#Unreal Engine
1 messages · Page 12 of 1
there is prolly a max(0 in a post-fx shader after the lutbuilder
might be a simple fix, but somebody would need to go in with the devkit
it seems all the black is out of gamut
@maiden flicker if you crank saturation up, do you get more black?
either way use the other mod, somebody can fix the post-fx one day
nope
they are already off
oh one last thing: what if you set
lut strength to 0
and create a scene change (so settings apply)
and lut gamut restoration
if the other mod works, it prolly has to do with lut sampling
but there isnt anything special here
the sliders arnt real time
you need to do a scene change
wait nvm you did
no idea
The game launcher is updating in dial up internet speed for some reason 💀
Ah its Sunday
one second
I think I found something
let me try something for fun
@warm pewter @maiden flicker try this build out please
still broken rip
try this
upgrade b8g8r8a8_typeless and b8g8r8a8_unorm to output size
and restart
if that doesnt work upgrade r11g11b10_float to output_size
whats happening is the mod is making the game wnat to go outside of rec709/wcg; but something isnt letting it
also send reshade.log if you can
also enable "upgrade copy destinations"
wait quick question
if you set the tonemap type to SDR
is it still black?
@warm pewter
ontop where you pick tonemapper, set it to sdr (and refresh scene)
Still black
okay if sdr or off is still black
that means its an upgrade issue
does the game let you do ini tweaks?
Yep (With some workaround)
okay in the reno mod, set upgrade path, and turn the game off
add this to engine.ini
[SystemSettings]
r.AllowHDR=1
r.HDR.EnableHDROutput=1
r.HDR.Display.OutputDevice=3
r.HDR.Display.ColorGamut=2
r.HDR.UI.CompositeMode=1
[/Script/Engine.RendererSettings]
r.LUT.UpdateEveryFrame=1
if engine.ini doesnt exist, create it, and after you add those lines, save
after you add that, turn the game back on
Trying this next with upgrade path off
yea upgrade path off, turn game off, do ini stuff, restart game
U have to set it read only, or the game will override whatever in it
This is what I had earlier
uhh
remove the lumen stuff
just to be safe
and put only this in
[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
then save and make it read only
you already turned upgrade path off right?
Yup the game will encrypt the inis
But does load it fine
those ini tweaks make it kind of like a native hdr fix
UI Brightness no longer affect game brightness compared to what I have tried before
yea I need a shader
for that
I can teach you how to get it
but
does stuff like contrast work?
Color Grading sliders works
LUT Sliders doesn't
Nope
so the reason its going over peak (10k nits) is
prolly missing a composite shader
what I need you to do is
delete ue_extended
or move it out of the folder
https://clshortfuse.github.io/renodx/renodx-devkit.addon64
download the devkit
load the game with only the devkit
and get to that scene
and then click "dump all", then zip up the dump folder and send me it
I wonder why the regular unrealengine mod worked but not this
the regular unreal engine mod was prolly clamped to bt709; so the postfx shader after it didnt clamp to bt709
if you guys could get me a PIX capture of the game, I'd be able to fix it prolly
@stiff loom do you plan on playing whatever gacha game this is? it has a shader after the lutbuilder thats probably a 5 minute fix
that just needs to go srgb and back to pq
fair
you're the only person who plays gacha games and knows reno
I think @tulip kayak too
ohh I think spiwar mentioned it
I play like two specific gacha games
The other stuff I just got memed into doing for others lmao
Spiwar, if you want to make a mod for the game, unreal extended already does 99% of the work; you just need to find the postfx shader after the lutbuilder and send me it; or look at stalker2 on how to fix it
(pq to srgbwith tonemap, and srgb to pq with upgradetonemap; the functions are already there)
and then PR the fix to the ue-extended repo
the composite shader appraently already exists, just blit is missing
if somebody actually went in with a devkit, this would be a 2 minute fix
Ill play on launch
but try this out @warm pewter -- does the UI slider work?>
ah
Before shit launches on global
everything works, its just there is a shader after
you just need to do like pq to srgb and back
and job done
it works
does peak nits work properly?
I'm interested in this scene
did you do ini tweaks and al that?
I will take a look there, wait a minute
I already do the ini tweaks but as you can see characters seems washed out I don't know why
did u set it readonly?
yeah
Also, I want to know if the DLSSFix for this game actually works — why is the light source still flickering after I applied it, just like it was in WW?
This makes me have no choice but to give up using RenoDX in these games.
with FG? expected if SDR upgrade to HDR, even with dlssfix, game can still crashes
Yes, with FG — so does that mean it can't be used together with FG?
@dusty girder i think it works
read instructions above
nice peak doesnt go over user peak?
like in the other pic it was 10k nits before I added the BLIT shader (what fixed the UI)
@tulip kayak false alarm, game might work just fine (with ini tweaks, sdr path has something broken; theres a max(0 somewhere or something isnt upgrading)
it does? briefly
seems fine right now
something here is making it go to 10k nits in a few pixels
but as a whole the game looks fine
yup
Currently outside can't test right now but can you go to the police building on bottom right of the map where you start the game?
That place is pretty wonky
the big tower
Like Arasaka Tower
either way mod gud for now, whenever the game comes out spiwar will prolly dig through the other issues
it comes and go too, im not even moving
there is a way to get rid of the 10k nit pixels, but I intentionally leave it in the HDR path
ohh I think its the text
thats prolly easy
Its the speech bubble
oh yea it is the speech
Ill playing like 1 day at most if this game is trash
sometimes in the ini path, the text draws onto a seperate swapchain
you just have to encode the text to PQ with UI nits as the scaler (decode from sRGB)
make sure to wrap the custom code in if (PROCESSING_PATH == 0.f) { so it doenst run in the SDR path
kek
btw are you guys playing in lumens or RT/PT?
RT
try to check going in and out of the char screen in lumens and RT. when I was messing with it, it had some oddness between them.
I snooped around a bit with devkit, but I didn't really know what I was doing
such as?
Reno swapchain didn't seem to affect it affected it differently.
DLSSfix doesn't support RR, it will crash
if you use the ini setup I posted above
you can use RR, FG, etc
just make sure to read instructions
thanks Marat, I was actually expecting day 1 funk with the game, cause I knew it didn't map well on ue-generic. You've solved it before it even came out.
enjoy, all these lutbuilders eventually add up and make games work day 0
without me having to add anything
Remember that DLSSFix is only for the normal Reno UE version
right now you talked to the UE-Extended branch of the work
DLSSFix is not working with UE-E, since those flickers should not happen at all in UE-E to begin with
If you could help the UE-E dev out, then you can use Reno for this game, just need to find the bugs together
Thank you ❤️
Other than
- Some UI Elements reaching 10k Nits
- Some UI Transparencies
- Game Brightness Slider not affecting Characters
- Character Screen Broken
Everything else worked fine now 🔥
-# Screenshot taken with PT Mode
FG also 👌
@south pecan ^^^^^^
any news on these ones?
many thanks for your info bro
that helps a lot
So does that mean if I use UE-E for other games (such as WW) that would also work? That way I wouldn't need to use DLSSFix.
Unless I need to use the features from the RenoDX mod of the corresponding game's branch.
have you tried it with extended?
The mod works for this game but DLSS fix does not
Yes
game runs fast anyway dont need it
This game is cup limited in a lot of places
lighting looks way better with RT on tho
the only issue i have is no RR, so i get a lot of noise in the trees
i can only get rid of noise in 4K quality mode lol
i tried all presets
Disable in game denoiser with engine.ini use dlss M or L
[SystemSettings]
r.LUT.UpdateEveryFrame=1
; Disables the primary Ray Tracing denoiser
r.RayTracing.Denoiser=0
; Disables denoising for Global Illumination
r.GlobalIllumination.Denoiser=0
; Disables denoising for Reflections
r.Reflections.Denoiser=0
; Disables denoising for Shadows
r.Shadow.Denoiser=0
; Disables Ambient Occlusion denoising
r.AmbientOcclusion.Denoiser=0
; Disables Screen Space Reflection denoising
r.ScreenSpaceReflections.Denoiser=0
Netmarble Game\STARDIVE\BigCat\Saved\Config\Windows
make an enigne.ini add that stuff and make it read only
yeah already have it for lut updating
weird thing, its like the mod was borked before I added in the LUT update (UI brighntess was affecting everything)
but now it works normally. am i crazy?
nah its just scuffed somtimes
the game had RR in the settings ini for a while but they removed it. It tanked performance anyway.
hmm doesnt seem to work tho. i'm on L
noise seems about the same
I think its working for me
M 4k perf
this is very low bitrate it actually masks the noise in the trees on the left
its more noisy than it looks in that area
i'll try M
def works for me
maybe it only works for reflections, i have issues with vegetation shadows?
can you test that?
I might be missing something for foliage
cant see the noise in screenshots tho
meh i'll just play in 4K quality i still get 75 fps
still a bit of noise to it but not bad
Dlss RR is still in the GameUserSettings.ini dont even know if its on or not
some things certainly do look a bit "experimental" with RT tho
just checked does nothing
or near nothing might do something?
trees and shit will look like this far away
It looks ok if I make a screenshot too but in motion it's all noisy
I think thats more of a nanite problem
It's the shadows being upscaled that causes it. The lower the input res the worse it is (it's why it's a denoising problem)
Interestingly the ini tweak did nothing for me but I'll try again mess with it some more
It has this slop
how to decode this?
Last time i saw an UE ini being encrypted was in a porn game

Is there a canonical location to find the latest version of ue extended? My google-fu is failing me with Discord search...
Ah, it's in marat's repo's releases. Duh.
It's UE5.1 and it is netmarble. So its half ass lumen system on half ass budget. This is also their odd LoD system working. its funky shadows is intentional to an extent.
that is how it should be yeah, if a game doesn't work, you can come here and drop a dump.. so that the devs can integrate it into UEE
um no
i assume you mean wuthering waves
then no
it wont work
why not oh wise cat? 
you need to patch 20+ output shaders for every wuthering waves patch
and not just the lutbuilder
its custom enough that it has its own mod in the first place
the devs uses unreal's lutbuilder but completely skips unreal's grading
plus for unreal extended you'd want the game to draw a composite shader so you just need to patch that shader for the entire UI to be unfucked
wuwa doesnt do that
so you will have to patch every. single. UI. shader.
Ah good to know
sounds exhaustive
then I guess DLSSFix is still to be used. What happened to the promised update for that anyway? 🫠
thanks for the explaination
you can always use DLSS Enabler for MFG if DLSS Fix is not working well
replaces DLSSG output with FSR output which is compatible with Reno
@warm pewter maybe @tulip kayak can fix the 10k nit text, its like 2 lines of code if he plays it
as for the char screen being broken, no idea
but enjoy
@brave aurora can you please re-dump the finch lutbuilders using unreal-extended; and then upload the entire folder as a zip (with both old and new lutbuilders)
can you share a pic of the "broken char screen"
@crimson axle the latest version is always this: https://marat569.github.io/renodx/renodx-ue-extended.addon64
releases might be behind a few versions, since releases only happen once a day
Its just not pinned anywhere here since I need to make a seperate thread; I've just been super lazy
I'm playing thru with RTX HDR right now and it might be the best use of that tech that I have seen so far. the game looks great this way
@brave aurora I dont think I'll be able to add Finch any time soon, its a weird older version of unreal with no blue correct
the codebase isnt setup to handle those yet
if there are more lutbuilders with no bluefcorrect, I can prolly branch off to compensate for them
but for now sorry its a rip
ue filmic extended is made for games that use the "modern" ue filmic tonemapper; which is most games now
it still runs filmic, just no blue correct
adding some simple logic to handle no blue correct shouldnt be a big deal, or even forcing blue correct which should be better
Is this game like an actual severely underrated hidden gem?
I'm noticing it's a got a lot more soul and life than other gacha slops and then I check the developer - but of course, it's not Chinese but SK, that's why it doesn't suck!
🤏
umm no, stardive is 100% gacha slop. It is netmarble after all. It just happens to have a passably creative enough team that worked around their seemly shoe string budget. Everything about it is going to feel like it's slightly off, from maps being just straight tunnels, to PS2 interact to parkour, to stuffy skeleton like animations, to it's lottery like game play grind.
"Charming" is an often used word for it, or put it bluntly, the team made a pretty great attempt at a write off game. You can find a fun time in that, but don't expect a return on investment so to say.
Yeah that seems likely pretty damn accurate 😞
But I still enjoy it much more than I did wuwa and slopfield!!!
I enjoyed it a bit, but my brain was screaming warning signs
I really enjoy DNA as well, but you can also go so far on vibes
Endfield...still eating with a crazy budget, I stick around for that, because I know every 6 weeks or so I'm treated to a holywood popcorn.
wait, am i getting this right, or does this game let you entirely skip the stupid grind? @charred solstice
if it does, that is a huge W for me, I am so tired of gacha instance grind. it was so slow early in wuwa and i didnt enjoy the combat i quit that one immidiately, for example
(wuwa also had terribly long loading screens between each round, which was a horrible wasting your time feeling, Mongil at least has instant loadings)
might be a charming shallow gacha slop, but can't deny the incredible qol it offers
they are changing it I heard, but well just throw a few more hours and you'll see
changing for the good or the bad?
well at least the early few hours are very enjoyable compared to others i played where it was mostly "when does tutorial end and the fun starts" (and i never got to that part)
eeeehhh idk if you vibe with it that's great, there are a lot of defenders of the game. but it will 100% get old fast. The team did what they could, but you can really tell they only had so much to work with before it devolves into bait and switch slops content.
Yeah I was kinda fearing that was going to be the thing
have there been any like
big and actually good gacha game releases
I guess wuwa
so is it just genshin and wuwa, and then smaller clones that die off
It's pretty saturated and competitive market. The people who can field a big budget and survive is rare. Endfield has yet to show it's staying power, but it made enough to go black, and continues to slap money on the table every patch to move up the ladder (seriously all other criticism aside, it's a visual wonderland of human labor)
NTE joins in 2 days, but it's a fair bit smaller budget i feel, but still in the realm of AAA gacha level quality. I am 80% sure it won't reach genshin dominance, but it might become a cult following like wuwa. It is totally weeb level pandering, and knows what it wants to be. There's probably going to be a fandom that respect that, as long as they keep excuting.
its saturated depending on your niche
if you want peak visuals
and triple A real time cutscenes
then wuwa
NTE guess i'll see in a couple days
combat/challenge focused then ZZZ could be interesting
i dont care about pre rendered slop so endfield is out of the question
50/50 chance you'll like it. At the very least you'll know if you vibe with it or not very quickly. It really focuses on a certain niche, and makes no attempt to pander to anyone outside that niche. Quality wise outside of that niche is....eeeeeeeh.
NTE made me laugh hard though
i played tower of cum before
they had real time cutscenes
if nte is anything like that
it'll be an interesting 1 day
at least
real time + directed = good popcorn
I think spi has a 5090? at least you can PT(?) the game
the early benchmarks look harsh
NTE isn't combat focused, it just kinda does the job. It's ok, but probably a bit dispointing. It's boss battle designs are pretty good though. very fancy.
is it? It does look pretty nice, but can't say it's that much of an eye candy. Models are well done though, as expected of a dress up game.
the world too
Maple shared a ton of pics
the pc version atleast
the phone/console versions are obviously far off
yeah that one's pretty
sounds fine
well infinite nikki does have RT
good set pieces
doesnt it have full PT?
NTE?
IN is built ground up for lumen
then non lumen path is an afterthought
ah
yea maple showed me how ass it is on phone
NTE i can say 80% it's PT. I just pre downloaded the Global, and try to do r.pathtracing=1. It did not crash and took it, where in cbt it would crash with that cvar
whatever "full raytracing" is for NTE, it's definitely more then regular RT
IN is HWRT i believe from what I remember
NTE Global Launcher does something weird with the game that make ReShade stopped working and make RTSS Overlay Crash the game
CN Doesn't have these issues
Launching the game from HTGame.exe runs fine but Webview won't works
-# CN Does prevent launching from HTGame.exe though
Loading ReShade via DisplayCommander works
Rename DC to d3d12.dll
And ReShade to ReShade64.dll

renodx is all screwed up with GL launcher but not with HTgame.exe. we'll see once it actually loads the game. the GL launcher even back in co-ex test was annoying, as it would act like a 2nd anti cheat at times.
ReShade d3d12 doesn't work in Global for me for some reason but worked in CN.
ReShade complained about not having a Direct3D proxy device, and RenoDX just unloaded itself afterward.
But DC Sideload worked for me.
-# Try the normal way first to see if it works for you, I guess
The PT part is only for sun/moon light GI and reflections as far as I can see
The game is okay but way too grindy for a mobile game, I think they were originally planning for this to be a mmo considering how bland most of the characters in it are as well
other light sources aren't working at all
IDK what you're talking about. there's no standard for a mobile game or what creative take you think the devs have for. But no, it was not originally developed as a MMO, we have very good notes and shall we say, chatty NDA signed streamer leaks over the years during NTE's development, to know this. I think you're misunderstanding "hotta quality" on your own theories.
As for PT...also no. There's no standard for what "Path tracing" is...and in fact hotta calls it "Full raytracing". But it does have Direct lighting, which is where path tracing is is usually advertised, but until we get on global and start investigating, I can't say for sure what is and isn't used.
what your image is showing is the hero model pass. It's pretty hard in UE to do a pass on movable skeletal mesh, and in anime theme, it's even tricker. They are excluding the hero models from the lighting pass, and then add a custom pass of the model. This is standard in games, especiall UE games, and in beta test, was even worse.
NTE from what I see is already putting in significantly more work then what UE lets them on their hero models for lighting...it's...hard to say the least, a lesser anime game would go the usual route and straight up ignore it.
this is what is happening basically on the last beta
no its showing the game compromising and not using direct lighting for all source
which is fine and whatever
but call it like it is
you can have non shadow casting lights to save on performance
its not related to anime games or especially UE games or whatever
IDK about that, I've been trying to fix this for UE games since forever, and every post, dev, and cvar relates to how UE does things
every game uses non shadow casting light to a certain extent
raster is expensive
this is just another case of that
not related to UE
not related to anime games
i can show you 100 examples of games using non shadow casting lights
no, there are games that actually oopsie and turned it on...results are pretty darn horrible. I would show you but I've already long uninstalled the game. I've cast them onto it before. It was incredible horrible, and crashed shortly after.
you really need to put in a ton of work, and not just a toggle.
meimei gonna enable shadow cast on all NTE lights 
sigh
It's a dream, but sadly, any UE game i've tried...led to horrible results. Cope with capsule shadows and stuff.
how do you think point light shadows are generated
if you want to give it a go, feel free. anything raytraced, vsm, or so on, the model is always excluded. It's not like UE can't, and I've done it, it just blows up. It needs work, and in most cases, they just add their own cope shadow, in one form or another.
ya you're fundamentally misunderstanding the problem
its not that they can't do it
it's that they won't
this is why we have RTXDI
which they didn't use
I can't confirm or deny, but NTE is heavily suspected to use RTXDI, the underlying cvars leads us to suspect it, but who knows. Laz says all CN games have some bizzillion custom rt setups on their UE games. It might be a wonder they don't call it PT.
is nvrtx branch updated to 5.6? i don't remember
correct, no 5.7, which maybe why NTE is 5.6.1
iirc they said they were targeting 5.7 for... this summer? and 5.8 later in the year
or fall/early 2027
yaa...where did that rumor even come from? I can't find the source, it does seem to be the case, they're chasing features that aren't ready in the nvidia branch
gtc talk about the future of path tracing
the point of rtxdi is to have large number of light sources all cast dynamic shadows
would be stupid to have RTXDI
and do nothing with it
sorry, this one instead https://youtu.be/so9lm3hAHes
Watch the full play of this GDC 2026 session where we dive into the latest RTX technology updates for Unreal Engine, including RTX Mega Geometry, ReSTIR PT, and RTX Hair, plus an exclusive preview of upcoming features.
- Read our GDC 2026 announcement blog: https://developer.nvidia.com/blog/nvidia-rtx-innovations-are-powering-the-next-era-of-ga...
how you say it, is great, but historically that's how UE games turn out, it's not like "oh it's definitely performance related". That's probably not the whole story, since it's such a common theme in any UE project.
so they have 5.7 up now https://github.com/NvRTX/UnrealEngine/tree/nvrtx-5.7
so it's 5.8 for later this year
I mean "Hotta quality" is a meme for a reason, those devs are crazy weeboos that can't project manage for their life. they might actually chase and ground their game to buggy death
This is assuming NTE is a good and is a success, for them to keep funding these technical upgrades, which is unknown.
They definitely improved the hero model lighting since last beta, that's like a only a few month difference.
I didn't expect them to, but they did.
but whatever, back to OG topic. Not surpised, seen it, been there, expect it to keep happening.
does extended work with the global release?
splash screen, seems to work. It seems they have some unstandard cache folders, which took using the launcher to purged, to get it to play well. I expect the same results in game with the CN release, they basically have one user folder setting for CN and one for GL, which is where the issues might be.
but the UI text might annoy a few people, if it was a problem you mentioned. Apperently the game makes liberal use of that shader for localization of in game textures all around the game.
5 minute fix for anybody that knows a lil about renodx
and can go in with the devkit
I just dont want to install the game
I'm not a fan of the super questionable anti cheats those chinease gacha games ship with
I'm sure someone will, or I can make an attempt at it, if it just hunting it down and clamping(?) it?
if @tulip kayak downloads it, here is an example shader on how to fix the text from antoher game:
decode pq with graphics nits being the scaling
and then in the end encode pq back
question. Not sure if it's in GL, but the char screen in beta, refused to HDR10, and stuck to being scrgb for the game? is that the same issue or different?
no idea
scrgb shouldnt even be a thing in ue5
k, i'll deal with it if it's a thing.
I didn't know crap about how to renodevkit back then
you go in the devkit, find the list of pixel shaders, play with the draw toggle
when you find the shader that makes the white text appear and disapear
that means thats the shader responsible for the white text
if you can find that, I can prolly fix it
that part i sorta knew, but I didn't know how to read what the shader was doing, I assume you just insert a hlsl code in renodx to make it play nice?
you can send me the shader
but it has to be the shader responsible only for the white text
not other ui elements
kk, yep, i hate it when the shader has multiple things
there will be a few shaders that make multiple ui elements disapear
those are composite shaders, you're not looking for that
you want the text only shader
unreal draws every ui element individually
but ya, there's probably going to be ton of request for NTE, since it's the new fancy anime graphics things on the channel, but if what they're saying is true, and they're just going to keep updating the engine to 5.7 and 5.8...I wouldn't bother too much with it, as long as it's passable HDR. Too much effort to fix the funk that often.
lutbuilders are easy
5 minute fix
I want all of them anyway because
1 lutbuilder can cover 50 games
lol then maybe it's a good thing, don't see much UE5.6 games and probably zero 5.7
im trying to use the unreal engine mod for Neverness to Everness but apprently it has some form of anticheat that blocks it. is there any way around it?
I assuming CN build. what are you trying to do 1st of all? the anti cheat is pretty standard ACE.
Just setup hdr and no, it’s just the preload for tomorrow
install reshade 6.7.3 with addon, into the HTgame.exe folder
go into that folder and rename dxgi.dll to d3d12.dll
put the marat ue-extended addon64 in same folder
Ok thank you. Does anyone know if a dedicated hdr mod is gonna be made? I can donate if need be
goto your user/appdata/local/HT/stuff/stuff/saved_global. Make a blank .txt, and rename it to engine.ini, and paste in the above cvar settings into it. saved, and make engine.ini read only.
if you get funk, make sure you go into the launcher settings and purge the cache
to @tulip kayak i guess? spi at least is humoring an attempt at looking at the game.
ultra plus...side...umm...laz doesn't have plans. and ue4ss is hard with anticheat.
I guess, I have no idea who actually makes the mods. I would do it myself but it looks super complicated
I'm going to look at it, but it maybe a wash, as in beta, RTquality had it's own custom pipline.
refused almost everything I did to ue side
Oh and what cvar settings?
think of it as system level console commands, that UE allows users to change. you will see them posted on reddit time to time.
only the phone version tbh, PS5 is the only console release of IN and that runs with the PC high settings + TSR with DRS (or PISSR if you are on PS5 Pro), and it also uses the same assets as the PC version (Mobile gets lower quality assets too lol)
So it gets Lumen GI and Reflections
UE4SS will be key to getting mods beyond that.
Current plan is to integrate and have the game just work with ue extended addon
its mostly working
outside of random shit
dedicated mod depends on whether the game actually needs it + if someone wants to actively maintain it
mention nikki and maple appears like a sleeper agent

I mean I was tagged here lmao
@tulip kayak so basically just wait for the ue mod to be updated then?
is nikki that good? I haven't kept up with it, and while it was decently pretty, it was a far cry from top of the line lumen from what I remember.
UE extended is already updated to work
we have lutbuilder from the chinese version
this one as pertains to NTE HDR
Ok thanks a lot I’ll try it
It's not what I would call top of the line Lumen, especially the HW Lumen path as they did some custom funky shit to it, but out of the gacha slop with RTGI, I think it's probably my favorite one in terms of visuals.
Do keep in mind that while the game never got updated out of UE5.4, they kept adding new custom shit to it
so it does look a bit different now than what it did back when it released
Whatever custom amalgamation NTE is, sure looks more impressive in terms of GI than IN though
oh, nice, so they tried to push pass the limits of UE5.3 level lumen
(at least on that full RT mode thingy)
not really my cup of tea though, so i can't say I'm too tempted to take a look at it myself.
Lumen vs whatever RT/PT NTE is trying. It sure does push those limits
https://youtube.com/shorts/F7RtIAiB2BQ?si=8lIhqyBfSME9q7jv
#NTE #NTEcreator #异环 #バエバ
Official Link: https://pwgam.es/4q51U1F
Neverness to Everness (NTE): Game Overview
Neverness to Everness is a highly anticipated supernatural urban open-world RPG developed by Hotta Studio (the creators of Tower of Fantasy). Powered by Unreal Engine 5, the game blends high-octane city life with eerie, superna...
can't say the same on texture detail though...IN does have very nice textures
you prolly want the actual latest build
For the upgrades, how do I know which one to use?
for the new chinease gacha game you probably want ini tweaks and "Upgrade Path Off"
Where do find these ini tweaks?
alright, so I made the ini tweaks and installed reshade like yall said. I think its working, wont know for sure until I can play the game tomorrow. hdr analysis says its in hdr but the slider dont update in real time
the splash screen is consider UI, so only the UI brightness would work yea
It is not that good
Lumen -> RT (PT looks almost the same but sharper)
The game is very selective of what to reflect, so any reflection outside city areas looks dogshit (and also limitation of software lumen)
the overall lighting of the game looks the same from Lumen -> RT -> PT
only the reflections have the most differences
can't save meh textures, but even RTquality back in beta was better then HWRT, or even tryin out the experimental unreal Restir. Outside of Nighttime/rain, not much can save this game's middle of the road PBR. Just a matter of expectations.
but the biggest differences were the shadowing and coloring of RT, like in game rooms and interiors. Lumen does rightly sux vs per pixel lighting. (and when I say lumen, I mean HWRT)
speaking of...did they really hash the usergameconfig? I should have saved my old beta files then when it had the plain text cvars...
not talking about the textures, just look at the reflections lol, the whole hill is bald in the mirror 
just use engine.ini and deviceprofile, they still work in read-only
ya it was the same in the beta, I think they were using nanite proxy probes. I thought i could fix it, but didn't spend much time in the end, to narrow down the issue
I'll poke more now the game is release, but ehhh....I feel like it maybe a wasted effort. I kinda get how it's all strung together, but there was a fair bit of custom UE-ing stuff going on
they were definitely piggy backing on the lumen pipeline and thus nanite as well, so there's some hope of deeper modding. But it's not like we want to drop the performance even harder then it already is in NTE
PT Looks fine until the bald hill came up but most area doesn't see it
It does reflect most objects but up until certain range
if u dont mind me asking what upgrades should i use for state of decay 2 if you can remember
tested a few to output size but nothing has worked
try opening it with lilum HDR analysis, it should at least tell you what the game is running at. There's might be more, but at that's a start
ya i have it up and im testing upgrades still but its 200 nits still
didnt wanna ask before trying myself
that was back in jan06? maybe best to submit new lut dumps since ue-extended has been released
well if it's still _new then that's obviously a red flag
this game has no native hdr so i thought ue extended was useless here or is ue extended not just for being able to fix the native path?
and yea i most likely will later tonight
ah ue 4.12...well that's tough one.
I believe ue-extend has a sdr upgrade path, but no clue on games that old, since it's likely shader 5
state of decay 2 lutbuilder
did it dump with any old lutbuilders
please dont upload only new lutbuilders
none yet but ill keep playing the game tonight
to see if more drop
thats the singular one i got
did you dump with extended or the generic one
extended works with sdr only
out of box it works just like the generic one
with upgrades and all that
i can use extended then
native hdr functionality is a bonus
yea
but extended doesnt have that lutbuilder either, so you'll have to wait for me to add it
its 3am so not rn 
// bookmark
could u link to the latest extended again sorry i had the direct link before but im on a different pc rn
i know its on ur github
tyvm
and no problem take ur time
ty @charred solstice for reminding me to dump the luts
if you keep playing and dump an "old" lutbuilder along side the new one, that would save a ton of time
question, is your old guide for ue-generic luts still relevant on the ut extended?
what do you mean
which one
think of both addons as the same thing
both ue-generic and ue-extended are the same thing
ue-extended just has all the color stuff re-written so it looks better
yes
but
thats just fixing decomp errors
as for fixing a lutbuilder, its very different
ah k
but takes 1 second if a game dumps with an old lutbuilder
also ue-extended supports games with native hdr on, so you can take advantage of the game creating an HDR window versus upgrading resources; which is more stable on newer unreal engine versions
I honestlt don’t remember if I ever PRed the state of decay 2 lutbuilders
I should have them all still I can send or fix for UE extended tomorrow
There’s different lutbuilders for each map and each time of day
ping me when you do, github doesnt send emails when somebody makes a PR
NTE should work day1 with the UE-Extended addon right?
Ok, can confirm it works fine for now
Just needs R10G10B10A2_UNORM → output size upgrade
and d3d12.dll as proxy, dxgi.dll triggers anticheat
If you are using the engine.ini properly, you should not need that as upgrade path option should be off.
what .ini tweaks do I need?
if you need RGB10A2 to see the splash screen, it means you're doing something wrong, and using the SDR upgrade path, not UE extend path
the standard ones for HDR in UE?
edited, cause I didn't read spi's post right
#1411800884303626311 message
yes
you add it to appdata/local/HT/blahblah blah/saved_global if GL and saved if CN,
oh you also need [/Script/Engine.RendererSettings]
r.LUT.UpdateEveryFrame=1
since it's a UE5.6 game
regardless of SDR or ue extend
The color should be slightly very different if you did it right, since trying to RGB10A2 a HDR image...would look incorrect
Should I add this into Engine.ini or the obfuscated GameUserSettings.ini?
make a Engine.ini file
also make it read only after you pasted #1411800884303626311 message in
cross fingers when we log into the game tonight and it all works.,
we know there's some possible issues
what are the possible issues?
May or may not still be an issue
well taking it one step at a time, won't know anything till we get into the game. The game is being constantly updated in prep for the server opening.
aaaalllright
how goes it, wise cat
i'll drop a patch to fix the 10k nits UI soon
works as expected
NTE RenoDX HDR Package
4 files inside
- reshade.ini
- renodx-ue-extended.addon64
- d3d12.dll
Put these 3 in
(your install path)...\Neverness To Everness\Client\WindowsNoEditor\HT\Binaries\Win64
- Engine.ini
Put in
C:\Users\{your name}\AppData\Local\HT\Saved_Global\Config\Windows
Remember to Right click your engine.ini -> properties -> and make sure "Read-only" is checked.
aio zip bomb
hmm at least the on the intro, ue-extend...not working...
intro is video
i'll have to see if I derped a setting somewhere
unless you mean the real time section
UE extended doesnt have autoHDR for video iirc
no i mean actually gameplay, non of my color or brightness settings work, i may have derped somewhere
UI brightness works though
ok, me check if I derp my settings
should turn off the SDR upgrade path by default
yep
yea, else you'll get a black screen without upgrade path
ya both inis in the right place from guide above you should be ok
Does the mod works with Aphelion game released today?
just looking at the build date but did you upload the right addon file in the zip?
UI going 10k
yes
he said soon
oh ok
I know this probably isn’t the best place to ask but I can’t get a response on Reddit. Is there not a way to disable subtitles on nte?
lol interesting the sliders don't affect the characters
hmm even with spi's NTE zip dump, non of my color grading stuff works
Is sdr upgrade path off
yep
Honestly idk
using your ini as well...
well i'll figure somthing out, if i'm the only one with problems
Mine is working fine thankfully
Dx11?
NTE so i see some _new luts, in non extended, I'm trying to dump it in ue-extend
I think marat mention something about that but eehhh..maybe it's just this area
Ah now it works after the intro, and of course the character is not reno it looks like
ok so some stuff
@tulip kayak turn off framegen
and in settings
enable the right device
devkit dont like FG
ya
already got it
@dusty girder dump lut shaders
should make a renodx folder just like the old UE right
doesnt seem to be gworking
so
if you have upgrade path off
it wont dump
you need both upgrade path on +
dump lutshaders on
so turn it on, restart, dump shaders
and then turn it back off
upgradepath controls swapchain::Use()
so when its off, renodx becomes a pure shader replacement mod
for maximum stability
I used to hide the lut slider when upgrade path was off; but people got confused
bruh
?
how did this game launch in china already
and people still miss lutbuilders
in the opening area
😭

well there was 1 weird lutbuilder
I didnt add
I assumed it didnt do anything
just came from a pre-comp
I'll play for a little while
or maybe people just didn't read instructions
and play the whole thing
without hdr ini

some people played with ue-generic
since in the sdr path
there seems to be a shader that has a hard max(0
ue-generic doesnt leave bt709
since its upgradetonemap
but ue-extended would have these black blotches in areas that would be wcg
either way with all the features the game has, you want the ini path
the 10,000 nit ui shader might draw to the swapchain btw, it does that in a few UE games
so finding it might be easy
its before one of the shader you patched before
decodesafe pq
bt2020 from 709
encode safe pq + graphics nits
done
yea
thats all you need to do
find the text shader
just make sure ui nits is the
scaler for pq
also wrap the code in
if(USE_PATH == 0.f)
use_path = upgrade path
so it only runs when upgrade path is off
throw the file in /src/games/[game-name]
and you can make a PR or send me the files, whatever you want
ya I can just PR this
lutbuilder patching
can you just paste verbatim
i assume the cbuffer names are the same
yes-no
so
cbuffers are the same
throughout the entire game
just make sure
if the lutbuilder has sdr luts
you have to feed the lutsamplers and textures
into the ProcessLutbuilder function
ya
and then also add the lutweights cbuffers
outside of that if there are no sdr luts
copy and paste
done
ohh and set expand gamut to 0.f
search for (1.0f - exp2(dot( (flattened sm6)
// float _355 = (1.0f - exp2(((_337 * _337) * -4.0f) * cb0_036w)) * (1.0f - exp2(dot(float3(_341, _342, _343), float3(_341, _342, _343)) * -4.0f));
float _355 = (1.0f - exp2(((_337 * _337) * -4.0f) * 0.f)) * (1.0f - exp2(dot(float3(_341, _342, _343), float3(_341, _342, _343)) * -4.0f));
copy the original line
comment it out
paste it
set the cbuffer to 0.f
the only difference here is I changed cb0_036w to 0.f
specifically unreal's expandgamut
so just normal ue-extended stuff patching
oh yea
nothing special
pretty much every lutbuilder is the same
kill expand gamut, find untonemapped_ap1, find cbuffers, done
my hdr looks like this gg hahaha
I only get 1 lut dumped in ue-extended
and sometimes wont even dump
is that game thing or ue-extended thing? or shoul I dump in sdr upgrade?
NTE with the UI brightness slider so we can dial down to 80 would be amazing!
Also, Far Far West came out - probably a bad idea to try renodx since mp and addons?
there is one weird lutbuilder I intentionally didnt add into the mod, you'll find it
dont add it; I dont think the game actually uses it
it doesnt have the filmic tm
0xC92E06C2.ps_6_6.cso
so i go dev kit to hunt down the reason characters aren't affected by reno?
i mean u can if u want
i dont think u need to
char is just on a different plane
everything after untonemapped_ap1
is custom
and it doenst use
the unreal engine filmic tonemapper
so dont add those to the mod
in the beta 0xCF didnt run so it didnt matter
its not a decomp issue
those are just not traditional lutbuilders
thats either something the game made for consolkes
and somehow made its way onto pc
or something custom
just because a lutbuilder dumps doesnt mean its used
both of them are not traditional right
0xCF is fine
sorry
regular lutbuilder
with 2 srgb luts
lutbuilder_0x8C21FCA8.ps_6_6 (2).hlsl is the one thats a rip
dont add 0x8C2
I confused the lutbuilders
kk
0x8C2 is something custom
or leftovers
sometimes a game dumps 20 lutbuilders, and uses 1 the whole game
might be console slop or something they experimented with
we're still missing lutbuilders
since i had an area that wasnt working
but its likely only one of them then
I mean add one of them
and see
it should be a copy paste and done
just make sure to properly add the sdr luts
and lutweights cbuffers
2 luts = 3 cbuffers in lutweights
1 lut = 2 cbuffers
2 luts = 3 cbuffers
3 luts = 4 cbuffers
4 luts = 5 cbuffers
- patched additional nte slut builders and text shader
did you test if it works
5head
share a build before testing
mind sending me the fixed lutbuilder so I can see
and ui shader
ya add that to the ui shader
unreal games re-use ui shaders so
maybe in another game, that same shader works just fine
so we dont want to grief it with pq encode/decode in the sdr path
i wonder if they're doing something stupid
like that custom lutbuilder
is only used to draw the characters
I'll change that to a no-op and see

this is sounding complicated..is NTE not ue-generic friendly?
I doubt a frame draws 2 lutbuilders
if its doing something custom, it would be in the shader that samples the lutbuilder
adding that in the game specific folder is fine right
already created one
for the text shader
yea
make a game folder, and throw the text shader in
only enable text patching if not upgrade path
works
what is this
reset settings to be safe
mm, ya, it's was one of the above reported problems, i suspected it, but didn't know it was this severe, it's ok to a certain extent, but the more you color grade it the more it shows
I thought you found the issue? or is this something we need to hunt down?
oh
you made me thought there was something wrong with the lutbuilders i patched
you're just talking about grading not affecting the characters here
didnt do anything
well reno ya, nothing reno does affect the hero model
ok lets see
figured it doesnt run
so pop out the dev kit?
done
basic pattern recognition 
if you use the devkit with a reno mod, something might break
do you have dechroma set to 100 or something?
no the desaturation is intentional
i set saturation to 0
oh
so the effect of the another shader drawing on top of the character
meimei posted this
can be seen
I thought he ran into a bug
yeah
looks like its caused by one shader
someone can look into what this does
I'll check it later
now imma just go play league of legends
im thinking of just doing a no-op on it
its causing the characters to not be affected by the lutbuilder
no idea what this is, hard without context
it might be sharpening or AA
done only on the chars
because of all the sampling
if you can force sharpening off in ini
it might disable that shader
yea this is 100% sharpening or AA
oh its DOF, atleast based on what shortfuse named stuff in GTA5
shortfuse ran into something similar in GTA5 enhanced
I'll probably no-op this thing
a define
is just a alias
it makes it easier
we didnt use shader_injection
in ages
also you're supposed to
decode the sample
and encode in the end
that code isnt doing much
its doing pq decode with a scale of 10,000 (default)
then bt2020 from bt709
ya
and then encoding ui nits
replace this with the define though
shader_injection.graphics_white_nits)
RENODX_GRAPHICS_WHITE_NITS
dont use shader_injection
we're not in the dark ages anymore
it compiles exactly the sme
its the same thing as doing
#define cap false
if(cap)
{
}```
lost soul decodes the sample at the start of the shader, and then encodes the output
but for white text it doesnt matter
did you move both the game nits and ui nits sliders in game
to make sure it scales properly
if it scales properly while moving both sliders, thats all that matters
NTE - fix characters not being affected by grading
was a no-op on that shader all you needed
I mean if it works it works
umm now nothing works, or is it me again? let me check different areas
me too
UI brightness works nothing else i think
everything works as long as you follow the instructions
did you test the font fix moving both game nits and ui nits
and making sure the text works just fine
works
If by instructions you mean engine.ini I have that already
earlier spi-build works, the character no-op...doesn't
do we need an extra setting somewhere?
having the same issue, ui brightness is the only thing that works on that newest file
same here, only ui brightness work for me
also renodx is flickering when panning camera, almost like it briefly stop working
i wonder if r.lut.updateeverfram=1 fails for a sec
don't try this at home
RT and Full RT seems to be hidden for some hardware it seems
Can only see Lumen with 4070
Full RT is pretty heavy even with 5080 on 1440p
go somewhere else
full rt, dlss performence, 4k, everything highest, 4090, 90fps
we love random whitelist bullshit
yeah the performance is pretty rough
oh forgot fg
forget the 4090, having to use FG in an anime game
full rt real heavy...
anime games can't be heavy?
brute force lighting can do that
they can but i'd expedct more than 90 fps with fg
i have better performance in crimson desert with all the bells and whistles, i guess thats what im comparing it to
artstyle doesn't define performance
lighting techniques do
crimson desert doesn't even look that good even maxed with rr etc
Someone on reddit said
8 gb nothing
12 gb lumen
16 gb+ rt and full rt
ok
Except if you dont have an nvidia card
16gb 9070xt? 24gb 7900xtx? No rt cause fuck you

Full RT (1440p)
Actually even for nvidia too its just 40/50 series allowed rt
24gb 3090/3090ti are locked out of rt 😭
full rt 4k
let me try opti spoofing
Opti spoofing can work if ur lucky but seems to be problematic for a lot of people to get working (including myself)
Being on an amd card i can get the spoof working enough to get ray tracing to show up but not dlss (and doing that for some reason deletes fsr3)
Someone on the same card got both rt and dlss working tho so idk it seem random as fuck how well it might work for you
I got ray reconstruction popped up and my framerate is lower so it is working but there is no option to select for RT and Full RT
🤔
I just think ue-generic isn't equiped to deal with NTE, i guess if there's real interest it can be spun off.
oh well
I cope a bit with special-k sauce then
This build works
thats some "high quality" reflections 
@dusty girder im probably gonna throw the custom lutbuilder through tonemappass
and then be done with this game
damn bro 💀 it looks terrible
maybe raytracing is not the way
that's SW lumen, i don't know why it's only in this scene
rip renodx nte

