#Unreal Engine

18767 messages · Page 19 of 19 (latest)

strong plaza
#

and how do I clear them?

shell igloo
#

the nexus link hosts a ue-extended file

mild hazel
#

in this case the shader was modified to fix an issue

#

clear shaders like you would do for any game

vital knoll
mild hazel
#

its so people stop asking how to set up batman specifically

#

and asking for the same instructions that you would use for any game 1000 times

#

that and the base game HDR is quite ass

solar prairie
#

@mild hazel what's the perf cost for U+ batman mod ?

#

Also I saw that the game auto resets sharpness and it must be put to 1 and back to 0 every time.

mild hazel
#

I didnt check thoroughly cause game runs at pretty high fps, but medium view distance is higher than epic view distance by default, and medium shadows IIRC is equivalent to high

solar prairie
#

ok thank you

silver stag
#

So what are the actual differences between github's UE RenoDX and the UE Extended RenoDX from here?

Side note: why is there no additional choice of tonemappers in the UE Extended addon?

thick belfry
#

One tonemapper to rule them all

mild hazel
#

the generic goal is to basically just make the games intended look work correctly in HDR

silver stag
#

Right but sometimes the intended look, looks bad

Including some additional tonemappers (and even noting that they're just optional/not recommended if you will) would maybe make sense

#

In the couple games I tried the UE Extended does look decent, fortunately

shell igloo
#

that's why there are grading sliders

mild hazel
#

that and if a game really does warrant something else, a dedicated mod can be made

silver stag
#

For the Unity Universal RenoDX, which tonemapper is the equivalent of Unreal Extended's only tonemapper?

amber sapphire
split dagger
#

The game looks amazing

mild hazel
#

really mostly reflections dragging it down

strong plaza
mild hazel
#

nvidia shaders are in %localappdata%/nvidia

#

I think they added a button in the nvidia app maybe

stoic narwhal
#

I will thank you!

dusty girder
silver stag
dusty girder
#

no

silver stag
#

so what's the big difference between the normal UE RenoDX plugin and the Extended one? Is there any write up or changelog?

dusty girder
#

"its better"

#

2.0

silver stag
#

Love that

silver stag
#

@dusty girder Is there any guide for which settings to tweak in terms of 'improving the HDR look of the game" either in RenoDX mods in general, or particularly for UE Extended?

Like, what's the most impactful without crushing details too much, what people recommend tweaking the most etc.

dusty girder
#

just use it out of the box

#

if you want increase contrast/saturation a bit

#

maybe highlights

#

thats about it

#

like 55 contrast/saturation

#

that goes for 99% of mods

silver stag
#

🫡 thank you

brave gull
#

There a UE extended list for supported games yet?

vital knoll
mild hazel
#

its not feasible to make a list

#

if a game isnt supported its usually doing something different and needs specific support added

north fjord
#

Still waiting for someone to fix MK 1

thick patio
#

by the way, does anybody tried lego batman with ray reconstruction and hardware lumen upgrades through ini etc?

quiet skiff
#

hardware lumen through ini isnt real

thick patio
shell igloo
#

you can't just enable hardware lumen with INIs

#

the game needs to be cooked with HW support

#

and then forced with ue4ss or similar

thick patio
#

still batman already have hardware lumen AFAIK

shell igloo
#

the game isn't even using Lumen by default

#

it has baked lighting

shell igloo
thick patio
shell igloo
#

no

#

it's all SSR

mild hazel
#

yeah batman is baked and uses SSR, is why reflections are so bad

mild hazel
#

Cthulhu the Cosmic Abyss is one such example

#

Nobody Wants To Die is another

#

but 99.9% of HW lumen mods on nexus are absolutely fake and trick people via something along the lines of r.lumen.reflections.smoothbias=1

#

somehow this tricks people

#

like in SHf, idk how many times I was asked about it....

dry jetty
#

May I know what games are compatible with unreal extended? Are all unreal 4 and 5 games work with it?

glossy cipher
# dry jetty May I know what games are compatible with unreal extended? Are all unreal 4 and ...

if you want the easiest way to find out, then you can use the RHI program #1474481327691665553
https://github.com/RankFTW/RHI/releases

It will tell you if a game has a Reno Mod, or if it's Unreal Engine or Unity Engine it can offer you the generic Mods as well as the UE Extended mod.

If you ever discover something works with UE Extended you can let RankFTW know and he can add it to the list of working games

if a game does not work at all with generic mods, you can also go into the Unreal or Unity channels and ask about them, maybe it is possible to "enable" it, or maybe it would need a specialized mod

here is also a list, but UE extended games listed are not that up-to-date: https://github.com/clshortfuse/renodx/wiki/Mods

mild hazel
#

the intent is that every game is compatible but of course support will have to be added if a game doesn't work

royal elk
#

Did you fix it?

stoic narwhal
#

not sure, i haven't even retried since. I'll let you know later possibly.

dusty girder
#

with the new metadata system

#

it might be time to start filling out ue extended's metadata file

dusty girder
#

@charred solstice @west canopy I made some core changes, can you please try the NTR gacha game and tell me if the start menu with the characters is still okay or if its griefed

inner breach
#

For Stellar blade I'm using the old UE addon right now that does SDR->HDR and I added DLSS fix. If I want to use UE extended I would need to turn on HDR in the game right? and can I remove DLSS fix?

inner breach
#

thank you

sullen solar
inner breach
#

or the UE extended completly remove the needs for it?

thick belfry
#

If you use SDR path and want meme frames generation DLSS fix is necessary

inner breach
#

i like meme frames

west canopy
# inner breach i like meme frames

Hell nah brother. Even when your base fps is 60+ I would never use it. Can you not notice the input delay and slight ghosting/frametime inconsistency?

To me in any game I tried it feels like the game is broken - compared to how natural and smooth it feels if you can get it running at base 60+. I just have no use for framegen at all. It still does more harm than good. And I'm not a hater, I really tried to make it work. But it just feels to me like the game is broken. I play on a controller.

#

In NTE specifically, for some reason I will get the little microsttuter (and drop to 45-55 range) when enabling full RT, with FG the microsttuter will expand to MEGA stutter, it makes it feel absolutely unplayable

#

On top of other issues (input delay and frametime judder)

inner breach
#

nope, don't really notice it. i don't play close enough to my TV to pixel scan the image and I don't really feel the latency increase. this at x2. don't use x3 and up because that feels terrible to me too

west canopy
#

But apparently going above 2x makes no difference, it shouldn't feel any worse

#

You should really be using dynamic imho if you use it

shell igloo
#

even at 50 base doom tda felt fine with FG 3x

charred solstice
west canopy
# inner breach nope, don't really notice it. i don't play close enough to my TV to pixel scan t...

Me neither I am far enough to the point I can't notice film grain (a singular pixel) so my default is ultra performance 4K, but frame gen issues is a completely another problem. Messy frametimes, input delay and stutter that was not there before (stutter depends on game some worse than others) it's not a vram issue btw (16 GB) except in cyberpunk, that one can hit 16 if you overdo with 4k mods

inner breach
west canopy
#

I know this but even if base is at 60 (and feels kinda smooth and consistent) I still feel the input delay, it's like I'm playing on 30hz down from 120hz

#

And then when what would be a microsttuter in frametime before, if your base went under 60 then yeah, it's a yikes mega stutter and judder (just makes any performance drops X2 noticeable as well)

mild hazel
#

dlssg good (assuming in every UE game you also set r.oneframethreadlag=0)

#

would rather claw my eyes out than play at 60 fps

inner breach
mystic radish
mild hazel
#

and unless game has cpu problems, no downside really

inner breach
mild hazel
#

for what game, batman no cause no UE4SS

inner breach
mild hazel
#

ReduceInputLatency should be exposed

lucid wedge
#

same

mild hazel
#

if you havent installed latest nexus version and cleared shaders then you would need to do that

lucid wedge
sullen solar
#

If it's crashing you should try it

dry jetty
#

May I know who made UE extended mod please? I want to donate to them thanks

digital oak
#

bob

dry jetty
#

Can you tag please if you can

#

Is it @grave oyster

digital oak
#

@dusty girder

digital oak
dry jetty
#

He doesn’t have a link to donate

dry jetty
#

@dusty girder how do I donate to you?

#

Your mod helped me play mafia with FG without the DLSS fix

glossy cipher
#

let's throw tomatoes at Marat, until we get a Ko-Fi(etc.) link bigBrain

thick patio
dusty girder
#

its the only way to privatly accept donations

dusty girder
deep wedge
#

does lego batman need an hdr mod? if so is it UE extended or is there a standalone one?

#

@dusty girder does UE extended work with lego batman?

shell igloo
west canopy
deep wedge
dusty girder
honest linden
#

hey guys it looks like there is an issue with UE extended and Returnal using the latest version

dusty girder
#

is native hdr on?

honest linden
dusty girder
#

ima check in a bit

honest linden
dusty girder
#

unreal 6.7.3?

honest linden
#

I first noticed it when RHI automatically updated Reno. So I tried doing a manual install myself and got the same result

dusty girder
#

give me a bit

honest linden
dusty girder
#

sorry

#

reshade 6.7.3 ?

#

im off to try

#

give me a few min

#

for now try pressing reset all in reno

charred solstice
honest linden
#

Is there a way to grab the previous snapshot of UE extended?

dusty girder
#

well latest is 6.8

#

yea if oyu go on my github

#

there are snapshots under release

indigo plank
#

i also happened to start playing returnal yesterday lmao

dusty girder
#

ok yea I see

#

something is griefed

honest linden
dusty girder
#

I think I know what it is

honest linden
honest linden
#

so where do I get reshade 6.8? 😄

#

also huge thanks for jumping right on that @dusty girder, was trying to jump in the game to play coop with my little brother and was hit with the borked shaders

dusty girder
#

I just had to add better guardrails

#

gotta commit fast, before people download the broken build

honest linden
#

Glad I could help catch it

dusty girder
#

yea thanks a lot

honest linden
#

If you ever want help with testing out new builds I would be happy to do so btw

dusty girder
#

just update whenever there is one, and let me know if something broke

#

I broke something else though despairge

#

off ti guthub

honest linden
#

Ah what does this fix?

dusty girder
#

silent hill f

honest linden
#

Tbh if it wasn’t for RHI I would not have been on the latest update and have noticed so quickly

dusty girder
#

I added special logic to handle output device 7/8/9

the original check was just if (outputdevice >= 7u) { with the assumption that anything thats over 7 and above will be 7 through 9

but that doesnt seem to be the case, I had to do a hard check

  bool is_linear = (outputdevice == 8u || outputdevice == 9u);
  if (is_linear) {

[I killed off output device 7 for now, I dont think its used]

#

wait I see the issue

#

returnal has a meme

#

output device 10

#

thats non standard

#

wow this is peak retardation

#

the output device 10 branch just iterates over all the other output devices

#

I guess returnal was "custom" -- so this is prolly the best way they thought of adding their custom code

#

ya'll finding this is good, who knows what meme values other games send

#

thank you

honest linden
#

Returnal is weird and has its own Rebar weirdness in the profile as well

dusty girder
#

either way its all good now

#

checking for 7+ would've worked in literally every other game LMAO

honest linden
#

I'm not surprised, I had to work with the devs of Relimiter and Display commander to get the game working properly with their add ons as well

celest jackal
#

i’m getting less stutters on lego batman with new graphic drivers for 5080

honest linden
#

Guess I should give em a whirl

silver stag
#

In this screen, having any of the slider (in my case Contrast, Highlight, Saturation) changed from defaults caused this extreme shimmer

#

sliders at defaults (except for peak brightness/game brightness/ui brightness) - normal looking screen

#

sliders I was using to play so far (contrast, highlights, saturation all tweaked)

notice the HDR analysis goes haywire, because of what's happening with the image output (shimmering highlights)

dusty girder
#

try reducing blend facotr

#

the game might be too bright for highlights

#

or

#

dont use highlights

#

and increase blend factor instead

silver stag
#

no, even just 1 point in Contrast causes this

#

in this one scene

#

well, end of a mission menu rather than scene

silver stag
#

but I'll try next time I am in mission summary menu

dusty girder
#

shouldnt

#

its a fancy brightness slider

#

not exactly brightness but

#

you might get better results from it vs. highlights

honest linden
#

gotta love RenoDX 😄

silver stag
#

I guess this screen is not that important so it being completely broken HDR-wise is fine

#

so far this only popped up at the end of a mission in a summary screen, I spend maybe 20 seconds there

dusty girder
dusty girder
#

I seen a ton of cool clips

silver stag
#

All in all RenoDX UE Extended looks amazing with those few tweaks from my screenshot (contrast, saturation, highlight, as per advice I got here)

For a LEGO game? It is stunning

dusty girder
#

I'm surprised how popular the lego game is

honest linden
#

I’ve noticed that the SDR 2.2 ETOF emulation can cause somewhat crushed blacks, but looks better overall. Any suggestions for tweaking it? (Playing on a calibrated Sony Bravia OLED peak 1000 nits)

dusty girder
#

ye

#

so what you can do is

#

turn it off

#

and increase either flare or contrast a bit

#

its not exactly crusehd blacks, its just how the game would look on a 2.2 display

#

but at the end of the day use whatever you like

silver stag
honest linden
west canopy
dry jetty
dry jetty
# dusty girder

Guys what’s up should I download and use this? Is this the latest version? Is something wrong with older version?

deep wedge
blazing coral
#

tried the nte hdr instructions but game seems to block dxgi so i guess that's done

shell igloo
blazing coral
#

reading is hard mb

dusty girder
atomic oak
#

Directive 8020 latest patch improved the Path Tracing performance by a lot. Native HDR is completely fubar though and unreal extended renodx does not improve on peak brightness.

  • I used linear lilium brightness booster to increase brightness and peaks for now
  • Black levels look okay

Edit: Fixed when setting R10G10B10A2_unorm to output size

mild hazel
#

unless patch broke it

#

but you need HDR on

#

and upgrade path off

#

upgrades dont do anything if you have upgrade path off

atomic oak
mild hazel
#

that doesnt do anything

#

upgrade sliders aren't actually active if upgrade path is off

dry jetty
dusty girder
#

click the pins

dry jetty
#

Thank you

atomic oak
# mild hazel that doesnt do anything

I verified it. Its working. The peak brightness looks good its just that most of the indoor highlights are being muted and are not very bright. The flashlight and sun reach peak brightness though.

mild hazel
#

that is probably more their grading I guess

dusty girder
#

why not use native hdr on?

#

with upgrade path set to off?

#

shouldnt it already be set to off by default in unreal extended

mild hazel
#

I think he is? I don't think I set a default for 8020

dusty girder
#

ah

#

@mild hazel if you have time, test the directive 5090 native hdr with upgrade path off

if it works/looks right

#

and then add defaults pls

dusty girder
#

huh

mild hazel
#

that is how I wrote it

dusty girder
#

then upgrades shouldnt make a difference

mild hazel
#

correct

#

is what I said above

dusty girder
#

directive 8080 isnt in my addon.cpp

#

or on the repo

#

I have the lutbuilders

mild hazel
#

didnt you merge my MR a couple days ago

dusty girder
#

yea looking through history

#

8020 pr didnt have

#

addon.cpp changes

#

only lutbuilders

mild hazel
#

yeah, I forgot to default upgrade path off

#

09:37:45:596 [26140] | INFO | [RenoDX] No default settings for Directive8020-Win64-Shipping.exe (Directive8020)

dusty girder
#

I'll add that later

#

also I need to rename composite_hdr10_0x0E54A7B2.ps_6_6.hlsl to BlitUIToHDRPS

#

HandleIntermediateEncoding() -- which is linear bt2020 output

#

you name those BlitUIToHDRPS_

ebon dome
#

does the extended build need dlssfix for fg?

oak solar
ebon dome
#

yeah, I got that. I just thought I remembered someone saying it was built into extended and I couldn't find it in the history

#

and the repo is still for the standard UE plugin with the dlssfix warning so I wanted to make sure

ebon dome
#

I know extended is still technically not release ready so there's not a lot of documentation on it

bronze crescent
#

Bro I just tried ue extended addon with Marvel's Midnight Suns and no flickering, no crash, no need to turn off in game hdr or change output size. Even nvidia app override can be used in tandem. What is this miracle? Why is this not mentioned on renodx github page? Dlssfix never worked for me in this game.
Just wondering what I should set for these options (peak brightness/game brightness/UI brightness). Will it mess with the game's own calibration slider? Peak brightness at the default 486 nits seems low.

dusty girder
#

there is no list is

#

I'm too lazy to deal with that stuff

#

I just work on the addon and add games

#

also in terms of daily use, its mostly done

#

I kept procrastinating making a git page for it

vocal nova
mild hazel
vocal nova
#

though i'd love to know if it's used all the times

#

could be it's just used for a couple frames

mild hazel
#

that is where the primary fixes were made, granted most of my screenshot comparisons were on main menu other than a couple

vocal nova
#

or the main menu

#

cuz that lut customizes UE

#

it does luminance reinhard tonemapping

#

(SDR only)

mild hazel
#

but I can say that doing a jxr comparison of sdr vs hdr looks pretty correct

#

versus vanilla hdr being quite different from SDR

dusty girder
#

please just turn the game on, press snapshot in the devkit, and look at the lutbuilder hash in use

mild hazel
#

I can check a couple places tomorrow to be more thorough

dusty girder
#

takes 5 minutes

vocal nova
#

😄

mild hazel
#

how bout no

#

cause I am in bed

vocal nova
#

because the results would be massively different

#

between SDR and HDR

#

the rest is likely vanilla HDR

mild hazel
#

I can look after work tomorrow, but its at least used in main menu scene

unreal siren
#

Hello@mild hazel, I don't know if you remember but I told you few days ago I was crashing on the upgrade menu of Lego Batman, I crash even without Reno, It seems to be related to Resahde 6.7.3 because without it I have no crash

mild hazel
#

@dusty girder @vocal nova yes, it is used during gameplay - here are JXRs vanilla SDR (w/ lilium TRC fix) vs ue extended

#

and then if I swap back to original shader for that hash in devkit

sullen spoke
amber sapphire
#

Wait what it’s a unity game? I thought it was UE5?

mild hazel
#

its ue5

vocal nova
#

SDR doesn't seem tonemapped by luminance to me though

#

unless they changed the HDR too, but i don't think so.

mild hazel
#

to be honest I dont really know this stuff, I was just trying to help out with adding support for another game and got it to look close to how SDR is graded with some help from Marat

unfortunately somehow almost every game I have picked to help with is doing atypical stuff

vocal nova
mild hazel
#

there are plenty of places where like half the image is nearly black

#

doesnt handle shadowed areas well

vocal nova
mild hazel
#

uh lemme see

vocal nova
#

yeah it's dark

vocal nova
#

i'd be grateful

#

but either way, thx for having checked 😛

mild hazel
#

I can perhaps grab some more, I might have a few locally but not in the right format

vocal nova
mild hazel
#

vanilla SDR and HDR are very very different from eachother

vocal nova
mild hazel
#

I agree on at least highlights, I was surprised that the highlights seemed similar

#

in general though feels like the entire image is missing a component that SDR has, will have to grab more comparisons

placid siren
bronze crescent
placid siren
#

doesn't mean UE HDR can't work. just you wouldn't know it's broken unless you're comparing with the SDR version

#

there's instances where you do UE HDR and then it's like "wait that level was supposed to be all red" when you compare to SDR and you had no idea when playing

bronze crescent
placid siren
#

depends on the game. but UE HDR forces ACES with no custom curve if SDR had one

#

UE SDR is customizable ACES-like. UE HDR is just ACES fixed

#

if they did no customization on the SDR tonemapper (stock ACES), it would match ACES HDR

dusty girder
#

with no mods yea it will run ACES when its not supposed to, skip sdr luts, etc

#

but with a mod I only work with the sdr colors, process sdr luts, etc

#

outside of the very rare game that doesnt spawn sdr luts in native hdr, its a non issue

#

ini hdr on the other hand has issues; but thats mostly a "use it at your own risk" type of deal

#

I basically grab untonemapped_ap1, sdr filmic cbuffers, and then return

everything after untonemapped_ap1 is a complete rewrite

everything beforeuntonemapped_ap1 is just lut decoding, encoding, nuke color correct, so we need that

placid siren
next lion
#

Is there somewhere I can get that from that's not Nexus?

#

I don't have an account anymore, and with their terrible account security, I don't want one either.

shell igloo
next lion
#

Nice, thanks.

mild hazel
#

yeah its just on nexus cause can point to it without people asking the same question 1000 times

next lion
#

Guessing it's not compatible with the Epic version.

#

Cause it doesn't do anything except adjust the UI brightness.

stoic narwhal
#

for batman?

#

had to use lazorr U+ mod to turn HDR on

mild hazel
#

if you want sliders to work without toggling hdr off and on

#

otherwise you can just toggle hdr off and on to change sliders

next lion
#

Works now, thanks.

mild hazel
vocal nova
vocal nova
#

well, using the xbox bar screenshots without Reno makes sense, cuz then u get an HDR screenshot even if the game is in SDR mode.

#

so SDR had the lilium gamma conversion fix>?

mild hazel
#

yep

#

no reno, just vanilla captured via gamebar

#

and liliums fix

vocal nova
#

HDR can be a bit crushed

mild hazel
#

how much the floor changes in cave is a bit odd

dusty girder
vocal nova
dusty girder
#

the old renodx mods that had "vanilla, none, aces, renodrt"

mild hazel
#

yeah defaults

dusty girder
#

and turning on ACES in a game that doesnt use ACES

vocal nova
#

it's like sRGB mismatch but flipped.

#

it could be that SDR is by luminance in shadow too

#

and that's why it's less contrasty (no shadow crush, not saturation boost)

mild hazel
#

also the UI is broken

vocal nova
mild hazel
#

not a setting for it either

dusty girder
#

gotta add the hide ui slider soon ™

surreal bridge
#

Ue extended latest?

glossy cipher
surreal bridge
vocal nova
mild hazel
#

there is a slider for it

vocal nova
#

can't the shadow crush be fixed with it?

mild hazel
#

never touched it tbh

vocal nova
mild hazel
#

idk, the HDR just seemed off in general outside of just shadow issues and broken UI is most annoying thing

#

and partly my assumption/expectation that in game sliders are usually broken

dusty girder
#

all hdr controls should be disabled

mild hazel
#

lol, black level 0% vs 100%

#

???

dusty girder
#

lmao

vocal nova
mild hazel
#

0 is default

desert heron
broken smelt
amber sapphire
#

Lego Batman: Legacy of the Dark Knight HDR technical analysis:
︀︀- Mostly Vanilla Unreal Engine 5.5 HDR
︀︀- Completely different tonemapper between SDR (custom luminance based Reinhard) and HDR (vanilla HDR ACES), so shadows, midtones and highlights all end up having different colors
︀︀- Colors are a lot more saturated in HDR, due to per channel tonemapping
︀︀- Black levels don't match: HDR is a lot more contrasty, with crushed shadow (independently of the shadow setting)
︀︀- UI is washed out in HDR, has inconsistent transparency, and is arguably overly bright
︀︀
︀︀Given that the SDR tonemapper has been replaced, while the HDR one is default, I'd assume the reference look is SDR, and that lighting and grading were made for it.
︀︀HDR, while looking amazing in some scenes, can seemingly get overly dark, preventing visibility in the shadow.
︀︀This is unusual as in most games, it's HDR that is washed out, however, it's very hard to match…

#

This is Pumbo right?

#

Playing Lego Batman again now after beating first light

vital knoll
#

does anyone play Duet Night Abyss (Gacha Game) with this yet?

amber sapphire
clear narwhal
#

I tried the NTE HDR instructions and the game's booting up with Reshade + RenoDX but the sliders don't change anything.
Is there something I might be missing?

dusty girder
#

did you set engine.ini to read only?

clear narwhal
charred solstice
#

make sure it's engine.ini and not engine.ini.txt because people forget to saved in* .*

strong plaza
# amber sapphire

My game looks completely different, I wonder if it's the graphic settings or if you upped the contrast and saturation?

#

Is this how it's supposed to look or not?

#

This is the png but it looks much darker than how I see in HDR

mild hazel
#

the defaults are roughly how it is supposed to look

naive badge
#

This is a pic I took but even this is saturation and contrast +5

#

But yeah most of the time defaults are accurate

celest jackal
#

left mine at default and looks great

#

game is already very colourful

sullen spoke
#

batman has some of the best hdr i've seen

silver stag
#

Always need to add an asterix there lol

#

XYZ game has amazing HDR*

*if you fix the HDR with a mod

#

I run Batman with all default settings (after calibrating brightness of course) except for:

Highlights +3
Saturation +5
Contrast +7

dusty girder
#

its just a display mapper (N2) in lms

#

there is no tonemapping or anything

#

would probably be 20 minutes of work to implement officially

#

but they went with filmic slop instead

amber sapphire
digital oak
dusty girder
#

for sure

clear narwhal
#

Now I have to figure out how to save it as an ini file.

mild hazel
vital knoll
#

does this work for ue3 games? 💀

shell igloo
#

no

amber sapphire
#

Did ue3 ever get hdr?

#

UE4 does

#

But ue3 I don’t think ever did

digital oak
#

dx9 can’t output hdr, and most of ue3 games are dx9

amber sapphire
#

There it is

vital knoll
#

i see, just saw Alice: Madness Returns, so SpecialK, RTX HDR the options now or am i missing something? maybe the Lilium SDR to HDR shader works with dx9?

sullen solar
digital oak
vital knoll
vital knoll
digital oak
#

yeah

hot wind
#

nevermind, extended also has bugged map ui

hot wind
dusty girder
#

I think it was swapchain proxy revert state, the rest of trhe UI would be bugged

#

@hot wind send me reshade.log for that game

#

you can also try using ini tweaks and ue extended with Upgrade Path set to off

mental bluff
#

Thank you for this! does adding r.HDR.UI.CompositeMode=1 to Engine.ini change anything other than the UI? When I add that the UI looks overexposed, but if I take it off it looks normal. Just making sure I'm not doing anything incorrectly here

dusty girder
#

also ui composite is the main change, for whatever reason the devs didnt add it

#

idk how they even went about doing that

#

since its mandatory

mild hazel
#

characters are washed out in inventory still but 🤷

dusty girder
#

I added logic for output device 8 and 9 recently

#

unless the inventory uses output device 7, no logic for that; didnt find a game that uses it

#

lmk @mild hazel

mild hazel
#

Ill try it tonight prolly

dusty girder
#

alright

mental bluff
#

So the weird thing is, if I add those lines to the .ini, the UI with the default HDR (without renodx-ue-extended) looks normal instead of super oversaturated.
when I use renodx-ue-extended with the lines in the .ini, the UI looks a bit washed out.
if I take out r.HDR.UI.CompositeMode=1 with renodx-ue-extended, the UI looks normal

mild hazel
#

its definitely completely broken without compositing

#

main menu is also like max nits saturated colors when you launch game without it

mental bluff
#

is there a different in-game HDR gamma setting I should be using?

mild hazel
#

shouldnt really matter I dont think, but I left mine at default

amber sapphire
mild hazel
#

@dusty girder

#

everything else is fine though

dusty girder
#

in the char menu?

mild hazel
#

uh

dusty girder
#

whas the game name again

mild hazel
#

deep rock galactic rogue core

mental bluff
#

oddly for me all the UI elements look like the character

mild hazel
#

hmm

dusty girder
#

also what lutbuilder is in use in the char menu?

mental bluff
#

unless I disable HDR in game or remove r.HDR.UI.CompositeMode=1 from the .ini

dusty girder
#

okay I think I see what it is

#

the games that dont have output device

#

and use WorkingColorSpace_384

#

the first branch is the same as output device 9

#

wait no, it uses the gamma color

mild hazel
dusty girder
#

you can add a temporary patch

#

based on NTE

#

nte does some shit here

#

to encode the ui

#

realisticly its prolly me needing to handle the non-output device isSrgb branch

mild hazel
#

I would try to look more, but bout to play with a friend

dusty girder
#

d.w about it

#

not a big deal

#

eventually I'll find a game I can test

mild hazel
#

also I have so many forks of reno locally

#

and keep needing to swap devkits around lol

dusty girder
#

thats ass

#

yea d.w about it

#

eventually I'll find a game I can test

mental bluff
#

for me it looks like this

dusty girder
#
  if ((uint)(WorkingColorSpace.bIsSRGB) == 0) {
    float _1283 = mad((WorkingColorSpace.ToAP1[0].z), _1264, mad((WorkingColorSpace.ToAP1[0].y), _1263, ((WorkingColorSpace.ToAP1[0].x) * _1262)));
    float _1286 = mad((WorkingColorSpace.ToAP1[1].z), _1264, mad((WorkingColorSpace.ToAP1[1].y), _1263, ((WorkingColorSpace.ToAP1[1].x) * _1262)));
    float _1289 = mad((WorkingColorSpace.ToAP1[2].z), _1264, mad((WorkingColorSpace.ToAP1[2].y), _1263, ((WorkingColorSpace.ToAP1[2].x) * _1262)));
    _1300 = mad(_43, _1289, mad(_42, _1286, (_1283 * _41)));
    _1301 = mad(_46, _1289, mad(_45, _1286, (_1283 * _44)));
    _1302 = mad(_49, _1289, mad(_48, _1286, (_1283 * _47)));
  } else {
    _1300 = _1262;
    _1301 = _1263;
    _1302 = _1264;
  }
  if (_1300 < 0.0031306699384003878f) {
    _1313 = (_1300 * 12.920000076293945f);
  } else {
    _1313 = (((pow(_1300, 0.4166666567325592f)) * 1.0549999475479126f) + -0.054999999701976776f);
  }
  if (_1301 < 0.0031306699384003878f) {
    _1324 = (_1301 * 12.920000076293945f);
  } else {
    _1324 = (((pow(_1301, 0.4166666567325592f)) * 1.0549999475479126f) + -0.054999999701976776f);
  }
  if (_1302 < 0.0031306699384003878f) {
    _1335 = (_1302 * 12.920000076293945f);
  } else {
    _1335 = (((pow(_1302, 0.4166666567325592f)) * 1.0549999475479126f) + -0.054999999701976776f);
  }
  SV_Target.x = (_1313 * 0.9523810148239136f);
  SV_Target.y = (_1324 * 0.9523810148239136f);
  SV_Target.z = (_1335 * 0.9523810148239136f);
  SV_Target.w = 0.0f;
  return SV_Target;
}

I probably just need to handle the first part of this

mental bluff
#

sorry if im not being helpful 😅

dusty girder
#

time to feed another cbuffer to all sm6 lutbuilders despairge

mental bluff
#

I'm extremely new but if I can help with something lmk

mild hazel
#

yeah, idk why it would be different

#

maybe fullscreen or something

dusty girder
#

that might be it

#

some pepega ue5 games try to force fullscreen

#

even fi they dont need it

restive rain
#

Alone in the Dark is washed out af

#

Doesn't look like it does. I mean sliders work, but the entire image is borked. Almost like when you're trying to do SDR path with native HDR on

dusty girder
#

I tested alone in the dark long (2023) ago

#

make sure upgrade path is off, it should default to upgrade path off; if it doesnt change it to off and restart the game

restive rain
#

Yeah, never mind, native HDR turned off itself for some reason after installing the mod

dusty girder
#

its a good game

#

I played both campaigns

#

im going to need to add a warning

restive rain
#

Are they different or like RE2 where it's 80% of the same?

dusty girder
#

if upgrade path is set to off, a text box will appear to enable native hdr in game

dusty girder
#

the game itself is very mid

#

the combat is mid

#

its not exactly amazing, I never played RE2 so I cant compare it to that

#

but its short

restive rain
#

But good SH nonetheless

dusty girder
#

I need to finish SH2

#

I was having fun

#

but ended up putting it on pause in the hospital

#

I went back to runescape sadge

fallen drum
#

SH2r is peak, replayed it 3x

hot wind
#

also even with ui tweak it still bugged

dusty girder
#

I'll look into it

desert heron
#

damn UE extended works on Satisfactory way better than regular UE lol

stable pine
#

If a game doesn’t have native hdr can I use extended still?

hot wind
#

better color range whatnot

hot wind
#

what game is that btw

#

also i meant, some games works out of the box but it's rare

stable pine
#

Hmm it’s banister Ghosts of new Eden, Im pretty sure it’s working. Assuming I’d would use the same upgrades needed for the non extended Reno version?

hot wind
stable pine
#

Would these same upgrades be needed for the extended version?

mild hazel
#

depends if you are using sdr or hdr path

#

sdr path yeah

thick patio
stable pine
#

with a peak brightness of 600 is this cap of 203 expected? only happens with ue extended

rough ledge
#

anyone knows why HDRFrame keybinding doesn't work for me in game?

#

oh had to run as admin

strong plaza
strong plaza
hot wind
#

@dusty girder u might need complete .log for
the 1rst .log is i just alt f4'd it
this 2nd .log is complete from logging in, to exiting out

also im using generic as extended doesn't work (just don't have time to test all upgrades tbh)

dusty girder
rocky mortar
stable pine
mild hazel
#

if you look immediately above

#

"never added banishers lutbuilders"

polar crest
#

does ue extended working over native still require dlssfix @dusty girder ?

unborn tartan
#

LG to showcase DisplayHDR TrueBlack 1000-class OLED and 27-inch 5K gaming panel

vital knoll
#

oooh 600nits at 100% apl, based on VESA's certification

#

600 nits is nuts

#

and 2k peak brightness

#

finally can replicate irl headlights of cars and streetlights

#

price... 1k$!

glossy cipher
#

we are finally getting close to the perfect base HDR experience with Gaming OLEDs

west canopy
#

Yo yo hold up, how can they do that if they can't even make the 42" brighter? That's illegal!

gaunt fox
#

Hi, I just started Luna Abyss and was searching for anyone that has tweaked it on here. I hope I'm not too much of a bother but I was wondering what B8G8R8A_TYPELESS - "Any size" means? How do I modify that parameter?

Edit: Never mind I was dumb and didn't have the settings in advanced mode. I found the option. Sorry for the ping.

mild hazel
#

I also have a mod for luna abyss with a black floor fix

gaunt fox
#

Oh, really? I didn't see the game listed on the reno github mods page so I'm just using the universal UE mod right now.

#

Where is yours located?

#

Once again I have answered my own question. Found it.

silver stag
silver stag
#

But I remain hopeful that they aren't 'cheating' here and the color volume will also significantly increase and it isn't just white pixel tomfoolery

#

WOLEDs just got rid of the "W" in WOLED by switching from white pixel to RGB

I hope this isn't a step backwards bringing back white pixel just to boost brightness. That's what I mean by 'cheating', saying that tongue in cheek

digital oak
#

the W is for the white oled layer, i prefer it over blue oled tbh

vital knoll
silver stag
#

@dusty girder Do you own Satisfactory? I just launched newest 1.2 update released today and I have severe flickering of highlights with Frame Generation ON

#

(using UE Extended plugin)

mild hazel
#

did you use native hdr

silver stag
mild hazel
#

via ini

#

SDR upgrade path is always going to have flickering highlights with FG unless you use DLSS fix

#

and upgrade path off if turning on ini hdr

#

either that or try dlss fix

silver stag
silver stag
mild hazel
#

it happens

mild hazel
#

this has instructions for different game, but same thing

silver stag
oak solar
silver stag
#

Thanks guys, I think I got it working

#

HDR is working, FG on, and no more flickering

oak solar
#

Nice!

ebon dome
#

works out of the box ❤️

dusty girder
ebon dome
#

Fatekeeper - launched in early access today

dusty girder
#

ah

ebon dome
#

it's a spiritual successor to Dark Messiah with my beloved kick button

dusty girder
#

looked like

#

co-op survival gather

#

for some reason

#

but its not

ebon dome
#

nope, just straight up first-person melee action RPG

dusty girder
#

ue extended?

ebon dome
#

yep

dusty girder
ebon dome
#

the in-game HDR option didn't seem to stick so I had to use the cvar but it works

dusty girder
#

wow only 8$

ebon dome
#

yeah, they said they wanted to reward people who believed in them from the start but it will be a full priced game at 1.0

dusty girder
#

fuck it I'll buy it

covert python
ebon dome
#

I've been obsessed with it since they announced it and I'm glad people are just saying fuck it, 8 bucks is nothing

#

word of mouth really helps a game like this

dusty girder
#

the heavy sword swings

#

reminded me of mordhau

ebon dome
dusty girder
#

did youy move the sliders

#

to make sure they work

#

like dechroma making the game black and white?

ebon dome
#

yep, it all works as far as I can see

dusty girder
#

most ue games share the same shaders

#

so as the mod grows, more and more games "just work"

ebon dome
dusty girder
dusty girder
ebon dome
#

I didn't even know the mod had dechroma but now I kind of want to play some games in black and white lol

dusty girder
#

sometimes its named blowout

ebon dome
#

for an $8 early access game to not only have megalights already but also properly mixed sound?

#

wow

mild hazel
#

the in game option doesnt work lol

ebon dome
#

the in-game options don't seem to work for a lot of things lol

mild hazel
#

needs unfucked autoexposure later too but I cant be bothered rn

#

it looks quite nice overall

strong plaza
vital knoll
#

basically think of apl as, white box that u fit inside ur monitor screen, 50% APL means 50% sized box, so OLED currently dims even at 10% APL while MiniLED can do with ease

wintry jay
cold geode
#

in Fatekeeper with renodx-ue-extended noticing that sky perhaps look a bit dull. it also flicker sometimes with brighter values. also when alt-tab sky is brighter for a few frames then dull again. probably need to try dlssfix

silver stag
# wintry jay How?

I followed the Subnautica instructions Lazorr posted, except it's LocalAppData -> FactoryGame folder to start with since we're modifying Satisfactory

wintry jay
mild hazel
#

and upgrade path off

#

in game toggle dont work

silver stag
#

I was battling flickering DLSS Frame Generation and I had to enable native HDR of Unreal Engine to bypass that

#

The resulting HDR is the same but how you get there is different

amber sapphire
amber sapphire
mild hazel
#

turning hdr on via ini

steel lion
#

yeah this looks insane. Imagine a full AAA game with hese visuals.

amber sapphire
#

yeah it looks very good

inner breach
#

I bought it already but I'm working so I can't test it. how is the performance?

amber sapphire
#

I’m getting a black screen with Reno

amber sapphire
inner breach
#

what reno are you using?

amber sapphire
#

UE Extended

balmy sleet
#

bro same as always

inner breach
#

or use the SDR to HDR upgrade thing

amber sapphire
#

Ok that worked

amber sapphire
#

[SystemSettings]
r.HDR.EnableHDROutput=1

#

[SystemSettings]
r.AllowHDR=1
r.HDR.EnableHDROutput=1

sullen spoke
#

i am in the process of having rhi automatically manage engine.ini settings and hdr upgrade path settings for ue-extended
should be 1 click for everything once i'm done

amber sapphire
#

oh awesome

#

seems that worked at least haha

sullen spoke
#

just got 30 games to go through now and make sure it worked on them all 🫡

broken smelt
#

very tl;dr do anyone know what causes this to happen during fade in

#

starts like this then goes back to normal

shell igloo
#

Fatekeeper

solemn merlin
#

game looks detailed asf

mild hazel
#

looks quite good overall, using nanite tesselation

#

not nearly as many visual problems as other games

#

biggest things are autoexposure, textures not loading/slowly loading especially when turning, megalights not enabling, low HW lumen quality, some reflection shimmering/pixelation especially on edges of certain objects, couple AO issues, also smearing/blurring of some textures during motion

weary bough
#

yeah Fatekeeper be looking really good

west canopy
#

You guys saying this game is a must buy? The launch price is attractive

mild hazel
#

I think its nice to look at and has potential but needs another year+ of dev to be a full game

west canopy
#

That would make a pretty strong case for supporting it during ea, so they can push this tough

weary bough
#

yeah it's super EA so don't expect much yet, going to be a while before it actually releases. But you will get it at a super discounted price now if you don't mind waiting and supporting the devs early

west canopy
#

Yeah it's not even about waiting but whether this eventually gets where it wants to be, would have to investigate this developer

ebon dome
#

They said they expect it to be in development for 18 months but it's already super fun. The bones for a great first person melee game are there.

stable cliff
#

Pardon my ignorance, but where can I download the lastest UE Extended? The Reno page only have the standard one.

mild hazel
#

pins or RHI

stable cliff
ebon dome
#

That's super fair. I'd say also wait until it has a bit more meat on its bones unless you like getting in at the lowest ground floor possible.

inner breach
#

I bought it as a form of support for the devs

tacit cape
mild hazel
amber sapphire
dire ledge
stable cliff
west canopy
#

Maybe they don't want to add a half assed version of it which they would have to rework later, just speculating, but it is a bit odd you're releasing ea without it at all

#

Think about having to redesign the interface for it etc, if it's still early development that's then double the work

ruby nova
#

NTE HDR can't use the ingame photo screen shot UI and the Bagel needs it to upload pictures
Can it be fixed?

west canopy
#

What do you mean? Photo mode worked fine for me?

ruby nova
#

this UI can't be used with HDR

west canopy
#

This seems like a very common situation with pretty much every single game I played that lets you do in-game screenshots

ruby nova
west canopy
#

Youre saying the photos you capture ingame are not HDR?

ruby nova
#

This UI dissappear and Bagel need this to save image and upload image

west canopy
#

What's Bagel? Why upload? Where?

ruby nova
#

New SNS system ingame

west canopy
#

Oh from today's update? Haven't checked yet

#

So basically the minigame is broken?

ruby nova
#

yeah we have to disable HDR for this

#

for uploading image

west canopy
#

I see. Well it's just a one time minigame that might come back here and there to do photo stuff, annoying but whenever there's photo stuff going on in games where we inject HDR it's pretty common to be messed up

#

Maybe fixable but I wonder how much work this would be, and just for a crappy event...

ruby nova
#

I don't think it's crappy😅
but for event it seems to one time post

charred solstice
hybrid ingot
#

interestingly every game I've tried so far with UE Extended crashes soon after launch on Linux, I wonder if it has something to do with the mods universal nature as game specific mods have worked fine so far.

placid siren
surreal bridge
#

Stalker 2. We just use generic UE5 addon now ?