#Unreal Engine

1 messages · Page 17 of 1

charred solstice
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that's not frame pacing issue, that's culling in camera view panning

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can't be fixed as far as I know, but maybe there's a cvar that works on it

tired sparrow
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check another way

west canopy
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it's not that bad and overall pretty decent for PT+FG, but i just prefer the smoothness without all of this

charred solstice
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it's something with nanite lagging behind

west canopy
charred solstice
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you can test it like near a bright light like a door/lamp

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then pan camera really quickly

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you'll see the loading lag behind camera

tired sparrow
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well he's talking about vrr flicker

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from oled

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visible on dark areas of the screen

charred solstice
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it's very minor, but some people have more senitive eyes then other

tired sparrow
charred solstice
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this game has a lot of bright colors and flashing so it's more harsh

tired sparrow
charred solstice
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it's likely camera culling, is just not fast enough for quick camera panning in certain places

tired sparrow
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the culling issue doesn't look anything like vrr flicker

charred solstice
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you see the artifact being loaded and unloaded too slow

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it's not flicker, it's bright colors being loaded/unloaded too slow

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so you see a frame of lag

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from those highlights

tired sparrow
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your reading comprehension needs work

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ESL i presume

charred solstice
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sure

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and i'm saying, it's a similar symtom but different reason

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whatever~

tired sparrow
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it's not similar because vrr flicker looks completely different from the culling issue

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you are saying he doesn't know the difference

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but you have not seen his screen and he has not described the flickering

west canopy
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I see flicker in the menus and loading screens guys despairge

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the camera stuff feels odd when driving and frametimes are jittery

tired sparrow
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loading screns yeah

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that's vrr flicker

west canopy
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but even with FG/PT off driving still isn't completely smooth anyway, i just tested. FG makes it only slightly worse

tired sparrow
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yeah hm i suppose the next thing i would try is a framerate cap with SpecialK

west canopy
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yeah would probably be worth trying

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SK framecap is better than other methods?

tired sparrow
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driving isn't going to be completely smooth anyways

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UE open world moment

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it's smooth for me probably because i'm running at like 200fps with FG and 9800X3D

tired sparrow
charred solstice
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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

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but i'm on a 50x series card, which naturally has better frame pacing in FG

tired sparrow
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i can't say if that will work without issues

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to be honest i don't think anybody is completely eliminating all stutter in this game running uncapped

west canopy
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could be something with the camera. i noticed its much worse in first person sometimes

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my frames were fine but camera is what makes it feel wobbly

bleak nest
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This best build for Mixtape rn?

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all dem deeeeeeetailz.

tired sparrow
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my fps is a bit lower because recording but i don't get any major spikes

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i will get small hitches occasionally but it's not like constantly

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i need a faster car >.>

sullen solar
# bleak nest SDR / HDR

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

bleak nest
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It didn’t look like that in SDR for me either.

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Like without mod.

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I’ll double check.

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Thanks for the heads up.

sullen solar
bleak nest
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SDR without Mod / RenoDX Default

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Shieeeeeeeet, you right. Thanks for shout out, @sullen solar 2266_Rainbow_heart

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What are the other settings you have, @sullen solar?

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With mod applied and the settings above ^

sullen solar
bleak nest
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@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.

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How far into the game are you, @sullen solar?

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I got that kissing scene and closed it to adjust sliders.

sullen solar
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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

bleak nest
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This was a 'cutscene', but the entire game really is one ..

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I'm assuming this looks wrong to you?

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Compared to the slider set to off that you played.

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If you remember how it looked, of course*

bleak nest
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I haven't had a crash, yet. Is it certain points in the game or randomly?

sullen solar
sullen solar
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Looks the same, maybe it's only the main menu and first cutscene that look wrong

bleak nest
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Hopefully, yeah.

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I have more captures if you have similar to those scenes available prior to that, and we can compare if you want.

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But seems like we're good with it off anyway, unless Ritsu or KoKlusz or someone reports otherwise.

dusty girder
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he plans on PRing all the game stuff when its fixed

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nvm he PRd it yesterday

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and never told me

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let me build it real fast

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@bleak nest can you send me reshade.log please

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ritsu only used the gaypass exe

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@sullen solar reshade.log from mixtape please

dusty girder
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ty

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Mixtape

bleak nest
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Do I wanna close game and apply this

dusty girder
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no

bleak nest
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Ok

dusty girder
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I forgot to merge spiwar's latest NTE (gahca game) fix into the deleted addon

bleak nest
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Sounds like a feature, not a bug then.

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No gacha support!

dusty girder
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did it fix the letterboxing?

bleak nest
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I don't even know what issue was in the letterboxing?

dusty girder
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maybe ritsu's build had the letterbox fix

bleak nest
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Pre and post build of yours.

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What was broken with letterboxing? idk.

sullen solar
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#1411800884303626311 message

I think this build already had it

dusty girder
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08:54:58:919 [63420] | INFO | [RenoDX] Applied patches for Mixtape-WinGDK-Shipping.exe (Mixtape). ok yea it did

bleak nest
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Yeah, that's the one I was using.

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kk

dusty girder
bleak nest
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Yeah, idek what was broken.

dusty girder
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nothing was, ritsu's addon fixed it

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mine just added support for steam/epic/etc

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I didnt know he added the letterbox fix to thet addon

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if you only had upgrades and no "custom addon", letterbox scenes would be clamped to sdr

sullen solar
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so is the B8G8R8A8_TYPELESS upgrade not needed?

dusty girder
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just install the addon

bleak nest
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that's waht I'm saying

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idk what his addon fixed it

dusty girder
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well its all merged now

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so it doesnt matter

dusty girder
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I didnt know if he added the letterbox fix to the discord addon

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or if it was github only, waiting for me to merge it

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I thought the discord addon was only default settings

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since he talked about broken letterboxes the other day

charred solstice
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is it possible to 2.4 gamma ue extended, or should we just use post process tone mapping?

dusty girder
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its better

broken cave
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Mixtape still crashing with RenoDX though?

bleak nest
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I did a 2hrs long session, didn't crash for me.

broken cave
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I had a consistent crash on track 4

bleak nest
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Yeah, I'm about halfway done with the game, no crash.

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I didn't create that engine.ini file, btw.

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Not sure if that's causing crashes or what.

thick belfry
bleak nest
broken cave
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Just tried, crashed even sooner than before despairge

thick belfry
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Both

peak galleon
half mortar
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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 😄

untold wadi
crude tiger
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Can this be used for Hogwarts Legacy?

bleak nest
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Yesn't.

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It works for UE, but that game had some issues reported. So, you can try.

crude tiger
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Love it haha

stone bear
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Are the latest NTE changed merged to master repo already?

mild thicket
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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

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anyone notice it?

twin hazel
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So what's the latest? Do I need this #1411800884303626311 message or is the default install available through RHI today all fine?

dusty girder
white coral
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im trying to get the ue addon to work for stellar blade but it keeps crashing on startup, any advice?

supple parcel
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soooo is Reno for Returnal broken or something ?

dusty girder
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just drop it in, make sure native hdr is on; and enjoy

white coral
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So what’s the difference between extended and non extended versions?

dusty girder
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"its better"

west canopy
stone bear
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Was this ever fixed?
Have the same issue

west canopy
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does this work - should i set this as global?

dusty girder
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dont be lazy, do them per-game

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sometimes whats safe in 99% of games

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might break 1 game

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and you'll spend 3 hours

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trying to figure out what broke it

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because you long forgot about the global override

tired sparrow
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^

west canopy
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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

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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

glossy cipher
dusty girder
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its not just the mod

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you need to follow the guide

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@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

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nvm just needs B8G8R8A8_TYPELESS upgrades to output size

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I thought those where automatically set, I'll add them to the defaults later

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ui brightness/game brightness is griefed; both need to be the same value

guess whoever fixed the custom shaders didnt properly invert and encode

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its the glaucoma filter; if p3r fix disables it that works too

coarse axle
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Vanilla / Modified

Unreal volumetrics can now be fixed thanks to custom texture bindings and reworked code

  1. UE5 uses bilinear filtering for nearly all volumetric shaders / replaced it to use Catmull Rom Tricubic filtering instead

  2. Replaced IGN with IS-FAST for stochastic sampling

covert python
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you planning on opening a pr on the ue repo?

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might as well I think

coarse axle
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uhh I dont think we can include this to work from the get go

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Laz wants to do a separate UE addon that just handles graphics

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that works alongside existing UE addons

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my only issue is that there might be some conflicts with cbuffers

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but the goal atm is since 95% of UE games use the same code

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we can implement the same fixes

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across all games

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ohh you mean submitting a pr directly to UE

dusty girder
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seperate addon is the way to go

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not everybody might want the fixs

coarse axle
covert python
coarse axle
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Get him to tweet this

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Need a few more examples

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and from different games

covert python
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^ @vocal nova

dusty girder
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oh unreal engine itself

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not the unreal engine mod

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yea do that

dusk orchid
# bleak nest I didn't create that engine.ini file, btw.

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)

vocal nova
coarse axle
vocal nova
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Just need to properly reconstruct the code from the decompiled one

bleak nest
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Because the game runs in a slideshow anyway.

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And I did this neat trick that helped with performance

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||never enabled the FPS counter||

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And just laid on couch and played.

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Like this.

keen ermine
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we need PT to fix basic shadows in 2026🫃

coarse axle
dusk orchid
dusk orchid
# bleak nest ||never enabled the FPS counter||

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

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:/

placid siren
north fjord
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To use perceptual film grain, do I need to enable film grain in game settings ?

tame raft
visual ice
mild thicket
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any test done with this

charred solstice
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bad new is...NTE is not "true" PT...the reason being, RestirPT does not work with lumen and it axes all the reflections...

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but this is what "real" PT NTE somewhat should be like

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my fps...

vale rampart
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What is nte

shell igloo
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new gachaslop

vale rampart
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Ok I sleep

shell igloo
vale rampart
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Does the newest version of this plugin work nicely with Mixtape?

graceful elbow
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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

mild thicket
tepid ridge
graceful elbow
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after standing here for a bit it has become even more visible

visual ice
# mild thicket any test done with this

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

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Can tweak it further yourself if you want to

charred solstice
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so "Full Raytracing" is in fact amply named...for once the terminology...actually does make sense

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though it absolutely is using the full nvidia Restir pipeline

devout grove
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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

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Restir pt is pretty cutting edge Nvidia only just talked about it in their latest paper

charred solstice
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and...wow...

stone bear
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smh

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But this game is really bad in terms of UX lol

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Played racing yesterday, the 'rainy' weather was sunny

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and adaptive triggers on my DualSense randomly turned on or off

stone bear
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Oh and also tried DLSS Enabler 4, it doesn't seem to work well here as the whole screen flickers every few seconds

visual ice
mild thicket
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game does need some polish

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UI is consistently unrensponsive and there's frequent bugs

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fishing doesn't work if you have FG on

stone bear
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that's why I dropped that game too

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It's better than TOF, but still the jank is extreme in here

visual ice
stone bear
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I don't think anyone really played that game with a controller

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as the UX here is so bad too

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what do you mean you change the tabs on the character screen with the d-pad, and change the character with the stick

visual ice
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Tbh I only use the controller for combat and driving

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Rest isn't really usable with it

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But that's most gacha games

stone bear
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10/10 implementation

visual ice
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Actually yeah you are right that game feels amazing with a controller

stone bear
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But HSR had some jank as well, not anywhere near the level of NTE but it wasn't intuitive

stone bear
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Fishing has adaptive triggers

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Shooting in the Trigger event months ago had them too

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Endfield has great implementation as well

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sad the game is just Satisfactory Anime™

visual ice
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Don't have a dualsense but that sounds really neat

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And yeah endfield is pretty decent when it comes to using a controller too

west canopy
west canopy
# visual ice Don't have a dualsense but that sounds really neat

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

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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)

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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

hazy torrent
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Steam input helps with that, set a modifier to have right stick be mouse

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Mostly just a UI toggle, slow, but doesnt troll you like the game does

west canopy
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for some reason, the only situation where full RT really makes a difference in this game seems to be during rainy weather

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there's just so much more going on with the lighting

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hmm yeah it's really just the extra shadows that do it, it seems 🤔

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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

autumn musk
bleak nest
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Works fine in the sense that HDR works.

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But crashes are there.

autumn musk
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Or maybe it’s conflicting with lyalls mod

bleak nest
north fjord
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But only 8k resolution crashed before increasing page size

bleak nest
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Mine is defaulted for now.

north fjord
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With 64gb ram, it should not have crashed for me, so page file did something there.

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Still crash for me, if I use dlaa and ultra Plus ssgi.

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Although fps are half with ssgi

bleak nest
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Gotcha

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Might try raising it.

glossy cipher
deep fox
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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

north fjord
glossy cipher
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thx, though I had to join that discord first..
Yeah looks okayish, nothing I'll cry about not using

north fjord
glossy cipher
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time for the 6090 gigachad

mild thicket
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10000$

charred solstice
# west canopy

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

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you'll see a huge difference in specular though

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now that's something I know how to change now hehehe...but fps...hurts

west canopy
charred solstice
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light bounces on relfective surfaces

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or tranlucent surfaces, etc

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those minute details maybe blind to those on certain monitor or color setups

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you only see fancy reflections but can't pick out the reflective details

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at first you see that are extremely similar

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but then detail changes

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this is what happens if I add skylight to the RT

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for umm i believe some interesting reason, they choose to exclude a lot of lights

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cause it was baaaaaad

dusk orchid
pliant belfry
west canopy
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Is this a DLSS+Reno reaction or is it in base game as well?

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Any kind does it, even dlaa

graceful elbow
west canopy
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so it's a reno problem? kekwsit

charred solstice
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what is with those lame NTE engine.ini configs?

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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.

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I don't see anything that can mess with ue-extend though

vital knoll
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i think this was asked already but is there a way to add AutoHDR for video cutscenes in NTE?

charred solstice
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I believe that needs to be coded per game, according to marat, so, it would have to turn into a standalone mod.

vital knoll
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is that significantly easier vs than modding RenoDX for games or they're just the same?
also can it be done by non-coder?

charred solstice
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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.

true raft
solar prairie
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How's Directive's native HDR and PT performance lookin?

true raft
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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

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hdr looked good to me but i usually cant tell until i compare with reno

solar prairie
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Seems like Requiem PT perf

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maybe a bit heavier

true raft
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there is a lot of boiling like leons plant adventure in requiem

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hoping the ultra+ guys can iron it out a bit at least

covert python
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so good

atomic oak
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Thats @ ingame HDR max peak brightness. The sliders make no sense. Path tracing looks crazy bad, for example is ambient occlusion completely MIA

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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.

solar prairie
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Ty just checked it

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HDR is atrocious

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Reno UE clips at 203 w/ every upgrade checked and Extended doesn't override the game's settings values

vivid rune
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So Reno mod for now does nothing to improve Directive 8020?

glossy cipher
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looks like it needs a bit more effort with the reno devkit... maybe even a lot of effort

shell igloo
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moistman dumped it above

vivid rune
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Can someone tag me when the lut is added so i try the mod by myself?

glossy cipher
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oh I thought that was already the update, yeah then that is the starting point xD

glossy cipher
vivid rune
indigo plank
solar prairie
true raft
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first time dumping them though

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I can run again if you need just lmk

vital knoll
coarse axle
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The the most easy thing you can do

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you just need the shader responsible for handling video

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if there isnt one then uhh

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you'll need to do something else

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Endfield as an example

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// ---- 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

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thats it

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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 ;
}

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And this is what AutoHDRVideo calls

vital knoll
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I'll see what i can do, i don't even know how to use yet the coding app responsible for creating the addon kekw but the YT video is helpful

dusty girder
gritty sparrow
dusty girder
#

if the UI looks worse, that means spiwar's ui fix might not be needed

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ideally menus too, like opening the character or car menu

west canopy
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I'm on it

tulip kayak
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Well

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Report back

dusty girder
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the ui fix is still in that build, so if it looks broken; that meansit can be removed

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along with the universal ui fix

west canopy
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oh you gotta be kidding me

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noooo my dailies

dusty girder
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do they give you

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apology gems

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for every hour of maint?

mild thicket
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they gave 5 whole pulls and 300k fons (ingame currency)

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for previous maint afaik?

dusty girder
#

thats pretty nice

tulip kayak
#

On my computer

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Ill check it out later

dusty girder
#

or just rename them from hlsl to hlsl_archive

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so they dont build, but stay on the repo for fun

tulip kayak
#

Ill just nuke it

dusty girder
#

?

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dont nuke the folder

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there is still the other lutbuilder

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also reticle

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needs testing

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might need no changes

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gotta check

tulip kayak
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Lol

dusty girder
#

rename it to hlsl_ for fun, doesnt hurt

tulip kayak
#

whoops

#

forgot build date

#

@dusty girder no change needed

dusty girder
#

nothing broke

#

nice

tulip kayak
#

im going back to hibernation

dusty girder
#

what about the other stuff

#

like retical

#

and etc that you fixed

tulip kayak
#

ya

#

slutbuilders are the same

vivid rune
#

Does this version have the directive 8020 fix?

tulip kayak
#

trash generation gay reconstruction

#

all working

dusty girder
#

actually directige 8020 looks custom

tulip kayak
#

mm forgot how nice this game looked

dusty girder
#

doesnt use ue-filmic

tulip kayak
#

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

dusty girder
#

directive is using an arri lut

#

and the tonemapping is inside of it

tulip kayak
#

@coarse axle they have a thing where the edge of the moon is in hdr

coarse axle
#

amtospheric scattering?

#

wdym edge

#

ozone layer

coarse axle
#

boootiful

dusty girder
#

that looks nice

coarse axle
# gritty sparrow This is genuinely amazing work. I abhor the way the engine handles volumetric by...

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

dusty girder
#

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

gritty sparrow
# coarse axle it breaks one or the other

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

west canopy
# dusty girder apology gems

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

tulip kayak
#

sir this is a wendy's

west canopy
#

Hotta games as ussual, crapton full of exploitable bugs, not a surprise

#

oh the game works now i guess i'll go test it

west canopy
tulip kayak
#

Dont worry about it

devout grove
#

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.

west canopy
#

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

devout grove
#

yeah i've seen that in eibon as well for the dialogue text bubbles

tulip kayak
#

@devout grove try

devout grove
#

rhythm game fixed, dialogue bubbles no longer go over peak but it also turned some text gray, like hp/uid

tulip kayak
#

yeah FDDA is already handled by composite shader

#

you're looking at the wrong shader

#

ok, how do you fast travel in this game

devout grove
#

open map, tp to the phone booths that you've unlocked

coarse axle
#

where da shadows though

devout grove
#

find the towers to show the map if its not unlocked

tulip kayak
#

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

devout grove
#

just the text i think

#

the box is black

tulip kayak
#

figured it out

charred solstice
#

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)

devout grove
#

got any comparison pics of what those changes do?

charred solstice
#

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...

devout grove
#

sounds interesting, i'll check it out

vital knoll
charred solstice
#

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

vital knoll
#

despairge despairge despairge , 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

charred solstice
tulip kayak
#

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 gigachad

devout grove
#

hardcode it gigachad

tulip kayak
#

yep

charred solstice
#

spiwar did you make the text super dim on purpose for the fix? or is there suppose to be a counter setting?

charred solstice
#

k

devout grove
tulip kayak
hearty nexus
charred solstice
#

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

shell igloo
#

i know for a fact that P5X does send you your daily resources to the mail if you miss a day

hearty nexus
dusty girder
#

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

charred solstice
#

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

hearty nexus
#

yeah im not sure i understand what it meansbigBrain 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

ocean wave
#

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.

charred solstice
hearty nexus
#

i mean the RT only not the full RT

charred solstice
#

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

shell igloo
hearty nexus
#

i would like to share the video but it's in Chinese

charred solstice
hearty nexus
charred solstice
#

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

hearty nexus
#

The screenshot I got from a comparison video, full rt -> rt only -> lumen

hot wind
#

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

charred solstice
hot wind
mild thicket
#

You need to change presets

#

Not just settings

hot wind
#

the Graphics Quality setting?

mild thicket
#

Yes

#

Individual settings make a difference but it's minimal

hot wind
#

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

mild thicket
#

The lighting changes yes

hot wind
#

i think that's the culprit low fps

mild thicket
#

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

hot wind
#

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 kekpepehands

mild thicket
#

What I just said

#

Use 2x upscaling and FG

#

Game will still look decent

#

If you want lumen/rt

charred solstice
#

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

noble grove
keen ermine
charred solstice
vivid rune
hearty nexus
charred solstice
hearty nexus
charred solstice
#

it's a lot of pure hand crafted graphics tweaks without RT mode

hearty nexus
charred solstice
#

so give and take, like all of UE's tech...they're problematic

noble grove
covert moon
#

Very curious about file size difference - as in different games/things covered etc
Thank you very much!

dusty girder
#

@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

tame raft
solar prairie
#

Doesn't seem so

#

Both on this and on Call of the Elder Gods, Special K HDR might be the solution for now

austere root
tame raft
#

yeah I tried it for a bit and couldn't really continue, I'll put the game aside for now

gritty sparrow
#

I've been gone for a while; what's the ue-extended vs the now normal ue extension?

vital knoll
#

w8

#

extended is like v2 of ue generic

tulip kayak
#

it's better

#

dont worry about it

vital knoll
west canopy
brave aurora
#

@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

north fjord
brave aurora
north fjord
brave aurora
north fjord
#

Yeah native HDR is 300 nits paper white

brave aurora
#

that too, a little too bright for a horror game. You can use Lillium's brightness adjustment, but Reno is more convenient

indigo plank
dusty girder
dusty girder
#

I'm one man

charred solstice
tame raft
gritty sparrow
#

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

dusty girder
#

after changing upgrade path

gritty sparrow
#

That's the weird part; I did. But it's like the way the colors are jank on the metal

dusty girder
#

try safe grade?

#

also is this ini tweaks

#

or the game's native hdr

#

maybe it just needs shaders to get fixed up

dusty girder
#
Bates-Win64-Shipping.exe (Until Dawn)

ty got what I need

gritty sparrow
#

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

dusty girder
#

idk what they are

gritty sparrow
#

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

dusty girder
#

output side rgb10

#

it should be the same upgrades as

#

the old ue addon

west canopy
#

RT is not working inside bank heist mode? I am getting max fps there (NTE)

gritty sparrow
# dusty girder the old ue addon

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.

dusty girder
#

no idea

gritty sparrow
#

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

dusty girder
# brave aurora

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

vivid rune
#

Does directive 8020 was already included in the mod?

upper sierra
#

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

brave pendant
#

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

fallen drum
brave pendant
#

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

dusty girder
#

@brave pendant hell is us needs native hdr on

#

if sliders dont work, read the pin

#

nvm you figured it out

brave pendant
#

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

strange pebble
peak galleon
#

wackass dns service

west canopy
vital knoll
#

does anyone else with NTE they get blocky thingies in their gameplay sometimes? especially in talking skippable cutscenes?

zenith patrol
#

have Subnautica2 plan?

shell igloo
#

try the mod

#

and dump lutbuilders if there's any

runic musk
#

I will also try

#

black screen when i launch the game, just the sound

stoic narwhal
#

switch r10g10b10a2_Unorm to output size

runic musk
#

the game freeze

stoic narwhal
#

you'll have to switch the settings mode to advanced

#

it works for me

runic musk
#

ok i retry

stoic narwhal
#

switch what i said then relaunch shouldn't be black screen anymore

runic musk
#

The home menu does not open

#

oh its ok, i want to switch

#

i relaunch

runic musk
#

However, I don't understand why, when I switch to windowed fullscreen, the game reverts to 2560x1440 instead of 3840x2160.

stoic narwhal
#

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.

runic musk
#

ok thx !

#

you have change settings in renoDX ?

stoic narwhal
#

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

runic musk
#

ok !

#

its ok with windows on 100%

stoic narwhal
#

Weird Ue5 shit

runic musk
stoic narwhal
#

maybe they'll fix it in the next two years it's in early access lol

runic musk
#

Yeah the game run smooth

#

Its ok for day one

stoic narwhal
#

yeah it's decent, looks great

runic musk
#

yes !

#

UI brightness is the only setting that changes anything

stoic narwhal
#

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

solid maple
#

don't think so, that's what happens when something is missing in the mod (lut builders?)

runic musk
runic musk
#

@solid maple

solid maple
# runic musk <@324937993972350976>

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

quartz shoal
#

Damn so no reno mod for subnautica 2 yet, was hoping one would be up for today 😢

quartz shoal
#

I need to learn how to make Reno mods instead of waiting for others 😁

west canopy
#

guys why do i keep getting this? it just stopped working?

bitter beacon
#

I would recommend asking in the OptiScaler discord? Looks like upscaler is disabled in the game, or an issue with detecting it.

sullen spoke
dusty girder
#

any old lutbuilders?

west canopy
#

yeah it was that, huh

charred solstice
west canopy
#

Is it supposed to be like that?

#

Its all very... black

charred solstice
#

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

charred solstice
#

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.

charred solstice
#

@west canopy I think you may have added in the samplelights stuff

weak scaffold
neon cargo
sullen spoke
dusty girder
#

I'll get to it eventually

charred solstice
#

@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

vital knoll
vital knoll
#

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?

vital knoll
west canopy
atomic oak
stark steppe
#

probably better than SK

coarse axle
coarse axle
#

Whatever is responsible for drawing video on screen, thats the one you want to add the AutoHDR

#

it has to be a pixel shader

vital knoll
#

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

graceful elbow
#

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

west canopy
#

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 🙏

west canopy
#

yeah and it can be even worse in hdr as well (before the fix)

#

when everything is brighter it can stand out even more

vital knoll
#

these fade to white in NTE are blinding the hell out of me (miniled)

tepid ridge
#

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

tepid ridge
north fjord
tepid ridge
#

Oh so any HDR? Welp I guess it’s SDR for this one then Stronge

tepid ridge
north fjord
tepid ridge
#

Ohhhh ok. So no stable HDR is the TLDR right?

stoic narwhal
#

I only crashed at chapter 4, twice but it stopped. Not sure why but I was able to finish the game.

tepid ridge
#

I rather not deal with crashes at all tbh

#

Would kill the vibe

tulip kayak
#

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

west canopy
#

Btw since you managed to remove uid, would it be possible to get rid of signal bar as well?

mild hazel
untold wadi
#

Just lutbuilders or custom shaders?

mild hazel
#

couple lutbuilders and composite shader

#

I'll PR it shortly

#

then perhaps I will make a separate addon to fuck around with graphics

mild hazel
dusty girder
#

pr merged

#

@untold wadi he made it around ini tweaks

half mortar
mild hazel
#

hiding HUD do be kinda nice

dusty girder
#

well hiding UI elements

mild hazel
#

its built into U+ as a keybind now

dusty girder
#

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

mild hazel
#

now... to make a separate reno for subnautica so I can try to improve their fog resolve shader

#

that makes sense

solid maple
# mild hazel - Subnautica 2 Support

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

mild hazel
#

ini hdr

#

and upgrade path off

dusty girder
solid maple
#

cool now it works, thanks

inland dragon
dusty girder
#

click advanced

#

in reno

#

turn upgrade path off

#

restart game

inland dragon
#

gotcha, gotcha

#

thanks

mild hazel
#

I guess I could have defaulted path to off for it

#

didn't know SDR path wouldn't work for sure

dusty girder
#

output size

#

but if it has fg

#

prolly worth using ini idk

solemn merlin
mild hazel
#

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

solemn merlin
#

especially in the open ocean dark transion

#

i can see some weird noise/banding

mild hazel
#

yeah the banding is pretty aggressive

mild hazel
#

if anyone wants to try fog improvements lmk

carmine trench
#

I have been waiting for the RenoDx mod before getting it lol

mild hazel
#

should reduce fog banding and improve fog noise/artifacting

dusty girder
#

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

rose adder
#

anyone know which part i messed up? followed the process step by step

west canopy
#

did you check if rtx hdr turned on by itself?

rose adder
#

game is currently running in background

mild hazel
#

also rewrote the packing to use fewer dwords

#

and some stuff isnt gone its just not configurable

runic musk
#

I have test the subnautica add on but dont work for me

dusty girder
#

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

runic musk
#

screenshot is on hdr but its so bland on my screen

#

do you have any idea ?

mild hazel
#

must use ini HDR

dusty girder
#

and write your own guide

#

but you need to somehow link people to the addon

runic musk
dusty girder
#

you can copy and paste my code vein 2 guide

#

or spiwar's NTR guide

#

they're both the same thing

dusty girder
runic musk
#

ok it work but the UI is bland

atomic oak
#

game pass version constant crashing with reshade/reno

runic musk
mild hazel
#

the standalone one is ue-extended but with my graphics tweaks

runic musk
#

All the UI is grey

mild hazel
#

use ini HDR

#

no upgrades with ue-extended

runic musk
mild hazel
# runic musk 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

runic musk
mild hazel
#

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

charred solstice
atomic oak
runic musk
#

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

mild hazel
#

I am just using the defaults right now

#

looks fairly good to me

runic musk
#

Ok ! 👌🏼

#

Thanks for you help

#

Have a good evening and good game

rose adder
charred solstice
tulip kayak
#

no

#

dont

#

you motherfucker

#

@dusty girder we got another one

tulip kayak
vital knoll
dusty girder
#

try downloading reshade 5.7; there is a chance 5.8 might be griefed with ue extended

tulip kayak
#

now find that shader

vital knoll
#

429 shaders, see u in next day

tulip kayak
#

its close to the end...

#

work from bottom up

vital knoll
#

0x378DF900

tulip kayak
#

its not that

#

thats the composite shader

#

is that the only shader drawing the video

vital knoll
#

hmmmm i created an alt account and im just in the beginning

#

opening

#

ill see more w8

tulip kayak
#

you know you can alt F4 during a long video

#

for it to repeat right

vital knoll
#

yes that's what im doing

tulip kayak
#

why does it say original

#

do you not have ue extended installed

vital knoll
#

i have

tulip kayak
#

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

solemn merlin
#

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

vital knoll
#

EPILEPSY WARNING

#

im gonna test for more/

EDIT: yeah postive those are the only shaders drawing the videos

wheat glade
#

Anyone notice a lot of banding in Windrose with Renodx? Any way to really alleviate it?

charred solstice
tulip kayak
#

i am so sorry

tulip kayak
#

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

vital knoll
#

0x378DF900 / 0x90a70e52

tulip kayak
#

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

vital knoll
#

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"

#

so it's like generally UI shader kekw

#

yeah i think there's no chance

tulip kayak
#

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

vital knoll
#

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