#Unreal Engine

1 messages · Page 12 of 1

dusty girder
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nah I got everything

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there is prolly a max(0 in a post-fx shader after the lutbuilder

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might be a simple fix, but somebody would need to go in with the devkit

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it seems all the black is out of gamut

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@maiden flicker if you crank saturation up, do you get more black?

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either way use the other mod, somebody can fix the post-fx one day

dusty girder
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turn off upgrade copy destinations

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and restart

maiden flicker
dusty girder
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oh one last thing: what if you set

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lut strength to 0

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and create a scene change (so settings apply)

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and lut gamut restoration

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if the other mod works, it prolly has to do with lut sampling

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but there isnt anything special here

dusty girder
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you need to do a scene change

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wait nvm you did

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no idea

warm pewter
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The game launcher is updating in dial up internet speed for some reason 💀

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Ah its Sunday

dusty girder
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one second

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I think I found something

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let me try something for fun

warm pewter
dusty girder
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still broken rip

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try this

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upgrade b8g8r8a8_typeless and b8g8r8a8_unorm to output size

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and restart

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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

warm pewter
dusty girder
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also send reshade.log if you can

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also enable "upgrade copy destinations"

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wait quick question

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if you set the tonemap type to SDR

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is it still black?

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@warm pewter

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ontop where you pick tonemapper, set it to sdr (and refresh scene)

warm pewter
dusty girder
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okay if sdr or off is still black

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that means its an upgrade issue

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does the game let you do ini tweaks?

warm pewter
dusty girder
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okay in the reno mod, set upgrade path, and turn the game off

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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

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after you add that, turn the game back on

warm pewter
warm pewter
dusty girder
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yea upgrade path off, turn game off, do ini stuff, restart game

maiden flicker
dusty girder
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yea set it to read only after adding the lines

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something is griefing it, idk what

warm pewter
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This is what I had earlier

dusty girder
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uhh

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remove the lumen stuff

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just to be safe

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and put only this in

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[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
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then save and make it read only

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you already turned upgrade path off right?

warm pewter
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But does load it fine

dusty girder
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those ini tweaks make it kind of like a native hdr fix

warm pewter
dusty girder
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like saturation and shit

warm pewter
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UI Brightness no longer affect game brightness compared to what I have tried before

dusty girder
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for that

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I can teach you how to get it

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but

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does stuff like contrast work?

warm pewter
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Color Grading sliders works

LUT Sliders doesn't

dusty girder
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lut sliders not working doesnt matter

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did they do anything before?

warm pewter
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Nope

dusty girder
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so the reason its going over peak (10k nits) is

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prolly missing a composite shader

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what I need you to do is

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delete ue_extended

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or move it out of the folder

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load the game with only the devkit

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and get to that scene

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and then click "dump all", then zip up the dump folder and send me it

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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

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if you guys could get me a PIX capture of the game, I'd be able to fix it prolly

dusty girder
# warm pewter

@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

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that just needs to go srgb and back to pq

stiff loom
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No

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If it is not Nikki I don't care truthfully lmao

dusty girder
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fair

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you're the only person who plays gacha games and knows reno

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I think @tulip kayak too

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ohh I think spiwar mentioned it

stiff loom
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I play like two specific gacha games

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The other stuff I just got memed into doing for others lmao

dusty girder
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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

dusty girder
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ok lets see

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this might take a bit

dusty girder
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the composite shader appraently already exists, just blit is missing

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if somebody actually went in with a devkit, this would be a 2 minute fix

tulip kayak
dusty girder
tulip kayak
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Its like

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3 days

dusty girder
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ah

tulip kayak
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Before shit launches on global

dusty girder
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everything works, its just there is a shader after

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you just need to do like pq to srgb and back

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and job done

dusty girder
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does peak nits work properly?

dusty girder
dusty girder
south pecan
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I will take a look there, wait a minute

south pecan
south pecan
south pecan
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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?

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This makes me have no choice but to give up using RenoDX in these games.

maiden flicker
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upgrade path to off

maiden flicker
south pecan
maiden flicker
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@dusty girder i think it works

dusty girder
dusty girder
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like in the other pic it was 10k nits before I added the BLIT shader (what fixed the UI)

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@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)

maiden flicker
south pecan
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seems fine right now

dusty girder
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but as a whole the game looks fine

maiden flicker
warm pewter
# maiden flicker it does? briefly

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

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the big tower

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Like Arasaka Tower

dusty girder
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either way mod gud for now, whenever the game comes out spiwar will prolly dig through the other issues

maiden flicker
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it comes and go too, im not even moving

dusty girder
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there is a way to get rid of the 10k nit pixels, but I intentionally leave it in the HDR path

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ohh I think its the text

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thats prolly easy

warm pewter
maiden flicker
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oh yea it is the speech

tulip kayak
dusty girder
charred solstice
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btw are you guys playing in lumens or RT/PT?

charred solstice
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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.

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I snooped around a bit with devkit, but I didn't really know what I was doing

charred solstice
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Reno swapchain didn't seem to affect it affected it differently.

charred solstice
dusty girder
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if you use the ini setup I posted above

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you can use RR, FG, etc

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just make sure to read instructions

charred solstice
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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.

dusty girder
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enjoy, all these lutbuilders eventually add up and make games work day 0

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without me having to add anything

glossy cipher
warm pewter
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FG also 👌

glossy cipher
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@south pecan ^^^^^^

brave aurora
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any news on these ones?

south pecan
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that helps a lot

south pecan
west canopy
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have you tried it with extended?

balmy sleet
west canopy
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nah dont need dlss fix

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you mean framegen fix?

balmy sleet
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Yes

west canopy
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game runs fast anyway dont need it

balmy sleet
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This game is cup limited in a lot of places

west canopy
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lighting looks way better with RT on tho

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the only issue i have is no RR, so i get a lot of noise in the trees

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i can only get rid of noise in 4K quality mode lol

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i tried all presets

balmy sleet
west canopy
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ooooooh I can??

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HUGE! how to?

balmy sleet
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[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

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Netmarble Game\STARDIVE\BigCat\Saved\Config\Windows

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make an enigne.ini add that stuff and make it read only

west canopy
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yeah already have it for lut updating

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weird thing, its like the mod was borked before I added in the LUT update (UI brighntess was affecting everything)

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but now it works normally. am i crazy?

balmy sleet
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nah its just scuffed somtimes

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the game had RR in the settings ini for a while but they removed it. It tanked performance anyway.

west canopy
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noise seems about the same

balmy sleet
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I think its working for me

west canopy
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well the lut line does work, it didnt get deleted

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what model you using?

balmy sleet
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M 4k perf

west canopy
# west canopy

this is very low bitrate it actually masks the noise in the trees on the left

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its more noisy than it looks in that area

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i'll try M

balmy sleet
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def works for me

west canopy
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maybe it only works for reflections, i have issues with vegetation shadows?

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can you test that?

balmy sleet
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I might be missing something for foliage

west canopy
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cant see the noise in screenshots tho

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meh i'll just play in 4K quality i still get 75 fps

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still a bit of noise to it but not bad

balmy sleet
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Dlss RR is still in the GameUserSettings.ini dont even know if its on or not

west canopy
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some things certainly do look a bit "experimental" with RT tho

balmy sleet
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or near nothing might do something?

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trees and shit will look like this far away

west canopy
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It looks ok if I make a screenshot too but in motion it's all noisy

balmy sleet
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I think thats more of a nanite problem

west canopy
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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)

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Interestingly the ini tweak did nothing for me but I'll try again mess with it some more

balmy sleet
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It has this slop

olive jacinth
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how to decode this?

tulip kayak
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Last time i saw an UE ini being encrypted was in a porn game

olive jacinth
olive jacinth
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it looks like base64 but...

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maybe China server exclusive.....

maiden flicker
crimson axle
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Is there a canonical location to find the latest version of ue extended? My google-fu is failing me with Discord search...

charred solstice
glossy cipher
tulip kayak
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um no

tulip kayak
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then no

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it wont work

glossy cipher
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why not oh wise cat? xddd

tulip kayak
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you need to patch 20+ output shaders for every wuthering waves patch

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and not just the lutbuilder

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its custom enough that it has its own mod in the first place

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the devs uses unreal's lutbuilder but completely skips unreal's grading

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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

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wuwa doesnt do that

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so you will have to patch every. single. UI. shader.

glossy cipher
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Ah good to know
sounds exhaustive
then I guess DLSSFix is still to be used. What happened to the promised update for that anyway? 🫠

south pecan
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thanks for the explaination

stark steppe
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you can always use DLSS Enabler for MFG if DLSS Fix is not working well

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replaces DLSSG output with FSR output which is compatible with Reno

dusty girder
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@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)

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can you share a pic of the "broken char screen"

dusty girder
viral lintel
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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

dusty girder
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ty

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no old lutbuilders despairge

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guess we're going to put the slopper to work

dusty girder
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@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

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the codebase isnt setup to handle those yet

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if there are more lutbuilders with no bluefcorrect, I can prolly branch off to compensate for them

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but for now sorry its a rip

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ue filmic extended is made for games that use the "modern" ue filmic tonemapper; which is most games now

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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

west canopy
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Is this game like an actual severely underrated hidden gem?

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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!

tulip kayak
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🤏

dusty girder
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had an idea

charred solstice
# west canopy Is this game like an actual severely underrated hidden gem?

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.

west canopy
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Yeah that seems likely pretty damn accurate 😞

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But I still enjoy it much more than I did wuwa and slopfield!!!

charred solstice
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I enjoyed it a bit, but my brain was screaming warning signs

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I really enjoy DNA as well, but you can also go so far on vibes

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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.

west canopy
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wait, am i getting this right, or does this game let you entirely skip the stupid grind? @charred solstice

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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

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(wuwa also had terribly long loading screens between each round, which was a horrible wasting your time feeling, Mongil at least has instant loadings)

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might be a charming shallow gacha slop, but can't deny the incredible qol it offers

charred solstice
west canopy
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changing for the good or the bad?

west canopy
charred solstice
west canopy
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Yeah I was kinda fearing that was going to be the thing

dusty girder
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big and actually good gacha game releases

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I guess wuwa

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so is it just genshin and wuwa, and then smaller clones that die off

charred solstice
# dusty girder 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.

tulip kayak
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if you want peak visuals

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and triple A real time cutscenes

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then wuwa

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NTE guess i'll see in a couple days

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combat/challenge focused then ZZZ could be interesting

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i dont care about pre rendered slop so endfield is out of the question

charred solstice
# tulip kayak NTE guess i'll see in a couple days

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.

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NTE made me laugh hard though

tulip kayak
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i played tower of cum before

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they had real time cutscenes

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if nte is anything like that

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it'll be an interesting 1 day

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at least

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real time + directed = good popcorn

charred solstice
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I think spi has a 5090? at least you can PT(?) the game

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the early benchmarks look harsh

charred solstice
dusty girder
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the prettiest gacha game I've seen is

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infinitti nikki

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the dress up one

charred solstice
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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.

dusty girder
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the world too

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Maple shared a ton of pics

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the pc version atleast

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the phone/console versions are obviously far off

tulip kayak
charred solstice
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well infinite nikki does have RT

tulip kayak
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good set pieces

dusty girder
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doesnt it have full PT?

charred solstice
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NTE?

tulip kayak
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then non lumen path is an afterthought

dusty girder
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ah

tulip kayak
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hence why it looks absolute ass

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on phone

dusty girder
charred solstice
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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

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whatever "full raytracing" is for NTE, it's definitely more then regular RT

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IN is HWRT i believe from what I remember

warm pewter
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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

warm pewter
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Loading ReShade via DisplayCommander works

Rename DC to d3d12.dll
And ReShade to ReShade64.dll

charred solstice
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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.

shell igloo
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renaming reshade to d3d12.dll works with NTE global btw

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no need for DC sideload

warm pewter
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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

slender palm
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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

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other light sources aren't working at all

charred solstice
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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.

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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.

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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.

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this is what is happening basically on the last beta

tulip kayak
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which is fine and whatever

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but call it like it is

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you can have non shadow casting lights to save on performance

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its not related to anime games or especially UE games or whatever

charred solstice
tulip kayak
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raster is expensive

tulip kayak
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not related to UE

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not related to anime games

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i can show you 100 examples of games using non shadow casting lights

charred solstice
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you really need to put in a ton of work, and not just a toggle.

shell igloo
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meimei gonna enable shadow cast on all NTE lights Prayge

tulip kayak
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sigh

charred solstice
tulip kayak
charred solstice
# tulip kayak 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.

tulip kayak
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its not that they can't do it

tulip kayak
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this is why we have RTXDI

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which they didn't use

charred solstice
# tulip kayak this is why we have RTXDI

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.

shell igloo
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is nvrtx branch updated to 5.6? i don't remember

charred solstice
shell igloo
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iirc they said they were targeting 5.7 for... this summer? and 5.8 later in the year

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or fall/early 2027

charred solstice
shell igloo
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gtc talk about the future of path tracing

tulip kayak
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would be stupid to have RTXDI

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and do nothing with it

shell igloo
# shell igloo gtc talk about the future of path tracing

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.

▶ Play video
charred solstice
# tulip kayak and do nothing with it

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.

shell igloo
charred solstice
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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

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This is assuming NTE is a good and is a success, for them to keep funding these technical upgrades, which is unknown.

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They definitely improved the hero model lighting since last beta, that's like a only a few month difference.

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I didn't expect them to, but they did.

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but whatever, back to OG topic. Not surpised, seen it, been there, expect it to keep happening.

dusty girder
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does extended work with the global release?

charred solstice
# dusty girder 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.

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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.

dusty girder
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and can go in with the devkit

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I just dont want to install the game

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I'm not a fan of the super questionable anti cheats those chinease gacha games ship with

charred solstice
dusty girder
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and then in the end encode pq back

charred solstice
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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?

dusty girder
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scrgb shouldnt even be a thing in ue5

charred solstice
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k, i'll deal with it if it's a thing.

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I didn't know crap about how to renodevkit back then

dusty girder
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you go in the devkit, find the list of pixel shaders, play with the draw toggle

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when you find the shader that makes the white text appear and disapear

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that means thats the shader responsible for the white text

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if you can find that, I can prolly fix it

charred solstice
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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?

dusty girder
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you can send me the shader

#

but it has to be the shader responsible only for the white text

#

not other ui elements

charred solstice
#

kk, yep, i hate it when the shader has multiple things

dusty girder
#

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

charred solstice
#

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.

dusty girder
#

lutbuilders are easy

#

5 minute fix

#

I want all of them anyway because

#

1 lutbuilder can cover 50 games

charred solstice
#

lol then maybe it's a good thing, don't see much UE5.6 games and probably zero 5.7

white coral
#

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?

charred solstice
white coral
#

Just setup hdr and no, it’s just the preload for tomorrow

charred solstice
#

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

white coral
#

Ok thank you. Does anyone know if a dedicated hdr mod is gonna be made? I can donate if need be

charred solstice
#

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

charred solstice
#

ultra plus...side...umm...laz doesn't have plans. and ue4ss is hard with anticheat.

white coral
#

I guess, I have no idea who actually makes the mods. I would do it myself but it looks super complicated

charred solstice
#

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

white coral
#

Oh and what cvar settings?

charred solstice
#

think of it as system level console commands, that UE allows users to change. you will see them posted on reddit time to time.

stiff loom
#

So it gets Lumen GI and Reflections

charred solstice
#

UE4SS will be key to getting mods beyond that.

tulip kayak
#

its mostly working

#

outside of random shit

#

dedicated mod depends on whether the game actually needs it + if someone wants to actively maintain it

tulip kayak
stiff loom
#

I mean I was tagged here lmao

white coral
#

@tulip kayak so basically just wait for the ue mod to be updated then?

charred solstice
#

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.

tulip kayak
#

we have lutbuilder from the chinese version

charred solstice
#

this one as pertains to NTE HDR

white coral
#

Ok thanks a lot I’ll try it

stiff loom
#

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

stiff loom
charred solstice
#

oh, nice, so they tried to push pass the limits of UE5.3 level lumen

stiff loom
#

not really my cup of tea though, so i can't say I'm too tempted to take a look at it myself.

charred solstice
# stiff loom Whatever custom amalgamation NTE is, sure looks more impressive in terms of GI t...

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...

▶ Play video
#

can't say the same on texture detail though...IN does have very nice textures

dusty girder
charred solstice
#

did you put some more work into since that one?

#

so nightly?

dusty girder
#

idk

#

but the latest build is always this

white coral
#

For the upgrades, how do I know which one to use?

charred solstice
#

RGB10A2 unnorm if remember right,

#

there's a screenshot if you scroll up

dusty girder
#

for the new chinease gacha game you probably want ini tweaks and "Upgrade Path Off"

white coral
#

Where do find these ini tweaks?

tulip kayak
#

ini tweaks is setting the game to output hdr swapchain

white coral
#

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

charred solstice
#

the splash screen is consider UI, so only the UI brightness would work yea

maiden flicker
#

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

charred solstice
#

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)

charred solstice
#

speaking of...did they really hash the usergameconfig? I should have saved my old beta files then when it had the plain text cvars...

maiden flicker
maiden flicker
charred solstice
#

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

warm pewter
#

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

stoic yoke
#

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

charred solstice
stoic yoke
#

ya i have it up and im testing upgrades still but its 200 nits still

#

didnt wanna ask before trying myself

charred solstice
#

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

stoic yoke
#

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

charred solstice
#

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

stoic yoke
dusty girder
#

please dont upload only new lutbuilders

stoic yoke
#

none yet but ill keep playing the game tonight

#

to see if more drop

#

thats the singular one i got

dusty girder
#

did you dump with extended or the generic one

stoic yoke
#

generic

#

didnt know if extended was worth using with an sdr only game

dusty girder
#

extended works with sdr only

#

out of box it works just like the generic one

#

with upgrades and all that

stoic yoke
#

i can use extended then

dusty girder
#

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 sadge

dusty girder
stoic yoke
#

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

stoic yoke
#

tyvm

#

and no problem take ur time

#

ty @charred solstice for reminding me to dump the luts

dusty girder
#

if you keep playing and dump an "old" lutbuilder along side the new one, that would save a ton of time

charred solstice
#

question, is your old guide for ue-generic luts still relevant on the ut extended?

dusty girder
#

which one

#

think of both addons as the same thing

#

both ue-generic and ue-extended are the same thing

charred solstice
dusty girder
#

ue-extended just has all the color stuff re-written so it looks better

dusty girder
#

but

#

thats just fixing decomp errors

#

as for fixing a lutbuilder, its very different

charred solstice
#

ah k

dusty girder
#

but takes 1 second if a game dumps with an old lutbuilder

dusty girder
indigo plank
#

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

dusty girder
stone bear
#

NTE should work day1 with the UE-Extended addon right?

stone bear
#

Ok, can confirm it works fine for now

#

Just needs R10G10B10A2_UNORM → output size upgrade

#

and d3d12.dll as proxy, dxgi.dll triggers anticheat

charred solstice
charred solstice
#

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

stone bear
charred solstice
#

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

stone bear
#

Should I add this into Engine.ini or the obfuscated GameUserSettings.ini?

charred solstice
#

make a Engine.ini file

#

also make it read only after you pasted #1411800884303626311 message in

stone bear
#

Ok it works now without Upgrade Path

#

Thanks!

charred solstice
#

cross fingers when we log into the game tonight and it all works.,

#

we know there's some possible issues

white coral
#

what are the possible issues?

charred solstice
#

May or may not still be an issue

stark steppe
#

I've seen all these bugs in the cn client

#

doesn't really affect gameplay though

charred solstice
#

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.

tulip kayak
#

aaaalllright

stark steppe
#

how goes it, wise cat

tulip kayak
#

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

charred solstice
#

hmm at least the on the intro, ue-extend...not working...

tulip kayak
#

intro is video

charred solstice
#

i'll have to see if I derped a setting somewhere

tulip kayak
#

unless you mean the real time section

#

UE extended doesnt have autoHDR for video iirc

charred solstice
#

no i mean actually gameplay, non of my color or brightness settings work, i may have derped somewhere

#

UI brightness works though

tulip kayak
#

i went past the intro it works fine

#

the included reshade.ini file

charred solstice
#

ok, me check if I derp my settings

tulip kayak
#

should turn off the SDR upgrade path by default

charred solstice
#

yep

devout grove
#

are you sure your ini is in the right place?

#

Saved_Global and not saved

charred solstice
#

yea, else you'll get a black screen without upgrade path

tulip kayak
#

ya both inis in the right place from guide above you should be ok

vivid rune
#

Does the mod works with Aphelion game released today?

devout grove
#

UI going 10k

tulip kayak
#

yes

stark steppe
#

he said soon

tulip kayak
#

the zip bomb is with the marat's repo build

#

i haven't fixed it yet

#

lol

devout grove
#

oh ok

tulip kayak
#

snapshot is empty

white coral
#

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?

devout grove
#

lol interesting the sliders don't affect the characters

charred solstice
#

hmm even with spi's NTE zip dump, non of my color grading stuff works

tulip kayak
#

Is sdr upgrade path off

charred solstice
#

yep

tulip kayak
#

Honestly idk

charred solstice
#

using your ini as well...

#

well i'll figure somthing out, if i'm the only one with problems

white coral
#

Mine is working fine thankfully

charred solstice
#

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

charred solstice
#

Ah now it works after the intro, and of course the character is not reno it looks like

#

ok so some stuff

dusty girder
#

and in settings

#

enable the right device

#

devkit dont like FG

tulip kayak
#

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

dusty girder
#

so

#

if you have upgrade path off

#

it wont dump

#

you need both upgrade path on +

#

dump lutshaders on

tulip kayak
#

bofuh

#

ok

dusty girder
#

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

tulip kayak
#

bruh

dusty girder
#

?

tulip kayak
#

how did this game launch in china already

#

and people still miss lutbuilders

#

in the opening area

#

😭

dusty girder
#

well there was 1 weird lutbuilder

#

I didnt add

#

I assumed it didnt do anything

#

just came from a pre-comp

tulip kayak
#

I'll play for a little while

#

or maybe people just didn't read instructions

#

and play the whole thing

#

without hdr ini

dusty girder
#

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

tulip kayak
#

decodesafe pq

#

bt2020 from 709

#

encode safe pq + graphics nits

#

done

dusty girder
#

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

tulip kayak
#

ya I can just PR this

#

lutbuilder patching

#

can you just paste verbatim

#

i assume the cbuffer names are the same

dusty girder
#

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

tulip kayak
#

ya

dusty girder
#

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

dusty girder
tulip kayak
#

ya

#

set gamut expansion to 0.f

dusty girder
#

yea

#

thats it

tulip kayak
#

something something gamut expansion bad

#

kk

dusty girder
#

specifically unreal's expandgamut

tulip kayak
#

so just normal ue-extended stuff patching

dusty girder
#

oh yea

#

nothing special

#

pretty much every lutbuilder is the same

#

kill expand gamut, find untonemapped_ap1, find cbuffers, done

wheat brook
#

my hdr looks like this gg hahaha

charred solstice
#

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?

tulip kayak
#

dont worry about it

#

i have the lutbuilders already

covert moon
#

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?

dusty girder
#

dont add it; I dont think the game actually uses it

#

it doesnt have the filmic tm

#

0xC92E06C2.ps_6_6.cso

charred solstice
#

so i go dev kit to hunt down the reason characters aren't affected by reno?

tulip kayak
#

i dont think u need to

dusty girder
#

those arnt ue-filmic

tulip kayak
#

char is just on a different plane

tulip kayak
#

not patched yet?

dusty girder
#

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

tulip kayak
#

or is it decomp

#

im using lazor's new decomp

dusty girder
#

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

tulip kayak
#

both of them are not traditional right

dusty girder
#

wait

#

one second

tulip kayak
#

csos if you want to take a crack at it

dusty girder
#

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

tulip kayak
#

kk

dusty girder
#

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

tulip kayak
#

we're still missing lutbuilders

#

since i had an area that wasnt working

#

but its likely only one of them then

dusty girder
#

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

tulip kayak
dusty girder
tulip kayak
#

nope

#

booting it up now

dusty girder
#

5head

#

share a build before testing

#

mind sending me the fixed lutbuilder so I can see

#

and ui shader

tulip kayak
#

oh yeah

#

gotta add that gate for the upgrade path

dusty girder
#

ya add that to the ui shader

tulip kayak
#

let me see if it works first

#

lol

dusty girder
#

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

tulip kayak
#

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

charred solstice
#

this is sounding complicated..is NTE not ue-generic friendly?

dusty girder
#

nah, it sfine

#

also what do you mean about characters

#

like a menu?

charred solstice
#

no the hero models

#

litterally is excluded

dusty girder
#

I doubt a frame draws 2 lutbuilders

#

if its doing something custom, it would be in the shader that samples the lutbuilder

tulip kayak
#

adding that in the game specific folder is fine right

#

already created one

#

for the text shader

dusty girder
#

make a game folder, and throw the text shader in

tulip kayak
#

works

dusty girder
#

did changing that lutbuilder to no op do anything?

#

or just return 1 0 1

dusty girder
#

give me 5 min

#

in runescape

#

boss

charred solstice
#

i guess spi knows what's going on

tulip kayak
#

what is this

dusty girder
charred solstice
# dusty girder 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

charred solstice
tulip kayak
#

you made me thought there was something wrong with the lutbuilders i patched

#

you're just talking about grading not affecting the characters here

tulip kayak
charred solstice
#

well reno ya, nothing reno does affect the hero model

dusty girder
#

ok lets see

dusty girder
charred solstice
#

so pop out the dev kit?

dusty girder
#

do you decompile with -f?

#

the text shader looks fine

#

I assume you tested it

tulip kayak
#

done

dusty girder
#

lutbuilder looks fine

#

you got the lutweights done right

#

nice job

tulip kayak
tulip kayak
dusty girder
# tulip kayak

if you use the devkit with a reno mod, something might break

#

do you have dechroma set to 100 or something?

tulip kayak
#

i set saturation to 0

dusty girder
#

oh

tulip kayak
#

so the effect of the another shader drawing on top of the character

dusty girder
tulip kayak
#

can be seen

dusty girder
#

I thought he ran into a bug

tulip kayak
#

yeah

#

looks like its caused by one shader

#

someone can look into what this does

#

I'll check it later

dusty girder
#

if it draws after the lutbuilder

#

might be a generic post_fx shader

tulip kayak
#

now imma just go play league of legends

dusty girder
#

just decode and encode

#

there are built in functions

#

look at stalker2

tulip kayak
#

its causing the characters to not be affected by the lutbuilder

dusty girder
#

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

tulip kayak
#

I'll probably no-op this thing

dusty girder
#

just DM me when you got a PR ready

#

shader_injection.graphics_white_nits

tulip kayak
#

is there a difference

#

between using that

#

and renodx graphics white nits

dusty girder
#

a define

#

is just a alias

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it makes it easier

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we didnt use shader_injection

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in ages

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also you're supposed to

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decode the sample

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and encode in the end

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that code isnt doing much

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its doing pq decode with a scale of 10,000 (default)

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then bt2020 from bt709

tulip kayak
#

ya

dusty girder
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and then encoding ui nits

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replace this with the define though

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shader_injection.graphics_white_nits)

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RENODX_GRAPHICS_WHITE_NITS

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dont use shader_injection

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we're not in the dark ages anymore

tulip kayak
#

ya i saw graphics white nits used in your lost soul aside example

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but yeah

dusty girder
#

it compiles exactly the sme

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its the same thing as doing

#
#define cap false

if(cap)
{

}```
dusty girder
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but for white text it doesnt matter

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did you move both the game nits and ui nits sliders in game

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to make sure it scales properly

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if it scales properly while moving both sliders, thats all that matters

tulip kayak
dusty girder
#

I mean if it works it works

charred solstice
tulip kayak
#

no-op

shrewd badge
#

UI brightness works nothing else i think

tulip kayak
#

everything works as long as you follow the instructions

dusty girder
#

and making sure the text works just fine

shrewd badge
#

If by instructions you mean engine.ini I have that already

dusty girder
#

nice

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you can PR it whenever you want

charred solstice
#

earlier spi-build works, the character no-op...doesn't

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do we need an extra setting somewhere?

reef badger
#

having the same issue, ui brightness is the only thing that works on that newest file

tulip kayak
#

record a video

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with your settings screen open

#

ya'll doing something wrong

shrewd badge
wheat brook
#

same here, only ui brightness work for me

charred solstice
#

also renodx is flickering when panning camera, almost like it briefly stop working

#

i wonder if r.lut.updateeverfram=1 fails for a sec

olive jacinth
fallen drum
shrewd badge
#

RT and Full RT seems to be hidden for some hardware it seems

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Can only see Lumen with 4070

warm pewter
#

Full RT is pretty heavy even with 5080 on 1440p

tulip kayak
olive jacinth
#

full rt, dlss performence, 4k, everything highest, 4090, 90fps

shell igloo
reef badger
#

yeah the performance is pretty rough

olive jacinth
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oh forgot fg

warm pewter
#

Having to use FG on 4090....

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That is like 45 Real Frames

reef badger
#

forget the 4090, having to use FG in an anime game

olive jacinth
#

full rt real heavy...

shell igloo
charred solstice
#

brute force lighting can do that

olive jacinth
reef badger
#

they can but i'd expedct more than 90 fps with fg

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i have better performance in crimson desert with all the bells and whistles, i guess thats what im comparing it to

shell igloo
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artstyle doesn't define performance
lighting techniques do

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crimson desert doesn't even look that good even maxed with rr etc

shrewd badge
#

Someone on reddit said
8 gb nothing
12 gb lumen
16 gb+ rt and full rt

shrewd badge
jovial wren
#

16gb 9070xt? 24gb 7900xtx? No rt cause fuck you

shrewd badge
jovial wren
#

Actually even for nvidia too its just 40/50 series allowed rt

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24gb 3090/3090ti are locked out of rt 😭

olive jacinth
#

full rt 4k

shrewd badge
#

let me try opti spoofing

jovial wren
#

Opti spoofing can work if ur lucky but seems to be problematic for a lot of people to get working (including myself)

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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)

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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

shrewd badge
#

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

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🤔

charred solstice
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I just think ue-generic isn't equiped to deal with NTE, i guess if there's real interest it can be spun off.

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oh well

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I cope a bit with special-k sauce then

warm pewter
shrewd badge
#

thats some "high quality" reflections kekpepehands

tulip kayak
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@dusty girder im probably gonna throw the custom lutbuilder through tonemappass

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and then be done with this game

mild thicket
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maybe raytracing is not the way

charred solstice
#

rip renodx nte

tulip kayak
#

ya

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haven't even played this game yet

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lol

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why am i not surprised