can do it for you

#

renanimal was free because it had "named cbuffers" which means I just copy and paste 1 block of code

deep wedge
#

I think demo might have different ones because these are all from the first hour of the game

dusty girder
#

dont play with dump lutbuilders on, it kills pef

deep wedge
#

It does a bit but its not not too terrible in this game. Thats the only way I can get these for you though

dusty girder
#

well you just turn it on when you find a scene that breaks

#

and restart the game

deep wedge
#

Whereas some areas look really good

dusty girder
#

are you using ini or sdr path

deep wedge
#

sdr path

dusty girder
# deep wedge

try turning off lut scaling? [shouldnt be an issue]

#

but are you upgrading resources

#

tbh I'd try the ini path

#

set path to off, and apply ini tweaks in png

#

you cant dump lutbuilders, but still

deep wedge
#

these are my resources. anything I need to change here?

dusty girder
#

no idea, its a per-game thing

deep wedge
#

I'll stick with sdr untill I have all the lutbuilders for now

dusty girder
#

ini path

deep wedge
#

But I can definitely try the engine ini hdr

dusty girder
#

can you go to that scene btw?

#

right now?

deep wedge
#

I can go there. I'll reload the save. Btw what is causing this?

dusty girder
#

idk

#

tell me if the lut strength slider does anything there

#

also dont upgrade rgba8, thats not usually needed

deep wedge
dusty girder
#

it will

#

they will just not have new_

deep wedge
#

oh i see. I thought the opposite

dusty girder
#

new = not in mod

#

but yea let me know when you're in that broken area

deep wedge
#

But i'll make those changes and make a new save and go there again

dusty girder
#

and if the "lut strength" slider does anything

#

does it take long?

#

and was it in the demo?

deep wedge
#

Yes, it was

dusty girder
#

was it broken in the demo?

deep wedge
#

never tried the addon with the demo so can't say but demo was different from the final game

dusty girder
#

does the game have dlss?

#

but yea does it take long to get to the broken area?

deep wedge
#

yes and I have it on as well

dusty girder
#

if it takes long d.w about it

deep wedge
#

no not too long

#

maybe like 10-15 mins

dusty girder
#

alright

#

what I want you to do is go to that area

#

tell me if the lut strength slider does something

deep wedge
#

I'm happy to check it though

dusty girder
#

if it doesnt, try changing dlaa to dlss quality

#

if you have dlaa on

deep wedge
#

I have it at dlss quality rn

#

dlaa was kind of an overkill for this game'

dusty girder
#

btw are you currently in an area

#

that looks good

deep wedge
#

yes

dusty girder
#

test the lut strength slider

#

does it do anything?

deep wedge
#

ok

#

all the color grading LUT settings don't do anything

dusty girder
#

do you have the ini tweak for realtime sliders

#

like do the other sliders do stuff?

deep wedge
#

yes, i added that. other sliders work now

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

alright lmk when you're in tha tarea

dusty girder
deep wedge
#

yes

dusty girder
#

that might be the issue, but we'll see when you get there

deep wedge
#

scene grading sliders also don't work btw but color grading and tonemapping sliders do

dusty girder
#

oh

#

those are very mild

#

only change bright highlights

deep wedge
#

got it. I'll check them later when I'm near bright highlights

dusty girder
#

dont worry about those

dusty girder
#

speedrun

dusty girder
# deep wedge

@deep wedge do you remember, when you where here; did other sliders work like contrast

#

and where you using unreal-extended or unreal-generic

deep wedge
dusty girder
#

it might be a resource upgrade issue

#

if the other sliders workeed

deep wedge
#

Btw just reached the area again and it looks great. No issues so probably those lutbuilders were messed up

dusty girder
#

you sure?

#

btw do me a favor

#

move the lut slider

#

lut strength

#

and luts caling

#

do they do anything?

deep wedge
#

I tried, they didn't do anything

dusty girder
#

thats fine

#

well

#

I assume you also disabled r8g8b8a8 upgrades?

deep wedge
#

like in other games, I do notice a different by changing lut scaling but here nothing at all

deep wedge
dusty girder
dusty girder
#

either way keep playing. lmk if you find an issue

#

and if you do

deep wedge
#

could be. let me try again by turning it on. that could also be it

dusty girder
#

if you want to try sure

dusty girder
#

if you find another broken area, make sure to save the game there and ping me

#

btw what are your peak nits?

#

are you on a high end tv?

#

the game is doing like 2000 nits

atomic oak
#

I finished Reanimal with the generic unreal reno, no extended, looked all good. Some fog did raise black levels shortly after the end of the demo but that settled.

deep wedge
#

I didn't check that though but highlights do look really good

dusty girder
#

in the reno settings

deep wedge
#

I set it my peak which is 1600 nits

dusty girder
dusty girder
#

was it the r8g8b8a8_unorm upgrades that broke that scene?

deep wedge
dusty girder
#

huh its 4000 nits strange

atomic oak
#

ahhhh good. Okay I will apply that for the next playthrough when the DLC gets released, Yes that highlight was peak 😄

dusty girder
#

maybe its skiv reading the peak wrong

deep wedge
#

No, I think it was some issue with the lutbuilders because I turned it back on and it still looks great

dusty girder
#

ohh well

#

I assume you have no other mods

deep wedge
#

I also noticed at the start of the game, things that looks a bit off before looked much better

#

nope, nothing else besides this

dusty girder
#

well enjoy the game I guess

#

I dont suggest playing with dump lutbuilders on

deep wedge
#

Thank you. At least we figured out the issue.

#

I'll dump more lutbuilders so you can update them when I notice an issue

dusty girder
#

are you using other mods?

deep wedge
#

No, I'm not using any other mods besides the ue extended addon

dusty girder
#

alright

quasi garden
#

36 new luts - ive noticed with a lot (all?) of these, the peak nits is limited by both the peak nits slide, AND the ui brightness slider

left ferry
#

I just tried to look at the lutbuilders of this game, ini tweak made the game oversaturated?

#

(stellar blade)

dusty girder
#

game does something griefed

#

when its in ini tweaks or native hdr

#

needs sdr path

#

or a custom mod

dusty girder
#

I've done a bit of cleanup on the tonemap selection for now

I've removed NRG since that was pretty meh for this mod

right now whats left is N2 Max Ch (default, didnt change), and N2 LMS (just psycho v4 renamed)

#

eventually only one will be left, probably N2 LMS

left ferry
#

5000 nits peak is now back to correctly controlled peak slider

#

so the main benefit of Engine ini is Frame Generation, correct?

#

I can send you the files if you want

dusty girder
#

performance, sometimes resource upgrades also grief the game visually

dusty girder
#

sharpening

#

but send me whatever, I'll take a look later

left ferry
dusty girder
#

also

#

another reason ini hdr might not work

#

unlike most games that are already hdr rendered

#

stellar blade is 8 bit

#

so ini hdr might still be ass

dusty girder
#

sometimes its nothing

#

sometimes its an effect

#

since code vein 2 is ini hdr, it expects an srgb color

#

that shader controls the shadows for example

left ferry
#

okay

eternal shell
#

Older game, but it doesn't seem to work right. Figured I'd dump these.

#

ini tweak is SUPER washed out, so I'm guessing that's not gonna work here either.

left ferry
dusty girder
#

just wrap them in "if path == 0"

#

so they only run in the hdr path, and not sdr path

#

also remove the max(0

ornate saddle
#

So it was a bit hard to follow since so many games kept coming up, but where did UE-Extended land with Tales of Arise support? Is it all good now?

west canopy
#

the new tonemappers look incredible. you going to keep all of them? I like having options

dusty girder
#

@west canopy there has only ever been 1 tonemapper! UE Filmic Extended!

#

the N2 Max Channel/N2 LMS isnt really a tonemapper, its called a displaymapper; a "simple tonemapper" that has the mod output to your peak nits

#

the only difference between them is how they blowout really

#

I've originalyl had 3 to test, cut down to 2 because one of them was useless for what we do

#

and I might just default to N2 LMS tbh (was wrongly named psycho4 before)

even with 0 hue/0 blowout it has a real nice ammount of blowout; and then you can crank up hue shift/blowout a bit if you want well blowout

#

sdr reference

1 = N2 Max Ch, 5 per-ch peak, 100 hue shift, 100 blowout (current defaults)
2 = N2 LMS, 0 hue, 0 blowout
3 = N2 LMS, 0 hue, 50 blowout

#

I've personally been playing games with N2 LMS, 0 hueshift, ~30 blowout

west canopy
dusty girder
#

N2 what

#

max ch or lms

#

n2 lms is the same thing as the psycho beta4 slider

#

in slightly older versions

#

same exact thing, just renamed the slider

west canopy
#

I was comparing (using defaults per channel peak 5)

1=sdr
2=N2 max ch (looks most saturated but a little "flat")
3=NRG (looks slightly more "detailed" with some of the blue going whiter and brighter, similiar to if I adjust N2 per channel peak to 3)
4=psychobeta4 (looks like in between and I like this one the most, it's saturated and punchier at the same time)

dusty girder
#

well first off

#

download the new version

#

so we can talk about the same things

#

the new version will only have 2 options

#

-> N2 Max Ch
-> N2 LMS (formely known as Psycho)

#

NRG is dead because its kind of useless for what we're doing

west canopy
#

colors are different on psycho too

dusty girder
#

but yea LMS/PSycho is usually the best

#

but you gotta drop hue shift and blowout to 0

#

and then slowly raise it abit

west canopy
#

oh

dusty girder
west canopy
#

actually in this example I just like psycho with 100/100 the most

dusty girder
#

upgrade to that

west canopy
#

everything from the saturation levels to hues

#

k

dusty girder
#

I also like blowout

#

but yea asperigous works fine out of the box? nice

west canopy
#

just needs one of the ussual upgrades

#

oh you meanw ith this addon?

#

are there some games that just dont work?

dusty girder
#

no idea

#

no reason that game wouldnt work, just didnt see anybody try it

west canopy
#

it is listed on the wiki actually

#

ehrm github

dusty girder
#

?

#

still didnt make a github page for this yet

west canopy
#

old psycho vs new LMS both at 100/100, woldn't change anything

dusty girder
#

ofcourse it doesnt, its the same code

#

just renamed slider

west canopy
dusty girder
#

I just removed NRG

dusty girder
#

you'll get more color

#

and it should still look good

#

with N2 LMS

west canopy
#

oh i see now

#

this is kinda intertwined, adjusting just one of them doesn't do as much

#

well it's nice but overly saturated for my personal taste, specially on qdoled

#

i love my blowout

dusty girder
#

use whatever you like then

west canopy
dusty girder
#

btw whats your peak nits

#

thats going to almost 2000

west canopy
#

yeah its on S95F

dusty girder
#

nice

west canopy
#

but it looked just as good on the C2 just less bright

#

is it normal to get so much DCI P3 out of it?

#

i've never seen it this high

#

and a solid 1% BT2020

dusty girder
#

look at the graph

#

its almost all inside of bt709

#

its just a few colors on the side going out

west canopy
#

yeah its the blues

#

at least in this scene

dusty girder
#

the graph might read something on the edge as p3 when its lets say bt709

#

and even if its 1 pixel

#

it will go "100% p3"

#

looks good though, enjoy

dusty girder
#

no

#

but none of tha tmatters

#

as long as it looks good

west canopy
#

pretty based. looking "good" can be very subjective tho AcesBunny

#

funnily enough, my initial reaction on the C2 was (as ussual) this needs to be a little brighter, where's my Liliums HLG booster? but on S95F it's "this is too bright, neeed to reduce game brightness to 150 (as ussual) it just shows how quickly low nit oleds are ABLing you don't even want to know i think it's much worse than most think

west canopy
#

btw someone was asking does it work all good in tales of arise now? was there an issue?

#

I asked this before but I'm still amazed at what kind of trickery Lilium's HLG is doing; even when compared to a technically higher peak native setting (hitting 2200), the 1800 peaks with HLG the overall highlights just look brighter? Lilium said it's "stretching the image" which I think it means it's making more of the highlights brighter around them or something doing some tricks with the contrast? no clue but it always adds that extra pop if the image looks dull

rustic lichen
#

it's amazing for screenshots

#

Before/After that shader in Avatar

west canopy
#

it happened when activating the bonfire and whem that mob started casting a spell

dusty girder
#

if something becomes sdr, its an upgrade issue

#

try upgrading r10g10b10a2_unorm output size

dusty girder
#

you can get better results cranking up the highlights slider, but "real hdr" isnt supposed to be bright for the sake of being bright

but at the end of the day play however you want

west canopy
#

I agree. I do like how the HLG changes the contrast, it's not just for the highlight increase. What I was pointing out tho was why it feels brighter when the analyzer is reporting less nits? (maybe looking at the heatmap could tell more)

west canopy
ebon dome
#

oh right, sorry, my bad, I forgot I'm not allowed to have cheeky fun

west canopy
ebon dome
#

my bad, I'm just too used to getting dragged for my weird and whiplash taste in games

#

a goofy platformer is exactly what I need after RE9

west canopy
#

I like my vibrant goofy platformers too

#

It's why I posted the meme 😅 just makes me smile every time, no matter the context good or bad

dusty girder
#

idc what ya'll use, if you like your game fried; god bless enjoy the game

#

only thing is if you ask for support, please make sure all the "extra stuff" is off

regal kayak
#

what's that command for drawing the lutbuilder every frame?

#

found it

regal kayak
#

ue extended works great in ninja gaiden 2 black

dusty girder
#

it should, I got all the generic shaders for ue 5.1-5.4

#

and composite

#

if native hdr works, please send me reshade.log so I can enable auto-hdr path in addon.cpp

#

or you can do a PR if you want

#

all native hdr games are on the bottom of the default list

regal kayak
#

yeah

dusty girder
#

sweet

#

you can PR or share the product name, whicever you want

regal kayak
#

[RenoDX] No default settings for NINJAGAIDEN2BLACK-Win64-Shipping.exe ()

dusty girder
#

I thought @untold wadi made a NG2 mod, but guess not

regal kayak
#

that was ng4

dusty girder
#

I seen that happen for a few games

#

there is another meme

regal kayak
#

I think game pass has a different exe name

dusty girder
#

mortal kombat 1 has a ™ in its product name

regal kayak
#

lol

dusty girder
#

so that doesnt work

#

I have to use MK1.exe

dusty girder
dusty girder
regal kayak
#

there might be one for ng2 sigma, idk

dusty girder
#

the sigma ones are @digital raptor

#

those arnt UE

#

I thought he made a wu chang type mod

#

using ue-extended (older version)

regal kayak
#

though if it's case sensitive, I wouldn't bet that that's right lol

dusty girder
#

yea its prolly case sensitive

#

thats why I like product name

regal kayak
#

though could always do the check with tolower

dusty girder
#

not a rush

#

what mods are on the modlist

#

that are more or less the older ue-extended

#

just lutbuilders

#

like Wu Chang is an example

#

I'm not talking about stuff like borderlands or even Clair33; where the game needed fixs

regal kayak
#

like which mods had dedicated mods?

dusty girder
#

yea

#

that is more or less just lutbuilders only

#

not trying to step on anybody's feet; but this is something that will get maintained

regal kayak
#

hmmm I think Wukong might have been somewhat custom

dusty girder
#

so something like avowed is going to point to UE-extended, no reason for a tonemappass only mod to stay up (I already talked to ritsu)

regal kayak
#

when this is fully polished up I plan on just directing people on my nexus page to this for Wuchang

dusty girder
#

didnt get it

regal kayak
#

I simply can't remember

#

though it would have been explained to me when I wouldn't have really gotten it

dusty girder
#

ritsu said clair can be replaced with this too

#

but idk that game has a few output shaders, but if they're just for grain thats not a big deal

#

its effects I'm worried about

#

maybe if I ever go kill the last boss I'll look into it

#

worst case scenerio I throw the effects into /games/clair33/

#

@regal kayak is NG2 fun

#

I heard its peak ninja gaiden

#

I played ng1 sigma some time ago; I had a lot of fun

#

got to chapter 7-8

regal kayak
#

ng2 is great imo

dusty girder
#

and idk why but something new came out

#

and stopped

#

I heard 2 is like 1 on steroids

regal kayak
#

well...parts of it are

#

combat design is peak

#

boss fights suck ass

#

level design is a mixed bag

#

it's an uneven game, but if you like the combat it's well worth playing

#

a lot of people will tell you to play the original though. I haven't played through the original since I played it back in the day on 360, so I can't really remember. In a vacuum, I like ng2black enough.

dusty girder
#

yea I had a ton of fun in 1 sigma

#

whats 4 like btw

#

is it a good addition

#

or like most sequals nowadays, mid

regal kayak
#

I didn't finish my run but it's good. It's definitely a platinum game though.

#

if ng4 were a game that came out right after ng2, I think it would be a disappointment, but considering that ng3 happened and then we didn't get any ninja gaiden games for ages, it's a good entry

dusty girder
#

I heard 3 was a bit disapointment

#

1 good, 2 better, 3 rip

#

btw the current per channel peak which controls the hue/chroma input color was tuned around code vein 2; which looks good at 5 (500 nits) or 0 hue/0 chroma with LMS

#

since LMS looks good at 0/0 I decieded to keep it at 5

#

5 is still HDR hues, but closer to "looking the same as SDR" if that makes sense

#

tl;dr you can increase it for more colors with Max Ch

regal kayak
#

sick, ue extended seems to work with dbz kakarot

dusty girder
#

should just work

#

I assume thats not the DBZ game

#

that had the crazy custom code

#

and super bad native hdr

regal kayak
#

nah, but it didn't work with the old mod

dusty girder
#

I dont have all the lutbuilders generic has yet

#

maybe most of the important sm6 ones, not a lot of sm5

dusty girder
#

move the lutslider back and forth

#

does that do anything

regal kayak
#

wait, idk if I ever tested it with the "remaster" that came out

dusty girder
#

unless its a wu chang lut meme, generic should still work

#

unless per-ch correction griefs something with the default settings

#

also I only added this for now, gamepass can wait

#
        {
            "NINJAGAIDEN2BLACK-Win64-Shipping.exe",
            {
                {"Set_Path", 0.f},
            },
        },
regal kayak
#

yeah idk, there was a weird sun glare shader that comes after tonemapping that's still here in this remastered path. This shader griefed things

#

for some reason it's just not now 🤷

dusty girder
#

if it works it works

#

hdr vs sdr?

#

I get autistic about like the rocks in the background

#

should they be white

#

or should they be the color they are

#

either way looks good, try out LMS too (turn off hue/chroma)

regal kayak
#

that was LMS, though with some per channel blowout to not have blue clouds

#

game needs some hue too, pink flames

dusty girder
#

lms + 30-50 blowout

#

hue depends on if it needs it

dusty girder
regal kayak
#

if you wanted to add it, name is DRAGONBALLZKAKAROT

dusty girder
#

it has native hdr?!

regal kayak
regal kayak
dusty girder
dusty girder
#

ima add those later on

regal kayak
#

bgr8 typeless

#

alright

dusty girder
#

but yea the idea is 5/100/100 (5 is a conservative number) max ch should work out of the box

#

most games can go above 5

#

no pink flames, etc.

#

lms might need some tuning depending on the game; but its usually the nicer option

regal kayak
#

hm, guess the pause menu breaks a bit (not in an unuseable way)

regal kayak
#

no

dusty girder
#

I noticed modern ue5 games like

#

have this weird pause menu meme

regal kayak
#

it seems like it takes a screenshot of the game and displays it in the UI when you pause, and that's just a black screen with renodx

dusty girder
#

what does it do?

regal kayak
#

but it could be just an overlay that doesn't work right

dusty girder
#

not ue

#

it was because I was upgrading the little window the screenshots are displayed through

#

but in UE, all UI elements get drawn to the swapchain

#

aka auto upgraded

regal kayak
#

oh nvm this game has the same issue with this mod lol

#

I just didn't recognize it

dusty girder
#

I mean no reason it wouldnt

#

are there any shaders after the lutbuilder

#

well the lutbuilder sample shader

#

you can try ini tweaks

regal kayak
dusty girder
#

is the game 11 or 12

regal kayak
#

but yeah I'll just have to add the post tone mapping shaders

#

for now, bed

dusty girder
#

sometiems the issue is just removing a max 0

#

or saturate

#

if its grading thats a whole bad of worms

#

but gn

digital raptor
#

@dusty girder @regal kayak wukong was the only game to keep its sdr grading with forced ini hdr, but that also capped it to sdr essentially. and it's the only UE5.1 nvidia branch game so it didn't make sense to include the lutbuilders in the UE mod, nothing else uses them

digital raptor
thick belfry
#

Maybe I will finally finish the game now

dusty girder
#

also 0xA6EBE600 (composite shader) if you have it

#

BMW would really benefit from

#

ue-extended

#

its on the old upgradetonemap code

#

it has sdr luts, so handling those properly would be nice

digital raptor
dusty girder
#

wonder if this will work in the sdr path

#

even though you dont want the sdr path because of FG and all that, heavy game

#

// Correct gamma in final shader causes issues with FSR3 FG thats a first

#

I try to do as little as possible in the composite shader because it runs every pixel, while lutbuilder code is "free" (32x32x32 lut)

dusty girder
#

I mean nobody with fsr fg complained

#

color = renodx::color::bt709::clamp::BT2020(color); this bad now

#

gamut compress

digital raptor
#

yea true

dusty girder
#

I gamut compress to bt2020 (only in the sdr path)

#

sec

#
  color.rgb = renodx::color::bt709::clamp::AP1(color.rgb);  // clamp to AP1

  // Gamut Compress to BT2020
#if 1
  color.rgb = renodx::color::bt2020::from::BT709(color.rgb);
  const float MID_GRAY_GAMMA = log(1 / (pow(10, 0.75))) / log(0.5f);  // ~2.49f

  float3 encoded = renodx::color::gamma::EncodeSafe(color.rgb, MID_GRAY_GAMMA);
  float encoded_gray = renodx::color::gamma::EncodeSafe(renodx::color::y::from::BT2020(color.rgb), MID_GRAY_GAMMA);

  float gamut_compression_scale = renodx::color::correct::ComputeGamutCompressionScale(encoded, encoded_gray);

  float3 compressed = renodx::color::correct::GamutCompress(encoded, encoded_gray, gamut_compression_scale);

  color.rgb = renodx::color::gamma::DecodeSafe(compressed, MID_GRAY_GAMMA);
  color.rgb = renodx::color::bt709::from::BT2020(color.rgb);
#endif
#

the ap1 clamp is just to catch any stray nans

#

lots of pows kekwtf

#

the colorspace you run gamut compress in

#

is the colorspace it compresses to

#

replace bt2020 with 709, it will gamut compress to 709

digital raptor
#

makes sense

dusty girder
#

or ap1 (pls no)

autumn musk
#

what is ue extended

#

oh I guess its a version that works with native hdr

dusty girder
covert python
#

been struggling to find a way to explain what extending a tonemapper means in this context to normies

covert python
#

lol

#

true

dusty girder
#

@digital raptor do you still have wu kong installed and mind testing?

#

or anybody tbh

dusty girder
#

BMW works with Unreal Engine, all SDR luts seem to not be griefed either

#

waiting on @mild hazel to share some good sdr vs. hdr

#

@digital raptor

sdr vs. hdr

regal kayak
#

I can test this some now if you want @dusty girder

#

depending on how it works, lut scaling might be a big deal with this

regal kayak
#

I see that the shaders were pushed, gonna test now

#

oh btw marat, the native HDR path should probably include a check for if HDR is detected or not and to use the vanilla code if not, just to make it a bit more polished

#

the lut scaling in this is peak for wukong

#

looks super natural

#

looks better not maxed out though

#

imo at least

left ferry
#

it seems to correct some raised black level

dusty girder
dusty girder
#

when akuru sent me the lutbuilders and I saw 2 sdr luts, I was like "no way UTM handles this"

dusty girder
#

sometimes it will only be a hdr swapchain multiple frames into the game

regal kayak
#

that should be fine, it's a continuous check

dusty girder
#

problem is

#

so the path slider does 2 things

#
  1. shader code for intermediate encoding
#
  1. sets swapchain::Use() or not
#

frame 0 swapchain::Use() gets set, and if its on or off, its a rip

#

if its on and later gets turned off, all resources are already upgraded

#

still needs a restart

regal kayak
#

I don't mean to set it dynamically, I mean just if you manually set to use native hdr you can make it so it doesn't break SDR

#

every once in a while we get people that want/need HDR and SDR to work at the same time with reno mods, and that would be a good way to support that

#

you just check on init swapchain

dusty girder
#

if you dont need the resource upgrade stuff, the shader code updates in reral time

#

moving the slider

#

ohh nvm

#

I missed somethng

#

you want sdr support

#

sorry

regal kayak
#

not even like, mod functionality or anything, just not fucking up the colors and shit

dusty girder
#

I thought you wanted sdr upgrade path or ini/native hdr path

#

the actual sdr output never even came to mind

regal kayak
#

gotcha lol

dusty girder
#

yea mb lol

#

I guess it could go on the to-do list

regal kayak
#

so it's a "correct" fix for it. As correct as doing what we want with the color grading can be anyway

dusty girder
#

its built into renodx's lut sampling

regal kayak
#

god this game throws around a lot of brightness, kinda forgot

dusty girder
regal kayak
dusty girder
#

sure, but later on

#

I still have addon.cpp stuff to do; and I might move stuff around

#

but when I'm done messing with it, that would be really nice

regal kayak
dusty girder
#

I got a better one

#

this is like 1.3 peak (the 10k peak is the meme dlss overlay)

#

those pics are still sub-100 average

#

and have range

#

anime games can easily do 100 average nits, and have no range

regal kayak
#

this area is just deep fried

#

203/980

dusty girder
#

anime games could easily go to 100 average nits

regal kayak
#

yeah it's fine in that regard

#

they saw this and said "we cooked, ship it"

dusty girder
regal kayak
#

this area is so deep fried that you can visibly watch the steps in the auto exposure adjustment

dusty girder
#

btw this is the only ue game that works with only 1 ini tweak (enable hdr) -- might be nvidia branch related stuff idk

dusty girder
#

I got a bit of post-tonemap colorscaling stuff that I yoinked from ue 5.4

#

but use it accross all UE versions

regal kayak
#

ue generic doesn't work

dusty girder
#

sorry

#

not ue-generic

#

the regular mod

#

bmw

regal kayak
#

it is

dusty girder
#

oh ok

regal kayak
#

I remember this area

dusty girder
#

https://github.com/marat569/renodx/blob/34b28e0b74c5f2c1873b0d9798be6f6e124ca21b/src/games/ue-extended/lutbuilder/lutbuilderoutput.hlsli#L5

  float3 scaled = cb_config.ue_colorscale.xyz * (((cb_config.ue_mappingpolynomial.y + (cb_config.ue_mappingpolynomial.x * bt709_tonemapped)) * bt709_tonemapped) + cb_config.ue_mappingpolynomial.z);

  float3 output = ((cb_config.ue_overlaycolor.xyz - scaled) * cb_config.ue_overlaycolor.w) + scaled;

this stuff slightly changes between UE version, and this is the UE 5.4.4 code from code vein 2; but the results are identical

#

I think all the versions do the same math, it just decompiles differently

#

also there is a world where apparently that code isnt even needed, because all thsoe cbuffers at 1 look the same

#

it might just be ingame brightness related memes

digital raptor
#

tested UE extended in wukong, looks awesome, really benefits from lut scaling

#

thanks for adding them

#

@dusty girder only thing I noticed was that UI is way dimmer and washed out (50 nits at 203 UI)

#

oh and if you lower blowout with n2 max ch there are artifacts

dusty girder
#

a lot of UE likes an opaque ui

#

but apparently opaque ui griefs framegen

#

like if you look at the vanilla composite shader, it outputs 1.f for alpha

#

extended outputs the actual alpha

#

idk whats the best way of dealing with it ngl

#

sometimes blend is nice, sometimes opaque/vanilla is nice

dusty girder
#

@digital raptor what colors artifact?

#

I'm testing n2 max ch on blues, its fine

digital raptor
#

just highlights

dusty girder
#

playing with blowout and hue

digital raptor
#

yellow ones ig

#

was in a desert zone

dusty girder
#

no idea despairge

#

I've been playing with those sliders forever

digital raptor
#

only if you lower blowout in scene grading

#

from per ch tonemap

dusty girder
#

does the sand area have a lut

#

(reduce lut strength)

digital raptor
#

wait let me test

dusty girder
#

I cant think of what would cause it to grief ngl

#

it runs right after extended tm, and all the games I've tested (with and without lut) where fine

#

what about saturation and stuff, does that grief

#

did you restart the game after disabling upgrade path?

digital raptor
#

I'm still using UE hdr ini

#

should I be using the sdr path

dusty girder
#

no

#

but you have to turn the sdr path off manually

#

and then restart the game

#

in advanced -> upgrade path

#

set to off and restart

#

its not set as a default off for wu kong

digital raptor
#

ahh

#

upgrade path

dusty girder
#

yea

#

you're running the swapchain proxy

digital raptor
#

yea it was still on lol

#

oops

#

sry

dusty girder
#

nah its my fault

#

still beta, not communicated

#

for native hdr games I default it off

#

idk what to default it to with wu kong

#

makes sense why ui might've been extra griefed

#

double ui processing

digital raptor
#

yea I just noticed that there were NaNs everywhere in the game scene if you lowered UI brightness xD

#

but that was just due to upgrade path on ig

dusty girder
#

on = sdr path
off = native hdr/ini

#

I set known native hdr games to turn it off by default

#

in addon.cpp defaults

digital raptor
#

now everything works, no artifacts

#

nice

dusty girder
#

almost shit my pants

digital raptor
#

UI bright and normal

#

lol

dusty girder
#

to be fair

#

it is still dimmer than staic

#

this is what I mean by default is opaque sec

#

the poopoo green in native hdr no mods is from gamut expansion/exposure memes

digital raptor
#

you mean how the logo for example is less legible here?

dusty girder
#

yea

#

vanilla is an opaque ui, mod is blending

#

also the lower brightness prolly helps

digital raptor
#

ah ok, yea

dusty girder
#

I'm surprised the game even worked for you on the sdr path

#

and you didnt get the good ole ue black screen

digital raptor
#

same xD

dusty girder
#

until you upgrade rgb10a2

digital raptor
dusty girder
digital raptor
#

but then the game scene at defaults looked normal

#

even though I had upgrade path on

dusty girder
#

and ini tweaks

#

so the composite shader was drawing

#

I have no idea what cursed setup was going on

digital raptor
#

potential candidates for it don't seem to decomp properly though

#
Function name: @dx.op.waveActiveBallot
"0x1B1214D0.cs_6_6.cso": Unknown assign function name```
dusty girder
#

even with bin2hlsl

#

shortfuse's decomp runs into issues with a handful of CS

#

like sharpening and stuff

#

@kindred cedar knows where UE does stuff

#

he helped me find bloom once

#

and how they calculated it

#

maybe he knows where autoexposure is

#

even though I have a feeling that might be lutbuilder stuff, pre untonemapped ap1

digital raptor
digital raptor
#

but if I disable them via devkit, auto exposure is gone

dusty girder
dusty girder
#

if its too custom, maybe copy the codebase

#

and make a better bmw mod

#

problem is if you need a slider to control it, idk if its a good idea to add per-game sliders to the ue-generic addon

digital raptor
#

idk they built the entire game around auto expo

#

you can't really do much

#

if you try to limit it a tiny bit, dark scenes are too dark etc

dusty girder
dusty girder
#

techinacly nothing is wrong

#

the sun is peak nits, and shining through

just unpleasant for normal people

sullen spoke
#

@dusty girder Of Ash and Steel looks to work out the box with ue-extended

dusty girder