#Unreal Engine
1 messages · Page 17 of 1
check another way
it's not that bad and overall pretty decent for PT+FG, but i just prefer the smoothness without all of this
it's something with nanite lagging behind
well my TV says its on
you can test it like near a bright light like a door/lamp
then pan camera really quickly
you'll see the loading lag behind camera
well he's talking about vrr flicker
from oled
visible on dark areas of the screen
no it's not vrr flicker
it's very minor, but some people have more senitive eyes then other
enabled is different from if it's actually engaged with the game window
this game has a lot of bright colors and flashing so it's more harsh
i mean only he would know that
it's likely camera culling, is just not fast enough for quick camera panning in certain places
the culling issue doesn't look anything like vrr flicker
you see the artifact being loaded and unloaded too slow
it's not flicker, it's bright colors being loaded/unloaded too slow
so you see a frame of lag
from those highlights
it's not similar because vrr flicker looks completely different from the culling issue
you are saying he doesn't know the difference
but you have not seen his screen and he has not described the flickering
I see flicker in the menus and loading screens guys 
the camera stuff feels odd when driving and frametimes are jittery
but even with FG/PT off driving still isn't completely smooth anyway, i just tested. FG makes it only slightly worse
yeah hm i suppose the next thing i would try is a framerate cap with SpecialK
driving isn't going to be completely smooth anyways
UE open world moment
it's smooth for me probably because i'm running at like 200fps with FG and 9800X3D
yes
I am testing a few cvars that seems to help, so maybe it'll work out. have to test more areas for hitches and driving
but i'm on a 50x series card, which naturally has better frame pacing in FG
if you're using optiscaler on top of specialK and reshade though that's a bit of a mess
i can't say if that will work without issues
to be honest i don't think anybody is completely eliminating all stutter in this game running uncapped
could be something with the camera. i noticed its much worse in first person sometimes
my frames were fine but camera is what makes it feel wobbly
by the way the camera hitches badly with a controller for me so idk if you were using controller
my fps is a bit lower because recording but i don't get any major spikes
i will get small hitches occasionally but it's not like constantly
i need a faster car >.>
I don't know if B8G8R8A8_TYPELESS is actually needed, but it makes the cutscenes and main menu look way off. This is how the main menu should look
Oh
I didn’t see it looking like that.
It didn’t look like that in SDR for me either.
Like without mod.
I’ll double check.
Thanks for the heads up.
Default was this.
SDR without mod / RenoDX Default / RenoDX B8G8R8A8_TYPELESS Off
Is that SDR with Windows in SDR mode, too?
SDR without Mod / RenoDX Default
Shieeeeeeeet, you right. Thanks for shout out, @sullen solar 
What are the other settings you have, @sullen solar?
With mod applied and the settings above ^
Turning off B8G8R8A8_TYPELESS upgrade was the only thing I changed, not sure if it causes other issues though otherwise idk why it's on by default for this game
@untold wadi any idea why B8G8R8A8_TYPELESS was on by default? I know you and KoKluz were discussing about the UNORM one, but that seems off by default anyway.
How far into the game are you, @sullen solar?
I got that kissing scene and closed it to adjust sliders.
A few chapters after that, but I was actually using the generic UE reno instead of the extended one because I was crashing with extended
And someone said that generic wasn't crashing, but I still got crashes with ue generic so I just switched back to extended now and noticed it looked off
This was a 'cutscene', but the entire game really is one ..
I'm assuming this looks wrong to you?
Compared to the slider set to off that you played.
If you remember how it looked, of course*
Ahhh, okay.
I haven't had a crash, yet. Is it certain points in the game or randomly?
Usually at the end of chapters, but it isn't consistent. I crashed twice at the end of the first chapter and it didn't save, so I had to replay it twice
This is with the slider set to off
Looks the same, maybe it's only the main menu and first cutscene that look wrong
Hopefully, yeah.
I have more captures if you have similar to those scenes available prior to that, and we can compare if you want.
But seems like we're good with it off anyway, unless Ritsu or KoKlusz or someone reports otherwise.
the game needs a custom aspect ratio added to the mod for the letterboxed scenes
takes 45 seconds, I dont have the game installed; and idk if ritsu ever uploaded the addon with it
he plans on PRing all the game stuff when its fixed
nvm he PRd it yesterday
and never told me
let me build it real fast
@bleak nest can you send me reshade.log please
ritsu only used the gaypass exe
@sullen solar reshade.log from mixtape please
ty
Mixtape
here is the mod with ritsu's letterbox fix; also supports steam release and other platforms
no
Ok
I forgot to merge spiwar's latest NTE (gahca game) fix into the deleted addon
did it fix the letterboxing?
I don't even know what issue was in the letterboxing?
maybe ritsu's build had the letterbox fix
#1411800884303626311 message
I think this build already had it
08:54:58:919 [63420] | INFO | [RenoDX] Applied patches for Mixtape-WinGDK-Shipping.exe (Mixtape). ok yea it did
nothing should've changed visiually
Yeah, idek what was broken.
nothing was, ritsu's addon fixed it
mine just added support for steam/epic/etc
I didnt know he added the letterbox fix to thet addon
if you only had upgrades and no "custom addon", letterbox scenes would be clamped to sdr
so is the B8G8R8A8_TYPELESS upgrade not needed?
no
just install the addon
bruh
that's waht I'm saying
idk what his addon fixed it
Gotcha
I didnt know if he added the letterbox fix to the discord addon
or if it was github only, waiting for me to merge it
I thought the discord addon was only default settings
since he talked about broken letterboxes the other day
is it possible to 2.4 gamma ue extended, or should we just use post process tone mapping?
2.4 gamma is just per ch contrast; just use the built in contrast slider
its better
Mixtape still crashing with RenoDX though?
I did a 2hrs long session, didn't crash for me.
I had a consistent crash on track 4
Yeah, I'm about halfway done with the game, no crash.
I didn't create that engine.ini file, btw.
Not sure if that's causing crashes or what.
Don't jinx it
I had a couple of crashes on GP, then bought the game on Steam, first half was perfect, then the closer to the end the more often the game crashed, to the point I had to disable reno entirely to be able to finish it

Just tried, crashed even sooner than before 
was that extended or normal
Both
does it still crash with this then
Just finished Mixtape. Crashes seemed to sometimes occur when pausing the game. Either when in the pause menu, or resuming game.
So I just stopped pausing 😄
Disabled it in the merged version but forgot to post it
Can this be used for Hogwarts Legacy?
Love it haha
Are the latest NTE changed merged to master repo already?
weird ass camera bug im getting in NTE, it's like my character goes further away than normal then camera snaps back to correct placement, very noticeable while driving a car
anyone notice it?
So what's the latest? Do I need this #1411800884303626311 message or is the default install available through RHI today all fine?
its merged now, so you can just use the installer
im trying to get the ue addon to work for stellar blade but it keeps crashing on startup, any advice?
soooo is Reno for Returnal broken or something ?
use extended
just drop it in, make sure native hdr is on; and enjoy
So what’s the difference between extended and non extended versions?
"its better"
The non extended is not extended
Thanks
Was this ever fixed?
Have the same issue
does this work - should i set this as global?
global overrides aer bad
dont be lazy, do them per-game
sometimes whats safe in 99% of games
might break 1 game
and you'll spend 3 hours
trying to figure out what broke it
because you long forgot about the global override
^
SSR/Lumen/RT/PT
I find it a blessing that Lumen usually brings the most balanced visibility in the dark, can say RT/PT look more realistic (specially PT is usually much darker)
while it's fun to experiment with PT, it's questionable if you really want some of the scenes this dark for general gameplay, Lumen holds up surprisingly well, it's just it's reflections that are really bad
is PT very very cool looking here? yes, but if I want to focus on playing the game I like the lumen look the most, plus it's the fastest/smoothest so there really is no question, at least for my system
it worked instantly for me, without having to set up anything, did you download this version?
https://clshortfuse.github.io/renodx/renodx-unrealengine.addon64
its not just the mod
you need to follow the guide
@autumn musk
works just fine with UE Extended and latest reshade
there is a bug whre it seems clamped to ~500 nits; probably a post fx shader that needs fixing
nvm just needs B8G8R8A8_TYPELESS upgrades to output size
I thought those where automatically set, I'll add them to the defaults later
ui brightness/game brightness is griefed; both need to be the same value
guess whoever fixed the custom shaders didnt properly invert and encode
its the glaucoma filter; if p3r fix disables it that works too
Vanilla / Modified
Unreal volumetrics can now be fixed thanks to custom texture bindings and reworked code
-
UE5 uses bilinear filtering for nearly all volumetric shaders / replaced it to use Catmull Rom Tricubic filtering instead
-
Replaced IGN with IS-FAST for stochastic sampling
uhh I dont think we can include this to work from the get go
Laz wants to do a separate UE addon that just handles graphics
that works alongside existing UE addons
my only issue is that there might be some conflicts with cbuffers
but the goal atm is since 95% of UE games use the same code
we can implement the same fixes
across all games
ohh you mean submitting a pr directly to UE

cant wait to be featured in Kevins vid
yeah lol
if 95% of UE games have the same issue then might as well lmao
get Pumbo to be the middle man
Get him to tweet this
Need a few more examples
and from different games
^ @vocal nova
based on the settings from your screenshot youre using the SDR to HDR upgrade path yeah? i always thought (and i could be super wrong) that the preferred way for UE-Ext was to enable the native HDR path with the engine.ini, then have upgrade path off in the add-on. thats what ive been doing so far and no crashes either - just absolutely horrendous performance :/ (which, based on other peeps comments, seems to just be the game and not be Reshade related)
I've already done this.

Just need to properly reconstruct the code from the decompiled one
I don’t even notice any performance issues
Because the game runs in a slideshow anyway.
And I did this neat trick that helped with performance
||never enabled the FPS counter||
And just laid on couch and played.
Like this.
we need PT to fix basic shadows in 2026🫃
good shit pookie
lmao - true
tbf that is usually my starting point, i only chucked it on to have a look bc input latency was feeling crazy inconsistent, which made sense once i saw the FPS going from like 100+ to 40
:/
you don't have to use root signature constants, you can bind CBVs as well. so you can mix addons technically, just a different slot+space (though doesn't technically matter unless you both are overriding the same shader)
I jinxed it. 
Try increasing page size, it worked for me in stellar blade.
To use perceptual film grain, do I need to enable film grain in game settings ?
you're referring to this, right? #1474481327691665553
any test done with this
bad new is...NTE is not "true" PT...the reason being, RestirPT does not work with lumen and it axes all the reflections...
but this is what "real" PT NTE somewhat should be like
my fps...
What is nte
new gachaslop
Ok I sleep
restirpt has never been used in a game anyway
restirgi+di sure, but not pt
Does the newest version of this plugin work nicely with Mixtape?
Is there no way to fix flickering squares on waves in NTE with RenoDX installed? Its not because of FG #1411800884303626311 message
I dont have it to this extend, but the longer i stare at the waves the more squares are noticable
what fps 
Interesting
Not home yet so can't test but I use this persons configs for Wuthering Waves and it works as expected. Obviously it will impact your performance and you can see in the engine.ini file every value that's been changed
Can tweak it further yourself if you want to
correct, it's a developer plaything, but the key issue for this mode is right now, the inability to access lumen's reflection, which is what NTE is using, now that we've finally dumped the cvar list
so "Full Raytracing" is in fact amply named...for once the terminology...actually does make sense
though it absolutely is using the full nvidia Restir pipeline
Would be interesting to get something working out of those cvars, brandy config doesn't seem to make any meaningful changes and nothing for ray tracing
Restir pt is pretty cutting edge Nvidia only just talked about it in their latest paper
so i correct myself...I got reflections back...without lumens
and...wow...
smh
But this game is really bad in terms of UX lol
Played racing yesterday, the 'rainy' weather was sunny
and adaptive triggers on my DualSense randomly turned on or off
Oh and also tried DLSS Enabler 4, it doesn't seem to work well here as the whole screen flickers every few seconds
But yeah that sounds like typical hotta jank. Tower of fantasy was even worse
game does need some polish
UI is consistently unrensponsive and there's frequent bugs
fishing doesn't work if you have FG on
I remember it
that's why I dropped that game too
It's better than TOF, but still the jank is extreme in here

I don't think anyone really played that game with a controller
as the UX here is so bad too
what do you mean you change the tabs on the character screen with the d-pad, and change the character with the stick
Tbh I only use the controller for combat and driving
Rest isn't really usable with it
But that's most gacha games
ZZZ is perfect with a controller tbh
10/10 implementation
Actually yeah you are right that game feels amazing with a controller
But HSR had some jank as well, not anywhere near the level of NTE but it wasn't intuitive
They even use all the DualSense features
Fishing has adaptive triggers
Shooting in the Trigger event months ago had them too
Endfield has great implementation as well
sad the game is just Satisfactory Anime™
Don't have a dualsense but that sounds really neat
And yeah endfield is pretty decent when it comes to using a controller too
This wasn't because of FG it's always there no matter what I do
I find it distracting during driving. I turned that shit off. I like it in some games but not here. And the way the game controls is you kinda want back paddles for jumping, or you have to run a weird scheme. Steam controller or any controller with paddles is better here imho
Oh especially steam controller would be perfect for this because I have to reach for my mouse for half of the UI stuff anyway because it's so horribly bad to do it on gamepad (managing and upgrading you console stuff is a nightmare, as are many other menus like gifting and coffee games)
If anyone is playing this on a console stuck to gamepad only I feel really bad for them because the implementation is at trolling level
Steam input helps with that, set a modifier to have right stick be mouse
Mostly just a UI toggle, slow, but doesnt troll you like the game does
for some reason, the only situation where full RT really makes a difference in this game seems to be during rainy weather
there's just so much more going on with the lighting
hmm yeah it's really just the extra shadows that do it, it seems 🤔
also get the same improved shadows with half RT, but it's the lighting (in cloudy weather and some interiors) that also changes with PT that i like
Oh I should probably do a clean reshade install
Yesn't.
Works fine in the sense that HDR works.
But crashes are there.
Or maybe it’s conflicting with lyalls mod
What did you increase it to?
100gb
But only 8k resolution crashed before increasing page size
Mine is defaulted for now.
With 64gb ram, it should not have crashed for me, so page file did something there.
Still crash for me, if I use dlaa and ultra Plus ssgi.
Although fps are half with ssgi
I have yet to see that one work, if would not be too much trouble, do you have a difference shot or something with on/off?
hello guys is there a way to fix flickering when using FSR Frame gen? I have seen the dlssfg fix but I dont know if there is a fix for AMD
if you mean ssgi, there are comparison screenshots in ultra place discord
thx, though I had to join that discord first..
Yeah looks okayish, nothing I'll cry about not using
its very subjective, i would have used it, if i can get target fps
time for the 6090 
10000$
some people see it like that, and the reality is, it depends on your monitor settings. also it's also because it's not evaluating skylight, and instead using lumen to sample it, so it's...basically lumen in daylight with better reflections
you'll see a huge difference in specular though
now that's something I know how to change now hehehe...but fps...hurts
wdym by specular?
light bounces on relfective surfaces
or tranlucent surfaces, etc
those minute details maybe blind to those on certain monitor or color setups
you only see fancy reflections but can't pick out the reflective details
at first you see that are extremely similar
but then detail changes
this is what happens if I add skylight to the RT
for umm i believe some interesting reason, they choose to exclude a lot of lights
cause it was baaaaaad
working well for me so far but maybs im not too far in - seems everyone is reporting crashes sooner or later
luts for Sprawl (in anticipation for the sequel) https://www.gog.com/en/game/sprawl
Ok so this is caused by DLSS
Is this a DLSS+Reno reaction or is it in base game as well?
Any kind does it, even dlaa
Not in base game
so it's a reno problem? 
what is with those lame NTE engine.ini configs?
in terms of NTE and dlss...umm yes the cvars show NTE has done a lot of custom settings on streamline. It's also why it looks so good on FG, even if the old streamlives drivers can be a bit ehhh.
I don't see anything that can mess with ue-extend though
i think this was asked already but is there a way to add AutoHDR for video cutscenes in NTE?
I believe that needs to be coded per game, according to marat, so, it would have to turn into a standalone mod.
is that significantly easier vs than modding RenoDX for games or they're just the same?
also can it be done by non-coder?
according to @coarse axle 's codes, it's just finding the video as a shader pass, and then slapping autohdr on it, then present it in renodx with some user visible settings if thorough.
so the it depends if the game is nice enough to be consistent in exposing that shader in an easy digestable format, and yea pretty much slop auto hr template on top.
Directive 8020 shaders
How's Directive's native HDR and PT performance lookin?
i have a 5090 so not super helpful but I was getting 100-120 in the first scene with with dlss quality and fg X2
hdr looked good to me but i usually cant tell until i compare with reno
there is a lot of boiling like leons plant adventure in requiem
hoping the ultra+ guys can iron it out a bit at least
really need to finish sprawl
so good
Actually to give you an answer, the performance is 1080p @55fps @52ms latency with PT on RTX5090 without framegen and terrible hdr and graphics, PT does not even work correctly 🤣
Thats @ ingame HDR max peak brightness. The sliders make no sense. Path tracing looks crazy bad, for example is ambient occlusion completely MIA
it also looks like fake lights do exist in the path tracing render pipeline still means you get reflections from point lights which are not in the scene.
Ty just checked it
HDR is atrocious
Reno UE clips at 203 w/ every upgrade checked and Extended doesn't override the game's settings values
So Reno mod for now does nothing to improve Directive 8020?
looks like it needs a bit more effort with the reno devkit... maybe even a lot of effort
because the lutbuilder hasn't been added to the mod yet
moistman dumped it above
Can someone tag me when the lut is added so i try the mod by myself?
oh I thought that was already the update, yeah then that is the starting point xD
if I'm still online then I will hit ya up
Thanks so much
were there any other (including not-new) lutbuilders in the dump?
Call of the Elder Gods. Works with Reno UE, clips at game brightness with Extended.
not that i saw
first time dumping them though
I can run again if you need just lmk
@coarse axle do you happen to have a guide on how to slap slop AutoHDR for videos?
The the most easy thing you can do
you just need the shader responsible for handling video
if there isnt one then uhh
you'll need to do something else
Endfield as an example
// ---- Created with 3Dmigoto v1.3.16 on Wed Jan 21 20:06:28 2026
#include "../common.hlsl"
Texture2D<float4> t2 : register(t2);
Texture2D<float4> t1 : register(t1);
Texture2D<float4> t0 : register(t0);
SamplerState s2_s : register(s2);
SamplerState s1_s : register(s1);
SamplerState s0_s : register(s0);
cbuffer cb0 : register(b0)
{
float4 cb0[8];
}
// 3Dmigoto declarations
#define cmp -
void main(
float4 v0 : SV_Position0,
float2 v1 : TEXCOORD0,
float2 w1 : TEXCOORD1,
float4 v2 : TEXCOORD2,
out float4 o0 : SV_Target0)
{
float4 r0;
uint4 bitmask, uiDest;
float4 fDest;
r0.x = t0.Sample(s0_s, v1.xy).w;
r0.y = t1.Sample(s1_s, w1.xy).w;
r0.z = t2.Sample(s2_s, w1.xy).w;
r0.xyz = float3(-0.0627499968,-0.50195998,-0.50195998) + r0.xyz;
float3 rgb;
rgb.x = dot(float2(1.16437995,1.59603), r0.xz);
rgb.y = dot(float3(1.16437995,-0.391759992,-0.812969983), r0.xyz);
rgb.z = dot(float2(1.16437995,2.01723003), r0.xy);
rgb = AutoHDRVideo(rgb);
o0.x = rgb.x;
o0.y = rgb.y;
o0.z = rgb.z;
o0.w = -cb0[7].x + 1;
return;
}
rgb = AutoHDRVideo(rgb); is the AutoHDR
thats it
static inline float3 AutoHDRVideo(float3 sdr_video) {
if (RENODX_TONE_MAP_TYPE == 0.f || RENODX_TONE_MAP_HDR_VIDEO == 0.f) {
return sdr_video;
}
renodx::draw::Config config = renodx::draw::BuildConfig();
config.peak_white_nits = RENODX_VIDEO_NITS;
float3 hdr_video = renodx::draw::UpscaleVideoPass(saturate(sdr_video), config);
hdr_video = renodx::color::srgb::DecodeSafe(hdr_video);
hdr_video = renodx::draw::RenderIntermediatePass(hdr_video);
return hdr_video = max(0, hdr_video); // bt709 clamp ;
}
And this is what AutoHDRVideo calls
I'll see what i can do, i don't even know how to use yet the coding app responsible for creating the addon
but the YT video is helpful
@tulip kayak
https://github.com/marat569/renodx/commit/9aebacfa789d863954aadb924c6b8e7def2bc9e2
I fixed washed out UIs at a plugin level, so please test the waifu game with the latest build I've attached
you might need to delete the custom ui shader from NTE
This is genuinely amazing work. I abhor the way the engine handles volumetric by default and this is something that really encourages immersion.
How far are we away from giving it a test run? Glad E33 was the comparison. That beautiful game is marred by technical landmines.
@west canopy @charred solstice can you try that build, and see if the UI fix is still needed
if the UI looks worse, that means spiwar's ui fix might not be needed
ideally menus too, like opening the character or car menu
the ui fix is still in that build, so if it looks broken; that meansit can be removed
along with the universal ui fix
thats pretty nice
For some reason the game is still installed
On my computer
Ill check it out later
you're going to have to, because if this conflicts; you'll prolly need to delete the ui shaders you pq encoded
or just rename them from hlsl to hlsl_archive
so they dont build, but stay on the repo for fun
Ill just nuke it
?
dont nuke the folder
there is still the other lutbuilder
also reticle
needs testing
might need no changes
gotta check
rename it to hlsl_ for fun, doesnt hurt
im going back to hibernation
Does this version have the directive 8020 fix?
gotta add these
@true raft did any other lutbuilders decompile (old)
actually directige 8020 looks custom
mm forgot how nice this game looked
doesnt use ue-filmic
too bad i dont have time for this
before I uninstall this shit i'll leave something for the nte jerkers
I'll see if I can patch in hide UID using shader only
@coarse axle they have a thing where the edge of the moon is in hdr
that looks nice
Doesnt only apply to E33. Any UE5 games will be able to use similar improvements since these are all base UE issues (albeit someone will still have to modify shaders per game)
Also have DoF improvements / fixes. Volumetrics, shadows, GI, noise reduction ect. Issue is that due to how Reno works we havent figured out a way of how to have two addons running. Easiest solution is to just have one addon with both HDR and then rendering options
Two reno addons can work when its just shader changes and they dont conflict
but something with the way how custom texture bindings and custom shader dispatching works
it breaks one or the other
actually 8020 can prolly work, they still use ue-filmic
they just have an arri lut that runs before blue correct, as an extra tier of grading
also the arri lut doesnt always run; just need to treat the output of it as untonemapped_ap1
-> untonemapped_ap1
-> arri lut
-> blue correct pre
-> filmic
-> etc
the rest of the lutbuilder is the same
I wonder if its AGX
but they wouldnt do agx + ue filmic
Right. iirc it’s because shader replacement is local, but binding/dispatch overrides are global.
They need to be unified as adjacent layers in the same pipeline so the engine doesn’t get confused about which owns the contract like it does when they are separate.
Fighting that right now in a time-synthesis project via dx11
the only game that doesn't literally ROB you in broad daylight if you missed a login on your monthly sub for daily gems is Mongril Stardive, the only fair gacha that really respects you as a customer, they send you your shit in the mail IT CANNOT GET DELETED WHICH SHOULD BE THE ONLY WAY, YOU BOUGHT IT + if you miss a daily you can do them later they stack up to multiple days in a row
but all other gacha slops literally ROB you of your stuff - even stuff you paid for, if you miss a login
apology gems for incovenience is not enough
it's not just dailies in this game, NTE has multiple progression systems that can set you back missing a day more than just a couple of gems
and it matters. why do they need to have maintance to close the game for alost half a day? for a single player game? that locks you out of your progression and rewards if you don't login?
getting treated like this is just not right. complimentary gems for maintance is simply not enough. we shouldn't be locked out of progression systems and get robbed of micro curency and benefits we PAID for
Mongril Stardive is the only game that doesn't treat you like this, every other chinese and even jap gacha slop treat you like this, and everybody is just ok with it
sir this is a wendy's
no this was apology for rollback of exploiting golden tetris farming
Hotta games as ussual, crapton full of exploitable bugs, not a surprise
oh the game works now i guess i'll go test it
I'm not sure what was wrong with the UI? looks fine (same as before) what should be different?
Nothing broke
Dont worry about it
flashbang fix would be nice too if you could, found a repeatable area for that where we enter the beyond the rails ghost train at the top of the map.
oh speaking of, some "dialogue bubbles" in story scenes (overhead text) look uncapped (10k probably? i didn't measure)
but not a big deal. i don't remember seeing that before tho. will have to investigae more. haven't done story stuff in a while
maybe it happens only inside your Eden or whathever it is your hq building
yeah i've seen that in eibon as well for the dialogue text bubbles
dm
@devout grove try
rhythm game fixed, dialogue bubbles no longer go over peak but it also turned some text gray, like hp/uid
yeah FDDA is already handled by composite shader
you're looking at the wrong shader
ok, how do you fast travel in this game
open map, tp to the phone booths that you've unlocked
where da shadows though
find the towers to show the map if its not unlocked
ok so they changed the dialoge boxshader
you just need to find it again
is the dialogue box 10000 nits
or is it just higher brightness
ok so they didn't change the dialogue box shader
figured it out
ah yes, since we're testing some NTE:
r.CharacterIndirectLightingMethodForLumen=True
r.CharacterIndirectLightingMethodForAmbientCube=True
I am undecided how much it helps
epecially since spi did work on the charater custom lut
@tulip kayak use these since I think your GPU can handle it if you want to harrass forge with more RT eye candy
r.SampledLighting.Lights.Sky=1
r.SampledLighting.Indirect.Spatial.ApplyApproxVisibility=0
r.SampledLighting.Indirect.MultiBounceWithLumen=1
r.SampledLighting.Indirect.ExportHitT=True
r.SampledLighting.ApproximateVisibilityMode=0
r.SampledLighting.Direct.ExportHitT=1
r.SampledLighting.Direct=1
r.SampledLighting.Indirect.ApplyFinalApproxVisibility=0
r.SampledLighting.Indirect=True
r.SampledLighting.Indirect.ExportHitT=True
r.SampledLighting.Direct.AlwaysSampleDirLight=1
r.SampledLighting.TransparentShadow=1 (oops miss one, this one is kewl)
r.SampledLighting.Direct.AlwaysSampleDirLight=1 (and forgot this one, kinda harsh on vram pressure)
got any comparison pics of what those changes do?
Apperently I thought it was using the Nvidia branch of UE...turns out, the mytery continues, it's using a custom RT inserted into the nvidia RTXDI, inserted into Lumen
full inception style
it's still nvidia RTXDI on UE, but a bunch of special sauce, maybe for fps reasons
what those cvars do is for a little more fps, insert back the visuals of the full Restir system
you'll have shadows you didn't have before and deeper colors where there aren't
though you'll also realize there's large popin radius, which I think was always there, just now easier to see with more detail thrown in
I could turn on more...but engine crashes and dies from vram imposion
and 17fps...
sounds interesting, i'll check it out
unrelated but you already know about how "Graphics Quality" doesn't tell u much?
like if you set to Performance, and set each setting up, you will have Lumen disabled (Lumen option is missing for unsupported GPUs)
But if set to Cinematic, Lumen turns on without you knowing = fps drop, even if you set each setting to lowest it stays on
that's because NTE is of how they rigged it up, the nvidia branch of UE has a dependancy system
the devs probably thought they didn't want to do the usual scalability group flip toggle, and just have "modes"
and the devs for whatever reason, won't expose what they should be exposed
like vsync is in this game, f-you
you can turn off forced vsync with r.vsync=0
, but i Google'd and apparently WuWa is the same but I'm letting it marinate for now
but atleast with WuWa you can set/see each setting
This shadow doesn't exist unless you turn direct/indirect on.
ya ok not gonna patch UID
well, I could hardcode it for 4k users like I did for endfield again, but the more global methods of patching requires messing with addon.cpp which I don't want to do since this addon is shared with other games
fuck ultrawide and sub 4k players as usual 
hardcode it 
spiwar did you make the text super dim on purpose for the fix? or is there suppose to be a counter setting?
dont use the build
wrong method
k
found the shader for the blocky square waves
NTE
- patch more UI shaders
- add UID hiding for 4K users only

any recommendation for lumen only, or those parameter works for lumen as well
r.CharacterIndirectLightingMethodForLumen=True
r.CharacterIndirectLightingMethodForAmbientCube=True
these work for all graphics settings. the sampledlights only work on RTs
I didn't really take a good look on lumens but yes there's a few things you can do, depending if you want more fps or less
this isn't true at all
i know for a fact that P5X does send you your daily resources to the mail if you miss a day
personally i think the lumen lightning is more applicable for the anime aesthetic of the game, if the reflection doesnt look like shit it will be perfect
the login streak is prescious
looong ago (early in the game's life) FGO had a 24+ maint, EVERYBODY lost their loginstreak
we all went crazy
technically RT is using lumen emulation, in fact if you turn it off lumen emulation mode, it looks more physically accurate. aka, no random reflective roads and tiles,etc
the "lumen" doesn't look different in full RT, is by designed...to the dev's sadness
so when people say "i see no difference"....there's actually a real reason
yeah im not sure i understand what it means
from what i see on comparison video, the RT option doesn't have global illumination, meanwhile the lumen have it, the full ray tracing have realistic global illumination and ray tracing, lumen seem tuned to anime aesthetic instead
Hi, is it normal that I'm limited to 200 nits with Renodx in the game Directive 8020? No matter my settings, the highlights never go above 200 nits.
ummm I don't know what you're talking about, full RT is doing RTXGI
i mean the RT only not the full RT
that i am not sure of, I never capture the settings of regular RT
but reflections is part of RTXGI
it's not like it suddently stops being RTXGI
the lutbuilder hasn't been added to the mod yet
well that you will have to ask the developer for it, all advanced graphic options in NTE seem to have different kind of issue
i would like to share the video but it's in Chinese
I mean we've now been able to peak into their cvar settings. So I know exactly what it's leaning on, if not for why.
hmm alright then i don't have detail knowledge about how UE5 stuff works just pretend i didn't say anything
what i think RT mode is, they chopped off direct lighting, and they used Lumen fallback
which is how the setup works, everything if not done will fall back to lumen
The screenshot I got from a comparison video, full rt -> rt only -> lumen
does anyone know in NTE i set my settings to low but it seems fps drop? it's the same with the highest setting
the settings are bugged, doesn't add fps much
you will need to explain more, but there was a noticed posted about a fps drop which you need to restart your launcher to fix
it's like, no matter what graphics quality settings i set, fps is almost the same
the Graphics Quality setting?
yes that's exactly my problem, setting to Graphics QualitySmooth gives way more fps than manually setting each setting low
reflections take a hit, it changes drastically
there's no ray tracing options
The lighting changes yes
i think that's the culprit low fps
You need extreme or higher for lumen or RT
If you go lower those options get disabled and you get the normal lighting
More fps tho
dude the game settings is doing shenaningans
if you choose Graphics Quality - Smooth and turn each setting high, it's more fps
Graphics Quality - Cinematic and then turn each setting low, it's actually lower fps than the first one
the fuck is happening 
What I just said
Use 2x upscaling and FG
Game will still look decent
If you want lumen/rt
soo umm i checked a bit of RT, and it's doing raytracing more then relfections, HWRT is also on and an entire pipline is light up, probably r.raytracing.shadows as well
the fact that they look similar is because of dev tuning, not because it's "just reflections
on the flip side...with RT i can turn on megalights (the much marketed UE feature)
NTE in megalights~
for reference: lumen version
I'd like to know this too. Reading up, seems like it still crashes. Might just play this one SDR
you can definitely make those shadows better with lumen at like no cost
r.Shadow.Virtual.ResolutionLodBiasLocal -1.5 should probably do the trick
NTE lumen version is using CSM. it did not want to do VSM that cvar will litterally do nothing.
I played the whole game with the mod and had 0 crashes
well that is certainly interesting, guess dev still care about mid hardware players as well
NTE lumen looks extremely good for the fact it's not using the Unreal marketing features.
i dont have anything higher then 4080 or 5070ti guess lumen for me, but lumen is also one of the unreal marketing feature isn't it
extremely conservative settings of lumen. No vsm, no nanite, and as you can see, not even megalights.
it's a lot of pure hand crafted graphics tweaks without RT mode
No nanite is really unfortunate as pop in are quite obvious well can only hope devs do something about it
nanite would bring about the dreaded transversal stutter, and also kill off your vram in quick order. Though nanite would provide some much higher quality texture details
so give and take, like all of UE's tech...they're problematic
Ok great to hear, thanks. Did you use UE extended?
@tulip kayakThank you very much for the latest NTE tagged build - sorry to bother, is your build NTE only?
Should we use Marats UE Extended for everything UE and your build only for NTE and not update to latest Marat when it drops?
I noticed there is a large file size difference too.
I see this - https://github.com/marat569/renodx/pull/85 is that Marat pulling your latest NTE linked above changes?
Very curious about file size difference - as in different games/things covered etc
Thank you very much!
@covert moon the filesize difference is just github's compiler and the local compiler doing different stuff
all the NTE changes get merged right away into ue extended
so the best one to get is always my latest one
the github link you sent shows that I merged the changes
were directive 8020's shaders added to the addon?
Doesn't seem so
Both on this and on Call of the Elder Gods, Special K HDR might be the solution for now
game needs an HDR fix badly it's pretty bad
yeah I tried it for a bit and couldn't really continue, I'll put the game aside for now
I've been gone for a while; what's the ue-extended vs the now normal ue extension?
no one can truly say but it's about correct tonemappers, and better... colors? very not sure
w8
extended is like v2 of ue generic

Do I put these in [/Script/Engine.RendererSettings] or anywhere else?
@dusty girder Until Dawn remake native HDR works with extended ootb, I think you can default HDR path in the addon?
exe is named Bates-Win64-Shipping.exe
I think extended addon work with until dawn, with ingame HDR off
is there a difference between upgrading SDR and using native HDR?
Not tested, just know it works. But game native HDR is fine, just required black floor lowering, according to musa.
yeah, native seems pretty good, reno is more for fine tuning/customization and bypassing the poor in-game peak brightness slider
Yeah native HDR is 300 nits paper white
that too, a little too bright for a horror game. You can use Lillium's brightness adjustment, but Reno is more convenient
Native HDR with UE Extended allows you to use transformer frame gen without the DLSS Fix addon to get rid of flickering and it can be more stable since you’re not upgrading resources
@brave aurora yea sent me reshade.log so I can get the product name
just systemsettings is fine, everything that's anything can always go there 99% of the time.
it's fine, take your time!
Hmm, the colors seem to be a bit off like on the metal to the left of the image but I can’t figure out why it’s doing that
you have to restart the game
after changing upgrade path
That's the weird part; I did. But it's like the way the colors are jank on the metal
try safe grade?
also is this ini tweaks
or the game's native hdr
maybe it just needs shaders to get fixed up
Bates-Win64-Shipping.exe (Until Dawn)
ty got what I need
The only thing in the engine.ini I placed was [SystemSettings]
r.LUT.UpdateEveryFrame=1
Game never had native hdr to my knowledge, but it was month's ago when I last ran the renodx-unrealengine addon.
I tried safe grade to no avail. When I turned off the Upgrade Path it then looks like this
that means you need to make sure upgrade path is on, and then upgrade the right resources
idk what they are
I'll go line by line, but so far the only thing tat produced an image for me was R10G10B10A2_UNORM. Else it's just black
yea thats because of dlss
output side rgb10
it should be the same upgrades as
the old ue addon
RT is not working inside bank heist mode? I am getting max fps there (NTE)
This was the ueaddon before the extended, but it's not showing color on the world either. in-game it's not robust but there. The first image is the last ue-addon. The second is the one from about a year ago when I first got the dumped shaders over.
no idea
I grabbed the old one that was first output and it seems to be fine, so I'm not sure what's changed beyond using the latest dlss--colors aren't mishandled and the color is present on the homescreen
done, defaulted until dawn to use the native hdr path on startup
I need to add a GUI element that tells people to use the game's native hdr if the game is part of the native hdr list
Does directive 8020 was already included in the mod?
This branch is supposed to be work with every UE5 titles? Im trying to use it in Hell Is Us and turning it on/off doesnt do anything
I can't get the UE Extended reno mod to work either in Hell is Us. On an AMD GPU, and if I switch from Preset 1 to Off, it's like it's only applying it to the HUD and not the game image at all. Nothing works with the sliders
been trying all night, @dusty girder any suggestions what I might be doing wrong?
Installed ReShade in the correct folder for UE game with the Shipping exe, only liliums analysis shader, no other effects, added in the UE extended reno file, HDR enabled in game and in windows. can't adjust anything with the sliders, does nothing. willing to bet this is an AMD shader issue
Effects like Film grain work, but none of the custom color grading works at all. is it not supposed to? Game brightness or UI brightness also do nothing
this is probably the issue #1411800884303626311 message
wow, had no idea. ok so i think then it was probably working bc the film grain stuff was. lemme just reinstall it all again and see
thank you, im just dumb ignore me. i didn't see this was pinned SMH
@brave pendant hell is us needs native hdr on
if sliders dont work, read the pin
nvm you figured it out
yeah think i did, haven't tested but i didnt realize i'd need to change the scene or go into the inventory or something to get some of them to work
thanks
😂
wackass dns service
does anyone else with NTE they get blocky thingies in their gameplay sometimes? especially in talking skippable cutscenes?
have Subnautica2 plan?
I was just about to ask the question
I will also try
black screen when i launch the game, just the sound
switch r10g10b10a2_Unorm to output size
the game freeze
ok i retry
switch what i said then relaunch shouldn't be black screen anymore
It works for me ! Thx
However, I don't understand why, when I switch to windowed fullscreen, the game reverts to 2560x1440 instead of 3840x2160.
that's the game
I had issues getting it to 4k as well
The game doesn't like scaling, had to turn my windows scaling from 150% to 100%
There might be another way but not sure what it is.
I don't think I did, let me check
I'm not as knowledgable as to what is accurate or not
but it looked good I think out of the box
Weird Ue5 shit

maybe they'll fix it in the next two years it's in early access lol
yeah it's decent, looks great
that's normal for Ue5, check the pin at the top and it will tell you how you can update in real time
it's an engine.ini change
usually works
don't think so, that's what happens when something is missing in the mod (lut builders?)
@solid maple
im not a mod developer but that lut builder's gonna be useful for someone else, thanks for sending it because i'm planning on playing subnautica 2 as well
NP 
Damn so no reno mod for subnautica 2 yet, was hoping one would be up for today 😢
UE Reno works for waiting
No the UI brightness slider controls the whole image. Peak and game brightness don't work. I guess it's still better than SDR lol.
I need to learn how to make Reno mods instead of waiting for others 😁
I would recommend asking in the OptiScaler discord? Looks like upscaler is disabled in the game, or an issue with detecting it.
@dusty girder Call of the Elder Gods
any old lutbuilders?
is this causing this? is it supposed to be like this? (lumen/rt) 💀
yeah it was that, huh
?? you mean the lumen shadows?
lumen shadows work very different from RT because it's using a custom lighting mode
it's not using lighting mode=2 which uses both sky and reflection capture
so it's possible, I never tested it full with different levels of lumen
RT works with reflections data as part of it's specular data on shadows
I'll have to test that cvar againist lighting mode 1/2/3
NTE did all the beefy settings in blueprint which is why there's so much custom crap in visuals. Kinda why RT looks like lumen with better reflections even if under the hood it's completely changed
NTE also does not use eyeadaptation, or UE expanded range exposure (which nearly all modern UE games usually use)...so those also contribute to some of it
has some custom auto exposure thing going on
ok i found the issue. It's because it needs hardware lumen
it fixes itself when you turn on RT (not full RT) which turns on hwlumen
i'll see what happens If I turn on HWRT without turning on RT.
hmm i cant reproduce this exact blackness though, no matter if I use SW lumen
@west canopy I think you may have added in the samplelights stuff
Yeah : (((((
Hey guys, I have a LUT dump for Subnautica 2 (Steam v0.10.0-113109). It's 294 .cso files. Currently, the UI slider controls the whole image.
I think SK is better than using UE extended at this current moment for subnautica 2
none man, this was the only one that spawned
I'll get to it eventually
@west canopy i am not sure if you were the one who asked to find the hero light for NTE, but found it, i believe
i think i found the shader, but what am i gonna do with the devkit so i can put these lines? i dumped it
do i put it in this common.hlsli ?
for example 0x000D314F.vs_6_6.cso is the shader, but how am i gonna put it in the codes you sent?
uh
Thats crazy. Probably not needed anymore since character lighting was fixed?
And for the shadows stuff, yeah it was because I combined ALL of the cvars you posted lol, I didn't know I shouldn't be doing that 😅
Got any more refined cvar combo recommendation presets for lumen/RT/PT modes maybe?
Directive 8020 does not work with any Reno as of now.
good ol' engine.ini native HDR works
probably better than SK
This is a vertex shader, not what you need
so theres already a video shader?
Whatever is responsible for drawing video on screen, thats the one you want to add the AutoHDR
it has to be a pixel shader
hmm i don't know yet, as there's thousands of shaders to test from so can't test them individually
and NTE doesn't have replay function so the window is very small to test
is it possible to save selected preset in renodx? it always defaults to preset 1 even when i exit the game with preset 2 for example
Found this on Reddit. I can't believe the character lighting is so bright in SDR as well. This looks really wrong. Thank you again for fixing that so much 🙏
it do look out of place
yeah and it can be even worse in hdr as well (before the fix)
when everything is brighter it can stand out even more
So in the end for mixtape should we use ue extended? Does it come preconfigured already with the upgrades and doesn’t crash? I remember reading about crashes
It crash
Ahhhh shit. Does normal UE work?
Don't know, but HDR require crash in this game
Oh so any HDR? Welp I guess it’s SDR for this one then 
renodx ue
What? I just asked about this one and you said “HDR require crash”
I mean any proper hdr implementation through renodx ue will lead to crash😅
Ohhhh ok. So no stable HDR is the TLDR right?
I only crashed at chapter 4, twice but it stopped. Not sure why but I was able to finish the game.

Video autohdr for what?
Nte?
Find the shader
Send it to me
In devkit
Uncheck show vertex and compute shader (you have to do it twice)
Video shader is usually just a pixel shader
Btw since you managed to remove uid, would it be possible to get rid of signal bar as well?
- Subnautica 2 Support
Just lutbuilders or custom shaders?
couple lutbuilders and composite shader
I'll PR it shortly
then perhaps I will make a separate addon to fuck around with graphics
should be working now, I use the ini hdr path
No
iirc for me the crashes were mainly caused by pausing the game. When I stopped pausing it stopped crashing even during gameplay.
its built into U+ as a keybind now
nice
I was going to add it to ue extended anyway, just gotta stop being lazy
its just adding another cbuffer/slider
and in composite.hlsli set ui_color to 0.f if the slider is on
now... to make a separate reno for subnautica so I can try to improve their fog resolve shader
that makes sense
Weird
hmm, dunno what am I doing wrong but it doesn't seem to work for me, still getting black screen unless I force the upgrade, and then only the UI slider changes the entire game brightness
follow this guide, but find the subnautica 2 folder
https://github.com/clshortfuse/renodx/discussions/557
also download the mod lazzor linked
cool now it works, thanks
not sure what I'm doing wrong, but I followed everything here, dropped in lazzor's build and it's still stuck at a black screen
I guess I could have defaulted path to off for it
didn't know SDR path wouldn't work for sure
worth trying, might just need rgb10a2 unorm
output size
but if it has fg
prolly worth using ini idk
i was thinking that smt is wrong wit hthe fog shader but i cant put my finger on it
I have a couple of fog improvements already, also the base game fog settings a bit silly in terms of how much fps fog costs
so far have changed the fog temporal reprojection filter and the noise it uses
seems a bit better overall
yeah the banding is pretty aggressive
if anyone wants to try fog improvements lmk
I will probably get the game tomorrow. So if you post the addon I will try it out 🙏
I have been waiting for the RenoDx mod before getting it lol
I have U+ out for it and just made this as well, dedicated addon so don't mix with ue-extended
should reduce fog banding and improve fog noise/artifacting
why did you remove lut scaling?
I guess subnauta doesnt have sdr luts
you can also remove lut strength
lut strenght/scaling only do something if the lutbuilder has an sdr lut
but lut scaling is one of the best parts of the mod
also you should remove tonemap scaling; and just default it to lms
without the scene grading sliders to properly configure hue/chroma; max channel will look like shit
anyone know which part i messed up? followed the process step by step
did you check if rtx hdr turned on by itself?
game is currently running in background
I was running into oversized descriptors and went through removing some stuff, also probably a thing or two was lost when cloning and isolating into a standalone mod
also rewrote the packing to use fewer dwords
and some stuff isnt gone its just not configurable
if its a standalone mod, you dont need it
just hardcore the blowout/hue shift
to what looks best in the game
the only reason I even expose those sliders is because of extended being universal
#1411800884303626311 message
must use ini HDR
go on the discussions
and write your own guide
but you need to somehow link people to the addon
ok, the best is UE extended or reno subnautica 2 ?
you can copy and paste my code vein 2 guide
or spiwar's NTR guide
they're both the same thing
use the mod lazzor posted
ok it work but the UI is bland
game pass version constant crashing with reshade/reno
the standalone one is ue-extended but with my graphics tweaks
in engine.ini ?
Go to %localappdata%\Subnautica2\Saved\Config\Windows
Create a new text file, and name it Engine.ini
Open the file, and paste the below code into it:
[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
Save the file and close it
I've gone through all those steps
ok then you are good to go
the screenshot you posted is ue extended, not the standalone mod
and you also turned upgrades on which wont work
global toggle of rtx hdr. also might want to check if hdr is on in windows.
windows 11 bug, reboot and its fixed
Should I delete the existing engine.ini file?
I think it work now
i have delete the game and reinstall , i did a clean install of reshade and reno
i have delete the existing engine.ini and i create a new
as shown in the tutorial
What settings do you recommend?
On color grading
done with the pc reboot checked these things as well @charred solstice
post your renodx settings
Which steps did you follow
like this?, only pixel shaders is on now
try downloading reshade 5.7; there is a chance 5.8 might be griefed with ue extended
429 shaders, see u in next day
0x378DF900
hmmmm i created an alt account and im just in the beginning
opening
ill see more w8
yes that's what im doing
i have
then you must not have it enabled
should say addon
that is a composite shader
and not what you're looking for
if that's the only shader drawing the video
then get fucked
guys what im doing wrong with ue addon
is there some magic sauce to get it working
same thing happened to me last time i ran satisfactory
0x378DF900, and 0x90a70e52, is it normal there's two shaders for the videos, they both hide the cutscene
EPILEPSY WARNING
im gonna test for more/
EDIT: yeah postive those are the only shaders drawing the videos
Anyone notice a lot of banding in Windrose with Renodx? Any way to really alleviate it?
waaa new branch of reshade released? what changed?
you're 90% fucked
i am so sorry
turn on trace pipeline creation and trace descriptor table
0x90a70e52 will have a draw number on the devkit
click that number
it will lead you to the resources for the shader
take a picture of that
although this is an almost meaningless endeavor because any shit that's drawing to the composite is likely going to be resource clamped

0x378DF900 / 0x90a70e52
i dont care about 378DF900
scroll up on a70e52
oh wait i mean scroll down
until you get to the RTV0
or UAV whatever it is
of A70E52
idk, this the rtv0
with ps_6_6
scrolling down endlessly, i always see that ps_6_6, so no UAV
this is draw indexed "446"
there are also different Draw Indexed but this the closest "446"
dam it also affects the main menu ui
so it's like generally UI shader 
yeah i think there's no chance
so it means
you haven't found the shader
u just found
another composite shader
lol
but i dont think you should continue
unless you want to
i have an annoying trait to keep things until i solve them
like i spent hours just to get Minecraft Local Multiplayer working (online via VPN) but we will see

