#Unity Engine

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junior river
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I am dumb

main wharf
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ofc there's none bcoz I'm a lazy %$#๐Ÿ’€

full palm
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kekw

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four minutes until i find out if im in the beyta or not

junior river
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me as well

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its not looking good

main wharf
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This is ACES LutBuilderHdr so it has some more color space stuff (AP0/AP1) but at least has some comments

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Color space stuff apart, grading ops are the same so hopefully it should help identify some stuff in yours if needed, tho your lutbuilder wouldn't even clamp since no tonemapping

junior river
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Well thats just the main menu

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we dont know what the rest of the game has in suprise for us

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its out tomo

main wharf
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I see. Different lutbuilder for title menu has been seen in quite a few games, so yea there may definitely be more then

full palm
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assuming if it stays the same

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then i just need to patch the uberposts then?

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tonemappass and stuff

main wharf
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This lut won't clamp, so if things stay the same... Game may be unclamped with just resources upgrades.
Assuming they don't have tonemap/clamping in another shader/plugin...

full palm
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yeah resource upgrades + tonemappass worked for me in the main menu

main wharf
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In Uber/Post-processing final pass there can be saturate(s) for user LUT (= baked), dithering and FXAA

full palm
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but im sure they're gonna throw some oddball in there

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with the effects

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once we have things in

junior river
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'things in'

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well I have no access

main wharf
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Remember if HDR Lut only has grading, then it doesn't clamp.
LUT output should still be HDR/untonemapped

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What follows looks like dithering (?)

main wharf
# full palm

Be careful as untonemapped is linear (before arri encoding), lut output is linear too, but dithering happens in SRGB space.

full palm
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right i asked maple earlier and she said it was srgb encoding at the bottom or something

main wharf
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Yup'

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And there is no decode, so this shader outputs srgb

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RenderIntermediatePass will do that for you if set accordingly

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However, you probably still want to srgb::Decode dithering output or you are running ToneMapPass with (linear_color, gamma_color)

full palm
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ooooh

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ok

main wharf
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Anyway, I just wouldn't do ToneMapPass with 2 parameters here since there is nothing clamping.

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Whether you want to tonemap before or after dithering is up to you, just keep in mind you want to work with linear color and dithering here occurs in srgb which is also what shader outputs

full palm
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what would u do here with tonemappass instead

main wharf
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Well well well... It kinda depends on whether game ever uses a different lutbuilder.

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In that case I would ToneMapPass in lutbuilder, just ToneMapPass(o0.xyz) with no tonemap

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So that when lutbuillder with Tonemapping shows up I can ToneMapPass(untonemapped, o0.xyz)

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And both tonemapppasses should be able to co-exist, assuming game doesn't ever do 2 lutbuilder + 2 uber in same frame

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Working in uber is doable too, but this means it would do the same no matter what lutbuilder is running.
I'm not sure about running ToneMapPass with (ungraded_untonemapped, graded_untonemapped) which is currently what you get in uber before/after lut.
I have 0 experience with ToneMapPass, maybe this works..? I dunno

full palm
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i think its this one probably

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untonemapped and graded sdr color

main wharf
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I guess. Except since there is no tonemapping, and internal LUT grading is "HDR", you're currently having in uber (untonemapped, graded_hdr_color)

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I mean, that's nothing you can't fix, you should be able to create "sdr_color" to feed ToneMapPass if needed, with renodrt::NeutralSDR or something, I guess ๐Ÿคท

full palm
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if the game stays this simple (cope) then I just need to do the lutbuilder and potentially leave the uberposts alone?

main wharf
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I haven't been able to use ToneMapPass ever (skill issue) so I'm in the dark here, take it all with a grain of salt

main wharf
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This means game is unclamped with just resources upgrades right?

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So you can pretty much run ToneMapPass wherever it pleases you

full palm
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i guess i'll know in two months

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beyta access lottery fail gang @junior river kekpepehands

main wharf
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SRGB encoding from dither would strip negatives unless replaced with EncodeSafe, so that's some more work with the lutbuilder way

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Alternative would be to ToneMapPass in uber after dithering, bit like you already have

junior river
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Duality of Man

full palm
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Hopefully endfield isnt one of those games that spawns 20+ uberposts

full palm
# junior river

Never pull a zzz

  • custom lut
  • 20+ shader almost every patch
  • custom bloom
  • some wacky vr effect shit that maple gave up on and just upgradetonemap'd it
glacial plank
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Looks pretty clipped

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Rorange

sleek patrol
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does this add HDR to total chaos ?

sleek patrol
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should i use this with reshade to implement HDR with total chaos ?

main wharf
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Will try to look at game today so I can fix whatever's going on in Chapter 2 and push to github. Also downloaded Kotama something demo

sleek patrol
main wharf
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I'm not 100% sure it may depend on game's graphic settings, game could be fully playable with some post-processing disabled.
It's up to you really, worse that could happen is visuals may suddenly look broken/deepfried. If that happens you can set either Preset Off at the top of RenoDX UI or Lut Shaper to Vanilla in Intermediate settings to correct output.

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Until I add missing shader(s) or figure whatever is going on and update addon that is

main wharf
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@radiant pagoda @haughty dock @sleek patrol @rose mason @sweet spindle and any other Total Chaos player, added missing shader and fixed some issue I found in another.
I don't wanna keep playing in SDR 1080p but is all I got available atm so please lemme know if things break again past Chapter 2, with either shaders dump (done with devkit) or just share save file where things are borked.
@woven crag added a couple shaders from Kotama and Academy Citadel. Upgrade R11G11B10_float and set Compatibility Scaling Offset to 1 for UI brightness to work properly

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Same Lutbuilder draws twice, sampled by two different ubers

main wharf
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Aw spoke too fast, r11g11b10 upgrade crashes game. Will try with cloning, unless it's actually something else that clips WCG

main wharf
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Yea seems good with cloning, is rg11b10_float that's clipping so needs upgrade

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Oooh, forgot to remove devkit to test ๐Ÿคฆ

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Aw yeaaa, no need for cloning it seems.

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I think that was just due to having devkit, maybe doing some pipeline cloning or something

glacial plank
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do you have a link to the aces approx on unity's github

main wharf
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It's the #else. afaik runs RRT > approx curve > darktodim > desat > d60/d65 thingie when going back to bt709 at the end

glacial plank
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ya ap1 is d60

sleek patrol
haughty dock
keen meadow
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Someone tested Hail To The Rainbow ?

glacial plank
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graphed unity ACES and made a version that diverges at the shoulder and stops compressing there

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    const float a = 278.5085;
    const float b = 10.7772;
    const float c = 293.6045;
    const float d = 88.7122;
    const float e = 80.6889;
    float3 x = acescg;
    float3 rgbPost = (x * (a * x + b)) / (x * (c * x + d) + e);
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diverges at x = 0.499412

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the extended curve is just y = 0.73014784681x + 0.0129418403546 if x > 0.499412, otherwise vanilla

main wharf
main wharf
# sleek patrol what color space does this work with

Uhm, not sure what you mean here. Everything should be set correctly by default I think, except for Game and Peak Brightness. Rest is pretty much personal preference I think, unless you mean what game uses for color grading or something?

fiery sail
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I used the Unity mod for Risk of Rain 2 for a bit but had to turn it off. There's certain lights in the game that cause tons of visual bugs/artifacting as well as the lighting completely changing when a void reaver implodes

main wharf
fiery sail
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Sure, if I can provide any more info that would help just let me know

main wharf
glacial plank
main wharf
# keen meadow Someone tested Hail To The Rainbow ?

Demo doesn't seem to work. Can't figure where it's clamping from a quick look, none of the usual/generic Unity post-processing stuff I think.
May give it another shot this weekend but can't promise anything, if too much custom work game may require its own mod

torpid tiger
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This does not support No Rest for the Wicked? An HDR mod for it would be great since the highlights are heavily clipped in that game.

main wharf
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I don't know, if it does it would likely be with in-game HDR disabled. Addon upgrades SDR path as there are not enough games with native HDR, yet anyway, to justify adding a whole bunch of different shaders.

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Quite a few Unity games/demos with native HDR I tried were straight up broken, something like SDR tonemapping followed by some weird deep-frying filter and what looks like wrong color space...
Aw, and no toggle.

crude flower
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Sektori works well out of the box with the mod

acoustic tendon
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am i crazy to want to try pentiment

radiant pagoda
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@main wharf thank you for the mod updates, Morsels works perfectly, but unfortunately Constance does go above 203 max peak, no matter the upgrade used ๐Ÿ˜–

torpid tiger
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Looks completely cooked. This is SDR updrade path

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I can dump shaders though in case that helps

full palm
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looks deepfried

sleek patrol
main wharf
main wharf
# torpid tiger Native HDR | RenoDX HDR

Yea the red warning in UI says it all, missing output shader. Set Lut Shaper to vanilla for correct output...
And yes, adding output shader(s) should be enough so feel free to provide dump.

main wharf
main wharf
main wharf
# acoustic tendon am i crazy to want to try pentiment

Looks like drawings, I dunno if there is much going outside of SDR range in this. Can always try, maybe can separate UI (with compatibility offsets if needed) and use "FakeHDR Boost" and color grading sliders to get something decent looking I dunno really.

acoustic tendon
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did you ever get vampire survivors working

main wharf
acoustic tendon
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i added turbo overkill to the unity mod list, looks great out of the box

main wharf
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Oops, thanks it should be there indeed, all settings supported (iirc they have an alternate grading option that gets rid of ACES tonemapping)

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Can't remember if r11g11b10 upgrade is needed, I can double check later

woven crag
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Might as well add Ball X Pit to that list I just need to check which resource upgrade I used

radiant pagoda
main wharf
main wharf
woven crag
delicate orchid
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Seems to not make the game HDR. The sliders for contrast etc do work, though

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Using this version because in the shaders are not included in the normal version

main wharf
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And yea I need to push to github

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Was waiting for something... Uuuh, probably some demo/game I wanna look into, will try today

delicate orchid
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According to the log the format is swap: r8g8b8a8_unorm => r10g10b10a2_unorm, so I've upgraded r10g10b10a2_unorm to output size. Doesn't seem to change anything though.

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(with format set to HDR10, with scRGB it says the format is r16g16b16a16 but there's no upgrade for that)

main wharf
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Swapchain is only the "final" resource, HDR10 (= rgb10a2_unorm) or scRGB (rgba16_float) should both be able to present HDR output.

Resources upgrades sliders don't affect swapchain I think, but all the other resources game uses to build final picture. Some of these have to be upgraded depending on the game, though upgrading just swapchain is enough in some games.

I'm not sure in this case, maybe try different game setting like SMAA if you're using FXAA..?

delicate orchid
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Already using SMAA, FXAA completely breaks it ๐Ÿ˜„

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Got it working by upgrading all resources to any size. I'll have to find out which one it really is. Doesn't work with output size / ratio

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actually... is there a problem with just upgrading everything?

main wharf
# delicate orchid actually... is there a problem with just upgrading everything?

It really depends on the game. It is possible game only has 1 resource format that's not already rgba16_float (most commonly r8g8b8a8_typeless in Unity games, hence why this one is enabled by default), in which case all other upgrades wouldn't do anything.
If upgrades happen, they can break some stuff and cause visual artifacts/rendering issues. They can also improve color accuracy and reduce banding...

delicate orchid
main wharf
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Maybe internal LUT

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Or some games just render at fixed resolutions, regardless of output resolution

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Tho this is a recent game, I assume it should be just fine with modern hardware ๐Ÿ™ˆ

delicate orchid
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the game runs with a fixed tick rate ... so no, they didn't update anything really

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if you set the game to 30fps it's still running at vsync in the background

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super speed mode unlocked

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and the other way around, not enough frames = slow downs

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also means that I have to remove my fps lock for Gsync, because it would slow down the game ...

main wharf
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Oof.
Then it could be, one common issue is game locked to 16/9 when monitor/TV is some unusual ratio.

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Essentially letter or pillar-boxing

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Since this usually means game renders at a different ratio than "Output" so in this very specific case, "Any Size" is required over "Output Ratio" as ratios don't match.

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An alternative is to use any of the resolution/ultrawide fixes available, as these usually force games to render in the right resolution/ratio. This fixes "Output Size" or "Output Ratio" upgrades in a lot of games.

delicate orchid
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I see. Thanks for the info

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BTW: Seems like the upgrade break save game screenshots. Not like they are super important, but still sad

main wharf
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Of course game doesn't have a demo... If I could confirm internal LUT size, I can add a specific upgrade just for it so "Any size" isn't required and this wouldn't break save game preview pics.

delicate orchid
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Maybe I can provide the info?

main wharf
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Well yea actually, ReShade.log should say

delicate orchid
main wharf
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Question is, can I find it out... Only one way to know I guess

delicate orchid
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unorm makes them black, typeless makes them rainbow colors ๐Ÿ˜„

main wharf
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width: 256, height: 16 yea probably this

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Poor small LUT ๐Ÿ˜ž

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Maybe I can just add this baseline and not break anything else...

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Mmh nah, I'll just make it for this game for now

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Plan is to figure out how to resize these LUTs to 1024x32 (which is size used by most games), this would improve color accuracy and also would include the resource upgrade so games that use 256x16 LUTs don't rely on Any Size.

delicate orchid
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Some PS3 remnants, huh? ๐Ÿ˜„

main wharf
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lol

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Yea I dunno, I've seen a few games change internal LUT size depending on graphic settings, so I guess devs prioritize performance over color accuracy, maybe... But yea 256x16 feels a bit harsh indeed nowadays

main wharf
main wharf
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Aye, thank you aswell! Time to update github

main wharf
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That said, I've seen a few rare games push size to... 4096x64 or something, and they didn't seem to run any poorly ๐Ÿคท

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I really don't know ๐Ÿ˜’

delicate orchid
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fps don't seem to be affected at all, still only using ~30% gpu at 4k120

main wharf
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Yea I meant devs choosing to reduce internal LUT size, I believe that's deliberate as Unity seems to default to 1024x32 (for 2D LUTs).

delicate orchid
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I'd bet it's just like that because they ported it 1:1 from the old version just to prevent any unforseen issues.

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Testing costs money after all and these Tales Remasters don't really have any budget

main wharf
sly lance
main wharf
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Again may depend on game settings, will have a look.
Aw yea, AA also matters. FXAA/SMAA would break yea, I was on TAA despairge
Seems to be only one shader tho, nice

sly lance
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Scratch that, not related to weapon breaking. It was just a coincidence. It's early when entering some room.

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I'm using TAA too, enabled everything, bloom, film grain, etc, still breaks.

main wharf
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Grrrr this game. I think I got it, hopefully doesn't come with a bunch of permutations

vivid jacinth
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Hello !
I got some output shaders warning from Sektori game, if i understand correctly, i can attach some shaders dump here ?
Correct me if i'm wrong :)
I played for 2 minutes and zip the dump folder, hope it's enough, if not, i can take a dump while i'm playing longer than that :)

main wharf
vivid jacinth
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I need to load the addon32 not 64 sorry ๐Ÿ˜…

main wharf
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Wooooooops

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Gimme a couple minutes to compile

vivid jacinth
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Should have specify this, my bad :)

main wharf
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I could have checked game aswell to be honest, never heard of it and I just blindly added shader kekwsit

vivid jacinth
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Looks like some color went from orange / red to green / blue

main wharf
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Did I derp swizzling, probably

vivid jacinth
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Shit happens haha

main wharf
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Aw yea I did, mabad

vivid jacinth
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Looks perfect ! :)
Thanks a lot for your time and your work.

sly lance
main wharf
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Aye, snapshot should be updated in an hour or so.

main wharf
jaunty nebula
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Hey,
Is there a specific RenoDX mod out for Genshin Impact? Just checking here since it's the only relevant thread I could find (Unity).

junior river
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Nope

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We have reno for other gatchaslopper

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I guess no one has been that interested in Genshin

jaunty nebula
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Oh my, guess I better stick to vanilla Reshade then.

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Sigh.

junior river
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I dont think the AC blocks devkit

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and considering regular reshade works, reno probably could too

uneven sluice
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genshin has native hdr no (through registry bs)? did no one test it?

junior river
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That was ITM

uneven sluice
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rip

junior river
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well

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actually I dont know wtf it is

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it mentions Windows_HDR

full palm
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nah

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its not ITM

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its just borked

junior river
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so shit either way

full palm
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with raised mid tone crap

junior river
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Gatchaslopper with native HDR

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๐Ÿคฏ

full palm
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i got a reshade fx that'll fix it

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and it looks decent

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but then again

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its genshin

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so its like polishing a turd

junior river
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me

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omw to spread misinfo

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not u

full palm
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smh

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but yea this is native

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look at that black floor

junior river
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brother backed out genshin slop just to faxcheck me

full palm
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SDR screenshot so just look at the graph

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nah this is screenshot from like

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2-3 years ago

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aint no way im playing dis shiz

junior river
full palm
main wharf
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Had a quick look at a shader dump from Genshin someone sent back then, didn't find anything that looked like Unity's post-processing so I didn't bother.
Tho I never actually installed the game to check what goes on, so I dunno

junior river
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@jaunty nebula

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Do this then use reshade as the cat pointed out to fix midtone borkery

full palm
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oh this guy

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i pointed out the solution to him months ago and he told me after fiddling around it worked

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maybe he just wants a native fix kekpepehands

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but yea in the default state the shadows are extra extra raised

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man

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lilium hdr analysis used to look like that

junior river
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oh yh Voosh, this is as far I go to with Endless Space 2

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half or all of the OS window goes black

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I cant interact or even display the whole of windows on the side that is black

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๐Ÿ’€

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if I opened up task manager (even though I have it set to draw on top of apps) half of it would be missing

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game is borked

jaunty nebula
# junior river <@270936994991964161>

Hmm yea, I'm aware. Nowadays, most third party tools that I like to use with the game such as FPS unlockers offer an option for tapping into the game's Native HDR path via a "HDR" option.

jaunty nebula
# full palm i pointed out the solution to him months ago and he told me after fiddling aroun...

Exactly, I'm that guy.
I used your Reshade hack from here [#1133480106078248980 message] and have been playing the game in Reshade-tuned HDR ever since then, albeit with some tweaked contrast settings (the main two you pointed out in your screenshot) that best align with my in-game brightness values.

Still, I can never experience true blacks within the game. There is always some visibly lifted gamma in dark places like the Chasm Underground.

Part of the reason why I dialed up the contrast values more is to combat those lifted blacks.

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I'm definitely looking for a more native fix cause y'all know the best shaders to employ for this game.

full palm
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Did you compare with sdr...?

jaunty nebula
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I am on an Alienware AW3225QF and honestly, I would just play this game in SDR (cause so many useful third party tools become incompatible with Genshin HDR + Reshade enabled)

If the game didn't look absolutely horrendous.

The gamma is through the roof, the colors are odd and there is visible bloom on every object (shit's straight up making me feel I'm using a Mini-LED monitor or sum).
I've ascertained that this is not a hardware-level issue because my monitor passes all it's in-built tests just fine. In all this time I've owned the monitor I've never been able to pin down the root cause.... This goes beyond me and my layman knowledge.

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I miss how normal and infact beautiful Genshin SDR looked in my Samsung Odyssey G7 VA monitor.

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So basically, I'm only playing Genshin in HDR to make it playable you see.

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This is not what I signed up for when I was getting an OLED monitor. I thought I was gonna trespass into a whole new realm of visual beauty.

full palm
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Hdr isnt gonna fix the game looking like ass

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Because the game looks like ass regardless

jaunty nebula
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With all your knowledge, do you have any idea why SDR fails so miserably for my monitor in Genshin?

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It looked decent in a VA monitor, why not so in an OLED monitor?

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Is it some EDID or color clamping issue at the hardware level..

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I dabbled into that too and it didn't quite make me feel like I'm back on my Odyssey.

full palm
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I dont wanna be extra mean but it sounds like a you issue

jaunty nebula
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When I open the map, there's a visible white veil over it. Doesn't sound like a me issue.

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I've (not yet) been spoiled by true HDR.

full palm
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Unless u can record it or something

jaunty nebula
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Only other HDR I've experienced is WuWa's renoDX HDR and it is okay okay.

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And I always use your settings that you keep sending on the relevant renoDX thread.

jaunty nebula
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I even raised this with the Alienware Team and they had a less than satisfactory answer.

full palm
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If this white veil is visible as you say then it will show up on video

jaunty nebula
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Aight.

jaunty nebula
full palm
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No record with your phone

main wharf
# junior river game is borked

Ugh yea some weird stuff going on I struggle with these, gotta learn more basics so I can at least have a clue.
Not Unity but Titanfall 2 does something like that, main menu is black screen with RenoDX, but game still runs and if you get through menu blindly everything starts working.
I think there's a Unity game in a similar case... Dungeons 2 it seems.
For information SpecialK is able to succesfully upgrade TF2 swapchain with working title menu. SpecialK + RenoDX and everything is fine (well for user anyway, iirc devkit loses snapshot ability when using SK).

jaunty nebula
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The exposure function of my phone is adjusting the exposure and make the game look way better for most of the video.
But for a brief moment, you can see the real exposure.

full palm
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You can lock exposure

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By touching and holding

jaunty nebula
# full palm By touching and holding

Did that. Still makes it look better. That's why it's so hard for me to show people what I'm seeing.

I even turned off all other bells and whistles so that no more post-processing happens. But to no avail.

Just picture what you see in the video but with a "white blanket" over it.

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I resort to turning down the gamma to about 0.90 in the Nvidia Control Panel to combat this.

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0.80 is the sweet spot where all the white veiling is subdued. But everything looks a lot darker so there's that caveat.

woven crag
# full palm its just borked

It really is I never liked it. We have mod for zzz and apparently it looks better than native. You get native on console but I don't like it

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It comes with the ussual gamma missmatch too

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So if you're playing on pc it's very clunky to force the hdr (doesn't always work, need multiple workarounds or scripts for launching the game properly, I tried) I gave up on it. It's gamma missmatch on console but at least you can decrease the UI slider there

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It's not great but it's not something I think it's worth pursuing on either systems. At least is has "okay" hdr on console but I'm not sure if it it's itm, probably is

full palm
full palm
manic gale
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I haven't played GI in 2 years so idk about that, but i was the one who found the hidden HDR on GI and i remember the UI slider used to work.

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It was still trash because of the raised midtones but it was native HDR (and it also looked identical to the native HDR on PS5, i compared the two side by side)

manic gale
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this is true both on the native HDR implementation and when using RenoDX

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the game's untonemapped lighting is just not very bright for whatever reason

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but the highlights from skill effects and stuff go hard so it's quite nice still.

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and ofc with RenoDX you can tweak some of the color grading params to get whatever look you want if you find vanilla too dull.

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ZZZ was interesting though because i accidentally unclamped certain things that the native HDR does not. (one of the bloom shaders clamp the scene hard)

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so overall scene brightness is a bit higher on my mod even with the vanilla preset

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but i don't think the PS5 HDR is bad (either for HSR or for ZZZ), it might be a bit "dull" but that's just how the game is colorgraded, even in SDR, GI is the only one with the gigaborked HDR.

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because i'm sorry i think GI's HDR is borke relative to SDR which is REALLY BAD

manic gale
# main wharf Had a quick look at a shader dump from Genshin someone sent back then, didn't fi...

I did the RenoDX mod for the other two big MiHoYo games (Honkai: Star Rail and Zenless Zone Zero) and exactly none of them had vanilla Unity tonemapping, so GI probably doesn't has well.

HSR/ZZZ had both some custom Uberposts and some vanilla-looking ones, but HSR had a completely different LutBuilder that shared actually nothing with the stock SRP LutBuilder with a custom tonemap curve that kind of looks like an ACES approximation but it's not quite ACES.
(https://github.com/clshortfuse/renodx/blob/main/src/games/honkai-starrail/lutbuilder_0x12F5D245.ps_4_0.hlsl if you are curious.)

ZZZ meanwhile has a stock-looking SRP LutBuilder with an custom tonemap curve and an SDR lut added to it
(https://github.com/MapleHinata/renodx/blob/zenless-zone-zero/src/games/zenless-zone-zero/d3d12/LutBuilders/lutbuilder_general_0xDE838892.ps_6_0.hlsl)

GitHub

Renovation Engine for DirectX Games. Contribute to clshortfuse/renodx development by creating an account on GitHub.

GitHub

Renovation Engine for DirectX Games. Contribute to MapleHinata/renodx development by creating an account on GitHub.

woven crag
# manic gale I made the mod for ZZZ and HSR and i used the native PS5 version as a reference ...

Aligns with my experience pretty much as well. Genshin is omega borked, while zzz does look a bit better, it's as you said the highlights don't pop properly, other stuff that shouldn't be bright is more bright than what you would actually want. It just seems like upscaled SDR and following the SDR grading logic. Someone posted a picture of a lootbox with way higher popping highlight details on it, I've never seen anything like that in its native HDR at all not even close. It's bright, but it's not "tasteful HDR" like it just looks burned and at the same time conservative to me

woven crag
woven crag
manic gale
#

Now both follow the same SDR grading but this is imo how you do HDR correctly anyway.

#

If your game is graded entirely different in HDR compared to SDR you kind of fucked up

woven crag
#

Yeah that's pretty much the uh.. the problem I have with it

manic gale
woven crag
#

It follows SDR a little bit too faithfully to my taste, I would just tone down the overall exposure and let the dynamics in highlights stand out more (like the shoulder setting?)

#

For example in some stages it would make the sky extremely bright but there's just no detail to it just looks burned

manic gale
#

but HDR being accurate to SDR with expanded highlights and color gamut (Lmao as if you had WCG) is the correct way to go about it.

manic gale
woven crag
#

And in other stages there's this foggy lut (like the Bringer fight) which also obscures the combat FX highlights so it's all kinda of a mush. It's just nothing what I'm expected from seeing in reno which I prefer more. It's maybe more correct to SDR but it's just my taste - it looks too much like tone mapped SDR

woven crag
#

Native on console

#

I only saw a few pictures

manic gale
#

Ok yeah i don't particularly love the color grading on vanilla ZZZ

#

so i can't say i disagree with you there

#

both in SDR and HDR

#

but i don't think it's bad HDR exactly, the implementation is fine

#

it's just that their SDR grading is trash, just like the game.

woven crag
#

Yeah it's not bad... It's bright, but... Not graded the way I'd like to see. It just looks like bright sdr to me

manic gale
#

I think the problem is more that the SDR color grading is trash and it turns out trash in SDR is still trash in HDR

#

though i don't actually mind the color grading on Honkai: Star Rail

woven crag
#

on that I would also agree it's the best of them all

manic gale
#

and i use the great vanilla+ preset from @glacial plank (thanks for that <3)

#

my issue with HSR in terms of HDR Is that the game is just dim as fuck?????????

#

like the lighting is just not bright at all

woven crag
#

No?

manic gale
#

wtf is that

woven crag
#

It was never dim to me not at all

#

Often too bright

manic gale
#

i mean i don't think daylight scenes for instance

#

look as bright as i would have expected some times

#

it's kind of weird

#

it depends on the map

#

there are some maps that just look dim for some reason

woven crag
#

Back then I only had an 800 nit TV to play on, and it was already one of the best.. no, the best looking and bright impactful HDR anime style game. Never had issue with it being dim

manic gale
#

I play it mostly on a Steam deck oled

#

and remember the Steam Deck OLED is 1000 nits with no ABL

#

so uh

woven crag
#

It's super weird to hear that

manic gale
#

I mean it makes sense

#

ABL is a thing on TVs because of size

#

the screen is too large and you need ABL because driving a lot of pixels at max brightness would cause the device to draw absurds amount of power and overheat.

#

OLED screens used on devices like handhelds or phones are small and don't have this problem

#

this does mean they are more succeptable to burn in though so 50/50

woven crag
#

This I also learned recently yeah. Some call it physics. I couldn't understand why is 42" C5 still capped to 800 range (I have a C2 and was thinking upgrading)

manic gale
#

I find the Steam Deck OLED not having ABL to be quite interesting compared to my C3 on the living room

#

because it doesn't actually get cucked during daylight scenes

#

compared to the C3 which does.

woven crag
#

I only tested one game in HDR on it so far and it looked incredible but it was ideal oled conditions (slots&daggers)

#

But that was streamed with Reno mod

#

No clue about native HDR titles

#

It did legit pop almost as much as it does on my S95F

manic gale
#

I stream stuff from my PS5 and my PC to the Steam Deck OLED, but i also run native games either with Native HDR or RenoDX on my Steam Deck OLED and both work great.

#

I have the OLED for almost a year and i quite love it

#

I don't really care how old or underpowered it is compared to newer handhelds because no other handheld can give me the same experience, and the OLED users who don't know how to mod in HDR on their games are missing out

woven crag
#

I normally use sunshine/Apollo to stream but I couldn't get HDR/Reno to work properly trough that. It works perfectly on a native steam stream tho. No idea why didn't research further

manic gale
#

I use upstream sunshine and upstream moonlight and both work fine

#

but i did just buy an HDMI dummy plug

#

and flashed an custom EDID to enable HDR

#

becuse honestly virtual display drivers suck and i don't want to deal with them

manic gale
#

I also use Chiaki to Stream HDR from my PS5 and it works well too

woven crag
#

I think it's got something to do with all of those display adapters and sometimes not starting it up right, not sure if related but I already have 2 hdmi displays connected and sometimes when I connect trough moonlight I get this deep fried look

manic gale
woven crag
manic gale
manic gale
#

it's a contiuation of a dead open-source project and they expanded on it a lot for the Steam deck

woven crag
#

This works on Android TV?

manic gale
#

oh uh

#

no

woven crag
#

I'll definetely look into it for streaming my ps5 stuff tho

#

Is it a pain to set up on deck?

manic gale
manic gale
#

intentionally made to be as painless as possible

woven crag
#

Nice, thanks. Will be much better than streaming zzz from desktop, resolution gets all freaked out feelsAmazingMan

manic gale
#

one thing that kind of sucks (and this is the PS5's fault)

#

the PS5 will only expose HDR if you are connected to an HDR display

#

and it only supports having one display calibration preset

woven crag
#

But.. in the case of deck oled, it is always HDR?

manic gale
#

so if your PS5 is connected to a display that doesn't have HDR you will not get HDR on the deck

#

even if you tell it to use HDR

#

because the console is dumb like that

manic gale
woven crag
#

Oh yeah I actually kinda understand why

#

Because it was never meant to stream like that it still operates normally outputting everytging on your main display

#

It's like windows duplicate mode

#

The whole streaming thing was more of an afterthought I think

manic gale
#

and i need to go to the living room and turn on the TV again and put it on standby mode lmao

woven crag
#

Oh yeah can absolutely see this being the issue and I understand why

#

Because I fucked with dual HDR hdmi setup on my desktop enough to know how finicky this is

manic gale
#

i used to have my PS5 calibrated to 800 nits to math the TV but now i keep it at 1000

woven crag
manic gale
#

becuase of the Steam Deck OLED.

manic gale
#

My parents are boomers

#

I told them that already

#

I can't stop them from doing it

woven crag
#

You need to beat it into them

manic gale
#

I TRIED OK

woven crag
#

If I managed to teach them not to burnin anything on our 15 year old plasma...

#

Still looks great btw

#

Puts any LCD to total shame

#

No HDR but black levels and motion are just great. No crush... Good blacks... No blooming... And the motion... It's like watching a crt again

#

It's so good for movies

manic gale
# manic gale I TRIED OK

My mom stopped doing that but my dad still does it for SOME REASON, but he rarely watches TV on the living room and prefers to watch things on his bedroom TV, so it rarely happens.

#

he's missing out since that TV is a crappy cheap LCD from a few years ago but hey i can't account for taste NikkiShrug_in

woven crag
#

Letting my parents keep that plasma TV was probably one of the best decisions we ever did

#

For watching boomer content (no HDR movies and games) it's ideal

manic gale
#

we never had a plasma TV, we just went CRT -> LCDs

woven crag
#

No issues with oled (bad motion, crushed blacks, ABL..) it's just a perfect balance of a smooth and well contrasty natural picture

#

Damn, we really derailed this room. Sorry about that

full palm
#

Wonder how hard it would be

junior river
#

giga hard

#

(you have to deal with pre existing HDR slop bullshit)

full palm
#

Its not worth it for this shitass game anyways

junior river
#

betta to just wipe the slate clean and do SDR path

#

but FG sloppery then starts to flicker

#

shit ass

full palm
#

Genshin has no fg so

woven crag
#

I gladly trade all FG for good HDR

#

I would trade DLSS and all graphic details for better HDR first

#

Folks playing cyberpunk with 5090 maxed raytracing on LCD;;;

#

Me playing with all rayslop and fg slop off enjoying nit perfect HDR

#

Don't need anything else

junior river
#

HDR, FG and PT

#

holy trinity

#

Not playing sub 120FPS ever again

#

and you're not getting 120 with RT/PT

#

unless you have a 9090ti

#

SDRlets really be playing their games like this

woven crag
#

Yeah sure it's best if you can have all, but if I have to choose... HDR comes first

woven crag
woven crag
manic gale
#

but i don't know and i don't care about GI

full palm
#

me neither

crimson spear
#

Automatic virtual display and it saves the settings for each client

manic gale
#

I have something that works and probably works much better than a shady self-signed driver.

acoustic tendon
#

anyone tried "west of loathing" or "shadows over loathing"?

sleek patrol
lapis schooner
#

dump the shader then?

sleek patrol
lapis schooner
true carbon
#

You can dump without devkit

#

Oh wait, nvm. We're in Unity.

main wharf
sly lance
grizzled valley
#

Works in Virt-a-Mate ๐Ÿ˜ญ
(Just a dummy test scene, also don't google this "game" lol)
Strange banding in the screenshot, but I don't see it ingame ๐Ÿค” Oh well

#

Sadly the UI slider doesn't work ๐Ÿ˜”
Pretty sure it's a fully custom UI solution

jaunty nebula
jaunty nebula
# full palm Yeah this white blanket description is extremely vague

Another way I can describe is that there's a "white veil" over everything.
Let's say I'm looking at a part of the map that has green all over it (due to grass). There are raised and noticeable level of white like as if the gamma has been cranked up too high. So the green ends up looking more like light green than normal green.

Hope thi description suffices. e

crimson spear
#

It requires these upgrades to work correctly. aspect ratio RGBA8 Unorm will break screenshots

main wharf
main wharf
main wharf
#

Included internal LUT upgrade for the game (Constance) assuming is 256x16, so possibly RGBA8_typeless Output Size or Ratio is enough now

crimson spear
#

It is 256x16, yeah

grizzled valley
acoustic tendon
#

how come i cant change the offsets

#

the uis being effected by the game brightness

main wharf
#

"if possible"

#

Setting being locked means there is no possible offset currently

#

It may change depending game status tho, like... No offset in title menu but it becomes available once in game or something

acoustic tendon
#

gotcha, well thats too bad for ball x pit :(

#

i mean i dont usually change from the 203 stuff so its already fine

main wharf
# grizzled valley <@328585230657257473> can I dump the UI shader and patch it ? Is there a tutoria...

Yeaaaa, first you can try a different value for Scaling Offset in Compatibility section (advanced settings mode). If available, this moves Game/UI separation, does the trick in quite a few games.
Tonemap Offset is the same but for tonemap/grading, let's say saturation/contrast also affect UI.

Regarding dump, download devkit (64 - 32 bits) in game folder (can be loaded along addon), turn on Auto-Dump, make sure to fully load game, not just title menu. Then you can send zipped renodx-dev in this channel, with ReShade.log could help.

main wharf
woven crag
#

shader for ballxpit

acoustic tendon
#

lol never seen something like this

#

how it should look

woven crag
#

I think this is what happens with lut shaper on pq when missing shaders. Have you tried vanilla lut?

woven crag
#

here's Kotama fixed using reinhart, I missed that same animation will try to capture it later

junior river
#

looking good

woven crag
junior river
#

abysmal

#

SDR never cook again

woven crag
#

hm?

junior river
#

Not critiquing you

#

But the game

woven crag
#

Ah yes, so much missed potential. I was upset as well the moment I saw the game

#

But they are HDR? Left ones are taken from steam store

velvet moth
#

Steam store has HDR pictures?..

kind kernel
#

no

#

sdr pictures are from the steam store

main wharf
vapid pulsar
#

Jeez that HDR one was bright as hell with the white

crimson spear
#

You can apply the patch with git apply -v d:\Downloads\constance_uber.patch

main wharf
# crimson spear You can apply the patch with `git apply -v d:\Downloads\constance_uber.patch`

Can I..? Don't underestimate my cluelessness, I have it failing now..

Checking patch src/games/unityengine/addon.cpp...
error: while searching for:
    UberGammaOnDraw(0x1E11059F),
    UberGammaOnDraw(0xEC26FAEC),
    UberGammaOnDraw(0x396CDE5E),
    // Neutral
    UberNeutralLinearOnDraw(0x0B383A2F),
    UberNeutralGammaOnDraw(0x0EA73DAA),

error: patch failed: src/games/unityengine/addon.cpp:1019
error: src/games/unityengine/addon.cpp: patch does not apply

Will try again tonite, heading to work soon

#

Nice hacks tho, didn't now about this patch thing

crimson spear
#

Ah it's alright, it's because your local commits don't match mine

#

(This is my attempt of forcing you to learn git commands)

acoustic tendon
#

Probably was not helped by the fact that my game was in all red as well

crimson spear
main wharf
#

Ikr, why did I even start this addon again ๐Ÿ’€

main wharf
cyan shadow
#

Okay, got a really weird game for ya. Tried Fullbright Presents TOILET SPIDERS, but Add-on says shaders are missing and the screen is nothing more than this...

#

It's this game btw:

#

There are quite some light bulbs and stuff that can really benefit from HDR, despite the low poly pixelated look.

main wharf
# cyan shadow I've dumped shaders ๐Ÿ™‚

Aye thanks, you can try this. Also:
@crimson spear @radiant pagoda Added more Constance shaders.
@acoustic tendon Added Great God Grove shaders. (@woven crag) It seems Ball X Pit shaders are already in addon so... What you can try is Blit Copy Hack to "Scaling only" after which Scaling Offset may become available. If no Offset value changes anything then chances are one would need to gather and manually scale each UI shader. Not something I really plan to do here...

woven crag
#

That's ok ball x pit isn't really in dire need of it

#

The UI somehow blends nicely with the game and doesn't intrude at all

main wharf
#

Yea likely game runs whatever post-processing there is on UI

acoustic tendon
#

not sure which settings to try next

#

does devkit tell me what i should use

main wharf
# acoustic tendon

I'll check dump again, might have missed something.
Or maybe game does some resolution scaling and needs Output Ratio on rg11b10

acoustic tendon
#

should i put both to output ratio

#

ball x pit, the scaling offest did not become available with the blit copy hack

main wharf
# acoustic tendon should i put both to output ratio

Nah no need. If RGBA8 Output Size was not enough, you wouldn't get anything above SDR range (game brightness level).

RGBA8 upgrade is to unlock values above SDR (highlights), and RG11B10 is to unlock bt2020 colors.

main wharf
cyan shadow
#

Vanilla SDR

#

HDR Add-on

main wharf
#

Thanks, probably a typo somewhere will check now

cyan shadow
#

Wow, djeess thanks!!! Do you ever sleep hahaha ๐Ÿคฃ ๐Ÿคฃ ๐Ÿ˜…

main wharf
#

I wish ๐Ÿ’€

cyan shadow
#

I can help you with that. First step: delete Discord account. ๐Ÿ˜œ

main wharf
#

A bit desperate but it reminds me of another game that would do something similar

#

I'll have to go through all the games I added to the list (and old individual unity mods that were merged) to make sure I didn't break anything so I can add โœ… on wiki.sigh
Maybe I'll just assume stuff works until someone reports "is broken"

cyan shadow
#

Now I can be scared shitless of Toilet Spiders in HDR... seriously... Toilet... Spiders... in H - D - R !!!! ๐Ÿ˜Ž ๐Ÿ˜ฏ ๐Ÿซฃ

#

No one plays this game (literally no one!!) and I'm the first to play it in HDR thanks to you! ๐Ÿ˜‰ ๐Ÿ‘Œ My life is complete now. ๐Ÿ˜‡

woven crag
woven crag
pale bloom
#

life is strange before the storm remastered support ?

faint loom
haughty dock
#

skate story missing shaders wojakdead

main wharf
#

Thanks

haughty dock
#

pumbo says it may end up getting reworked HDR officially (he apparently got some help in hdr den)

main wharf
#

Yea that was what I thought from back when demo released

#

aw right I didn't know there was a follow-up to this, good to hear ๐Ÿ™

main wharf
haughty dock
#

thanks!

acoustic tendon
#

btw im still getting the missing output shader warning in skate story

haughty dock
#

there might be more permutations to get

#

I haven't played yet, it was just missing at the main menu

#

(also yes hdr off)

acoustic tendon
#

yeah loading into the first level it went straight back to sdr sadly

haughty dock
#

I'll dump that one too

faint loom
acoustic tendon
#

idk whats the new or old ones in here so heres all of it lol

haughty dock
acoustic tendon
#

how do you figure out what the specific ones you want are

#

it auto dumped me 295

haughty dock
#

for unity, output shaders will have a reflection with uber in the name

#

it's towards the bottom, you'll know you're close when you see things like depth of field and bloom in the reflections

main wharf
#

Will check tonite

main wharf
main wharf
main wharf
acoustic tendon
#

this game sure likes WCG!

#

success!

#

with Upgrade R11G11B10_FLOAT

#

without it its bt709

main wharf
pale bloom
#

life is strange before the storm remastered support ?

still flare
#

@main wharf Here's the dump and I included the ReShade.log in the archive as well. This is from House Party which runs on Unity.

pale bloom
main wharf
#

Thanks for dumps! Started adding shaders, should be able to finish tonite (12h from now).

faint loom
main wharf
# pale bloom

Doesn't game have native HDR? Some shader code suggests that.

main wharf
still flare
#

Ooo, main menu doesn't have the big 'negative' area glitch on it anymore. Loading into the game now.

#

Looks like it's working so far. And this game is one of the ones where the sliders don't update in realtime. I have to go into Graphics and tweak the Brightness slider up and back down a tick before it'll update.

main wharf
#

Yea there was likely a warning in addon about a missing output shader. Would've been below color grading sliders so maybe too easy to miss, I gotta move warnings at the top when I get time.
Wait, maybe renodx/imgui has an option for that so I don't have to manually move stuff around ๐Ÿค”

still flare
#

Oh man, it's been a while since I played, I forgot they have a neon sign in the backyard. It looks so good with HDR.

main wharf
still flare
#

Yeah, the warning about the sliders not updating in realtime did come up. I'm not sure if it did.

#

House Party all takes place in one map, so I don't think anything should really change.

#

I'll have to do a bit more testing with some slider options and such.

pale bloom
pale bloom
#

getting this on some places
Happened before also, before dumping shaders

pale bloom
main wharf
main wharf
#

ReShade.log might have helped with the other glitch but dont bother I'll check game tonite and likely refund (unless game's any interesting..?).
My guess is that object highlighting originally happens in LDR after post-processing along UI. Upgrading corresponding resource to HDR format (rgba16_float) causes it to break.
Tonemapping/grading are relatively easy to find (same magic values appear in these shaders), but that one effect in dump is a needle in haystack, hence including ReShade.log along shaders dumps being welcome.
Again in this case I'll check myself after work, should be a matter of a few mins (basically just to play game until I encounter issue).

inland dew
#

glad i found this thread wooo. Ive been curious about getting HDR modded into Single Player Tarkov mod for Escape From Tarkov. I was goofing around with the devkit, decompiling shaders in the past but thats as far as I got lol. Im not an HDR wizard, just an enjoyer. I installed the Unity mod with default settings in the mod and some of the sliders work, some dont ๐Ÿคทโ€โ™‚๏ธ Im not sure what goes on behind the scenes but Im willing to help any way I can to get HDR modded into SPT-EFT.

#

if anyone wants to crack into this with me lmk ๐Ÿ™

main wharf
inland dew
#

ill load it up, 1 sec

main wharf
# inland dew

Aye thanks. Well yea, I'm not sure then.
Note that SDR EOTF Emulation and UI Brightness are likely to work out of the box in many games, doesn't mean HDR is unlocked.

inland dew
#

gotcha. should i be looking for some stuff in particular in the devkit? i remember awhile ago marat was telling me to look for a shader that had uber in the reflection

main wharf
# inland dew

Mmmh. Swapchain Encoding was automatically set to Gamma here I think since slider is locked, so... I guess at least one shader game uses is already in addon somehow.
You can try to dump shaders with devkit and send here with ReShade.log

main wharf
inland dew
main wharf
#

wut

#

But it does nothing xD

inland dew
#

I wonder if battlestate games is flexing their ???????? coding here

main wharf
#

Aw uhm, maybe start looking from the end

inland dew
#

they are notorious for making peoples heads spin when it comes to code and logic

main wharf
#

Like, from latest draw backward

#

Nah I mean, there's one thing happening. Sort of exposure maybe

inland dew
main wharf
#

That's ReShade.log, might be helpful

#

Regarding dump, download devkit (64 - 32 bits) in game folder (can be loaded along addon), turn on Auto-Dump, make sure to fully load game, not just title menu. Then you can send zipped renodx-dev in this channel, with ReShade.log could help.

inland dew
#

np np 1 sec and ill get that done

main wharf
#

No rush ^.^'

inland dew
main wharf
inland dew
main wharf
main wharf
#

Woops. I should have checked with various game settings ๐Ÿ˜…

pale bloom
#

ui is fixed, highlights are working here

main wharf
# pale bloom

So this is cutscene maybe? Will check what's going on there

pale bloom
crimson spear
#

Sorry I'm passing it onto you ๐Ÿ™

fading cradle
#

Hi. I'm curious to know if you have the opportunity to release a RenoDx mod for Terminator 2 No Fate? It uses the Unity 6 engine. In my opinion, gradation and banding would not hurt to adjust in this game, if it is possible, of course. Or maybe there is some kind of universal addon?

lapis schooner
fading cradle
fading cradle
woven crag
#

Just make sure you're playing and the stuff (shaders) you want modded is on screen

#

Sometimes it takes a while before you can dump I'm not sure exactly how it works best to like play for a minute

lapis schooner
#

latest addon reshade should be fine

woven crag
#

As Voosh once said despite it's name, there's lots of different branches and forks of Unity and lots of different shaders used across many games, it can be quite like a duck hunt to get them all.

The UE universal mod is somehow a lot more compatible with almost every game I tried, while for unity, almost every day there's some new game that popped up that's not in the mod yet or they're doing some other trickery that needs to be dealt with despairge

true carbon
woven crag
#

I don't think that's me I'm really not doing anything here despairge

true carbon
#

Oh

main wharf
crimson spear
#

Works perfectly, thanks

faint loom
lapis schooner
ebon stream
# faint loom

Chained Echoes worked for me, at least in the starting area, but i boosted the highlights a bit for them to pop a bit more

faint loom
#

Maybe I did something wrong

ebon stream
ebon stream
main wharf
#

Might be RGBA8_typeless upgrade to "Any Size"..! Used to be default and now is "Output Size"

main wharf
#

I'd guess either game renders downsampled or more likely uses 256x16 LUT. First one would be unclamped with "Output Ratio" (unless game has fixed ratio that is different from monitor), 2nd with "Any Size" only.

#

If 256x16 LUT I can add game's .exe name to existing list in addon so game works out of the box.

main wharf
#

If there was a warning about missing output shader in addon UI, you'd want to trigger the warning again with devkit basically, then dump (or have auto-dump running).

lapis schooner
main wharf
#

wut

#

well uhm

#

Lol

#

7 shaders game

lapis schooner
#

will devkit not dump shaders without unity engine addon or something?

main wharf
#

-# vertex included

lapis schooner
#

or maybe it's just all texture art idk

main wharf
main wharf
lapis schooner
#

i had autodump running the entire time

main wharf
#

So like, you could get Game/UI Brightness to work, and Tonemap/Grading to avoid UI, along with "FakeHDR Boost"

#

If needed, try to play with Scaling and Tonemap Offsets in Compatibility section

#

Likely both offsets would be same value in this case

lapis schooner
#

i didnt actually try unity engine addon to be fair

main wharf
#

๐Ÿ˜„

#

Can always run both first time if unsure.
But unless addon warns about missing output shader, I can't guarantee I can do something with dump.

lapis schooner
#

i dont understand any of this shit ๐Ÿ˜„

#

game brightness changes whole game, ui brightness causes entire screen to randomly flash

#

either way its not working, 202 max nits and extremely bright (looking wrong)

main wharf
#

aw uh yea

#

Try swapchain encoding to gamma

#

Still in Compatibility Section

#

It's like uhh, SK EOTF thing

#

That would be Linear in most Unity games but not this one it seems

lapis schooner
#

with gamma, looks closer to SDR and not insanely overbrightened anymore, still seems locked to 202nits

main wharf
#

Yea I dunno, game may not have any HDR information to extract. You can try to increase RGBA8_typeless to any size or maybe add RGB10A2_typeless but since game seems to only use only 4 pixel shaders all being simple copies 0 maths, I'm doubtful.
FakeHDRBoost in Effects is like ITM sort of, could try that, if you can find some usable Compatibility Offsets that is.

#

I know what causes the random flickering,and I had a couple ideas to fix or workaround it, gonna try when I get the chance

#

But yea in this case I dunno, might aswell just use any ITM. Not sure RenoDX has any benefit over SK here

lapis schooner
#

not seen analysis show anything outside of 100% BT.709 either

main wharf
#
Texture2D<float4> t0 : register(t0);
SamplerState s0_s : register(s0);
cbuffer cb0 : register(b0){
  float4 cb0[4];
}

void main(
  float4 v0 : SV_POSITION0,
  float2 v1 : TEXCOORD0,
  out float4 o0 : SV_Target0)
{
  float4 r0;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = t0.Sample(s0_s, v1.xy).xyzw;
  o0.xyzw = r0.xyzw * cb0[2].xyzw + cb0[3].xyzw;
  return;
}
#

This is the most complicated pixel shader dump has

#

All other 3 are even simpler copies, and already in addon

woven crag
#

What is this cursed game you're trying to make it work V-Sync?

fading cradle
#

@lapis schooner Greetings. I see you did a T2 dump, thank you very much, and now maybe someone from their local experts will be able to perform certain manipulations? In general, are we waiting for a special addon for this game?

lapis schooner
#

this is generally true for all pixel art based games i imagine

woven crag
#

wait

#

that's funny. the game works. it was just the cutscene that's borked

#

don't bother. might add it to list as working, except cutscenes (who cares it's probably just the intro)

fading cradle
lapis schooner
#

ยฏ_(ใƒ„)_/ยฏ

main wharf
faint loom
#

hdr looks broken here

lapis schooner
#

will need some work i think, couldn't get it to look the same as SDR with any of the sliders (looked overbrightened in HDR)

lapis schooner
delicate orchid
#

What do I have to do, to get Sons of the Forest working with this? I tried the mod linked in the wiki but that one just crashes for me

woven crag
# main wharf Here maybe, added just one shader with different tonemapper. ACES for cutscenes,...

As always thank you Voosh for your work. It wasn't even necessary but i would agree it's a good idea to add a simple shader like this one to fix the intro to the game so you can add it to the list of compatibles, instead of giving false impression to anyone when starting the game with the addon, because the game part works just fine after you get into it. If I remember game works correctly with ootb settings no upgrades needed.

And if we continue catching shaders like this, does this expand overall addon compatibility or no, or you think some of these can be entirely custom and some of these additions are only a one-time case improvement?

pale bloom
woven crag
#

Holy deep fry

#

Was it supposed to look like that?

pale bloom
#

no

main wharf
main wharf
#

Addon UI would say

#

You can use devkit again to dump corresponding shader, I dont have game anymore

lapis schooner
main wharf
main wharf
main wharf
#

Might have to do with the update to highlights and shadows sliders v3 aswell

main wharf
# faint loom hdr looks broken here

It does indeed. Had a first look through dump and shaders that are already in addon, couldn't find any issue there. Will have another look later, maybe I missed something.
Don't forget ReShade.log along dump, gives some more information

pale bloom
#

shaders included

pale bloom
still flare
#

@main wharf Could you take a look when you get a chance? It seems to be partially working, highlights are going up towards 1000 nits, but the whole image looks completely washed out. It doesn't look like the SDR version at all.

surreal haven
fiery vapor
#

back on my beat saber bs again ruukotogiggle

#

feels like there's one more thing that needs to be uncapped

#

ok I found the shader

#

getting rid of the saturate allows the bloom to go so much brighter

#

before

fiery vapor
main wharf
still flare
#

That could be it, let me check real quick.

#

So I did try to look for that because I know you've mentioned it before, but Swapchain Encoding is locked to Linear. Mousing over it just says it's disabled if detected automatically.

main wharf
#

Aw mmmh. Will check later thanks

fiery vapor
main wharf
main wharf
main wharf
fiery vapor
#

hold on I gotta update my version of renodx untiy then

main wharf
fiery vapor
#

but yeah I am thinking that it could benefit from being able to use the renodx tonemappers

main wharf
#

Yea I just added it

fiery vapor
#

nice

main wharf
fiery vapor
still flare
still flare
#

Ah hah, sure enough. I was able to go into ReShade.ini's renoDX section and change Swapchain_Encoding from 0 to 1 and it works in game. Still shows the slider as being disabled though, weirdly enough.

#

Oh man, it looks so good now.

fiery vapor
#

oh also, is it just me or is the github page not showing more commits?
it says the last commit was 2 weeks ago but the last build was 25 minutes ago?

true carbon
fiery vapor
#

ah

fiery vapor
#

I hope there's another commit soon

full palm
#

What difference does it make lol

fiery vapor
#

more shaders

uneven sluice
#

#1413695723404398674 message there's a build here from just 2 days ago

main wharf
main wharf
#

Aaaaaah, found why it happens, I was just too exhausted yesterday.
Basically game has a custom rule to get RGBA8_typeless Any Size upgrade, and since custom rules can include Swapchain encoding, addon automatically locks slider when game has an exisiting rule.
It's just that I forgot to add Gamma encoding to game's rule... Should be automatically set to Gamma from next build, thanks for letting me know!

fiery vapor
#

this shader in clover pit... changing the number in line 65 increases the brightness but I can't figure out how to make it actually be uncapped

faint loom
faint loom
main wharf
main wharf
main wharf
pale bloom
main wharf
pale bloom
#

Chapter 1 - Junkyard
Chapter 3 - Burned forest

main wharf
pale bloom
main wharf
main wharf
#

I just hope it doesn't break the rest of the game ๐Ÿ™ˆ

pale bloom
#

do i need to upgrade resources ?

main wharf
#

Maybe I'm reading log wrong ๐Ÿค”

#

Nah this seems to make sense. Usual shader replacement:
| INFO | [RenoDX] utils::shader::OnCreatePipeline(replacing 0xd26f4d0b with 44692 bytes at 0000021F1568E0C0)
Hotswap:

| DEBUG | [RenoDX] utils::shader::BuildReplacementPipeline(Replacing 0x3f2260da)
| DEBUG | [RenoDX] utils::shader::PipelineShaderDetails(Replacing pipeline for 0x3f2260da, pipeline: 0x0000021f3e5f7438, index: 0, type: pixel_shader, stage: pixel_shader)```
#

Can't see another reason why replacement would look different in log for a couple shaders

main wharf
pale bloom
# main wharf Try this one maybe...

same result,
then tried upgrade - it fixed the second scene
but truck light is still bugged, i will try to see if it happens in sdr,
upgrade causes the previous ui bug

#

sdr has no light

dense thorn
#

lmaoo

main wharf
#

Is probably just bloom

main wharf
woven crag
#

I've ran into my first game where I had to set swapchain encoding to gamma, but there's something about it that still doesn't look right...

HDR analysis reports highlights reaching targets but it doesn't look right (compared to autohdr or what you would normally expect), I tried:

  • upgrading everything (can this break things?)

  • compatibly scaling offset 1-5

  • swapchain proxy, I tried ticking pretty much everything that was available

So HDR is "working" but doesn't look right.

What could this be any clues?

Game is Death Must Die, I can dump shaders later but there's no warnings about missing shaders.

So without swapchain encoding gamma it doesn't work, but with it, it looks a bit odd. UI brightness slider does work.

I'm just curious what's going on here. It's a weird situation because if you glance at the analysis it seems to be working but tonemapping just doesn't look right to me

main wharf
#

Aw wait nvm. I thought it could be a missing lutbuilder since this doesn't have a warning (rather rare case), but then Swapchain encoding would be locked so this ain't it

woven crag
#

i can make a dump or some screenshots, there was something about it that felt weird

#

the first odd thing is that in your outpust everything seems to be clamped to SDR, and then during gameplay I do get some pops to 1000 or more but.. just doesn't look right...

main wharf
woven crag
#

probably just dim

#

let me do a few more screens and a dump

main wharf
#

Clamped would remain below 203 even when increasing Highlights or FakeHDR Boost Effect

woven crag
#

ok. yeah i can get it higher with those but it looks fried (no detail)

main wharf
#

I mean, is there any detail to recover even..?

woven crag
woven crag
main wharf
#

Like, even this (from Steam page) looks pretty dim, maybe the blast in the middle can get brighter I dunno

woven crag
#

it shows a peak of 1300 but overall it still looks like SDR

#

and these two are with fake HDR boost +50 and +75

#

it's closer to what I would expect to see but doesn't feel right we have to fake it?

main wharf
# woven crag it shows a peak of 1300 but overall it still looks like SDR

I can't say for sure without having a look at the game, but from Steam store page environment doesn't seem to have any lighting or anything, looks like raw textures.
Some games only have a few effects leaving SDR range. Probably someone experienced could modify the game in depth to change that, but this ain't really the plan with this generic addon.

main wharf
woven crag
#

so it's kinda like a vampire survivors thing?

main wharf
woven crag
#

I see. so a game must use some kind of lighting shader tech to make it modifiable, and these are just raw textures?

main wharf
#

Dynamic lighting is where HDR comes from

main wharf
#

Like, a character's face texture wouldn't be blown-out

#

It would be clear with all the detail

#

Then it's all the light and other stuff that happens in game that would eventually cause face to become white blob

#

So if game simply uses textures "as they are", without anything else going on (lighting and whatnot), I think it's expected to get mostly SDR

#

Eventually post-processing can add some range in this case, but this is already "fake highlights" territory (bloom, contrast and such)

uneven sluice
#

This Ain't Even Poker, Ya Joker works ootb with the addon
game is very clipped by default (and very bright with default 203 game brightness)

kind kernel
#

When I looked at Life is Strange remastered for HuntRider earlier this week, I saw in the renderdoc capture that untonemapped the sunโ€™s colors barely hit like 0.75, so some games are just reallyyyy dim and/or just donโ€™t really make use of HDR lighting

pale bloom
main wharf
main wharf
main wharf
main wharf
#

Yup'

pale bloom
main wharf
#

Thanks. Yea I dunno, I'm pretty sure I tried this already earlier, so I don't see it working. I'm probably missing something.
If this doesn't work I'll just grab game again, please send save file

main wharf
#

Save location: %USERPROFILE%\AppData\LocalLow\Square Enix\Life is Strange_ Before the Storm\RemasteredSaves\<user-id>\SLOT_##\*.Save

main wharf
#

Different game settings maybe? I'm on "Hella High" preset

pale bloom
fiery vapor
#

usually R8G8B8A8_TYPELESS will be set to output size by default but it seems that you either disabled it or you're using a config that was generated on a version of renodx that didn't upgrade it automatically

#

if that doesn't work

pale bloom
fiery vapor
#

hmmm...
I think voosh will have to play the game a bit more to see what's going on

pale bloom
main wharf
main wharf
main wharf
main wharf
main wharf
#

Some overlay (Nvidia App/RTSS) or something..?

pale bloom
#

I am on laptop

main wharf
#

I'll check tonite or tomorrow morning

pale bloom
pale bloom
main wharf
#

Comparing with my own log later hopefully will clarify things

main wharf
pale bloom
main wharf
#

Wtf... Ok I really don't get why this happens. Game is trolling ๐Ÿ’€

#

I guess there's one thing I haven't tried but it didn't seem like it would help

pale bloom
#

๐Ÿ’€

pale bloom
void hollow
#

Reentry - A Space Flight Simulator seems to have extreme performance problems with reno :(
Loads fine and that but fps jumps off a cliff

main wharf
main wharf
void hollow
main wharf
#

Aw wait wut

#

Actually, addon loads twice somehow, and second time is dx11

main wharf
#

Maybe is what I'm seeing I dunno. Because Steam page only mentions dx11, so I'd guess the d3d12 stuff at beginning might be gibberish external

void hollow
#

its a dx11 game so i have no idea

#

i mean folder there

main wharf
#

vkd3d-proton.cache

#

vkd3d-proton is a fork of VKD3D, which aims to implement the full Direct3D 12 API on top of Vulkan.

#

Uhm. Yea I dunno, I'mma just ignore the dx12 part for now

void hollow
#

yeah it's proton stuff but it shouldnt interfere

main wharf
void hollow
#

if i were to just blind guess, vram usage spikes like crazy after loading into game so maybe the upgrades are doing something weird to textures

main wharf
#

Not weird, that's expected

#

Turning on HDR in any game usually does that, to different extent depending the game and game resolution

void hollow
#

when i force super low resolution and graphics settings, i get like 40fps and then 10fps and it switches back and forth every couple seconds

void hollow
#

cuz all the textures of the skybox take like a minute to load instead of seconds

main wharf
#

Aw, mmh. Well I hope this isn't some linux/proton setting thing because I'd be rather useless.

void hollow
#

this game and ac black flag are the only ones i've had not work out of my entire steam library so i doubt it

main wharf
#

Is swapchain proxy enabled? If so can try to disable if game allows it.
Else, can try to turn off rgba8_typeless upgrades, at least for testing purpose.
A very few games don't need it, might even be lucky.

void hollow
#

oh yeah right lemme check

#

it runs fine in the menu btw, just in the levels

#

yeah no difference

main wharf
#

Aw also, is game in (borderless) window? Avoid exclusive fullscreen (if available)

void hollow
#

ok it needs the default upgrades, only had fullscreen or windowed option so used addons borderless and this moon textures was set by default to 16K x 16K so i just lowered it and it still runs quite bad but it's 50fps atleast so i think that fixed it?

main wharf
#

I don't know, depends on framerate with same settings without addon..!

void hollow
main wharf
#

oO

void hollow
#

ok seems like about 5fps slower with reno

#

maybe 10%

main wharf
#

You can try this build if you want. It's a bit random, just disabled some RenoDX code that was causing something slightly related, some textures would be entirely missing/invisible.

main wharf
#

Well I guess it depends on hardware and how much headroom before Reno is added, but yea I dunno

#

Might be expected maybe

main wharf
# main wharf

Uhm ignore this univ addon, I meant to forward the picture as this is the code I disabled in above's unity addon

void hollow
#

hmm never got this error before

#

only got 10gb 3080

main wharf
#

I see

void hollow
#

well ok that might have been the main problem then, just vram...

#

i am stuck at 250 nits peak tho but can try some upgrades

void hollow
#

i see

main wharf
#

Yeaaa, I think RenoDX just made existing issue even worse by upgrading textures to HDR format

#

Well glad game's at least playable.

main wharf
main wharf
#

R10G10B10A2_typeless could also be clamping, that is usually the case in games that use FSR1/RCAS but not only

void hollow