#Unreal Engine
1 messages · Page 9 of 1
I’m not sure what the best solution would be here. Kinda seems like the game would need local exposure to address it.
@sullen spoke the reason idk if its worth doing all the special ue-extended code is eventually ue-extended will get merged and replace ue-generic (what we have now)
and ue-generic will be a fallback for very obscure games like the 2 arri lut games
ue-extended is just a beta for a big ue-generic update
it's really easy for me to update now but i'm just going to do it as and when i come across games i'm playing
not going to go hunting them down just for the sake of updating the info
I mean if its not a lot of grief and you're having fun programming, go for it
@regal kayak you ever look into those dragonball post-lutbuilder shaders
they might be a simple saturate removal, if thats the case they can get thrown into the /games/dbzkakorat/ folder
it was more complex when I looked before, but no I didn't look again
I can probably just scale and invert
if its a big ass complex shader
yea
its prolly scale and invert
idk if thats worth having in a universal mod, but its worth trying
in my experiance upgradetonemap doesnt play well with colorgrading sliders
like Berserker Khazan and SMT5 all have complex shaders post lutbuilder, and thats where I tonemap
Funny Nvidia catching this on a game that has not had support even for basic presets override on NVApp.
anyone know what the icon means next to the name?
I cant type in the official DRG discord and there is no channel to get a role lol
You could also try DRG survivor discord good chance someone might better know there
until dawn doesn't work, neither generic nor extended. generic clamps to ui brightness. extended sliders doesn't work and stays way below the peak i set, even with the ini changes but I somehow get close to double the fps i got with generic. Also the dump button didn't work in extended so I used the one from the generic addon
@silent skiff if those are ue-extended dumps all the lutbuilders are in the mod, you just have to configure it correctly
the github game list is only for ue generic rite?
most stuff that works with generic works with extended; if it doesnt I'll add it
also since no coments that just means plug n play rite
aight
with these mods you dont really need a list, you just try it out; and if it doesnt work with the standard upgrades (rgb10a2 or bgr8 typeless)
just dump lutbuilders and life gud
oh aight going forward i ll do dat
I might need some guidance on how to dump luts tho
u basically use liliuim shader analysis rite
I mean if sliders like contrast or dechroma dont work that means
the lutbuilder is missing
if contrast works but the game is clamped, that means you're missing upgrades
sometimes in these ue5 games it doesnt update real time no? like u got to do some weird stuff and aint tht also game specific hm?
yea there is an ini tweak
that lets you have realtime sliders
[/Script/Engine.RendererSettings]
r.LUT.UpdateEveryFrame=1
works in a bunch of ue5 games
its the same for all games
what does u+ have to do with anything?
ah, I just added the lutbuilder
dont know anything about the game
peopel send a lutbuilder, I add it
also the wiki entry was somebody else adding it for the old ue-generic mod
I dumped with the old ue generic because somehow ue generic didn’t dump anything when I toggled the dump setting. I am pretty sure that I set it up correctly. Native hdr on, upgrade path off. I added the generate lut every frame line to the engine.ini and the sliders still don’t work. Did I miss anything?
if you want to dump lutbuilders with native hdr on in extended, enable the upgrade path temporarily
lutbuilders dont dump when the upgradepath is set to off
set path to on, native hdr on, get lutbuilders, turn path off
remember to restart the game
I’m pretty sure I tried that as well but I will check again after work
if these lutbuilders are from native hdr on, I dont need anything else
anything special i need to do for reanimal besides what GitHub says
looked pretty good maybe a bit of a black floor raise
idk I didnt play the game, if it looks good thats it I guess
Vustom as in?
ok yea I see what its doing
in the lutbuilder, instead of the mobile tonemap branch; it has its own custom code run
if (r0.w != 0) {
r0.w = dot(r1.xyz, float3(0.212599993, 0.715200007, 0.0722000003));
r1.w = cmp(cb0[67].y < r0.w);
r2.x = -cb0[67].y + r0.w;
r2.x = -cb0[67].z * r2.x;
r2.x = r2.x / cb0[67].x;
r2.y = cb0[67].x + -cb0[67].y;
r2.x = 1.44269502 * r2.x;
r2.x = exp2(r2.x);
r2.x = -r2.y * r2.x + cb0[67].x;
r2.xzw = r2.xxx * r1.xyz;
r2.xzw = r2.xzw / r0.www;
r2.xzw = r1.www ? r2.xzw : r1.xyz;
r3.xyz = cmp(cb0[67].yyy < r1.xyz);
r4.xyz = -cb0[67].yyy + r1.xyz;
r4.xyz = -cb0[67].zzz * r4.xyz;
r4.xyz = r4.xyz / cb0[67].xxx;
r4.xyz = float3(1.44269502, 1.44269502, 1.44269502) * r4.xyz;
r4.xyz = exp2(r4.xyz);
r4.xyz = -r2.yyy * r4.xyz + cb0[67].xxx;
r3.xyz = r3.xyz ? r4.xyz : r1.xyz;
r2.xyz = -r3.xyz + r2.xzw;
r2.xyz = cb0[67].www * r2.xyz + r3.xyz;
r1.xyz = r2.xyz;
actually doing y from bt709; you know thats custom
its actually scaling stuff by Y, and I fed it into AI for fun
// ToneMap.hlsl
// Clean, readable version of the decompiled tonemapper.
// Maps cb0[67].x/y/z/w -> params.white, params.threshold, params.steepness, params.mix
cbuffer ToneMapCB : register(b0)
{
float4 toneParams; // x = white, y = threshold, z = steepness, w = mix
};
static const float3 LUMA_WEIGHTS = float3(0.212599993, 0.715200007, 0.0722000003);
static const float INV_LN2 = 1.44269502; // 1 / ln(2)
struct ToneMapParams
{
float white;
float threshold;
float steepness;
float mix;
};
inline ToneMapParams GetToneParams()
{
ToneMapParams p;
p.white = toneParams.x;
p.threshold = toneParams.y;
p.steepness = toneParams.z;
p.mix = toneParams.w;
return p;
}
// Curve M(x) = W - (W - T) * 2^{ (1/ln2) * ( -S * (x - T) / W ) }
inline float CurveScalar(float x, ToneMapParams p)
{
float d = x - p.threshold;
float scaled = (-p.steepness * d) / p.white;
float e = exp2(INV_LN2 * scaled);
return p.white - (p.white - p.threshold) * e;
}
// Apply the tonemapper to an RGB color (r1.xyz in decompiled code).
// Returns mapped RGB.
float3 ToneMapColor(float3 color)
{
ToneMapParams p = GetToneParams();
// 1) luminance
float L = dot(color, LUMA_WEIGHTS);
// Early-out: if luminance is zero, return original color (matches r0.w != 0 guard)
if (L == 0.0f)
return color;
// 2) luminance threshold test (r1.w = cmp(p.threshold < L))
bool lumAbove = (L > p.threshold);
// 3) luminance mapping M(L)
float mappedL = CurveScalar(L, p);
// 4) luminance-preserving RGB: scale RGB by k = M(L) / L
float k = mappedL / max(L, 1e-6f);
float3 lumScaledRGB = color * k;
// Only use luminance-scaled RGB when luminance is above threshold (matches ternary in decompiled code)
float3 lumPath = lumAbove ? lumScaledRGB : color;
// 5) per-channel mapping (apply same curve per channel when channel > threshold)
float3 channelAbove = step(p.threshold, color); // 1.0 where color component >= threshold
float3 mappedChannel;
mappedChannel.x = CurveScalar(color.x, p);
mappedChannel.y = CurveScalar(color.y, p);
mappedChannel.z = CurveScalar(color.z, p);
float3 channelPath = lerp(color, mappedChannel, channelAbove);
// 6) blend between luminance-preserving path and per-channel path
// decompiled: out = p.mix * (lumPath - channelPath) + channelPath => out = lerp(channelPath, lumPath, p.mix)
float3 outColor = lerp(channelPath, lumPath, p.mix);
return outColor;
}
its blending y and ch tm
very cool stuff, I think this is the first time I've seen bt709 constants in a UE lutbuilder
@dusty girder is the code vein ii mod still it's own thing or would ue-extended do the same thing now?
ACC and ACR looking alright with the generic UE addon. For ACC I couldn't find a spot where the sun is clearly in view but I imagine it would go up to 1k peak like it's supposed to. 🙂
there still isn't a solution for dq7 right?
I don't know why it didn't work yesterday but i got ue extended to dump now
But my frames are fucked now. got like 80-90 when i tried yesterday. Now only 30-40
oh thanks, I didn't realize that applied to vii too
oh nice, i didn't know about this too
I suggest UE-Extended
@silent skiff dont play with dumplutbuilders on, turn it off
its a debug option that you only use for like 2 seconds
it kills your fps
wrong ping
sorry
don't worry about it lol
Manor Lords (UE-Extended SDR path)
Hey I have followed whatvi though were all the instructions to get ue extended to work with high on life 2 but I keep getting a black screen. Can someone steer me in the right direction?
would be great if you could add borderlands 4 to ue extended 😄
Why don’t you use the mod from Jon?
had an impression it is much more performance heavy but it isn't so bad !
can confirm UE Extended works great in Full Metal Schoolgirl - you're welcome lol
Can games potentially be made UE extended compatible if we share the lutbuilder files? If so I‘d try doing that for the Assetto Corsa games
Or the other way around I mean, UE extended can be made compatible. My brain is fried after work.
Afaik, if it's not super custom, than yeah lutbilders will probably be enough to add game support
Yes
I'll get to these ltubuilders this week, I've been on a bit of a lutbuilder break playing Nioh3
@tranquil lava for borderlands you're better off using @regal kayak 's mod
that game does something weird, and he worked around it
haven't tried because I assume it wouldn't work
it is very custom
It’s one of my fiancée’s favorite games to watch so I’ll be playing it again lol. Might just make a mod if it doesn’t work, just cause. Native is decent but knowing the issues unreal has I wonder if that’s not so true.
Could just be fine at the start of the game where people would have checked.
i used ue-extended hdr path as game as a native hdr toggle?
yea, just remmber to restart the game after changing the ue-extended's path
Anyone have much luck with Sonic Racing: Crossworlds? Seems that only UI brightness affects anything and if you switch from hdr10 to scRGB everything just gets blown out. (I followed the upgrade recomended in the wiki)
sliders don't work in real time
Unless you add this to the engine.ini
[/Script/Engine.RendererSettings]
r.LUT.UpdateEveryFrame=1```
turns out that the game is not a big fan of that lol:
Wild
Didn’t know that even could fail
But yeah you have to load into an entire different track to trigger the lutbuilder again iirc
@rustic lichen @slim fractal how do you setup reno extended on stellar blade ?
Isn’t it automatically setup with latest?
disregard that, was using renodxchecker and somehow accidentally installed both ue and ue-extended causing the visual glitch, all g now.
holy shit I wonder if draw lut every frame is the reason behind some UE 5.5 games artifacting in some ui elements when running the ini path
nope
kind of thinking that this game is one of those cases where going RTX HDR/AutoHDR is probably the move. added the UpdateEveryFrame to the ini, but doesn't seem to change. Even restarting tracks it seems like there's no changes on the sliders whatsoever
it's possible something changed with updates. I'm the one that added the support
I haven't played it since launch
@dusty girder if you haven't already, upgrade your XeFG/LL to SDK 3.0
I beat code vein 2
HUDfix not needed anymore
not using XeSS FG /opti in anything else rn
whenever I play another game with opti/xess I assume it will come with the latest dlls; if not I'll look for 3.0
Whenever you do again, be sure to use latest Xe dlls 😉
does opti not update nightlies with latest dlls?
ye so we're good then
thanks for the heads up though
But there's something going on with fakenvapi, likely fixed soon tho
We do be good 🙂 Intel cooked man
for sure, I loved xess fg in CV2
it will def be a go to
Their new handling of hud elements is crazy good
Like in GTA5E I couldn't tell the difference between hudless resource toggled on or off
nice
so quick question - it seems to have worked but if a game has HDR already as a setting in-game, do we just need to use the updateluteveryframe cvar for extended?
Per channel peak 1 and blowout 65
uhhh am i dumb where are lutbuilders buing dumped
i thought there'd be a folder or somethign in the game install location
ah wait now it worked lol
Anyo9ne know what it means when Reno makes the scren flicker in Monster Hunter Stories 3 even with FG off
Ask in wilds thread
Can’t find..
Oh shoot I said Wilds I mean Stories 3
Sorry yeah I’m aware it’s Stories 3 I can’t find
ah lmao
assetto corsa rally
corrected this is acc with ue extended, both assetto corsas are tweaking out with it
Nobody Wants to Die UE-Extended support added in RDXC
what is rdxc?
What could be causing the lights and brighter areas in high on life 2 to be nonstop flickering?
cant get returnal to work i followed mod isntructions i though
high on life 2 works with engine.ini hdr and ue-extended renodx so you can continue to use framegen
ue-extended is much better than the native reno build for Steel Seed that's on the wiki - it looks good
one question guys, the r.lut.updateveryframe=1 works with the sdr path?
yea
installed this with medal eden using DLSS Quality Preset M and 2x Framegen. Looks great! Looking forward to trying out this game that I got on sale
I got it working and god damn might be one of the better HDR games out
big improvement vs the native HDR implementation? Been a while since I played this one but I seem to remember it looking pretty good out of the box in HDR
I tested Moons of Madness with RenoDX UE. It's working with "Upgrade Copy Destinations On" and "B8G8R8A8_TYPELESS"
@viral lintel native is good too almost ITM contrast though
there is a bug with texts on the biogage
@dusty girder everspace 2 ue-extended
where there any non-new shaders?
if lutbuilders dump, give me the entire folder
not just new
I may be doing this wrong but this was the only file that showed up for Cloudheim when I lut dumped - ue-extended doesn't work at all and it's clamped on regular ue reno
I'll add these in a few days
that means the shader already built into the mod
you need to upgrade resources if you're following the sdr path
like R10G10B10A2 _unorm -> output size
I was using the hdr cvar ini path but that wasn't working, I'll try the sdr path
that did it - sdr path worked - thanks~👍
this isnt a lutbuilder, idk why it dumped that
added the backlog of lutbuilders, now just gotta wait for github to compile
what happens if we are running native hdr and missing some luts (the game lags with sdr + dumped luts)?
does the game look different than its supposed to?
i mean to ask will i notice much of a difference without them
it breaks
stellar blade and clair33 are known to look different when using hdr via ini
not all scenes, just whatever the game decides to do custom
they don't have to go through lutbuilder to do custom stuff
and you wouldn't even know you're not getting the proper visual output
Not sure if my understanding is correct, but it seems like a bit of a compromise to play the game with lag in sdr to build the luts - then have to upload and have them fixed so the game can later look and run properly in native hdr 😅
Is my lag an anamoly. I was playing High on Life 2 and if I had dumped luts the game would lag when I looked in certain directions. Some recent-ish version of ue-extended.
Youre not supposed to play with it perma-on
you have to restart to turn it off right?
Yep
you're never supposed to play with dump lutbuilders on, its a pretty big perf hit
you turn it on, fast travel to the areas you've unlocked in a game, and turn it off
if there is a new lutbuilder down the line the mod doesnt have, it will be visible and you re-enable dump lutbuilders!
because it'll be in SDR if you missed one
unless you're doing hdr ini path, then you'll likely not know
the ini path is for advanced users, but yea the average person will have a hard time telling between extended and generic aces 1000 if there is a missing lutbuilder
I guses the fastest tell would be gamma correction, since the hdr path does that in the lutbuilder for the game render
can't Lut dump miss? in one UE game, the game was HDR, but character screen was SDR in reno.
Am I supposed to force HDR on in the ini file for Oblivion Remastered?
#1426742236804022484
Hi ! I tried UE extended with the game tempest rising and I had black screen at launch so I had to Upgrade R10G10B10A2_UNORM to output size and when I change a setting it seems to affect only the UI
[/Script/Engine.RendererSettings]
r.LUT.UpdateEveryFrame=1
in engine.ini (or load a new scene)
I can't find the engine.ini in the game file
make it
and set it to read only
make an engine.ini file in the same location as gameusersettings.ini (and make it read only)
Ok done but it's still the same.
nothing
that means the luts are missing, enable dump lutbuilders, restart the game, and upload them here
explain to me how plz 😅
I know 🤣
but in renodx you enable dump lutbuilders
restart the game
go tot he areas that dont work
the close the game
in the game folder there should be a /renodx/ folder now
upload all the files in that folder here
and I'll get around to adding the shaders to the mod
it's "dump lut shadder" in reno ?
added, just wait an hour for github to compile the new snapshot
hi guys, in my case on the midnight walk the peak brightness is controlled via UI brightness slider and the game brightness and peak brightness slider doesn't have any effect
even though it's mentioned on he repo that it's supported in this game
in case you need these
Thanks a lot ! 🙏
hi, not sure if im doing this 100% right but these are the lutbuilders i got from ready or not with dump lutbuilders enabled, sliders do nothing except ui brightness which does game brightness instead
I used the latest ue extended renodx addon with Octopath Traveler 0 + the Engine.ini + OT0Fix on CachyOS Handheld.
Tone Mapper set to UE Filmic Extended.
Upgrade Path Off. Everything set to default.
It seems to be compatible and works a lot better than the original UE addon. With the original, certain colors got very over exposed (like wind effects and snow) that the upgrade path didn't fix. With this one, there's no issues.
OT0 uses UE5 as well.
Oddly looks a lot clearer in battle (the sprites had a weird bloom on them, especially during the day) than just native game.
ue extended doesn't use the sdr (vanilla) render path, so you could be missing effects
didn't kno you you pinned this. should make a new thread, fyi. it's confusing to people
UE4 games dont respect ini tweaks; use the sdr path for them -- UE5 gud
and this is very misleading
I'll have to try it on windows. I only say that because there's some weird things that go on with other mods that don't on windows. I got the DQ7R UE Extended addon to work on windows without the UI looking dull, but, on linux, nothing seems to work/fix it. And that's a linux problem.)
I compared both (one using just native, then the SDR->HDR path, then the engine.ini method) and the effects are still all there.
The tonemapping in SDR is just a "make everything slightly whiter than it needs to be." The HDR stuff just corrects that.
reanimal was insane with this
@placid siren I told you weeks ago, but I'll make a new thread until it ready to PR
Anyone managed to get ue mod running with gtfo? ik it's got some sorta ac or something there anyway to get around it?
GTFO is unity
oh oops lol tested it a little bit ago forgot it was unity since it's a higher graphical quality than typical unity
Yeah lol it worked with unity generic last time I played
okay yeah i tried it again and it worked fine maybe i tried unreal

United Penguin Kingdom (UE4 SDR Upgrade)
Hello
Where is the link for UE extended, I don't see it on the pinned posts anymore ?
probably will be on a new thread
Would there be any hope for flashing artifacts to get fixed in Tales of Arise ? Reno looks great, but I'm on my way to getting blind...
#1413548071987576862
that game doesnt have dlss
there is an actual bug
iirc its something with the proxy shader, idr the details
but with certain settings, stuff glitches out
sounds like missing upgrade
like a lower res bump
idk if UE has auto upgrade
or it's just alpha stuff
Using Reshade 6.5.1+ with renodx-unrealengine.addon64 on Hogwarts Legacy causes a black screen. Is there a way to fix it? I also used DLSS Enabler.
Maybe flashes wasn't the best way to describe it. More like super bright white spots appering on stuff in the distance. Think battlefield's scope flare's multiplied by 10 000.
Ok. Luma hdr gets me crashes. Reno hdr gets me flashbangs. Autohdr gets me acne. The whole situation is giving me a headache.

This is a fucking conspiracy

OMG I found a work around
Some stuff in the distance dosn't get drawn properly when using reno for some reason
You get the flashbangs on those spots
So I just brute forced every draw distance and LOD stuff in the engine.ini file like a madman
No more missing distant terrain
No more flashbangs !
Can you share the .ini please
Has anyone gotten this working in Dragon Quest 7: Reimagined?
I set r.LUT.UpdateEveryFrame=1, but still the only sliders that do anything are peak luminance and UI luminance.
... huh
I don't get it. That's already there supposedly.
japanese games are almost always custom. meaning it could just not run the lut. ui and peak nits on the final pass shader
That sucks 🙁
there's a separate mod for it https://discord.com/channels/1408098019194310818/1410855640112566375/threads/1473379394973339842/1473379394973339842
Oh, yay.
The sliders etc take effect after changing the game brightness
I think the unreal addon should work too
Skintones are weird, and the fact that you have to go into the settings and change the brightness for anything to take effect makes this difficult 😕
the draw lut every frame thing is ue5 only
there are a few ue4 games that have per-scene lutbuilders
and it doesnt seem to do shit in them
lies of p re-draws the lut builder going in and out of the equip menu
The UI looks nice and not desaturated though 🙂 Kind of the opposite of most of the times I use RenoDX, where the dim UI looks very dull because it's so much dimmer than the scene.
Now it's the scene that's dull and desaturated.
PsychoTM fixed the wrong skintones mostly.
Working nicely now.
I noticed the AddOn itself doesn't upgrade a lot of the RenderTargets, thankfully the game's D3D11 so SK can do that on its own.
Sure !
@dusty girder the sinking city remastered
game mostly works but some ui luts were missing by the look of it
By the way, make sure you use AriseSDK (cvar unlocker mod) with this. It might not work as intended otherwise. And you're probably doing that already, but don't forget to use Luma UE mod for sweet DLSS (or FSR) antialiasing. That helps the presentation a lot. Preset K is super stable, runs better, and fits the painterly aesthetic better I think. Presret M gets pretty aliased in this game.
oh interesting, thanks a lot. Have to write this down lol. Not playing atm but it was on my benched ps5 backlog for a while. After I learned hdr can be added-on/improved, i got no reason to go back to the console version. Seems to be quite a setup with this one, but worth it
It really is. Quite a few hoops to get through but the game looks significantly better for it. I even ironed out some minor (but imo distacting since blazing sword related) grading weirdness by tweaking Reno settings. Don't hesitate to ask if you wan't me to share the preset !
did you just use the settings on the mod page with reanimal?
I have that version setup and yeah it's pretty good wonder if there is a better way I am not familer with UE extended
yeah
i didnt use extended, just normal
i've never seen a game look better in hdr on an oled, it was that good
I'll get to it later, also I need to make a UE-Extended forum
its getting confusing talking about 2 mods here
I guess eventually there will be only one, but still
@dusty girder , In the Wiki, about Kena, it says FMVs are clamped to UI brightness slider level, is there a chance you'd add an autoHDR/fakeHDR slider to UE Generic for FMVs ? I suppose reshade makes it possible for addons to detect when they're played back ?
thats something thats not planned
if we forget about the code, I'm not a fan of autohdr on movies
Neither am I tbh, but I can't think of a way to get them fmvs simply brighter
Since RenoDX doesn't support hotkeys for preset switching
I mean a fmv is literally just a movie file with no information; keeping it at game nits is imo ideal
But it's not a game nits, it's at UI nits
oh true, mine are usually the same
on the bright side most games do in-engine cutscenes for like everything now 
Not a deal breaker ofc but can have a negative impact if not factoring it in when setting up for a game
but yea jokes aside not planned
Too bad but I'll just adapt my values
its something that would probably have to be maintained on a game - by -game basis, digging for more shaders
and if the movie is bright, imo its kinda meh
even with a low peak like 400
Indeed, just 100 is too low for continuity and immersion
Hopefully tho eventually RenoDX will just support presets hotkeys
That would solve it in just a sec for any user aware of such cases
@placid siren is that planned or considered ?
need to how to listen for keyboard events, if on present or queued or something. no idea how that works
Doesn't reshade itself have support for addons to register their own hotkeys and reshade handles the listening ?
i don't think it's passed through
Ah, bummer
i think i have something in there for dx9 anyway with listening for window messages
but no idea what the right way is
could just ai slop it
Or you could ask @next lion or @short wedge instead 😉
Human Learning > Machine Learning 
So one such snippet for each reno preset ?
Or that could only allow to cycle through them ?
Makes sense
the only thing I wish we got "imgui wise" is for reno to remember if you're using preset 1/2/3
right now if I close the game on preset 2 and launch it again, it will go back to preset 1
so I make sure 1 is what I actually play the game in
anyone tested retro rewind on steam?
Hi. Was wondering where can we find the latest ver of the ue-extended mod. Ty
oh it's on github now nice
there was a snapshot up since day 1 
Would be nice.
Post the settings inside reshade, or just screenshot of the values on reno UI please ❤️
@dusty girder next gonna test Legacy of Kain Defiance Remastered. seems unreal engine, might be worth a try. gona dump the Lut's right?
give it a go, might work
just vanilla?
aye anyway, when im free, gonna test it, and will post results❤️
Of course !
Gamma correction : 2.2
Blowout restoration : 50
Hue correction : 100
Highlight : 51 (optional)
Contrast : 51 (optional)
Saturation : 51
Highlight saturation : 50.7
Blowout : 30
Highlight and contrast are optional slight tweak for tiny pop boost. The rest is necessary for tone match between SDR and HDR and to correct the blazing sword ultra diepfried red spots (without washing it out). To enter the 50.7 value, use ctrl + left click. Yes it shows as 51 after you press enter, but the value aplies correctly nonetheless.
@dusty girder Mortal Kombat 1 has the same issue as Stellar Blade, HDR path has the broken colors, ini trewaks don't work, SDR path with upgreads looks correct byt the UI is broken, any ideas how to fix it?
Attaching LUTbuilder just in case
Config
ForceBorderless=1
PreventFullscreen=1
SettingsMode=2
Set_Path=1
Upgrade_B10G10R10A2_UNORM=0
Upgrade_B8G8R8A8_TYPELESS=1
Upgrade_B8G8R8A8_UNORM=0
Upgrade_B8G8R8A8_UNORM_SRGB=0
Upgrade_CopyDestinations=1
Upgrade_R10G10B10A2_TYPELESS=0
Upgrade_R10G10B10A2_UNORM=1
Upgrade_R11G11B10_FLOAT=0
Upgrade_R16G16B16A16_TYPELESS=1
Upgrade_R8G8B8A8_SNORM=0
Upgrade_R8G8B8A8_TYPELESS=0
Upgrade_R8G8B8A8_UNORM=0
Upgrade_R8G8B8A8_UNORM_SRGB=0
Upgrade_SwapChainCompatibility=0
Upgrade_UseSCRGB=0```
_new means missing
need to automate the conversion thing
or wait until marat is finished to put it in the sdr path
What was the issue with Stellar Blade 🤔
#🧪lab message
interesting, I think I fixed that yesterday. Do you mind help me verify the fix?
it was a color space mismatch
what does "relies on per channel hue" mean
ue extended doesn't do the per channel correction thing in unrealengine version
just extends the color linearly instead of curving like SDR does
in sdr, red turns yellow as it gets brighter because it curves in per-channel
hence more red in highlights in UE extended
the opening scene in Stellar Blade makes it obvious because the sand is really red in texture
jusant is another game that relies on whatever the hell is going on with the SDR tonemapper
the "per channel correction" is a part of the lutbuilder's code before Filmic Tonemapping, right?
Sure, where did you post it?
Its a personal build I tried, to have both renodx + framegen (I dunno if dlss-fix works in this game)
dlssfix is tested with sb demo
My setting is Engine.ini
r.HDR.EnableHDROutput=1
r.HDR.Display.OutputDevice=4
r.HDR.Display.ColorGamut=2
r.HDR.UI.CompositeMode=1
HDR on in game.
Thanks, probably my custom addon is not needed but I am still curious what happened in these lutbuilders, so still good
sdr / ue-default options (+dlssfix) / just hue shift
interesting that you don't need any upgrades with dlssfix at all
sdr / strength 0 / strength 100 with 0 hue shift / strength 100 + 100 hue shift
What is the hueshift source, the sdr used for upgradetonemap?
the sdr tonemapper and i'm sure some other stuff, maybe a lut. unrealengine build doesn't really check for lut
it's just tonemappass
but yellow is mostly clip
sdr / grading 100-0-0-0-100 (recommended) / 0 strength
It's still hue shifting in the highlights, fire becomes red/pinkish
SDR / stellarblade renodx defaults
yeah its my custom addon, not "renodx" representative
the unrealengine is the safer, general-usage one, because UE can get very cursed with reliance on SDR curves
the luts can be handled better though
i don't know why i don't need bgra8 anymore. i thought i did for SB
maybe it's handled automatically because dlssfix now
so there's no resource upgrade going on at all, even swapchain. just the colorspace change and dlssfix remapping the device pointers
in game 80fps, before 4x dlss
with debug builds
yeah, tanks to 50fps with bgr8a upgrade
4k without DLSS/DLAA?
eh, seems the same 50-60fps. maybe there's no bgr8 anymore if they updated
pre dlss fps
seems unchanged though
i thought the game needed bgr8
huh it's the UI that's bgra8
render is rgb10.6
Hello, I'm using https://marat569.github.io/renodx/renodx-ue-extended.addon64 with Wuchang, but if I enable framegen, I get flickering on highlights.
Could someone help to find what do I need to add/setup in order to get rid of it?
Before, I tested Jon's reno (discussion here https://discordapp.com/channels/1408098019194310818/1411093417013805246/1483982588048707775), I hadn't flickering issues with framegen, but I had another issue regarding shadow areas in cutscene being blue instead of black. He advised me to switch to ue extended.
So here I am, asking for help :)^
Hi, this lutbuilder file is for devs to add compatibility or we can do it ourselves ?
for devs
Then this is for Bellwright. Already got shared a while ago, this one is fresh tho.
Thank you, i also downloaded your engine.ini. since i use an optimized oe, do you know which value you actually tuned for reno hdr?
@full zodiac
You have full access to ImGui in ReShade AddOns.
but not the runtime always, so i have to pick a point when to choose a runtime
Those I indicated in my message. Don't forget to put reno in advanced mode to see all settings. Also, whatever values you use in your engine.ini, don't forget to use AriseSDK (get on nexus) and max out all setting related to draw distance and LOD. Otherwise you're going get flashbangs in the face while using Reno. I've nearly gone blind myself lol.
Other Reno settings I haven't mentioned should remain at default values
@placid siren ue-extended had sdr support for like weeks now, addon.cpp is basically a copy-paste of ue-generic (minus colorgrading sliders ofc)
default funcitonality out of the box is to use the sdr path with upgrades, unless the addon has defaults for a certain game to use the build in native hdr slider (like Mafia or Avowed)
the ini path stuff is just an option avaliable to power users, not something I activly encourage
the goal is to use either the sdr path, or the game's native hdr if possible
the ini path stuff is just an option avaliable to power users, not something I activly encourage
#1411800884303626311 message
literally the opposite here
if a game had a native hdr setting, try using that first, and make sure Upgrade Path is off
--> if the game is known good, it should set the path to off itself
@thick belfry
@indigo plank was the one who commited MK1 support, and iirc you're supposed to play the game with the ingame native hdr slider on with ue-extended
if thats still griefed, I can add those lutbuilders later for fun
meaning native hdr ini is default/suggested
yea I need to re-write the post
I wrote that before sdr support
yea, I needed to write up a better one, so thanks
and i'm pretty sure RDXC sets ini as well, or suggests it
cant comment on what that does
Ye I've tried that, the colors are fucked
either way the sdr path is the default path/behavior
unless the game has a default in addon.cpp (like avowed) to use the ingame hdr
and trying out the ingame native hdr is suggested, since the way UE works chances are the lutbuilders + composite shader are there
weirdge it looked fine for me with native hdr path, maybe a bit more contrasty in some areas
did you remove the ini tweaks?
https://photos.app.goo.gl/L4mUxg44EiYSL2JR8
Is this supposed to happen ? (UI slider controlling the whole brightness)
I didn't make any, I just started the game with addon
ini tweaks didn't do anything, not sure if the game even reads them
@placid siren
the only issue ue-extended has when it comes to games is:
-
if games are on the legacy tm
-> workaround can just be dropping contrast to 40, since thats more or less what the legacy/mobile TM is -
the 2 games with arri luts
-> those would probably be better off with per-game mods
--> I can probably add a block of code to handle the arri luts; but its not something I'd want to maintain unless it becomes more common
bonus: I need to set some logic up to hide certain sliders depending on the "path" the addon takes
(hide upgrade sliders when in the hdr path, hide rcas/ui gamma correction/etc sliders when game is in the sdr path)
ya and then turn native hdr on
thats all you need to do according to nick
is your addon+reshade up to date?
That's what I did
From today
strange idk, if you set the addon to advanced, is the upgrade path slider set to off?
the addon should default to off/hdr path for MK1
@dusty girder SB doesn't need bgr8a. seems that's just UI
interesting
i'll reinstall the game and look again but yeah, didn't need to do anything fancy for mk1
ohh here is a funny bug I found
MK1's product name has a trademark logo
which doesnt work with the array of defaults
so I had to use MK1.exe to set the defaults
@thick belfry send me reshade.log
chances are if the exe isnt MK1.exe, the defaults didnt set, and its griefed
so if you're on a different store, you might be slightly griefed
maybe there was an update?
@alpine ermine if you want to use the ini path with wu chang and UE Extended, under advanced change "Upgrade Path" to off, and restart the game; assuming engine.ini is properly edited; wu chang works just fine
wu chang defaults to the sdr path with resource upgrades, which causes the game to flicker; ini tweaks are required if you want to get fg going
it might be a store issue, we wont know until he sends reshade.log
this log has no addon loaded
press home and go to info
double check
even ctrl+f reno doesnt show anything
maybe your addon path is griefed
r.Shadow.DistanceScale → me = 4.0 / you = 1.5
r.DepthOfFieldQuality → me = 0 / you = 5
r.StaticMeshLODDistanceScale → me = 0.25 / you = 0
those are the only ones related to lod and draw distance, which basically are different than your engini.ini. "Otherwise you're going get flashbangs" maybe cause you use DOF?
Nope. It's Reno related. Some stuff doesn't get drawn properly with reno. So we force max draw distance as a brute force work around
no i mean, what makes reno corrupt the game like that. want to isolate what exactly breaks it, or better, what fixes it
r.Shadow.DistanceScale = 4.0
You shouldn't be using over 2.0. You're shadow resolution get's divided by shadow distance scale so you just divided your shadow resolution by 4
Default resolution for CSMs is 4096
Max supported resolution is 8192
So if you double csm resolution with 8192, you can push shadow distance scale up to 2.0 without harming shadow resolution
You're probably using engine.ini from "highest quality" mod on nexus. So you're good on your draw distance. But his shadow settings cause issues in game.
yea
@full zodiac so basically you suggest just r.Shadow.DistanceScale 2?
then im good basically
Exactly
Your effective shadow resolution is csm max res divided by distance scale
; Shadows
r.ShadowQuality=6
r.Shadow.CSM.MaxCascades=16 ; Maximum cascades for directional light
r.Shadow.MaxResolution=8192 ; Ultra high-resolution shadows
r.Shadow.MaxCSMResolution=8192
r.Shadow.RadiusThreshold=0.05
r.Shadow.CSM.TransitionScale=2
r.Shadow.SpotLightTransitionScale=8192
r.Shadow.TexelsPerPixel=32 ; High texel density for sharp shadows
r.Shadow.DistanceScale=4.0
r.Shadow.FilterMethod=2 ; Highest-quality PCSS soft shadows
But I would delete shadow settings other than csm res and distances cale. They cause very weird shadow bugs in game
feels like it needs lower contrast
; Shadows
r.Shadow.MaxResolution=8192 ; Ultra high-resolution shadows
r.Shadow.MaxCSMResolution=8192
r.Shadow.CSM.TransitionScale=2
r.Shadow.SpotLightTransitionScale=8192
I would keep only this. The rest comes with bugs and ugly artifacts
and delete all the rest?
Just shadow stuff. The rest is good
yee i mean from shadows paragraph
oh, i love your pain 😂
no something is wrong
his peak is 1000, but the channels are overshooting to 1600+
that means there is a shader that comes after native hdr
also the APL is super high
@full zodiac actually im pretty sad, cause display commander developer might need to shut down its project, just in time i was learning how to use it properly 🙁
What ? Why ? Just when it was getting awesome😭
exactly, today we did many stuffs, and he was refining it alot, but seems some licensing problem came out, and Kaldaien said something like that, which i think, should be special K dev
Dunno much about devs of these projects, but when he popped out saying about licensing, he basically said to either shut or write the plugin anew, like starting a new project. so was really something, as he reated like that really fast, must be special k dev, since he said he used SK code or something on that line
@thick belfry is the sdr here the game with no mods, or native hdr on and extended set to "SDR" ?
@full zodiac Sorry closing my little offtopic,you can check it out on DC thread
Just did. We're fine. Needs to make a new version and a new thread for license compliance issues. He doesn't seem to be spelling doom for the project. Just mild annoyance.
the mk1 lutbuilder doesnt do anything special
lets hope!
SDR means SDR
100% American-made standard dynamic range pixels
just making sure
do the sliders do anything, like contrast?
Well it's pmnox own words, so I think we're gonna be fine in the end.
also does UI brightness raise the game's peak/change the game's image in general
All the siders work byt that's besides the point
it looks like UE extended just stretches the SDR to PQ and then tonemaps it back to tone map it back
well thats not what it does
If you would disable gamut compression, it would look the same as SDR
I can kill gamut expansion
I kill gamut expansion in all games
well sm6 games
didnt do sm5 yet since its a bit more annoying
the issue is
regardless of gamut expansion, the game going over peak
is an issue
since displaymapping is the very last thing ue-extended does
if you get a color above peak, something went very wrong
SDR path for the good measure
But the UI is fucked
Main menu screen / character select too
Thanks a lot this did the trick!
But I feel the black floor is very high (it seems it's higher than reno wuchang).
Is there some slider I could play with to get blacks closer to 0 nits?
I've tried to play with lut strength but I guess putting it back to 0 is like having vanilla HDR
And lowering shadows is fixing it, but it seems I loose quite some info especially during the 1st cutscene
did you restart the game? also the black floor should be pretty faithful to the original, but you can increase contrast a bit
that means the composite is fucked somehow; maybe a bad decompile idk
but I killed expandgamut for fun, try it out; even though idk if its going to make a big enough difference
@thick belfry
No change
figured, there is an issue with the composite shader; tbh potentially the game as a whole
I'll add the sdr path shaders later
well the native hdr path that is
Yes I've restarted the game after setting "upgrade path" to off (scene was indeed washed out)
But I correct myself, lowering shadows doesn't kill the details in dark areas (i mixed up with wuchan reno i think).
With shadows at 15 it's just perfect (at least in the cave during gameplay and 1st cutscene). I'll try with these values.
btw with peak 450 you want to lower paper white
200 paper white is a bit high
but use whatever you like
You mean "game brightness" in reno sliders? If so I already try to lower it, but it lowers all the scene, even highlights, and I never get 450 highlights if I lower it.
Tried Lies of P with the extended mod but game has some custom brightness and contrast options so UI slider work but peak,game and other sliders doesn't.
Good thing is normally game has a minimum brightness of 0.087, mod fixes it
when I use upgrade path options it just breaks and doesn't render anything other than ui
Sadly with default in-game settings it crushes blacks so bad
Back to shadows 50... turns out it was just the 1st cave that is with black level raised.
Seems to be all good with default settings. Thanks!
Thus is a pretty bold claim we are pretty far through ut does look great but not ina traditional hdr way. The cinema neon sign is really dope though
@bronze pumice lies of p doesnt have real time sliders, as in everything works but the game only properly updates when you open equipment and exit
also lies of p requires native hdr on with extended
Ah, thanks for the clarification. What about the in game hdr sliders tho? Are those supposed to be at middle?
So do you make it work fine?
Unfortunately no 🙁 easily one of the most finnicky games in terms of getting hdr to work, even though it's one of those that would benefit the most from it.
I think it may be one of the few use cases where RTX HDR is probably the easiest path forward
Chatgpt suggested that I could use the generic unreal renodx patch for other games (even if they arent unreal engine). I wanted to try it on geometry wars 3 which I believe is a directx 9 title. Long story short, I couldnt even get reshade to work properly. Anyone ever play geometry wars 3 with any sort of HDR (Special K, Renodx, etc?)
generic unreal is for ue4 / 5
looks like geometry wars 3 uses an in-house engine
Play the whole game before judging, in the dark on OLED
Suits the art style perfectly
How exactly do I know if a game already works flawlessly with the generic mod? When it looks alright and Lilium analysis shows the correct peak brightness?
@dusty girder New Lutbuilder for Wuchang
Lutbuilders for Sifu
In wuchang, I get a washed out image with engine ini hdr tweak and upgrade set to off. Setting it to on fixes the washed out image but I get the flicker
Is there any fix for this?
Do you have HDR enabled or disabled in game settings?
I'm at loss, I've reinstalled everything (for other reasons), and now lilium analysis is telling me it's SDR. I thought we had to set it disabled, but i need to enable it to have HDR
the washed out image with UE hdr is fixed by the U+ FG fix
#1398399436517937202 message
thats whats called an "aces only" lutbuilder
it comes with UE, but I've never saw it actually gets used; so I dont add them
maybe I should start adding them unchanged just so people think they found something new
Its disabled.
Thanks. I'll give that a go
Ah Ok. Apart from the weird upgrade issue, I think the game looks great with the addon. Upgrade still needs to be disabled for engine ini tweak?
yes
what that slider does is tell the game
how to process the color, and if its in hdr mode/off to not touch any of the resources that might break framegen
basically only replace shaders, vs. "inject hdr"
since ini tweaks will make the game window hdr
Ok. Thanks. That makes sense. I'll try the U+ fix because I couldn't fix the washed out issue
so had to use both
or disable engine tweak
let me try ini tweaks + fg
default settings, ini tweaks + procesing path set to off
everything works, no flickering
black floor is good
they have some script that forces r.HDR.EnableHDROutput=0 at startup and breaks reno, don't know what triggers it exactly but it's an easy fix, not everyone has it
set engine.ini to read only
no, they force it via the console
I mean it works for me
without read only
it delets one of the cvars
but as you can see, its an hdr10 window; everything works
the wu chang mod doesnt do anything speical, it just automatically adds a few lines to engine.ini and sets it to read only
I just tested it. U+ fix works on my end as well. So with that I don't even need to add the gine ini tweak? I added it anyways though
The game looks really good with ue extended
@dusty girder Please let me know when you update the lutbuilders for sifu. The game looks really weird as of right now with the addon
i'm talking about wuchang specifically
"$type": "UAssetAPI.Kismet.Bytecode.Expressions.EX_PopExecutionFlow, UAssetAPI"
},
{
"$type": "UAssetAPI.Kismet.Bytecode.Expressions.EX_CallMath, UAssetAPI",
"StackNode": -191,
"Parameters": [
{
"$type": "UAssetAPI.Kismet.Bytecode.Expressions.EX_Self, UAssetAPI"
},
{
"$type": "UAssetAPI.Kismet.Bytecode.Expressions.EX_StringConst, UAssetAPI",
"Value": "r.HDR.EnableHDROutput 0"
},
They force HDR output off via console in some scenario, it doesn't matter what you set in engine.ini, it's not reno's fault it's the devs being dumb
Thats ridiculous though. I remember I had issues trying to tweak engine ini for Lies of P as well. None of tweaks would work. Perhaps they were doing the same thing there as well
yes wu chang
I just tested it, works just fine
no mods
just engine.ini
I said not everyone has it, I don't know what triggers that script to run
yeah
oh okay, yea, get u+ then bois
the fact that its not consistent is weirdge
because one of the first games I tested when i started to work on UE Extended is Wu Chang
since it has a lot of sdr luts, and the perfect test
and I remember everything working just fine, and well it works just fine now
dunno, this was an issue since the beginning with ue hdr in wuchang, it wasn't even consistent for me between game launches (sometimes working, sometimes washed)
you could see r.HDR.EnableHDROutput 0 in the console every time it broke though, since they have console dialog printing turned on
Btw what do the other two addons do for wuchnag in u+?
LUT and RT poolsize
the lut thing you don't need, should already be fixed by reno, poolsize reduces stuttering if you're forcing hardware lumen via U+
@dusty girder I know there's just like, 2 people that know how to inject ReShade on Infinity Nikki, with that being me and El Amo, but i'm throwing your way it's lutbuilders anyway:
https://github.com/marat569/renodx/pull/75
They have been on ue-generic for like, a year at this point, so here are some free sm5 lutbuilders from there fixed for you lmao.
your first UE5 SM5 lutbuilder set btw lmao
o shit ty
ima merge in 15 secnds
lutbuilder_0x73B2BA54.ps_5_x.hlsl
this has a sdr lut
SamplerState s0_s : register(s0);
you need to feed the texture, sampler, and add lutweights to the ProcessLutbuilder function
float4 lutweights[2] = { float4(asfloat(cb0[38].x), asfloat(cb0[39].x), 0.f, 0.f), float4(0.f, 0.f, 0.f, 0.f) };
cb_config.ue_lutweights = lutweights; // Only Lutweights[0].xy is used
o0 = ProcessLutbuilder(float3(untonemapped_ap1), s0_s, t0, cb_config, o0, asuint(cb0[71].x));
return;
oh right thanks for the catch
i actually don't know
if the game uses this tbh
i pulled this from the shader pre-comp from 1.0
a year ago
and when i did that process again now there's only 4 lutbuilders lmao
yea a precomp is fake news a lot of the time
i'll fix it just in case it ends up used lol
yea, it takes 3 minutes; just to keep things consistent
and I'll merge
did you get the cbuffers from AI, or was there another shader already in extended, so you could've copy and pasted the cbuffers
lutbuilder_0xCA383248.ps_5_x.hlsl has 3 luts, that will use lutweights XYZW
I found some cbuffers by looking at constants and then checking on extended to see if another game had the same cbuffers
1 lut = xy
2 lut = xyz
3 lut = xyzw
4 lut = xyzw x
I have yet to see 5 luts
that works too
a bunch of SM6 UE5 games did (unsurprisingly)
and i borrowed it from them
and manually checked afterwards
one thing I do is match output device with another game, because its easy to confirm
every usage of those cbuffers and see if matched with their usage on other lutbuilders
and then check for 1-2 cbuffers, and chances are they match
i checked all of them just in case lol
btw some of these shaders don't seem to be exclusive to Infinity Nikki looking at it lol
because i found some of them on another mod LOL
precomp usually gives you the engine generic shaders
actually the game uses some of those
oh musa already found all teh cbuffers for that
i checked it on devkit lol
there is a game specific mod for it
that is basically a standalone ue-extended before ue-extended was made
btw in the devkit, is the lutbuilder 32x32x32 or 1024x32
Ender Magnolia for whatever cursed reason has a generic sm5 lutbuilder (ue 5.4) -- but its 1024x32
32x32x32
okay so thats not exclusive to sm5 in new ue, just something cursed ender magnolia did
you can set the size with a cvar i think
pumbo said they disabled 3d optimizations or something, why we dont know
btw whats busted in the hdr path?
it actually works, but the game hangs when taking photos on photo mode, trying to find the screenshot and failing, because it uses the HighResScreenshot stuff from UE, which is hardcoded to export screenshots in .exr on a different directory with a different name if it's running the game in HDR.
what makes this unusable is that the game automatically takes photos during gameplay
at cutscenes and specific moments
to record a "moments" book
normally I write off photomode, but its prolly super important in that game
I think clair33 had the same bug
it is important
but it actually makes the game unplayable
and people got like 500gb in screenshots destroying their ssd
because it does this automatically and causes the game to hang
because everytime you entered battle, it took a screenshot
it's worse here
and with ini hdr forced, it was like a 50mb high res screenshot
because the game just softlocks
trying to find the screenshot
like you quite literally can't even get past the tutorial if you are playing the game with native HDR
there is a small mod that disables auto screenshots in clair
because it will softlock every time in a cutscene
but I doubt that will fix normal photomode, and without photmode no dressup game
idr if it was a reshade addon or a pak addon
i'm bypassing the anti-cheat
(this is why i said there's only two people that can use this)
but, if i'm going to write a mod for this, i'm going to fix it correctly
and make the HighResScreenshot output tonemapped .pngs
yugioh masterduel is a unity game with no anticheat; but they have a constant message saying "duels are monitored, and cheaters will get banned" -- and even though I know if I used reno I'd be like 99.9999% safe; I just dont want to risk all that time (and money)
this is effort however
that i didn't get around to finishing
so i'm going to use the SDR path for now lmao
does the game even need the hdr path for FG and stuff?
nice
wait its dx12 sm5 with FG?
I've seen modern UE sm5 only if you force -d3d11
so I always assumed ue5 "forced" SM6 as a default
which means the devs unchecked that for some reason
yes?
game is D3D12 SM5 yeah
the D3D11 path doesn't even work
mobile
wonder if they had to manually go in
ah
Vulkan/Metal Mobile is limited to SM5-only
so they use D3D12 SM5 to ensure shit "works".
[/Script/WindowsTargetPlatform.WindowsTargetSettings]
Compiler=Default
-TargetedRHIs=PCD3D_SM5
+TargetedRHIs=PCD3D_SM5
DefaultGraphicsRHI=DefaultGraphicsRHI_DX12
MinimumOSVersion=MSOS_Vista
AudioSampleRate=48000
AudioCallbackBufferFrameSize=1024
AudioNumBuffersToEnqueue=1
AudioMaxChannels=0
AudioNumSourceWorkers=4
SpatializationPlugin=
ReverbPlugin=
OcclusionPlugin=
from Engine.ini
they had to go and turn that shit in
this game has HW RT btw
it has Hardware Lumen
which for some reason
it's allowed lmao
it only uses SM6 for RT pipelines
now thats rare
which i don't know if this is allowed by regular UE5
or if this is some shit they modded in
because this game uses turbo custom UE5
game has SSGI/SSRs at low, SW Lumen GI and Reflections on Medium-Ultra and then a RT toggle for HW Lumen
their HW Lumen is also somewhat customized
r.Lumen.Reflections.HardwareRayTracing=0 i thought they disabled HW Lumen reflections but no
I remember seeing the infiniti nikki teaser years ago, and it looked good
and everytime I seen vids of it, its a really pretty game
I'm surprised how much love went into whats essentially dressup
"r.Lumen.Reflections.HardwareRayTracing.XYMode": {
"Flags": [
"RenderThreadSafe"
],
"Helptext": "Enables XY mode from papergame using hardware ray tracing for Lumen reflections (Default = 1)",
"type": "Int32",
"value": 1
},
it has this shit turned on
and i have no idea what it is
this is custom
papergame 
it's the name of the devs
oh
Founded in August 2013, Paper Games is a growing Internet company in the interactive entertainment industry. The Company started from developing female-oriented mobile games, among which are some famous names such as Nikki Up2U, World Traveler, Miracle Nikki, Love and Producer, and Shining Nikki.
whats the 2026 situation like
is the game going down the good timeline
I told you some time ago I watched a video how a big patch griefed the game
mostly yeah
it had a really shit patch
but it's still good
they mostly fixed the bad things from that patch
it is one of the best looking UE5 games in my opinion
it's also insanely optimized on PC and it has an absurdly extensive shader pre-comp
this game has zero shader comp stutter
it's pretty magical lmao
I beleive it ngl
once they uh forgot to bump the PSO version telling clients to rebuild the shader cache
and everyone stuttered
ngl I hate when games have a smol dick pre-comp thats super fast
and doesnt catch most of the shaders
in an hour they issued a hotfix and gave everyone free gacha currency and apologized
bro there is one UE5 game
pizza souls, enotria last soul
so
listen
normally a game will rebuild the shader cache if driver updates, exe updates, or the cache is gone
normal behavior
enotria builds it once and never again
unless you manually go into the ini
and delete the param that said shaders where compiled
so if you launch the game post driver update, you're getting stutter out the ass
I think a few big game updates manually reset the ini, but for the most part it doesnt recompile
amazing
its a indie studio
even still
isnt all that stuff like default?

btw ping me when the commit for the luts are up
for some reason github doesnt email me
it emails me when an action fails
btw this game is from where i pulled r.LUT.UpdateEveryFrame=1
figured
i was going to fix it but i got distracted talking to you lmao
it has this shit on by default on DefaultEngine.ini
wat
what benefit is that even to non modders
i actually remember you asking me "huh this is an UE5 game that rebuilds the LUT every frame?"
back when this released
yea, I was surprised
i don't fucking know lmao
they do it tho
like technically rebuilding a lutbuilder only when it changes is optimal
thats a long boi
a laundry list of shit
a lot of this only affects mobile tho
or gets overridden by WindowsEngine.ini
it even has vulkan
runescape dragonwilds also has a ton of options for no reason (bootleg runescape-themed valheim)
with a vulkan render, and all that
I keep forgetting about the mobile part
i mean
it's pratically a different game on mobile
Metal
Vulkan is only used on Android
tbh it's actually impressive
it even runs at all
I wonder if its a custom tm, because the mobile tm was cut with ue5
the mobile tm is a very light low contrast tm
tales of arise uses it
and if you put filmic ontop ofa game that uses mobile, it looks fried
I got a pic somewhere
this game is probably using a custom tonemapper on mobile
or the desktop tonemapper
because uh, the art is made around the desktop tonemapper
it would look giga fucked with the mobile tm
check mobile vs PC here
it's pretty funny
lmao
when you compare them side by side
yea thats what made me think its custom, because its not super low contrsat like ue mobile
ngl still doesnt look bad
but its literally 2 different games
i had this shit fixed for 20 mins but i got distracted lmao
honestly the grass here looks better than like 99% of modern games I've seen
btw I noticed based on how 3dm and even shortfuse's decomp .. decompiles
lutweights is a float4[2] array and is always ontop
so the first cbuffers are always going to be lutweights (assuming they exist, they only spawn if there is a sdr lut)
float4 lutweights[2] = { float4(asfloat(cb0[5].x), asfloat(cb0[5].y), asfloat(cb0[5].z), asfloat(cb0[5].w)), float4(0.f, 0.f, 0.f, 0.f) };
cb_config.ue_lutweights = lutweights; // Only Lutweights[0].xyzw is used
like this?
yes
yea
for the shader to compile, the array has to have values
but the shader only spawns the cbuffers it uses, so 0 luts no lutweights, etc
musa's old mods used pre-processor branching if a shader had luts or not; thats ass maintenance wise
I just default the values to 0, if there are no luts, no problem; its used code
yeah this makes sense
if you want to sanity check it
shouldnt be too different in sm5
I have 3 lut games on there somewhere
I don't even think
the game uses it
because i never saw this game use an SDR LUT
i think this is just unused shit
if they're part of the engine's pre-comp, maybe other games use it
you said routine shares shaders with nikki
it does share some
but some of it's lutbuilders aren't here
and some of Nikki's lutbuilders aren't with Routine
@dusty girder I pushed the fixed lutbuilders
r3.xyz = Textures_1.Sample(Samplers_1_s, r2.xz).xyz;
r2.yw = float2(0.0625, 0) + r2.xz;
r4.xyz = Textures_1.Sample(Samplers_1_s, r2.yw).xyz;
r4.xyz = r4.xyz + -r3.xyz;
r3.xyz = r0.www * r4.xyz + r3.xyz;
r3.xyz = LUTWeights[1] * r3.xyz;
r0.xyz = LUTWeights[0] * r0.xyz + r3.xyz;
r3.xyz = Textures_2.Sample(Samplers_2_s, r2.xz).xyz;
r4.xyz = Textures_2.Sample(Samplers_2_s, r2.yw).xyz;
r4.xyz = r4.xyz + -r3.xyz;
r3.xyz = r0.www * r4.xyz + r3.xyz;
r0.xyz = LUTWeights[2] * r3.xyz + r0.xyz;
r3.xyz = Textures_3.Sample(Samplers_3_s, r2.xz).xyz;
r2.xyz = Textures_3.Sample(Samplers_3_s, r2.yw).xyz;
r2.xyz = r2.xyz + -r3.xyz;
r2.xyz = r0.www * r2.xyz + r3.xyz;
r0.xyz = LUTWeights[3] * r2.xyz + r0.xyz;
replace 0/1/2/3 with x y z w
thats from Ishin which is the ONLY sm5 game I've seen
with named cbuffers
so uh
lutbuilder_0xCA383248.ps_5_x.hlsl
o0 = ProcessLutbuilder(float3(untonemapped_ap1), s0_s, t0, cb_config, o0, asuint(cb0[40].w));
you need to give it both samplers
and both textures
also its missing the 3 lut one
also
lutbuilder_0xCA383248.ps_5_x.hlsl
that has 2 luts
you pased in xyzw, when it only has xyz
i uh
didn't even check how many luts it had
i just followed what you told me
lmao

Texture2D<float4> t1 : register(t1);
Texture2D<float4> t0 : register(t0);
I know
thats 2
I think I typod 2 and 3
sorry
idk why I wrote 3 luts, it doenst look like there is a shader with 3 luts; somehow confused myyself
take your time
@dusty girder fixed it
yes
i tested this in-game already
as i said i don't think the game uses this because it looked normal lmao
like i never saw the game use an SDR LUT
so it's either only used on some weird ass level or cutscene
or entirely unused
looks good, ima merge
I mean how would you "see" it using an sdr lut
on devkit
that's what i meant lol
it'll show a 32x32x32 lutbuilder
same as any other game
a graphics debugger might show it
@stiff loom now that you got it built with the luts, go in game and move lut strength around
huh would it not show up as an SRV?
see if it does anything for fun
not sure tbh
it doesn't
esp on dx12
it should show up as an SRV i think
also i checked which shaders it's replacing
and they don't have a sampler/texture2d
so..
if the game uses a SDR LUT
it's only on some very rare circumstances
some games might only enable them when there is a special effect
some games use them as a vignette
yeah
the deep lore is its old programming habbits
like code vein 2 for example did one thing right
it had 1 lutbuilder, generic ue 5.4, no sdr lut, and then had code that dynamically adjusted color temp and other params
depending on the zone, past/future, etc -- the way you're "supposed" to do it
1 lutbuilder, no grief
but i tried fucking with lut strength and it didn't do shit
but now that i think about it
i recally some very specific scenes with a flashback effect
but the sdr lut system is for like legacy devs that are used to grading with luts
that broke if there was anything >1.0f
that might be it
so unreal has different lutbuilders
a normal simple one
and then one with white temperature as the first effect that happens
this only ever happened to me on some specific cutscenes
but you can't reply cutscenes on this game
and i never have devkit injected when this happens
because my performance
so i never bothered to check why this happens
this is a generic basic bitch simple lutbuilder, game uses it 99.9% of the time
this is a white temperature lutbuilder, the game uses it during "foggy sequences"
you can see the huge block of code ontop thats related to whitetemp
and then there are variations of both of those with sdr luts
that looks more like maybe its spawning in a new shader after the lutbuilder
that was my guess too
that has unsafe math + running hdr code when it expects sdr
ironically enough
setting this to the vanilla lutbuilder
did not fix it
tales of arise has a composite shader
sorry lut sample shader
that has a pow at the end for some reason
the only way to fix this is to set max/game brightness to 80 nits
and then it would look correct
like it is exploding with values above 1.0f
for some reason
even with the vanilla lutbuilder, the game will NaN like crazy
but strangely enough running the SDR path did not fix it
unless you make the pow safe
same with arise, prolly unsafe math
nah
as i said i can "fix this"
if i set max brightness to 80 nits so (1.0f)
it looks correct if i do that
oh mb, yea





