#Unreal Engine
1 messages · Page 11 of 1
I didnt dislike it
the cartoon sequences where cool
but I got a bit bored of mashing x
And Wuchang was pretty great overall except for the last 2 bosses
Everything works now, thanks!

definitely not in that department lol
Exclusive fullscreen and 10K peak brightness what theeee?!
i tried to install Reno for Manor Lords with the latest snapshot, but I am just getting a black screen: (
Probably an upgrade thing. There's instructions on the github for when you get black screen in UE addon.
oh thanks, will check it out later
Will try when I get home, thanks alot
worked like a charm
@dusty girder have you looked into Super Meat Boy 3D demo ?
Full game releases 31st and it has a vanilla HDR toggle (though it's broken in the demo, works with engine.ini), I think it would work just fine with extended
But its native UE HDR isn't bad really
I'm surprised this game is even unreal engine
I'm guessing this game isn't possible to mod?
upgrades weren't working but Pseudoregalia seems like it would be a game that wouldn't work at all
anyone got screamer to work with reno unreal?
About to start a new game (reanimal), I need my reno fix 🙂
What is the difference between shortfuse's ue addon and Marat's ue extended addon?
And which one would you advise for this specific game?
I'll see what resources are required to upgrade specifically
Well in the end I tried ue extend first, and as it was flawless I just played the game (never had so many crashes with this game.. had to force it in dx11 in the end to pass a systematic crashing scene).
I'm still open to know the difference between regular and extended, though!
Timesplitters Rewind: Upgrade B8G8R8A8_TYPELESS
pause menu background will be clamped to SDR
enable SDR grading bypass
final result:
and here's what it looks like without SDR grading bypass
does ue extended support avowed
yeah, it works very well
@untold wadi should the separate avowed mod be deprecated
@swift plover yes
a bunch of lutbuilder only mods are basically rip now -- outside of their auto application
wu kong, wuchang, avowed
ritsu told me I can kill off avowed long ago, but I never bothered setting anything up
since idk how or when ue extended will get merged
I just shared ue-extended when somebody asks for avowed
is ue extended auto build
yes
shortfuse unpinned the link since
it confused people here, which is fair; I wrote up a shit post lmao
told me to make a seperate thread
let me find it
https://marat569.github.io/renodx/renodx-ue-extended.addon64
https://marat569.github.io/renodx/renodx-ue-extended.addon64
idk, I played through the entire game with it
Maybe I need to delete existing shaders? I’ll give it a shot
idk, I know multiple people that played the full game with the ingame native hdr on + ue extended
@white stag put tons of hours in
if something is griefing, its not the addon
nvidia drivers messed with me at some point and updating them (which forced a shader cache reset) fixed it
didnt that just cause it to stutter
but yea thats a thing with all unreal games with ucache; sometimes it doesnt re-compile after a driver update or addon update
happened in code vein 2 too
well yeah, unplayably so
yea
might've been what they meant
yea
u+ enables ucache in games that dont have it
which might be another file you gotta delete and have recompile
after deleting caches, the game runs MUCH more smoothly and hasn't crashed in the past 20 minutes or so!
Just another vote of confidence for UE-Ext in Avowed - played hours with no issues, looks fantastyc
After playing Reanimal with ue-ext (still don't know the difference between ue and ue-ext, if someone would mind explaining it would be cool), I'm on Returnal. Even if HDR is natively supported and known to be good out of the box, I've tried with ue-ext out of curiosity and am happy to see a real improvement!
Although with ue-ext every pixel is in BT.709... I don't know if it's a bad or good thing 😄
It’s normal, 99.9% of games are authored for bt709
Just wanted to ask regarding Nobody wants to die. Is it right to use 2.2 Gamma?
But with this game in particular, without reno you can see there is 26% BT.2020
did you adjust the sliders or is this ootb? I also always found returnal a bit too dark... (console version)
This is ootb, except peak brightness I've adjusted to 550 to match vanilla, for comparison purpose. With reno there is a nice gain in shadows details, compared to vanilla that is a bit crushed. Really happy with it!
yep as i thought, I suppose it was the same with console version whiich is just always the worst version. such a shame for the sequel it will be console only
there is no gamma missmatch on this one right?
Doesn't seem so (with or without reno), but I don't really know how to check that. I just can say the game (colors, brightness, contrast) looks great
Hi ! Does the UE mods works with the game the isle ?
It has an anti cheat so I guess not ?
If the anti cheat flags reshade with plugin support then yes, no reno. There are some work arounds sometimes but those are use at your own risk
Hi, I'm trying to run Atomic Heart with RenoDX and Optiscaler DLSSG, RenoDX (Reshade) as d3d12 and Opti as dxgi. My problem is that it detects the entire screen as HUD. If I remove RenoDX it works fine. Has this happened to anyone else?
Has anyone been able to get this to work with Screamer?
have you checked if the framegen actually stopped working due to detecting the entire screen? I had the same experience in KCD2, but in fact it worked fine; it's more like Renodx causing the pink detection debug overlay to bug out
Does Unreal Extended work on The invincible? I can´t find a wiki for that (I know generic does work) @dusty girder
Also, any idea why I can´t get borderless to work properly?
Ok yeah it was Reno indeed cause it had "prevent fullscreen" and "force borderless" both active. With just force borderless and after a reboot it works
Seems is still working but like doubling frames cause hud is not processed
what playnite theme is that
It’s steam
Look up Millenium steam. Minimal Dark theme
@tepid ridge no idea, you have to try it
anyone use this with the callisto protocol? Was wondering if the game should be set to SDR or HDR using the universal Unreal engine mod and also within the game there is a SRGB, 2.2, and 2.4 color output.
LiS Reunion seems scuffed with reno UE, UI brightness changing the game brightness. Does seem to look ok with native hdr disabled.
Game is set to borderless rather than the fullscreen the native HDR requires. Native HDR on + reno = broken image with green lines all over it.
None of the LUT shaders say _new
Native HDR in Callisto is pretty good imo, apart from lifted shadows, which looks like artistic intent
But I did notice that in some locations black floor gets lowered
Kinda like in RE2
Just doesn't update in realtime
where do you guys get unreal extended mod ?
game might be cursed with dpi scaling
try this
right click on exe -> properties -> change high dpi settings
Ohhhhh interesting. I’ll check it out
hello
this breaks the game even tho iam using the same upgrade
might it be cos iam on an amd sys
ue extended might work here
hifi rush is custom
ue extended might work as in it will run the ue filmic tm
but it will look different from their custom tm; how much different idk
it worked
also any idea on how to inject reshade addon into outlast trails
someone managed to get it to work according to wiki
yea, but his point is not that it won't work
its that it screws with the intended look
more than usual at least
@dusty girder I'm getting this strange kind of light show in reanimal. not sure whats causing this and how to fix it
I did turn on dump lutbuilders and didn't get any new ones
didnt see that in my playthrough
oh are you using ue extended? just use the normal ue
that game has custom post process shaders that need fixing
didn't see this before. just noticed it today while going through this section after the recent update
I don't think these were there before
Normal one looks fine? I really like how ue extended looks though overall but i guess i'll give that one a try if this is broken
yeah normal works fine
hello, got this shader file of darwin's paradox
the game is clamped with renodx so idk
both unreal engine and unreal engine extended have that shader already in the mod
you probably just need to upgrade R10G10B10A2_unrom and/or B8G8R8A8_typeless to output size
oh alr let me try
ye it still doenst work
looks clamped
only ui brightness slider is working
and is affecting the whole image
and ye ik ue5 games sliders dont apply in real time
but still
they do if you add this to the Engine.ini file
[/Script/Engine.RendererSettings]
r.LUT.UpdateEveryFrame=1
tf even tho this game is ue5 it doenst have normal ue5 config folder
like no windowseditor thing
AppData\Local\DarwinParadox\Saved\Config\Windows Make an engine.ini file here
just checked on Nexus
sliders don't work because the mod doesn't work probably 😛
yep
I was thinking about looking into Life is Strange Reunion
got a fix made with ReShade shaders currently
lmk if you get anywhere - the 1000 nits hard clamp is v annoying :/
if its generic unreal engine; you just need the lutbuilers and composite shader for ue extended to work with the native hdr (assuming nothing crazy is going on)
the composite shader might already be part of the mod, since those dont change that often
too out of it the other night to remember whether i actually tried reunion or only double exposure and true colors, but unless theyve had a major change in approach the HDR hard clamps at 1000 nits even when using RenoDX - not sure what i can do/what you'd need to do anything about that? if its like, custom mod level, then obvi not worth the effort
i would say that the native HDR, while not perfect, looks good for the effect they want from it imho regardless of whether its well implemented or not, so without the ability to stretch tonemapping past the 1000 nits cap, the level of improvement you can get from reno is quite limited (imho)
The native HDR isn't bad tbh if your display doesn't go above 1000 nits. I'm at 800 so applying Pumbo's AdvancedAutoHDR tonemapper does really well. I was ready to release a preset to Nexus Mods then I started to think about how it probably wouldn't work for people with brighter displays.
I have just successfully implemented the extended UE5 addonn on StarRupture and the results are amazing. A game with a constant giant sun doing solar flares makes me mad how they even thought HDR wouldn't be such a game changer
But looks like another case of having to go back to main menu and loadgame to make any changes on the sliders :'(
The game doesn't come with a proper engine.ini file but it does have a GameUserSettings and I've also created an Engine.ini file with the LUT update everyframe line
they seem to be using a very up to date version of UE5 if I had to guess so I'm confused as to why none of the .ini's managed to make a difference :/
@rustic lichen @dusk orchid if you're ever bored, grab ue-extended, set the processing path to off, turn ingame native hdr one
-> test if the UI slider works (so we know if the composite shader exists)
-> then dump lutbuilders (turn processing path back on, and make sure native hdr is on)
maybe its just doing generic UE stuff, and if it is ue-extended can make it better
👍
hey, @dusty girder , sorry to ping you directly but I think you're just the exact person that can have some insight into my situation. It was mostly your replies and long posts that helped me get so far
whatsup
Have you seen a new U5 game (starRupture, quite new as well) that works in all aspects except for not being able to do the real time slider adjustments?
or rather, I created the file cause it doesn't have one originally. But I have it on the same folder
if engine.ini doesnt' exist, create it, and make it read only
make it in the same folder as gameusersettings.ini
Yeah, that's what I thought as well would be the solution
some games dont respect that ini tweak, so worst case scenerio no real time sliders
almost certain it's read only as well but let me double check
aww
I thought it was guaranteed
Sigh. Welp, the default values are already fantastic compared to the highly clipped base game
the game is about a literal sun bursting every few cycles and the sun is as bright as an overcast cloud with the original SDR tonemapper :P
funny thing is I read people sharing ini tweaks for performance related stuff
the game does allow to change render settings to improve performance on low end machines so I had high hopes it'd accept that bit :<
on the bright side you dont need to change settings that often
but in order for settings to update, you just need a scene change; and some games a scene change can be simple; you just like open and close your inventory
cursed image lol
Processing on with HDR on 
no new LUT builders though
UI slider works
if the ui slider works, that means the composite shader is generic UE
what if you set upgrade path to off
and restart
do the other sliders work, like idk contrast or dechroma
wait you have upgrade path set to on, ui slider will always work; we dont care about upgrade path on
set upgrade path to off, and restart
that was for this step: -> then dump lutbuilders (turn processing path back on, and make sure native hdr is on)
UI slider also worked with upgrade path off
the color grading sliders don't do anything. Just need to find the upgrade sliders at this point and see what combo works (I'm assuming)
I can't get anything to work with upgrade paths on or off except for the UI slider in both cases. Even with everything set to anysize I get nothing
not even game brightness
same with the original UE addon
so the game has something special about it that doesn't want to cooperate
okay good
no
if native hdr is on
and processing path is off
its either one of two things:
- no real time sliders because of the ini tweak
- missing lutbuilder
I wasn't using the ini tweak, just the native HDR in-game
the real time lut update ini tweak
[/Script/Engine.RendererSettings]
r.LUT.UpdateEveryFrame=1

even with native hdr you want that for real-time sliders
yeah yeah, I'm a dumbass
all good
but yea what you can do is set dechroma to 100, restart the game
(native hdr on, processing path off)
if the game is black and white, that means stuff works (outside of real time sliders; which might get fixed by the ini tweak)
ok, I was just being stupid
everything works now
this was supposed to be my "just play the damn thing" game so I wasn't really trying to mod it much 
used all my brain cells for Cyberpunk
thanks Marat for being patient
@dusk orchid have fun, it works with UE Extended
it's unclamped
@rustic lichen do me a favor, send me reshade.log with ue-extended from the game
so I can add life is strange 2 to default to native hdr // processing path off
I need the game's product name
ty
I'll do Double Exposure as well. Games are nearly identical
Iris-Win64-Shipping.exe (Life is Strange: Reunion)
Any luck with or desire to tru with double exposure and true colors? Maybs it's just me that's too dumb to make it work
I'll go add it later
I can't gat that to not hard clamp
I already have DE installed
Pls lemme know if issue is my brain
it was definitely mine 
Whys there no ditto emoji I need it badly xD
@dusty girder if the prior game(s) still hard clamp at 1000 is there anything I should try or supply you with? Or is it the stuff you were mentioning earlier?
Glad to hear reunion doesn't seem to have this issue
as long as a game uses ue filmic, ue extended will work
there might just be missing lutbuilders
I guess sometimes games run custom shaders post-unreal code; cant do anything about that
no idea
the 1000 thing might be a meme from the devs
if ue-extended works with the game you tested, and the game is ue5; that means its running generic unreal code
Koklusz reported the 1000 nit clamp in his Double Exposure review
which after 5.3 unreal added variable peak; no more peak 1000 or 2000
I mean while technically incorrect, the usual gamma stuff etc, the native HDR looks pretty great on a screen like my old c9
But on my current g5 it's pretty underwhelming
For an older gen OLED panel that hard clamp isn't much of an issueb
no idea, but enjoy; you have to turn processing path to off (and restart the game)
thats about it
also the ini tweak for real time sliders if you care about that
Just seems so... Whatever the antonym of future proof is. Why hard code a value like that 😭
be happy they added hdr in the first place
Yep sry this was in the context of the hard clamp of older games - actually v excite to boot up reunion with ue ext now ^^ 🙏
Depressing but trueb
I thought those where just lesbian dating sims
with no action or anything
just story
far from a marat game
I mean yes basically?
I might have one of them froma bundle, let me see
I have "Life is Strange 2"
There is usually some sort of mystery and some sort of special mechanic that are v compelling
The characters and storytelling are top notch
I know the games are crazy popular
I would see this series is defs the exception not the rule when it comes to enjoying this type of game
was just surprised a sadge no action game got so much hype
For me
I loved true colors, that's probs my fave so far, I haven't finished double exposure or reunion yet
I've not played LIS2 I don't think
The numbering and naming is confusing bc diff studios have worked on diff ones
I played the first on release when it was actually episodic and played the before the storm prequel as well - LiS1 is great too but true colors is peak for me
🤣 I get why the impression from an outside perspective hahaha
I don't think it's 0% false but yah defs not the central point of these games xD
They're good story games. LGBTQ positive but that's about it. You can be straight or gay in the games. It's mainly about dealing with your powers and following a story. Sort of similar to Tell Tale games I guess
the first one is a classic
Sry, enjoy nap, hmu when you're back I wanna ask some more shit about the 1000 nit clamp
Lmk when you're free to harass 👌
wow Double Exposure has a bunch of new LUT Builders
Hard agree on the first being a classic, tho interestingly I've only once managed a second playthru, dunno why I always drop off. True Colors has become like a legit comfort game for me - I probs replay that yearly
Life is Strange Double Exposure
Chronos-Win64-Shipping.exe (Life Is Strange: Double Exposure)
@rustic lichen does the UI slider work when native HDR is on and processing path is set to off?
For Double Exposure I can't remember
let me jump back in real quick
yeah it does
nice
might be done with unreal composite shaders
until a new UE version comes out
set wuchang and the other life is strange game to default to native hdr; I'll work on double exposure either after I eat or tomorrow
I was 100% positive based on the few bits of vids I've seen about the game since the first one since its about 2 canon lesbian girls and their like struggles
a girl in art school with an interest in photography finds out she can rewind time, and has to face the consequeces of her using them
when you have conversations with people you can use what you learned in a failed conversation, rewind time, then try again but you'll have new options to choose from
the other girl is her childhood friend
romance is optional but is barely touched on
at least in that first game
prolly all the memes find it funny
to shill it as a lesbian sim
Heya I've been using this for a new game called Hozy. Upgrading R10G10B10A2_UNORM to Output Size, Output Ratio or Any Size allows the game to go into HDR, but it's still limited to BT709, even with saturation boosted, and it sometimes seemingly randomly crashes. Are there any other upgrades or tweaks to try that can help?
The crashing is now very frequent. It is complaining about a memory access violation, specifically Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000018. I've tried multiple combinations of different resource upgrades but nothing helps, it will crash if i upgrade R10G10B10A2_UNORM
I’d gladly provide more info to help fix! ◡̈
I added these lutbuilders for Life Is Strange: Double Exposure also I set the mod to default to Processing Path off // Native HDR
Let me know if that ue extended works with double exposure's native hdr
if it does, off to github
@broken dust you should never need output size any, you're probably upgrading too much causing it to crash
-
did you try aspect ratio upgrades? and if it didnt work move on to 2
-
are you on ultrawide? if you are does the game become hdr with output size upgrades?
-
try messing with different DLSS settings (quality/perf/dlaa) with output size upgrades
if neither of those works, somebody needs to go in with a devkit, and add a custom aspect ratio for that game
we're good to go 👍

thanks on PR
yea thats one big downside to native hdr in some UE games; it forces ass window management
you gotta get displaycommander or SK
yeah and Life is Strange is really bad about the full screen shit
display commander lite works well though
It crashes no matter if I upgrade to Any Size, Output Size or Output Ratio.
The game doesn’t have dlss so I’m unsure how to test that :/, it does have a render resolution slider which I keep at 100%.
I am indeed on ultrawide
So I assume devkit would be the only way :/
if upgrades cause the game to crash its a rip
It only crashes every now and then, maybe like once every 20 minutes
Always with the same memory access violation
You don’t think even going in with a devkit and adding something custom will help?
nope
:(
Anyone tested Samson?
@dusty girder Lutbuilders for MGS Delta
MGSDelta-Win64-Shipping.exe (METAL GEAR SOLID Δ SNAKE EATER)
No sliders work with native HDR on and the processing path set to off
The UI slider works with the native HDR off processing path set to on, Upgrade_B8G8R8A8_TYPELESS=1 and R10G10B10A2_UNORM=1 need to be forced
@thick belfry I'll add them later
so I dont think the triangle works
not even the UI slider works with native hdr on processing path off?
that means I dont have the composite shader, but I should be able to yoink it from the MGS mod
you can enable HDR cfvar in usergame settings file and its working ingame. But activating lilium stats makes the game crash. color grading looks terrible too. Pretty game but at the same time ugly game, animations are terrible, driving is very bad. Will not play.
@rustic lichen sry for pings - i wont get a chance to try myself until tonight but have no patience so need to harass you immediately 😬 😅 awesome to hear about ue-ext support for LIS: Double Exposure, but are we still "stuck" at the clamped max 1000 nits of the vanilla HDR or does ue-ext also unlock the full nit range?
should be able to go full throttle with it 🙂
my display maxes out at 800 nits so I try not to go that high 😅
great to hear, will check it out tonight and report back, thanks gents ^^ 🙏
yea get the latest snapshot from the repo
turn on native hdr, double check processing path is off in the addon, and enjoy
does this work only for UE5?
cc: @dusty girder yep, works and looks fkn gorgeous. being freeeeeeeed of the 1000 nit cage is ❤️🔥 pls consider me most appreciative 🙏
Anyone tried Samson with UE extended, yet?
slop doesn't deserve it 😄
apparently the lutbuilders are already in the mod, you just need to figure out what upgrades you need
or if it has native hdr, see if the composite shader exists
or ini tweaks if you want, but thats power user no support stuff
Gotcha. Will download today and check.
Probs play it this weekend.
Bought it the other day but been busy.
this normal?
playing Backrooms: Escape Together
seems to work alright with R10G10B10A2_UNORM
besides the log going crazy
does that mean it's missing a shader?
log spam isnt the end of the world if everythings working
nothing to do with a shader
alright
this game is pretty i didn't know it was 5.7 lol
hopefully that means newer versions work better
getting shitty fps though
surely not because of reno right?
nvm i turned dlss off
hdr doesn't work with this vhs filter on
Vanilla HDR / Reno (SDR EOTF Emulation Off) / Reno (SDR EOTF Emulation On)
All targeting 1000 nits, and rest of the settings default.
Reno with 2.2 EOTF disabled looks the best.
@thick belfry thoughts?
Emulation is crushing it way too much.
p.s. the game just throws me in HDR by force when I launch the game, there's no HDR toggle in-game, or calibration screen btw. Just welcome screen to adjust brightness based off 'lOgO bArElY vIsIbLe' shit. Thus decided to compare it with vanilla HDR isntead of SDR.
Looks better in brighter areas with it set to on, guess will just have to play around a bit more and see.
But the scene itself seems hazy anyway, so.
CC: @feral granite @atomic oak Samson works with UE Extended, btw. I remember y'all asking in the Den the other day.
the crushing looks like heavy vignetting
I'll have to checkout in other areas and scenes to make up my mind, but pretty sure it's going to be an overall better look and representation of the game with emulation off, yeah.
Game has Ray reconstruction, too.
What are the SDR options?
Will have to try and force SDR in the game to see it, but there's no options in-game to adjust any brightness and such, lol.
2.2 Emulation
Off / On
In actual world, primarily outdoors, it looks overall better with it on.
But in some indoor scenes, it gets so excessive.
Off / On
This is what I mean, in some scenes it kinda looks nice, but in others, it excessively kills it.
But in the scenes it does look nice, it's not like the other doesn't.
I'mma keep it off from here, I think.
I'm seeing similar thing with mgs delta, at least with the legacy filter
But gamma correction off makes the night vision googles basically redundant
And also I'm seeing some posterisation in the darker areas without it
aye
I played that entire game with Legacy filter, and preferred that overall.
And it paid off big time in that jungle mission later (in the water, you'll see).
Game looks absolute
when that mission starts.
I should find a way to force SDR somehow, though. I guess just throw Windows in SDR altogether and launch. And then compare a few things.
They could very well be going for a rather dramatic look with the game, as it sellls the 'realism' better of sorts, by hiding some of the details intentionally. The game overall gives that vibe anyway.
Are you using Extended with Delta rn, or Ritsu's mod?
the only difference between eotf emulation off (sRGB) and on (2.2) is a bit of contrast
a few people prefer srgb + contrast
also ritsu's mod is ded
use extended @bleak nest
make sure to get the latest snapshot, since I added a bunchof stuff for that game before bed
@amber sapphire why are the highlights so saturated?
What sliders did you mess with
with the latest commit, Silent Hill F (native hdr path) joins the list of deprecated UE mods
https://github.com/marat569/renodx/commit/45fc2b77b54413d59c1e288c86a94cbc55c5573a
(github is still compiling; so silent hill f ue-extended will be ready about an hour after this message)
Contrast and saturation haha I like it saturated a bit! I use an OLED Tv not a monitor too. I’m sorry!! 😭
nothing to apoligize about, was just curious
the sliders are there for you to use them
and have fun
np enjoy
If you guys where ever interested in what the Scene Grading sliders do, here is an example
Tonemap Test (will be renamed soon) controls if you want Max Channel or LMS display mapping
Per Channel peak controls the hue and chroma reference color, the higher the peak the lower the less blowout you have -- it defaults to 5 for "out of box consisntancy" but feel free to crank it up to 10
LMS is also really nice if you want more color, but for LMS you want to turn blowout down to 0, and hue shift to 50 or less
(caveat that ive only used UE-ext in like a dozen-ish games or so but) so far im struggling to think of a single one where i prefer maxCH to LMS
is it just a personal pref thing? or are there certain games or visual cases where LMS is gonna look "wrong"?
no
so
lms is prolly the future default
its just that
max channel peak 5/100/100 is a very safe "out of box" setting
that matches sdr
super conservative
lms is the go-to
so apparently hellblade 2 just works with UE Extended which is cool I guess
The build that works with the game is still compiling, so it will be ready for download about an hour after I post this message
turn ingame HDR on!
@dusk orchid
If you look at SDR vs. HDR Max Channel 5/100/100,
5/100/100 matches SDR, while still being solid HDR
max ch 10/100/100 has less blowout and more "hdr hues " -- looks good in this game, but it might not be what you want in every game
LMS is probably the best though
I asked musa, apparently that pic isnt a spoiler but some early game bullshit
should try a match NR instead of extend + n2 , but n2 in lms ain't bad for some highlights to white
i'm liking n2 max channel for sdr lut sample
n2 lms is my favorite since it has built in blowout
working so far in starfield
all luts are n2 max ch scale and inverse
this is just for displaymapping at the end
hmm
new gamut compress is n2 on purity
n2 on purity + n2 for peak is.....
there's probably a smarter way
hdr path doesnt do gamut compression, only sdr path
hdr should have bt2020 gamut compression
probably should; but I'm pretty happy with the code baee as is
but it's going to white anyway
I gamut compress and decompress luts
but thats different
i added a new one, don't know if pushed
basically makes color::gamut revertible
which i needed for starfield luts
I'm a big fan of all the psycho stuff, and NR/Cone
but the pipeline for ue extended is pretty complex as is; I really dont want to re-invent the wheel for the third time (Matching NR, making sure it respects griefed filmic params betwene games)
if I was making a standalone mod for a game, I'd 100% match NR
ue extended is already what you need
just asks you to through out the toe part
which in starfield was crushing anyway
guess I'll hold off adding gamut compression to bt2020 until I see the new stuff; not in a rush
yeah, starfield would have some newer stuff
we talked about this with musa some time ago, and iirc he said the blue correct griefs too much
basically everytime i crack open a game it's 3-6 months of reading applied
Oh, okay. Didn’t know that.
For Delta? Already finished the game at launch, bro. I was just curious.
Didn’t know Ritsu’s mod died.
Are you saying with it set to 2.2, it’s emulating 2.2 AND adding additional contrast together?
no
Okay, good.
set it to off, and increase contrast
in a way the only difference between on and off is a bit of per-ch contrast
Yeah, I know that. The way you said it sounded a bit different so was confirming.
so if on is too contrasty, just to off with a little bit of contrast
no longer maintained + ancient codebases
Yeah, figures.
Only reason he created it was cause just the LUTs I gave him from UE generic weren’t enough
And were causing issues.
So, he whipped up a dedicated one
It still works fine, it's just no longer maintaned
UE Extended is using the latest ||boy||toys
I've played the first third of the game with Ritsu's mod and now the second with UE Extended
sorry for bringing this back up but this is "best practice" renodx for Avowed, correct?
yea
just drop that in, turn native hdr on in avowed, and enjoy
if you use U+ you might have to clear your shader cache
GTA trilogy remasters shader for extended (idk if I did it correctly)
Sliders don't work, UI slider controls game brightness
that looks right, let me add it real fast
also i swapped defaults to LMS 5/50/0
added a button for max channel 5/100/100 (old defaults) for the odd game that might benefit from it
@brave aurora where there any lutbuilders in the folder that did not have new_ in the name?
nope, that's the only one in all three
all good, I got what I need
give me 5 minutes
@brave aurora let me know if this works please
works fine, thanks.
Highlights look a lot different between old and new defaults
yep
thats what they change
the new defaults that is
lms has less blowout
while the old defaults are more faithful to to sdr
use whichever one you want
there is "no wrong answer"
so the old defaults have colors closer to how they should look like with the original grading?
because at least here all three look very different, it's kinda hard to tell
which is closer
while LMS has more hdr hues, and blows out less
for the most part its usually better; probably 90% of the time
but there might be the odd game where its griefed
@swift plover
if you want to try something out
with the old defaults, set per channel peak to 10
it defaults to 5
you'll get less blowout
These upgrade requirements apply to UE Extended too, right?
ye
unless a game has native hdr, and we use that instead of upgrades
what remains of edith finch for extended
fnaf help wanted ext
a way out lutbuilder
if the games have non-new lutbuilders, upload those too as it helps to add them faster for ue extended
oh I thought those were ones already added
extra one for fnaf hw then
they are, yeah
all lutbuilders for a given game use the same variables
so when there is one that's already added, it helps for just copying the fixed variables from the existing one to the new one(s) rather than having to ai slop or find them by hand
just helps expedite the process for ue extended in particular
I'll get to those lutbuilders soon ™
sifu
Atomic Heart : UE / UE extended
fnaf security breach (this one seems to work ootb tho, only menu's clamped)
wanted to test everything ue in my library,
turns out that I don't actually have a whole lot of ue4-5 games too
might be worth using dx11 too
iirc it had a tendency to stutter less than the dx12 path
oh you probably did use dx11 given that its shader model 5
with fnaf sb you mean? That's from dx12
that game is held together with a duct tape and a prayer
you can use the -dx11 launch param
lots of dx12 uses sm5
@autumn musk if any UE mod stutters, you need to clear your shader precomp cache and let it rebuild
usually the games:
-> %localappdata%/game/etc
and nvidias:
-> %LOCALAPPDATA%\NVIDIA\DXCache
the only thing that probably won't work with Atomic Heart is the fire FX
those are a special shader that needs to get patched
because it looks awful as is
I never went back into the game to grab the shader to export
that's the non extended addon
It seems to be ok in this place, at least. But look at the sun, wtf...
Is there any way I can help?
there is a button for safe grade
try that out
but the game might just be bright, nothing crazy
if you dont have the safe grade button, maybe you're on an old version
Latest Unreal Extended snapshot:
https://marat569.github.io/renodx/renodx-ue-extended.addon64
Gonna try Mongil stardive gacha slop it comes out in like 2 hrs
You mean for the muted Sun ?
I tried but still the same
In the 1st DLC the fake Sun is much better
MONGIL STAR DIVE crashes on start with generic ue
wait does not do that with dlss off
will fiddel with this more later
Looks good, I thought I would have to use special k hdr for this one. looks like renodx is an option instead
@lone bay I had a typo in the latest version, re-download UE-extended an hour after I post this (github will finish compiling)
and try again
Mine goes blackscreen instead with D3D12
did you tick the magic box
the upgrades? no not yet, did it work?
yeah, it works now thanks
game brightness works and color grading is not working maybe because of missing shader
color grading works, just need to reload the scene or warp to other places just go to characters to be applied
@dusty girder New UE extended is much butter in highlights, but I wasn't enough specific. I was talking about the Sun, just above crosshair in this screenshot. I think it's a shader thing.
Its not the ue mod its the game
Did they really misalign the Sun?
i have a weird problem with the ue_extended mod:
sometimes it works, sometimes it does not. Take Avowed for example: sometimes the sliders work just fine (with live updates, no need to go into inventory or anything) and then a couple of minutes later they don't do anything , no changes live on screen or after opening inventory.
is this a me problem?
this is not just limited to avowed but happens in other games just as well
[/Script/Engine.RendererSettings]
r.LUT.UpdateEveryFrame=1
@echo raft add that to to Engine.ini; UE5 games dont update sliders inr eal time
if engine.ini doesnt exist, create it and make it read only
@lone bay the issue with the sun here is a game texture issue
Added stalker
Hello fellers, HDR can't be enabled in Windrose for some reason so I'm dabbling with the general UE reno build, unfortunately the game looks like this, am I gonna have to dump LUT shaders like it says and follow the guide in the pinned message?
So is the dedicated mod deprecated now?
Yes
Is the game worth playing now bug-wise? Or should I wait until they update the engine? Something tells me it will be even more bugged after the update 
If I do play it again, I am waiting for the engine upgrade which they did not do yet
Add -hdr to launch options
renodx-unrealengine.addon64 crash on Hell Is Us, already follow wiki instructions
NVM this renodx-ue-extended.addon64 works w/ the same instructions
idk I'm waiting for engine upgrade
idk if this goes here
but dear reno maker of renodx you know that i love you so much? that you re the best modder in hdr of the world? could you please make the reno hdr for replaced ? -_-
shit -_-
Thank you
Im trying windrose as well - with -hdr it still looks really washed out to me
with -hdr added and HDR turned on in game with the latest build of unrealengine renodx from the git repo download
Someone once wrote a song about this.
Hmm are your colours not washed out with renodx?
I'm a terrible judge of color. This is how my main menu looks. UI is washed out, but in-game lighting/textures seem fine to me, other than the black hole sun.
Hmm with the renodx hdr?
looks like inverse tonemapp issue 🤔
I am using reshade 6.7.3 maybe that's the issue - haven't had the issue elsewhere though
renodx-ue-extended
Ah I've been out of the renodx game a while. What's extended?
scroll up this thread a bit and you should find it.
here
It works but the UI looks pretty washed out haha
im guessing you upgraded the thingie to output size?
I was black screening so had to do that haven't tried -hdr yet
wish the in game HDR toggle worked
Sun is working
I noticed UI slider changes the whole game so I know I am doing something wrong
@dusty girder , I've ticked Dump LUT shaders in ShantyTown but it didn't dump anything, does it mean there's nothing new to dump for the addon to have support for ?
Only did that because the sliders don't do anything, only peak and UI brightness do (but UI affects game), game only gets a basic HDR upgrade (which is fine tbh but being able to tweak more would be nice)
Dumps folder in ue appears only after relaunching the game for me, not sure why
Sometimes two relaunches even, I just keep the folder open to look out for when they appear
Ah thanks, wouldn't have tried again as this game although cute really isn't for me so relaunched it once before uninstalling and refunding
Here's the only dumped file for that game then
it does work you need to add -HDR into the steam launch options
could you please send me the reno dx you are using?
Just trying UE Extended on Still Wakes the Deep and by default it seems UI slider is working but anything else (game brightness, contrast, shadows etc etc) doesn't work. Any idea what I should do? Never use UE Extended so have no idea what I'm doing here :[
Game has native HDR btw, just seems paper white is too high and can’t be changed. Any help would be appreciated
Probably just need this line in engine.ini for the sliders to work in realtime:
[SystemSettings]
r.LUT.UpdateEveryFrame=1
@civic elbow https://marat569.github.io/renodx/renodx-ue-extended.addon64
download that addon, delete the other one
enable native hdr in game, and enjoy
adding this to engine.ini will enable real time sliders
[SystemSettings]
r.LUT.UpdateEveryFrame=1
delete the other one? Which other one? From the main repo? That's where it was downloaded from, through RHI
Thank you both! Will try that
the one with a different name
I'm honestly confused 😄 What am I missing? I thought the one that RHI grabs (from shortfuses's reno repo) was the only one that exists
there are 2 for now, but thats the newer one
rhi should have an option for ue-extended; idk
either way, just follow instructions and enjoy
yeah it detects by default (ue extended) and even shows your name there as the author, so I think it installed the correct one
oh ok
so enable native hdr in game
and thats it enjoy
the reason sliders dont work in real time is because UE5 games only update sliders on scene change
unless you add this to engine.ini
yeah, except this game doesn't have an engine.ini
odd
you make it
add the line
and then set engine.ini to read only
I've tested still wakes the deep personaly
also you make be able to stick that ini setting into
gameusersettings.ini
I think somebody tried it
and it worked
give it a try for science
works ^^
enjoy
[SystemSettings]
r.LUT.UpdateEveryFrame=1
@pine raven under advanced settings in the RenoDX mod , set "upgrade path" to off, and restart the game
// bookmark
still have to get to these
a
b
WHY DO MY SLIDERS NOT WORK // WHY DOES THE UI SLIDER MAKE EVERYTHING BRIGHTER
-
Unreal Engine 5 games don't update sliders in real time. This does not mean the mod is broken. You just have to trigger a scene change, which can be something as simple as opening and closing the inventory, or loading a save.
-
There is an alternative option. Add the below lines to the game's
Engine.ini, and sliders will work in real time!
--> If the game doesn't have an Engine.ini, create one in the same folder asGameUserSettings.ini. Add the config lines, and set it to read only after
Engine.ini can usually be found in: %localappdata%\[GAME-NAME]\Saved\Config\Windows
[SystemSettings]
r.LUT.UpdateEveryFrame=1
Note: This is only for Unreal Engine 5 games. There are a few rare Unreal Engine 4 games where sliders dont work in real time, the engine.ini tweak sadly wont work in them.
@Marat sorry to bother whats the difference between different ue builds? is extended from your github the latest and first to try ? dlss fix only if fg is acting up? I cant find info about the extended fork im sorry. Thank you very much for your advice should you have the time!
If the game deletes Engine.ini am I screwed?
Just set it to read only
It won't delete it
@covert moon think of it as a release-preview for a new version
use it first whenever possible
the original one is a fallback incase something is wrong or doesnt work
so its my first time using the UE extended mod. trying it on Windrose. and this is how it looks like lol. any help would be appreciated. thanks in advance!
@plain rover set upgrade path to off under advanced settings in renodrt, and restart the game
Thank you very, very much! Have a wonderful day!
What's the difference between ue extended and the normal version?
.
I need to make a seperate thread for it
I've been holding off since I try not to advertise it outside of the few native hdr games where its just tbe better option
@untold wadi Sorry to bother I tried both yours and latest [Marat] ue extended builds for stalker - hdr works but nights are crazy bright.
I understand that nexusmods page says in-game hdr must be on but for me that does nothing and also does not work in borderless mode -
which reno usually suggest to use.
Sorry for stupidity, would you be able to advise please? and overall game settings just 50/50/50 as per nexusmods page?
Exclusive also locks me to 60hz mode which is .. and I dont want to brutalize EDID further.
Thank you very much!
Upgrade path to ON made it work! Any other settings to look at, please? No need to touch "Upgrade R10G10B10A2_UNORM → output size" if no black screen, or "B8G8R8A8_TYPELESS (Output Size) [like for Atomic Heart]" ? Thank you!
Oh really intersting - peak brightness is no longer respected in that [upgrade path mode ON] mode highlights go to 10k. something is very wrong here heh. I would tremendously appreciate any help. Im trying to get accurate HDR on stalker 2 for a lg g5 65/2500 nits. rtx hdr/autohdr are off. i have successfully used RenoDX in many games before idk whats going on. any help would be greatly appreciated
Cant figure this out humble bundle keys x10 to anyone who can help me fix this lol ❤️
Send screenshots at night time
With reshade logs and a screenshot of your settings
@untold wadi Dear Ritsu, thank you very much. I think I had a breakthrough -
I cannot use exclusive as it locks me to 60 hz and I already brutalized my LG G5's EDID to the point of no return.
Since RenoDX must have native HDR ON and native HDR is disabled in fullscreen mode
- I had to get Ultra Plus mod which you mention on the nexus page, thank you very much - and force enabled HDR in borderless mode.
Now there is some sanity back! its about 2 am. I put all sliders in-game to default [including saturation to 50] and HDR is greyed out but default sliders (I assume HDR despite being greyed out is engaged due to UPlus mod)
JXR HDR screenshots are on the google drive link, thank you. Attached screnshot of stalker 2 settings, reshade settings, screenshot at night with lillium hdr info showing, and ultra plus config.
Is that how its supposed to look like? My peak nits are 2500
Thank you very much!
https://drive.google.com/drive/folders/1Z8N-6kq7yEIt4KNdooaHsJeiQNQoHhzt?usp=sharing
Reshade log ,sorry should have been attached to main post
It looks fine to me
@untold wadi Roger thank you very much! its dead without UPlus - HDR does not engage even i switch "upgrade path to ON" still 100 nits tops (without UPlus)
I haven't attempted the upgrade path on
But it looks fine to me, so your only issue is the fullscreen stuff
I have no idea why it locks you to 60 tho
Thank you , that sounds great! UPlus allows me to run real RenoDX then wonderful!
Some lg tv as monitor bs probably regarding 60 fullscreen lock
Thank you very much for your help, and thank you very much for mentioning Ultra Plus that allowed to force HDR in borderless!
yea I just tested it too, you just need to set all the ingame settings to 50; for some cursed reason the game defaults them to meme values
@dusty girder Thank you very much! [I assume SDR or rather contrast/brightness/saturation/gamma to 50, as HDR settings are greyed out for me]
Would greyed HDR settings of default -4 black point; 1000 white point; 25 brightness; interface brightness 17 affect anyting?
those settings do nothing
you just need to make sure HDR is on in settings
and all the other settings are 50/50/50/50 (contrast, brightness saturation)
the whitepoint stuff gets skipped
Thank you very, very much! Truly appreciate your sage help!
Sorry its me again. Nights are way too bright. Tried dragging gamma down, tried dragging overall nits down - interiors are silly dark already but outside is soo bright! tried
"[SystemSettings]
r.EyeAdaptation.LensAttenuation=.1
r.EyeAdaptation.ExponentialTransitionDistance=1 in engine.ini" etc.
is that how its supposed to be?
Also I have this curious issue of not being able to use fullscreen exclusive - the only mode with hdr support out of the box
I use ultra plus to force hdr in borderless.
I see 3 scenarios:
UP hdr to game + borderless = dead image with renodx on too no hdr 200 nits ; [in-game hdr setting grayed out]
UP hdr to on + borderless = good image slightly washed out with renodx max nits 2500 super bright nights ; [in-game hdr setting grayed out]
switch to exclsuive hdr on in game = cooked image nits at 10000 dark night but like slightly deep fried [double tone mapped?] [in-game hdr setting ON]
I hope I set it up correctly.
would appreciate any more input - if nights are bright and its just how stalker 2 is and im wasting everyones time im sorry just please confirm - if possible.
screenshots at gdrive https://drive.google.com/drive/folders/15Uo24UmQK5_UjJdnkYrGMRsucR6C-NAu?usp=sharing
its 1am (!) in screenshots. I tried dynamic weather overhaul its a bit nicer but stars are crazy 2500 nits bright and twinkly there
Thank you very much for you continued patience for my tism ❤️
Cutscenes appear without HDR for some reason whatsoever
Those screenshots look normnal, its just the game is dark and has nothing going on @covert moon
if you find a highlight, like a reflection in the water
that will be bright
also cutscenes are FMVs, so those will be game nits
roger that thank you! I think its just the moon is always out nights will be bright due to game design. Thanks for the help!
Thank you very much for replying - I was saying the screenshots look too bright maybe our panels are different - but Ill just accept at this point tis the Moon. i swapped to lg g5 65 recently and its a whole another beast from lg cx 65 really needs reno, panel is silly bright even in filmmaker mode etc.
Just make sure you aren't using Dynamic tone mapping
roger that yeah it cooks the image - i found that the dynamic weather overhaul now has an eye adaptation addon - helped immensely! thanks for the advice
@covert moon all those mods might add effects that might not work with reno, so be careful
roger that i only tried dwo with its adaptation for exposure and ultra plus to force borderless hdr. dwo author recommends renodx explicitly the combo just works for me!
coincidentally i found out that dv (even in tv-led 8bit tunnelled mode) has SO much banding in stalker 2! had to switch to hdr10 filmmaker hgig 12bit to signficantly improve banding - its still there but much better
for sure, i normally run g5 in dv mode the tv-led tonemapping is 95% identical to hgig with tad better highlights - but in stalker 2 banding is wild so back to filmmaker with hgig forced and allm enabled
DTM off + all professional sliders at 100 is the way to go for G5
@untold wadi I though that too until I saw this [specific post with professional measurements linked] https://www.avsforum.com/threads/lg-2025-g5-c5-b5-dedicated-gaming-thread.3327519/page-10?post_id=64535450&nested_view=1#post-64535450
Is there reshade and Reno for Unity games? Like mouse pi?
If I'm not mistaken FMM has some color boost algorithm that's disabled in HGIG. I don't remember the details. Interesting vid tho
Let’s rock lol
Its a really good image in fmm mode in either HDR with HGIG or DV with TV-led tm as long as black crush is compensated (165hz vrr just +4/5). game mode is CLOWN bright in DV and capped to 2000 nits (!) in HDR 🙁 - which leaves us with only fmm mode usable. and since pro 100 meters lose 25% nits we have to stick with HGIG (imho)
From what Ive seen only cod blops7 outputs actual DV but everything apart from stalker 2 looks a hair better in 8bit container dv tv-led mode - i think it shows all there is to see and if there is banding its gonna band heh
@covert moon just dont do what this guy does
and I did it within 1 hour of testing!!!!
Requirements:
• OLED TV
• Dynamic Tone Mapping - Enabled
• NVIDIA GPU
This guide should result in a super clean and pixel perfect image resolve in HDR also aiming to create immense ease of use and a more streamlined experience for Windows HDR users.
✅ Gamma Curve
✅ HDR PQ
✅ Colour Rang...
But don’t you want to fix win 11 HDR?!
Bruh I want my 15 mins back from watching that
Been a while since I’ve seen someone waste to much time and go to so much trouble just to be completely wrong
@rustic lichenSorry to bug, which HDR engine ini tweak like to enable HDR? it works in final release but im kinda concerned with running reshade with addons on a pve mp game - would it be safe what do you reckon? Thank you [ Windrose game context, HDR is broooken needs Reno ]
[SystemSettings]
r.AllowHDR=1
r.HDR.EnableHDROutput=1
r.HDR.Display.OutputDevice=3
r.HDR.Display.ColorGamut=2
r.HDR.UI.CompositeMode=1
[/Script/Engine.RendererSettings]
r.LUT.UpdateEveryFrame=1
I haven't seen any mention of ReShade not being allowed when I checked the Windrose server. Usually ReShade is only an issue on online competitive games. Worked fine for me during the demo. Haven't tried the full game yet (too busy with Cyberpunk)
if they ever add anticheat down the road it could become an issue, but we'll see
Roger that gonna try it, thank you!
Just to double check hdr must be on in any game we use reno on right? this is not correct, right?
https://x.com/HDRgameAnalysis/status/2046320756251115673
["When using the RenoDX Multi-Game mod you must turn off HDR.
In games that have en specific RenoDX HDR mod, it can be both.
Its easy to test. Just try ON or OFF."] ?
@kun_mirage When using the RenoDX Multi-Game mod you must turn off HDR.
In games that have en specific RenoDX HDR mod, it can be both.
Its easy to test. Just try ON or OFF.
that will vary based on the game, and with UE Extended it will vary based on what mode you're using with it.
for this game keep HDR on though
Thank you very much, understood - I recall option in UE extended in advanced now thank you
@covert moon you also have to set upgrade path to off in the reno mod and restart the game (set settings to advanced to see it)
also iirc windrose doesnt need ini tweaks, just set -hdr in the launch arguments based on what people posted
you can still add update every frame for realtime sliders
[/Script/Engine.RendererSettings]
r.LUT.UpdateEveryFrame=1
thank you very much! was looking for engine ini lol just found it under R5
some games dont come with it, and you have to make it in the same folder as GameUserSettings.ini
roger yeah the folder name is appdata is R5 for some reason not windrose heh
and set it to read-only after adding the changes
thank you!
wow lmao! havent seen that yet! wonder what went wrong posting for a laugh ill figure it out but thats wild lol
...
open the reno mod, click advanced, set upgrade path to "off", restart game
King that was exactly that!
that should be it, enjoy
sorry i just launched i was about to do it but yes that was exactly that
thank you very much!
since windrose has the -hdr flag
I should probably default it to upgrade path off
can you please send me reshade.log with windrose
so I can get the product name
absolutely thank you very much i launched without flag - the game HDR toggle works in the final release apparently
00:58:49:152 [21604] | INFO | [RenoDX] No default settings for Windrose-Win64-Shipping.exe (Windrose)
// bookmark
ty
Phenomenal difference with Reno on : as if HDR on vs off all over again.
Reno is like HDR 2.0. Thank you from the bottom of my heart.
UI brightness alone for an oled is such an amazing feature
yea, unreal's stock hdr is pretty poopoo
and its only going to get exponentially worse with UE 5.8
UE 5.8 adds ACES2, and in their infinite wisdom the way the UE devs implement it is basically ITM/fake hdr
Truly Unreal (TM) move...
HDR is literally the most important tech of past idk 20 years for display tech imho unbelievable how poorly real HDR is treated even now
-> Run the UE Filmic SDR tonemapper (atleast this time they'll also keep SDR Luts in)
-> Inverse UE Filmic with Aces2 Inverse (So you're invesing a curve with the wrong formula)
-> Apply Aces2 on the inversed color
peak ass
jesus christ
on the bright side since UE Filmic doesnt seem to be going anywhere, the UE mod/UE Extended should stay working just fine
oh thank fuck for that im getting addicted to working HDR
guys quick question, delta force use unreal engine ?
same this is why i love reno, not my fault
chernobylite clamped area with ue extended @dusty girder
also ingame hdr needs to be disabled with the game
idk why
are you talking to me?
nvm
hmmmmmmmm wonder if i have to enable something in game or in the ini of the game?
looks weird
@polar crest I own the game, I'll look into it; probably missing a composite shader for native hdr; I'll be able to add that though
can you send me your save file of the clamped area though
I'm curious whats wrong with native hdr
Hail to the King my god you lads are HEROES for HDR gaming
uuuuuuh
i'll try when i get there
if u ever play the game it's all the moments you're in the crystal world
guys does anyone knows
why the unreal renohdr is not working with delta force?
im not sure if i did something wrong
AppData\Local\ChernobylGame\Saved\SaveGames
careful it's spoiler heavy sections
@polar crest
okay so here's a working build, but I didnt set any game defaults; I added the lutbuilders though
-> The game's native HDR only works in DX11, this is a known bug. So if you play in DX11, in reno set "Upgrade Path" to off, and restart the game
-> If you play in DX12, make sure Upgrade path is on, B8G8R8A8_typeless and R10G10B10A2_UNORM is output size
tiny indie company, so yea
also I'm on the steam version, idk if other versions work
well reno works with native hdr (in dx11)
ist just there incase upgrades cause issues
@dusty girdersorry to bother you - is this a newer build compared to the unclamped gamut build? its one ue extended build fits all ue games unless there is an explicit new-ish mod for a game right? (stalker for sure uses latest extended)
all games
but gamut was always unclamped
its just a few things where overlooked when adding code to handle game fixs, like stalker2; which caused the gamut to clamp if it ran a game-fix function
but thats like 2 games so its not an issue
So we’re in the “use generic ue extended mod instead of the dedicated mod” denial stage for Stalker 2 now, interesting
because stalker2 support was added to the extended ue addon???? what denial
Does it work for stalker 2 properly now?
Dunno, I thought Ritsu was on stalker 2, but I guess everyone else got tired of not being able to play the game for 6 months now that Marat kindly decided to step in lol
ritsu added the lutbuilders
.
not having hdr doesn't mean the game is unplayable
just play in sdr
Woah, like a thunder struck
Sorry, I value my eyes
yeah and sdr doesn't hurt anyone
What’s the correct version, this or Marat’s?
Sighhh
Triple sigh
Hi, is it playable now or nah?
Nah
So why is it there?
Is this the reason why I’m almost not seeing any difference between UE Vanilla SDR and Reno UE HDR?
Got no idea if the dedicated mod is still heavily required considering the discussions above
Hi, did you manage to get anything out of this universal mod for Stalker? Ritsu says it’s still not working,
Hey I uhhh I have a custom build it works perfectly for me - but Im nobody, Ritsu is one of the devs here - I just got lucky to get a build
Did you only use Marat’s latest Reno UE extended version from earlier today?
I havent tried that version yet
In your custom build did you only use the Reno UE extended addon or anything else? Like engine.ini tweaks or other mods?
In theory it works by itself.
In practice my monitor only engages 60 hz in exlcusive in that game (crazy) so I have to use ultra plus mod to force hdr in borderless.
Then, by game design, nights are too bright due to moon so i use dynamic weathers overhaul to make nights darker. Then still the eye adapatation is crazy and dlss autoexposure cannot be used in that game so DWO's eye adaptation too.
only engine ini tweak i use is the lut every frame
Just want to receive an insight into whether I should just use it on its own and be done with it
Got it
When I move the slider between Vanilla SDR and UE HDR the difference is only in the sky during the day for some reason
oh wow no it proper works its actually some of the very best HDR i have ever seen in my life
Anyone try Tokyo XTREME Racer? It seems like only peak brightness and UI brightness is working
Woah thats an amazing game I need
Did you try enabling upgrade path on in Stalker?
It looks pretty oversaturated
from what i understand in stalker 2 for renodx to work hdr needs to be enabled. that means upgrade path off. if we upgrade path on that means we tonemap from sdr (please correct me anyone if im wrong) - in stalker 2 for me that results in a deep fried oversat image
hdr only works in fs exclusive in stalker 2 so if you play in borderless you gotta force it via ultra plus
NTE open beta starts in a few hrs
can confirm for now that ue-extended works up to the main menu 👀
im not convinced it's gonna work with generic mods even with lutbuilders
see how wuwa is custom too
this is hotta
not kuso games
and wuwa "custom" is uncharted 2 with extra steps
that's still more than ue aces 
not really better
uc2/hable has all of the shit deep fry issue
so all that did is make the game more annoying to patch
my bad, i went to sleep lol
(not sure if im doing this correctly)

What should I do if nothing is displayed when using renodx in NTE? Only the ReShade interface is shown
🖥️ Black Screen on Launch Upgrade R10G10B10A2_UNORM → output size
Thanks, but there are a few bugs. I switched to Win AutoHDR
Yes, it looks like all we can do for now is wait for an update.
got it working?
are there any 'HDR Look' settings to make Windrose with renodx not look quite so washed out? It looks super natural, but more desaturated compared to the stock HDR, lol.
can you post an hdr screenshot
Ya bro
This is unpatched
Some of it looks unclamped
But the night city one looks clamped
Maybe a differrent lutbuilder at night 🤷♂️
also how'd you get optiscaler working 👀
Just how u normally would, but with version.dll
oh I didn't word it right
I got optiscaler working but it won't pick up dlss inputs
im not too sure, maybe ask in optiscaler server
@maiden flicker did you set your peak nits to 10k?
if not there are post process effects that need patching
nope, not sure why that happen, should i send another lut shaders?
Neverness to Everness
so is this going to work via ue-extended update? 👀 as opposed to requiring a standalone addon
Where can I download UE extended addon?
Thanks!
it's also a toggle in RHI, if you use that
this did not work for me I still have the same thing that it is either black and white or it is completely crazy looking like the other scxreenshots
RHI?
a tool for easy ReShade and Reno/Luma installation
It's getting developed in this Discord server
https://discord.com/channels/1408098019194310818/1474481327691665553
https://github.com/RankFTW/RHI
if it overshoots peak, that means there is something happening after the lutbuilder
might be asimple fix, but not a lutbuilder only fix
what ue version is the game btw
Can somebody get me the unreal engine vrsion of the nothing to everness game? I'm curious
you can get it by right clicking the game's .exe, properties, and details
5.6 according to the FModel discord thread
yea I can tell its 5.5+ based on the lutbuilder
@warm pewter do you have any files that are not new_ in that folder
please always upload ALL lutbuilders
not just new ones
it saves me a lot of time
you dont have to decompile them, the .csos are fine
it was 5.6 in cbt, but unconfirmed rumors of it again being upgraded.
Hey Marat, do you still need the lutbuilders? I think this is the file you need?
are there no old lutbuilders in the folder?
that are just named lutbuilder_
unfortunately there's no
Its 5.6.1
interesting. I am always checking for new versions etc. Looks like a well-working tool. I will check it out!
Are there new lutbuilders in the PvE mode? I just played PvP yesterday without any issues
i just loaded up and everything is clamped expect selecting a hero in times square
Okay thanks
hope mods dont get mad but i need advice in which oled monitor to buy
which one from the list?
Compra online entre un amplio catálogo de productos en la tienda Informática.
why you posting this in a thread
cuz dunno where to go
-_- since this a ds related to hdr idk kinda good idea to ask in a place where monitors supoused to look good with hdr?
dunno sorry didnt mean to get upset on no body
try HDR Den, tvs and monitors thread is more on this topic
is that awebpage?
dunno
im talking about this thread why didn't you send in general or something
this is for unreal engine
I think he means this one: https://discord.com/channels/1161035767917850784/1178744414957473842
it shows as #unkown
but yeah that's probably better
yeah different server, it will show you a preview with the ability to join the server I think
ok thanks
sorry didnt mean to disturb i was talking bout it overh ere like 5 months ago
discord shows that for servers you haven't joined
just bough a new psu so 😒
this wasnt dumped using unreal engine extended 
well added nothing to everness or whatever its called to ue extrended, wait an hour ro so for it to compile after this message is posted
@untold wadi you PR'd this lutbuilder to UE-Generic long ago, but its some weird stuff; its not UE Filmic
no traditional tonecurveammount
of 0.93 desat
I wonder if its actually used
idk what game it came from 3 months ago, since there are no PR coments
might be unused, so doesnt matter
I submitted NTE cbt luts around 3 months ago? but that was before UE extended was released?
release build seems to have added a 3rd lut file though
ah
@charred solstice mind testing this
let me compile
I added the new lut, but removed one lut that looks like its prolly unused
please let me know if sliders work, like dechroma (remember you might need a scene change)
I can not, it's not released in Global for another 3 or so days. The above submission, is based on the CN early release version, which requires some CN SSN or something to download :/
but definitely will test~
@warm pewter
I think it should work partically. They had a seperate lut when you goto character menu in CBT, which went back to SDR.
that sounds like an amazing build for a game.
the game now look like this, am i using the wrong settings? 
im using fsr4 via opti
nope, balanced
huh idk
I know there is an issue with upgrades at times
mind trying with no opti
this might be amd memes ngl
oh
change r10g10b10a2_unorm
change it from output ratio, to output size
alright
and restart the game
still same, im gonna try without opti
I had the same issue with UE Extended
The generic one worked fine
I will try the new build later
thats interesting
I only added support for the game
so before it should've done nothing
what if you click "safe grade"
when it comes to the code, everything seems good
so its something else breaking it
Sorry do you need a new one?

