#Unreal Engine
18767 messages · Page 19 of 19 (latest)
the nexus link hosts a ue-extended file
in this case the shader was modified to fix an issue
clear shaders like you would do for any game
oh
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
@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.
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
ok thank you
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?
One tonemapper to rule them all
the generic goal is to basically just make the games intended look work correctly in HDR
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
that's why there are grading sliders
that and if a game really does warrant something else, a dedicated mod can be made
For the Unity Universal RenoDX, which tonemapper is the equivalent of Unreal Extended's only tonemapper?
The game looks amazing
really mostly reflections dragging it down
So from steamapps/shadercache and then deleting the right folder, or do I need to do it in the nvidia app? I never did it before
nvidia shaders are in %localappdata%/nvidia
I think they added a button in the nvidia app maybe
I will thank you!
@silver stag Unity games use different tonemappers
all unreal games use one (UE Filmic)
Hm weren't there multiple tonemappers in Unreal Engine RenoDX plugin (non-extended one)?
no
I see, thank you
so what's the big difference between the normal UE RenoDX plugin and the Extended one? Is there any write up or changelog?
Love that
@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.
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
🫡 thank you
There a UE extended list for supported games yet?
it's complicated to do i reckon, as you have two versions of the addon and peeps might be confused more but that's just me
just assume every UE 4/5 game is supported
its not feasible to make a list
if a game isnt supported its usually doing something different and needs specific support added
Still waiting for someone to fix MK 1
by the way, does anybody tried lego batman with ray reconstruction and hardware lumen upgrades through ini etc?
hardware lumen through ini isnt real
explain please
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
still batman already have hardware lumen AFAIK
any comparisons/examples?
but it use ray tracing GI and reflecations on epic settings isnt it?
yeah batman is baked and uses SSR, is why reflections are so bad
its real when its real (very rarely) aka game was cooked with it and r.raytracing=1 doesnt crash
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....
May I know what games are compatible with unreal extended? Are all unreal 4 and 5 games work with it?
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
the intent is that every game is compatible but of course support will have to be added if a game doesn't work
Did you fix it?
not sure, i haven't even retried since. I'll let you know later possibly.
with the new metadata system
it might be time to start filling out ue extended's metadata file
@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
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?
correct
thank you
I think it's still best to use the sdr path for stellar blade with ue extended
If I use the SDR path I would need DLSS fix from my understanding?
or the UE extended completly remove the needs for it?
If you use SDR path and want meme frames generation DLSS fix is necessary
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)
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
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
even at 50 base doom tda felt fine with FG 3x
looks quite normal, is this the version that didn't need spiwar's hand tunning?
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
the higher the framegen the lower base framerate you'll have. so if you start lets say at 65 to 70 base without framegen, activating it lowers the base FPS because the cards uses resources for framegen so the base fps becomes 60. if you use x3 the base becomes 55 and so on.
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)
dlssg good (assuming in every UE game you also set r.oneframethreadlag=0)
would rather claw my eyes out than play at 60 fps
is this a big improvement?
Sb has pretty bad latency to begin with so I wouldn't recommend it there. But if you've tried it already and don't notice then all good I guess
often cuts like 20-30ms of latency
and unless game has cpu problems, no downside really
Gonna try it. Can I just create an engine.ini and put that command there or do I need to enable the command console?
And this is not in the U+ mod for the game right?
for what game, batman no cause no UE4SS
Stellar blade
ReduceInputLatency should be exposed
same
if you havent installed latest nexus version and cleared shaders then you would need to do that
Didn't install Renodx for batman prior to the latest nexus version, do I still need to clear shaders?
If it's crashing you should try it
May I know who made UE extended mod please? I want to donate to them thanks
bob
@dusty girder
no 😆
He doesn’t have a link to donate
😹😅
@dusty girder how do I donate to you?
Your mod helped me play mafia with FG without the DLSS fix
let's throw tomatoes at Marat, until we get a Ko-Fi(etc.) link 
so nothing will come about RT here? thats sad
@dry jetty steam gifts would be nice
add me on steam, and send a giftcard https://steamcommunity.com/id/marat569/
its the only way to privatly accept donations
@charred solstice all versions of ue extended have spiwar's stuff for the game
I was just asking since I made soem core changes, so if nothing's fucked life is good
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?
https://www.nexusmods.com/legobatmanlegacyofthedarkknight/mods/19 that's just extended but with instructions for nexus plebs
Forgot I installed this, been playing with it uh yeah I can't notice any difference
thanks. will give this a go. nice, i see it also has u+ 🩷
yea thats just the pinned snapshot uploaded to the nexus with instructions
hey guys it looks like there is an issue with UE extended and Returnal using the latest version
is native hdr on?
yes
ima check in a bit
unreal 6.7.3?
I first noticed it when RHI automatically updated Reno. So I tried doing a manual install myself and got the same result
give me a bit
Returnal is UE 4, how can I look up the exact version?
sorry
reshade 6.7.3 ?
im off to try
give me a few min
for now try pressing reset all in reno
ya all good, no difference even with a/b screenshots
sorry, yes, latest
Is there a way to grab the previous snapshot of UE extended?
it's something with the latest snapshot; yesterday's nightly works fine (before the BL4 support commits)
https://github.com/marat569/renodx/releases/download/nightly-20260526/renodx-ue-extended.addon64
i also happened to start playing returnal yesterday lmao
there is? Latest on their site is 6.7.3
I think I know what it is
missed that, I found it before but wasn't able to find it earlier for some reason, I'm blind sometimes
what borked?
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
I just had to add better guardrails
gotta commit fast, before people download the broken build
yea thanks a lot
If you ever want help with testing out new builds I would be happy to do so btw
just update whenever there is one, and let me know if something broke
I broke something else though 
off ti guthub
Ah what does this fix?
silent hill f
Tbh if it wasn’t for RHI I would not have been on the latest update and have noticed so quickly
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
Returnal is weird and has its own Rebar weirdness in the profile as well
either way its all good now
checking for 7+ would've worked in literally every other game LMAO
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
i’m getting less stutters on lego batman with new graphic drivers for 5080
Just saw the new drivers
Guess I should give em a whirl
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)
try reducing blend facotr
the game might be too bright for highlights
or
dont use highlights
and increase blend factor instead
no, even just 1 point in Contrast causes this
in this one scene
well, end of a mission menu rather than scene
will that not break anything in other scenes?
but I'll try next time I am in mission summary menu
dont think so
shouldnt
its a fancy brightness slider
not exactly brightness but
you might get better results from it vs. highlights
gotta love RenoDX 😄
blend has no effect on the game as far as I can tell
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
oh yea maybe not because its a bit different
I need to try the game out
I seen a ton of cool clips
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
I'm surprised how popular the lego game is
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)
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
Is your Sony Bravia not a Gamma 2.2 display?
True
For HDR it is ST 2084 (PQ - Perceptual Quantizer) from what I can tell
native can't be this bad?? why does it look like sdr?
Bro add me on discord unable to dm you
Guys what’s up should I download and use this? Is this the latest version? Is something wrong with older version?
yeah I don't think native is this bad. its pretty decent but reno can definitely make it even better. I'll definitely be trying it out next time when I pick the game back up
tried the nte hdr instructions but game seems to block dxgi so i guess that's done
reading is hard mb
@dry jetty nothing now, just download the snapshot
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
ue extended works
unless patch broke it
but you need HDR on
and upgrade path off
upgrades dont do anything if you have upgrade path off
And a2_unorm to output size
that doesnt do anything
upgrade sliders aren't actually active if upgrade path is off
Very strange
Can you please link me to where I can get the latest snapshot from?
Thank you
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.
that is probably more their grading I guess
why not use native hdr on?
with upgrade path set to off?
shouldnt it already be set to off by default in unreal extended
I think he is? I don't think I set a default for 8020
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
I did that
huh
that is how I wrote it
then upgrades shouldnt make a difference
didnt you merge my MR a couple days ago
yea looking through history
8020 pr didnt have
addon.cpp changes
only lutbuilders
yeah, I forgot to default upgrade path off
09:37:45:596 [26140] | INFO | [RenoDX] No default settings for Directive8020-Win64-Shipping.exe (Directive8020)
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_
does the extended build need dlssfix for fg?
No but you need to use the native HDR and set upgrade path to off
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
Yeah it confused me too
I know extended is still technically not release ready so there's not a lot of documentation on it
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.
most of the reason extended is not on the official repo or
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
@mild hazel
Marat said u got Lego Batman.
Would u be able to tell if this shader (by hash) is used during normal gameplay?
https://github.com/marat569/renodx/blob/034831fbb822854469a6b9b05084c43c99304ce8/src/games/ue-extended/games/legobatmanlegacy/lutbuilder_0xE01E7862.ps_6_6.hlsl#L917
I'm trying to document how it works but I don't have it.
You'd need to run the reno devkit and take a capture to check.
Thx
I pulled those from the devkit, and am pretty confident it is used
yeah
though i'd love to know if it's used all the times
could be it's just used for a couple frames
that is where the primary fixes were made, granted most of my screenshot comparisons were on main menu other than a couple
or the main menu
cuz that lut customizes UE
it does luminance reinhard tonemapping
(SDR only)
but I can say that doing a jxr comparison of sdr vs hdr looks pretty correct
versus vanilla hdr being quite different from SDR
please just turn the game on, press snapshot in the devkit, and look at the lutbuilder hash in use
I can check a couple places tomorrow to be more thorough
takes 5 minutes
😄
then that shader is not in use under gameplay
because the results would be massively different
between SDR and HDR
the rest is likely vanilla HDR
I can look after work tomorrow, but its at least used in main menu scene
ye
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
@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
Wait what it’s a unity game? I thought it was UE5?
its ue5
SDR doesn't seem tonemapped by luminance to me though
unless they changed the HDR too, but i don't think so.
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
vanilla HDR seems to look good here, no?
there are plenty of places where like half the image is nearly black
doesnt handle shadowed areas well
u got other screenshots?
uh lemme see
if u play more and can bother taking a few more screenshots of vanilla HDR and vanilla SDR (interepreted as gamma 2.2)
i'd be grateful
but either way, thx for having checked 😛
I can perhaps grab some more, I might have a few locally but not in the right format
yeah i need "proof" of the black crush
vanilla SDR and HDR are very very different from eachother
highlights and midtones don't look that different to me.
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
because UE native hdr can break custom effects and shaders in games even when "officially" added by the game. and Midnight Suns is Streamline v1
Oh... Well, it's too good to be true then...
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
Midnight suns has native hdr though, so the question is how does ue extended hdr compare to the game's original hdr
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
if the lutbuilder is the same that wont happen with the mod
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
yeah, but to avoid flicker, you need hdr ini/native on Midnight Sun or a streamline v1 patch
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.
pinned link from marat has batman support
Nice, thanks.
yeah its just on nexus cause can point to it without people asking the same question 1000 times
Guessing it's not compatible with the Epic version.
Cause it doesn't do anything except adjust the UI brightness.
instructions on nexus
if you want sliders to work without toggling hdr off and on
otherwise you can just toggle hdr off and on to change sliders
Works now, thanks.
@vocal nova 3 more comparisons
btw, u can use PRINT SCREEN to take easy HDR PNGs in reshade
they are vanilla SDR vs vanilla HDR? reno not installed?
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>?
how much the floor changes in cave is a bit odd
lmao this reminds me of
yeah. u had default values?
the old renodx mods that had "vanilla, none, aces, renodrt"
yeah defaults
and turning on ACES in a game that doesnt use ACES
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)
also the UI is broken
same as every other UI game
not a setting for it either
gotta add the hide ui slider soon ™
Ue extended latest?
the link in the pins will always be the latest UEE
k thanks
wait there's a black level adjustment?
there is a slider for it
u had it at default?
can't the shadow crush be fixed with it?
never touched it tbh
then why complain 😄
There is a shadow slider. It just doesn’t do much, unless you increase it a lot, and then I see issues with color shifts ?
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
that shouldnt do anything with the mod
all hdr controls should be disabled
lmao
doesn't seem to help much even at 0
0 is default
0 doesn't look too bad
100 is crushed to hell and back
anyone know why this happens, dragonquest 1&2
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
does anyone play Duet Night Abyss (Gacha Game) with this yet?
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?
did you set engine.ini to read only?
Yup, I did.
make sure it's engine.ini and not engine.ini.txt because people forget to saved in* .*
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
need to use reshade to capture PNGs
the defaults are roughly how it is supposed to look
Yeah the contrast and saturation are way up on his lol
This is a pic I took but even this is saturation and contrast +5
But yeah most of the time defaults are accurate
batman has some of the best hdr i've seen
It's a bit sad that so often you need to have RenoDX mod installed for such statement to be true
But yes, with RenoDX LEGO Batman HDR looks quite stunning
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
if batman with renodx is considered peak hdr; thats kind of sad because its probably the simplest hdr there is
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
Yeah I upped both contrast and saturation lol
i think a game’s graphics and direction can affect the impact of hdr, like even if you have the perfect hdr implementation, if the game looks bad it will still look bad
for sure
Wow thankies, you hit the nail in the head -- my file is still a text file. I thought it would be overriden and saved as a configuration file.
Now I have to figure out how to save it as an ini file.
in the options you can show extensions
does this work for ue3 games? 💀
no
dx9 can’t output hdr, and most of ue3 games are dx9
There it is
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?
there's a reno mod for Alice
we can ouput hdr using dx11 proxy
forgot to search for it wow, ty
is that what you did with your mod?
yeah
Askeladd left this server so i don't know how to fix this map UI bugging out, Duet Night Abyss UE-Generic (extended hdr doesn't work)
nevermind, extended also has bugged map ui
is there anything i can do to help fix this? dump lut maybe?
looks like alpha blending issues
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
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
do the same insturctions, but download the latest snapshot in the pins
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
if you have HDR enabled without that, the UI is completely broken
characters are washed out in inventory still but 🤷
really? try the latest snapshot
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
Ill try it tonight prolly
alright
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
its definitely completely broken without compositing
main menu is also like max nits saturated colors when you launch game without it
is there a different in-game HDR gamma setting I should be using?
shouldnt really matter I dont think, but I left mine at default
Oh shit I need to try this
@mild hazel would there be any way for you to check the output device
in the char menu?
uh
whas the game name again
deep rock galactic rogue core
hmm
also what lutbuilder is in use in the char menu?
unless I disable HDR in game or remove r.HDR.UI.CompositeMode=1 from the .ini
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
here is what happens without composite
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
I would try to look more, but bout to play with a friend
also I have so many forks of reno locally
and keep needing to swap devkits around lol
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
sorry if im not being helpful 😅
time to feed another cbuffer to all sm6 lutbuilders 
I'm extremely new but if I can help with something lmk
that might be it
some pepega ue5 games try to force fullscreen
even fi they dont need it
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
enable native hdr in game?
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
Yeah, never mind, native HDR turned off itself for some reason after installing the mod
Are they different or like RE2 where it's 80% of the same?
if upgrade path is set to off, a text box will appear to enable native hdr in game
I liked the story/setting
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
I need to finish SH2
I was having fun
but ended up putting it on pause in the hospital
I went back to runescape 
SH2r is peak, replayed it 3x
ue extended doesn't output HDR, only generic for now,
also even with ui tweak it still bugged
I'll look into it
damn UE extended works on Satisfactory way better than regular UE lol
If a game doesn’t have native hdr can I use extended still?
can u pls tell the differnece between regullar and extended? is it about colors?
better color range whatnot
https://github.com/clshortfuse/renodx/wiki/Mods
if it's not there, u can wing it by trying the addon, if not then can ask in this server
what game is that btw
also i meant, some games works out of the box but it's rare
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?
generic ue addon is like V1 version of UE.addon, so if ue extended doesn't work for outputting HDR, you can fallback to generic
Would these same upgrades be needed for the extended version?
Batman Arkham series is ue3 afaik
with a peak brightness of 600 is this cap of 203 expected? only happens with ue extended
anyone knows why HDRFrame keybinding doesn't work for me in game?
oh had to run as admin
Mind showign me your reno settings?
damn I had convinced myself that my hdr setup was somehow wrong lol
@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)
I never added the banishers lutbuilders since I've been focusing on SM6 lutbuilders
How did you get Banishers to work with UE Extended? Tried forcing HDR via .ini method and it didn’t work
I just used RHI but it didn’t really work as expected I think (nits was being capped at 203 everywhere despite a peak brightness of 600) so I went back to the original UE
does ue extended working over native still require dlssfix @dusty girder ?
LG to showcase DisplayHDR TrueBlack 1000-class OLED and 27-inch 5K gaming panel
my understanding is no.
no it doesnt
if trueblack 1k, it means also 100% brightness with 100% APL?
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$!
we are finally getting close to the perfect base HDR experience with Gaming OLEDs
Yo yo hold up, how can they do that if they can't even make the 42" brighter? That's illegal!
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.
I also have a mod for luna abyss with a black floor fix
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.
That's incorrect, the VESA guideline would be 500 nits full screen brightness for HDR True Black 1000
We'll see what LG says when they ACTUALLY show something
For now this is just a headline, basically
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
the W is for the white oled layer, i prefer it over blue oled tbh
oh, mistook the left side instead of the right side in vesa's website, ty
There's no white pixel in Tandem Primary RGB WOLEDs released in the last few months
@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)
did you use native hdr
Satisfactory doesn't have native HDR
yeah, so turn it on manually
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
Hm never done it, is there any tutorial?
the game has been crashing for me when I try to use DLSSFix and I don't know why
it happens
this has instructions for different game, but same thing
Thanks, I want to try getting DLSSFix working first because maybe I am just doing something basic incorrectly (posted my logs in DLSS FIX channel)
You don't need dlss fix if you are using native HDR+ ue extended
Nice!
works out of the box ❤️
@ebon dome what game is that?
Fatekeeper - launched in early access today
ah
it's a spiritual successor to Dark Messiah with my beloved kick button
nope, just straight up first-person melee action RPG
ue extended?
yep

the in-game HDR option didn't seem to stick so I had to use the cvar but it works
wow only 8$
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
fuck it I'll buy it

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

did youy move the sliders
to make sure they work
like dechroma making the game black and white?
yep, it all works as far as I can see

most ue games share the same shaders
so as the mod grows, more and more games "just work"
the fire looks really nice
I didn't even know the mod had dechroma but now I kind of want to play some games in black and white lol
pretty much all reno mods have it
sometimes its named blowout
for an $8 early access game to not only have megalights already but also properly mixed sound?
wow
you need U+ to enable megalights 🙂
the in game option doesnt work lol
the in-game options don't seem to work for a lot of things lol
needs unfucked autoexposure later too but I cant be bothered rn
it looks quite nice overall
Idk what this means but it sounds good lol
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
How?
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
I followed the Subnautica instructions Lazorr posted, except it's LocalAppData -> FactoryGame folder to start with since we're modifying Satisfactory
I got it working too, contrary to what it says in the Subnautica guide, Satisfactory apparently needs that one Upgrade. Ty for getting me on the right path though!
use ini hdr
and upgrade path off
in game toggle dont work
The upgrade path is different from the engine .ini method
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
using latest unreal?
what do you mean
turning hdr on via ini
yeah this looks insane. Imagine a full AAA game with hese visuals.
I bought it already but I'm working so I can't test it. how is the performance?
I’m getting a black screen with Reno
How did you get it to work with Reno? I get a black screen
what reno are you using?
UE Extended
bro same as always
Ok that worked
what command
[SystemSettings]
r.HDR.EnableHDROutput=1
[SystemSettings]
r.AllowHDR=1
r.HDR.EnableHDROutput=1
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
just got 30 games to go through now and make sure it worked on them all 🫡
very tl;dr do anyone know what causes this to happen during fade in
starts like this then goes back to normal
wha gme is this
Fatekeeper
game looks detailed asf
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
yeah Fatekeeper be looking really good
You guys saying this game is a must buy? The launch price is attractive
I think its nice to look at and has potential but needs another year+ of dev to be a full game
That would make a pretty strong case for supporting it during ea, so they can push this tough
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
Yeah it's not even about waiting but whether this eventually gets where it wants to be, would have to investigate this developer
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.
Pardon my ignorance, but where can I download the lastest UE Extended? The Reno page only have the standard one.
pins or RHI
I want to buy it but it doesn't have controller support yet. In my current setup I can't do M/K comfortably.
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.
I bought it as a form of support for the devs
where should those go in an UE5 game if there's no .ini files in the binaries? is it like the updateluts everyframe that only sometimes works?
But they will add it right?
There should be one after first launch. I had one
its in appdata under folder SLASHER after first launch
I'm not sure but I do hope so. It's like they went out of their way to not add it since it's even the very first UE5 demo on PC had controller support.
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
NTE HDR can't use the ingame photo screen shot UI and the Bagel needs it to upload pictures
Can it be fixed?
What do you mean? Photo mode worked fine for me?
this UI can't be used with HDR
This seems like a very common situation with pretty much every single game I played that lets you do in-game screenshots

Youre saying the photos you capture ingame are not HDR?
This UI dissappear and Bagel need this to save image and upload image
What's Bagel? Why upload? Where?
New SNS system ingame
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...
I don't think it's crappy😅
but for event it seems to one time post
it's not fixable because UE has no HDR downsampler. The only way to fix this is find a way for the photo editor itself to get a function that doesn't exist.
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.
i fixed this in starfield actually. by tonemapping before it sends it to the CPU
Stalker 2. We just use generic UE5 addon now ?