#Unity Engine
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ofc there's none bcoz I'm a lazy %$#๐
This is ACES LutBuilderHdr so it has some more color space stuff (AP0/AP1) but at least has some comments
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
Well thats just the main menu
we dont know what the rest of the game has in suprise for us
its out tomo
I see. Different lutbuilder for title menu has been seen in quite a few games, so yea there may definitely be more then
assuming if it stays the same
then i just need to patch the uberposts then?
tonemappass and stuff
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...
In Uber/Post-processing final pass there can be saturate(s) for user LUT (= baked), dithering and FXAA
but im sure they're gonna throw some oddball in there
with the effects
once we have things in
I'm not sure about "untonemapped" there
Remember if HDR Lut only has grading, then it doesn't clamp.
LUT output should still be HDR/untonemapped
What follows looks like dithering (?)
Be careful as untonemapped is linear (before arri encoding), lut output is linear too, but dithering happens in SRGB space.
right i asked maple earlier and she said it was srgb encoding at the bottom or something
Yup'
And there is no decode, so this shader outputs srgb
RenderIntermediatePass will do that for you if set accordingly
However, you probably still want to srgb::Decode dithering output or you are running ToneMapPass with (linear_color, gamma_color)
Anyway, I just wouldn't do ToneMapPass with 2 parameters here since there is nothing clamping.
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
what would u do here with tonemappass instead
Well well well... It kinda depends on whether game ever uses a different lutbuilder.
In that case I would ToneMapPass in lutbuilder, just ToneMapPass(o0.xyz) with no tonemap
So that when lutbuillder with Tonemapping shows up I can ToneMapPass(untonemapped, o0.xyz)
And both tonemapppasses should be able to co-exist, assuming game doesn't ever do 2 lutbuilder + 2 uber in same frame
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
i think its this one probably
untonemapped and graded sdr color
I guess. Except since there is no tonemapping, and internal LUT grading is "HDR", you're currently having in uber (untonemapped, graded_hdr_color)
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 ๐คท
if the game stays this simple (cope) then I just need to do the lutbuilder and potentially leave the uberposts alone?
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
Well if it stays like this, no tonemap ever and same lutbuilder, you can do whatever really
This means game is unclamped with just resources upgrades right?
So you can pretty much run ToneMapPass wherever it pleases you
SRGB encoding from dither would strip negatives unless replaced with EncodeSafe, so that's some more work with the lutbuilder way
Alternative would be to ToneMapPass in uber after dithering, bit like you already have
Bro can do a trillion Unity games but cant Tonemap Ass

Duality of Man
I fear the man who has practiced one kick 10,000 times
Hopefully endfield isnt one of those games that spawns 20+ uberposts

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
The official demo for "There are No Ghosts at the Grand".
Play it now on Steam:
https://store.steampowered.com/app/3992630/There_Are_No_Ghosts_at_the_Grand_Demo
Join our discord to join the community and give us your feedback!:
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Looks pretty clipped
Rorange
does this add HDR to total chaos ?
should i use this with reshade to implement HDR with total chaos ?
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
iam already playing at chapter 2 in reached in the graveyard
should i try or wait for fixes
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.
Until I add missing shader(s) or figure whatever is going on and update addon that is
@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
Same frame
Same Lutbuilder draws twice, sampled by two different ubers
d3d11on12...
Works out of the box it seems. Needs Swapchain Proxy and r11g11b10_float upgrade
Aw spoke too fast, r11g11b10 upgrade crashes game. Will try with cloning, unless it's actually something else that clips WCG
Yea seems good with cloning, is rg11b10_float that's clipping so needs upgrade
Oooh, forgot to remove devkit to test ๐คฆ
Aw yeaaa, no need for cloning it seems.
I think that was just due to having devkit, maybe doing some pipeline cloning or something
do you have a link to the aces approx on unity's github
It's the #else. afaik runs RRT > approx curve > darktodim > desat > d60/d65 thingie when going back to bt709 at the end
ya ap1 is d60
what color space does this work with
Ah alright. Sorry, playin this one with my gf and trying not to mod it myself but still wanted to help ๐
Someone tested Hail To The Rainbow ?
graphed unity ACES and made a version that diverges at the shoulder and stops compressing there
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);
diverges at x = 0.499412
the extended curve is just y = 0.73014784681x + 0.0129418403546 if x > 0.499412, otherwise vanilla
All good, quite easy to miss there are 90 other draws between both uber passes. Addon is equipped to handle that, but the "missing output shader" warning currently doesn't show in this edge case unless both ubers are missing, which is definitely an oversight. Will try to improve that
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?
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
Sounds like a missing shader, at least the complete change during some effect. Thanks for the report, I can have a look.
Sure, if I can provide any more info that would help just let me know
Noice thanks! Other approximations are also commonly used, Stephen Hill's curve in the same setup (RRT > curve > darktodim...) by Unity or with its matrices by plugins. Narkowicz's also appears in plugins. I dunno if I can figure these out, will have to look closely what you did there when I get the chance
basically when the third derivative of the function is equal to 0 that gives you the knee of the shoulder so I made that the divergence point. from there what I do is just find the slope of the curve at that exact point and have it continue as a straight line from there
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
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.
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.
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.
Sektori works well out of the box with the mod
am i crazy to want to try pentiment
@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 ๐
Native HDR | RenoDX HDR
Looks completely cooked. This is SDR updrade path
I can dump shaders though in case that helps
looks deepfried
this is what heppend to me when charging attack game became too bright Upgrade R11G11B10_float and set Compatibility Scaling Offset to 1 for UI brightness , how do i do that ?
and what is the best settings
R8g8b8a_typeless (the one enabled by default) to Any Size maybe?
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.
Another missing shader thanks will have a look.
R11g11b10 upgrade and scaling offset was for another game (Kotama and Academy Citadel), nothing to do with Total Chaos.
For information, both are available in RenoDX advanced settings at the bottom, in Compatibility and Resources Upgrades sections.
Afaik Total Chaos works with default settings, tho I'll double check to be sure
Best settings I dunno...
Peak brightness should match monitor/TV specs, rest really mostly is personal preference.
If unsure, everything default should be "SDR" but with unclamped highlights and colors.
As for Compatibility/Resources Upgrades, you can refer to wiki
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.
did you ever get vampire survivors working
i added turbo overkill to the unity mod list, looks great out of the box
Oops, thanks it should be there indeed, all settings supported (iirc they have an alternate grading option that gets rid of ACES tonemapping)
Can't remember if r11g11b10 upgrade is needed, I can double check later
Might as well add Ball X Pit to that list I just need to check which resource upgrade I used
omg, it worked ๐ Thank you ๐
Aye. Small LUT maybe, so the baseline upgrade doesn't catch it. I would like to add LUT resizing to improve color accuracy in this case, is in the pinned to-do list.
Had no luck so far, gotta try again without devkit maybe.
Oh yea, this happens with in-game Bloom disabled, my bad I forgot to check various in-game settings.
Also with Film Grain disabled, or both*
works with defaults, but UI slider doesn't work. (game=UI). compatibility scaling ofset is unavailble. UI is not a big deal in this game it's fine for me not working, but just letting it out there. there is also a demo. it's a very popular great game
Seems to not make the game HDR. The sliders for contrast etc do work, though
Using this version because in the shaders are not included in the normal version
What game is this? Maybe missing resources upgrades (Settings Mode to Advanced then scroll down) ?
R10G10B10A2_typeless maybe, or if you're using DSR/VSR or some kind of resolution scaling then try to increase the default R8G8B8A8_typeless upgrade to Output Ratio or Any Size
And yea I need to push to github
Was waiting for something... Uuuh, probably some demo/game I wanna look into, will try today
Tales of Xillia. I'll try upgrading
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.
(with format set to HDR10, with scRGB it says the format is r16g16b16a16 but there's no upgrade for that)
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..?
Already using SMAA, FXAA completely breaks it ๐
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
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...
Ok. With some more testing I now know that I have to upgrade both r8g8b8a8_typeless and r8g8b8a8_unorm to any size. Which is interesting because I'm not using any upscaler (game doesn't even support that)
Maybe internal LUT
Or some games just render at fixed resolutions, regardless of output resolution
Tho this is a recent game, I assume it should be just fine with modern hardware ๐
the game runs with a fixed tick rate ... so no, they didn't update anything really
if you set the game to 30fps it's still running at vsync in the background
super speed mode unlocked
and the other way around, not enough frames = slow downs
also means that I have to remove my fps lock for Gsync, because it would slow down the game ...
Oof.
Then it could be, one common issue is game locked to 16/9 when monitor/TV is some unusual ratio.
Essentially letter or pillar-boxing
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.
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.
I see. Thanks for the info
BTW: Seems like the upgrade break save game screenshots. Not like they are super important, but still sad
Mmh, are you sure you need rgba8_unorm ? It can happen but still quite unusual.
Hopefully it's not needed and is what breaks screenshots.
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.
Maybe I can provide the info?
Well yea actually, ReShade.log should say
Seems like unorm is not needed, but typeless also breaks the screenshots
Question is, can I find it out... Only one way to know I guess
width: 256, height: 16 yea probably this
Poor small LUT ๐
Maybe I can just add this baseline and not break anything else...
Mmh nah, I'll just make it for this game for now
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.
Some PS3 remnants, huh? ๐
lol
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
Set rgba8_typeless upgrade back to default (Output Size) and try this, should upgrade internal LUT automatically (based on game's .exe name) and save file previews should start working again
Seems to work, thanks!
Aye, thank you aswell! Time to update github
Tbh I don't know how much impact such change has, LUT is generated every frame so maybe this actually matters on lower-end devices, handheld and such
That said, I've seen a few rare games push size to... 4096x64 or something, and they didn't seem to run any poorly ๐คท
I really don't know ๐
fps don't seem to be affected at all, still only using ~30% gpu at 4k120
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).
I'd bet it's just like that because they ported it 1:1 from the old version just to prevent any unforseen issues.
Testing costs money after all and these Tales Remasters don't really have any budget
^ @sleek patrol this build above has fix for charged attack in Total Chaos (with any game settings I hope). Should be available on github within half an hour or so.
Its still missing a shader, happened when a weapon breaks.
Again may depend on game settings, will have a look.
Aw yea, AA also matters. FXAA/SMAA would break yea, I was on TAA 
Seems to be only one shader tho, nice
Scratch that, not related to weapon breaking. It was just a coincidence. It's early when entering some room.
I'm using TAA too, enabled everything, bloom, film grain, etc, still breaks.
Grrrr this game. I think I got it, hopefully doesn't come with a bunch of permutations
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 :)
Hey, seems good thanks. Try this
^ this hopefully should be good ๐
I need to load the addon32 not 64 sorry ๐
Should have specify this, my bad :)
I could have checked game aswell to be honest, never heard of it and I just blindly added shader 
Here!
Looks like some color went from orange / red to green / blue
Did I derp swizzling, probably
Shit happens haha
Aw yea I did, mabad
This should be good.
Looks perfect ! :)
Thanks a lot for your time and your work.
That did the trick. Thanks!
Aye, snapshot should be updated in an hour or so.
Tried to reproduce this but couldn't. If you don't mind providing ReShade.ini and any detail, would be helpful
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).
Nope
We have reno for other gatchaslopper
I guess no one has been that interested in Genshin
I dont think the AC blocks devkit
and considering regular reshade works, reno probably could too
genshin has native hdr no (through registry bs)? did no one test it?
That was ITM
rip
so shit either way
with raised mid tone crap
i got a reshade fx that'll fix it
and it looks decent
but then again
its genshin
so its like polishing a turd
wwdym bud
brother backed out genshin slop just to faxcheck me
SDR screenshot so just look at the graph
nah this is screenshot from like
2-3 years ago
aint no way im playing dis shiz
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
@jaunty nebula
Do this then use reshade as the cat pointed out to fix midtone borkery
oh this guy
i pointed out the solution to him months ago and he told me after fiddling around it worked
maybe he just wants a native fix 
but yea in the default state the shadows are extra extra raised
man
lilium hdr analysis used to look like that

oh yh Voosh, this is as far I go to with Endless Space 2
half or all of the OS window goes black
I cant interact or even display the whole of windows on the side that is black
๐
if I opened up task manager (even though I have it set to draw on top of apps) half of it would be missing
game is borked
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.
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.
I'm definitely looking for a more native fix cause y'all know the best shaders to employ for this game.
Did you compare with sdr...?
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.
I miss how normal and infact beautiful Genshin SDR looked in my Samsung Odyssey G7 VA monitor.
So basically, I'm only playing Genshin in HDR to make it playable you see.
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.
Hdr isnt gonna fix the game looking like ass
Because the game looks like ass regardless

With all your knowledge, do you have any idea why SDR fails so miserably for my monitor in Genshin?
It looked decent in a VA monitor, why not so in an OLED monitor?
Is it some EDID or color clamping issue at the hardware level..
I dabbled into that too and it didn't quite make me feel like I'm back on my Odyssey.
I dont wanna be extra mean but it sounds like a you issue
When I open the map, there's a visible white veil over it. Doesn't sound like a me issue.
I've (not yet) been spoiled by true HDR.
Unless u can record it or something
Only other HDR I've experienced is WuWa's renoDX HDR and it is okay okay.
And I always use your settings that you keep sending on the relevant renoDX thread.
Okay, but recording will change the color values by default. May not be able to capture the horror I see.
Will try.
I even raised this with the Alienware Team and they had a less than satisfactory answer.
If this white veil is visible as you say then it will show up on video
Aight.
Btw, in-game recording or phone recording?
No record with your phone
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).
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.
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.
I resort to turning down the gamma to about 0.90 in the Nvidia Control Panel to combat this.
0.80 is the sweet spot where all the white veiling is subdued. But everything looks a lot darker so there's that caveat.
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
It comes with the ussual gamma missmatch too
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
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
Yeah this white blanket description is extremely vague
Its not itm its just trash
If you're playing in sdr then make sure your desktop is in sdr
The UI slider stopped working on the PC version??
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.
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)
I made the mod for ZZZ and HSR and i used the native PS5 version as a reference (as in: i literally compared the two by changing display inputs on the same place at the same time of day).
Contrary to GI's native HDR that is just giga borked compared to SDR, HSR and ZZZ are "fine", the thing that i noticed, is that neither game has very bright lighting
this is true both on the native HDR implementation and when using RenoDX
the game's untonemapped lighting is just not very bright for whatever reason
but the highlights from skill effects and stuff go hard so it's quite nice still.
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.
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)
so overall scene brightness is a bit higher on my mod even with the vanilla preset
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.
because i'm sorry i think GI's HDR is borke relative to SDR which is REALLY BAD
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)
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
It is not upscaled SDR
I actually don't find them as impactful as you would see what Reno does in a typical unit or unreal game. On the contrary I believe that the games paper white/overall brightness is too high and lacks highlight details
I know but it feels like it to me. Nothing in the game screams to me "look at this nice HDR highlight"
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
Yeah that's pretty much the uh.. the problem I have with it
I think there is an argument to be had that the SDR grading itself is sus and it's something i would be willing to agree with
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
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.
I assume you are talking about the native HDR here and not my mod?
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
Yes native, I never tried the mod
Native on console
I only saw a few pictures
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.
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
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
on that I would also agree it's the best of them all
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
No?
wtf is that
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
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
I play it mostly on a Steam deck oled
and remember the Steam Deck OLED is 1000 nits with no ABL
so uh
It's super weird to hear that
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
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)
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.
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
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
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
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
this shit just works
I also use Chiaki to Stream HDR from my PS5 and it works well too
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
(and it's what i actually prefer using a lot of the time because it's just so much more convenient to stream compared to my PC)
Never heard of that. I use the only app I could find on android shield tv psplay something, but it has huge input lag compared to steam
(it's not that Moonlight/Sunshine is broken, it's more that i don't like having to putting my desktop password and deal with UAC prompts, desktop launchers and all of that garbage)
OOF you are missing out A LOT
it's a contiuation of a dead open-source project and they expanded on it a lot for the Steam deck
This works on Android TV?
I'll definetely look into it for streaming my ps5 stuff tho
Is it a pain to set up on deck?
it only targets Windows/Linux/macOS
no
intentionally made to be as painless as possible
Nice, thanks. Will be much better than streaming zzz from desktop, resolution gets all freaked out 
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
But.. in the case of deck oled, it is always HDR?
the PS5 will only stream in HDR if it is connected to a display that supports HDR over HDMI
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
or what cucks me sometimes: there is no display plugged in
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
i hit this scenario whenever someone decides to turn off the TV instead of leaving it on Standby mode
and i need to go to the living room and turn on the TV again and put it on standby mode lmao
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
this is also really annoying
i used to have my PS5 calibrated to 800 nits to math the TV but now i keep it at 1000
You should never fully turn off oleds... Lots of folks caused burnin like that by always canceling out it's compensation cycles
becuase of the Steam Deck OLED.
I know
My parents are boomers
I told them that already
I can't stop them from doing it
You need to beat it into them
I TRIED OK
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

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 
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
we never had a plasma TV, we just went CRT -> LCDs
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
Never done a native hdr mod before
Wonder how hard it would be
betta to just wipe the slate clean and do SDR path
but FG sloppery then starts to flicker
shit ass
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
abysmal
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
Yeah sure it's best if you can have all, but if I have to choose... HDR comes first
Damn, this really hits hard
What I mean to say is... If Reno has issues running together with FG that doesn't bother me one bit. But frame doubling (smooth motion, lossless scaling) should work?
usually not that different, there should be no need to upgrade resources or swapchain, just replace the shaders
but i don't know and i don't care about GI
Have you tried out Apollo?
Automatic virtual display and it saves the settings for each client
No and i do not want to.
I have something that works and probably works much better than a shady self-signed driver.
anyone tried "west of loathing" or "shadows over loathing"?
sad just tried it
charging the attack disables it make it back to normal again but after a while it comes back again changin lut sharper to vanilla disables the glow issue but the game isnt as colorful as it was
dump the shader then?
i donno how
Hi its me I make a bunch of addons without a clue how to code 
Did you try the build below that one? #1413695723404398674 message
Works in Virt-a-Mate ๐ญ
(Just a dummy test scene, also don't google this "game" lol)
Strange banding in the screenshot, but I don't see it ingame ๐ค Oh well
Sadly the UI slider doesn't work ๐
Pretty sure it's a fully custom UI solution
Yea, my entire desktop is in SDR. I ensure to turn off the global HDR in Windows.
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
@main wharf Found this in constance
Original one
It requires these upgrades to work correctly. aspect ratio RGBA8 Unorm will break screenshots
Ah this game too? I think it probably has 256x16 LUT.
If RGBA8_typeless Any Size also breaks stuff, I can upgrade just the LUT by .exe name (until I figure LUT resizing anyway).
Thanks, just pushed this.
Included internal LUT upgrade for the game (Constance) assuming is 256x16, so possibly RGBA8_typeless Output Size or Ratio is enough now
It is 256x16, yeah
@main wharf can I dump the UI shader and patch it ?
Is there a tutorial or smth ? ๐
how come i cant change the offsets
the uis being effected by the game brightness
"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
gotcha, well thats too bad for ball x pit :(
i mean i dont usually change from the 203 stuff so its already fine
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.
In a very few games there's not much I can do I think, but I dunno about this one. Will try to have a look when I get the chance
I think this is what happens with lut shaper on pq when missing shaders. Have you tried vanilla lut?
that worked, ty!
great god grove
here's Kotama fixed using reinhart, I missed that same animation will try to capture it later
hm?
The vanilla SDR looks ass in comparison to HDR
Not critiquing you
But the game
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
Steam store has HDR pictures?..
Is the red warning in addon not clear enough? Please let me know, I can try to rephrase stuff as long as I know it's blurry
@main wharf 2 more ubers
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
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)
Here are changed and original files, in case I did something wrong
Is it possible to make it appear at the top as well? I'll admit I didn't actually see that warning the first time
Probably was not helped by the fact that my game was in all red as well
Last one. I hate unity...
Ikr, why did I even start this addon again ๐
Yea I'll try to remember to add this
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:
I've dumped shaders ๐
There are quite some light bulbs and stuff that can really benefit from HDR, despite the low poly pixelated look.
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...
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
Yea likely game runs whatever post-processing there is on UI
great god grove works! but for some reason it stays bt709 even with max saturation and these on output size
not sure which settings to try next
does devkit tell me what i should use
I'll check dump again, might have missed something.
Or maybe game does some resolution scaling and needs Output Ratio on rg11b10
that did it
should i put both to output ratio
ball x pit, the scaling offest did not become available with the blit copy hack
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.
Oof, yea then rip.
A dedicated addon could probably work around by gathering every single UI shader...
So, I tested this masterpiece with your (surprisingly fast!) updated add-on. It does seem to unlock HDR, which is very cool!! But the screen is veerryyyy washed out! Tried all important upgrades, fiddled with Upgrade Copy, Blit Hack and other stuff, but it doesn't seem to do anything meaningful.
Vanilla SDR
HDR Add-on
Thanks, probably a typo somewhere will check now
Wow, djeess thanks!!! Do you ever sleep hahaha ๐คฃ ๐คฃ ๐
I wish ๐
I can help you with that. First step: delete Discord account. ๐
It wasn't what I thought, so I had to check dump and log again, and now I just don't know why this is happening
Try this maybe
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 โ
on wiki.sigh
Maybe I'll just assume stuff works until someone reports "is broken"
Well, it seems that your desperation helped! You've seriously managed to fix it and it looks GLORIOUS. Look at this:
Now I can be scared shitless of Toilet Spiders in HDR... seriously... Toilet... Spiders... in H - D - R !!!! ๐ ๐ฏ ๐ซฃ
No one plays this game (literally no one!!) and I'm the first to play it in HDR thanks to you! ๐ ๐ My life is complete now. ๐
I tried every setting in that game too but it really doesnt matter imho, it's one of those games where there's not a single thing in the UI going beyond 200 nits no matter how much you increase peak brightness, highlights and fake HDR boost, so it's just fine. Not worth the time separating the UI shaders as it sounds like this one could be messy, just not worth it, not even needed
To be fair does Toilet Spiders actually sound like a fun time somebody would willingly play
gives me the spooky-dookies ๐๐ฝ๐ท๏ธ
life is strange before the storm remastered support ?
I expected that kinda, ones from demo looked weird'ish
Thanks
pumbo says it may end up getting reworked HDR officially (he apparently got some help in hdr den)
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 ๐
@haughty dock @faint loom
-# Skate Story (+ 1 uber) and Battle Suit Aces (+ 1 uber)
thanks!
tqsm
do i need to turn off the native hdr for this to work then
btw im still getting the missing output shader warning in skate story
there might be more permutations to get
I haven't played yet, it was just missing at the main menu
(also yes hdr off)
yeah loading into the first level it went straight back to sdr sadly
I'll dump that one too
idk if this kind of game gets any benefit with hdr, but here is the dump
another skate story uber
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
Yea probably.
Doubtful from Steam pics but I'll check dump, I think 1 or 2 shaders is ok to add, can always use FakeHDR boost and/or color grading.
Will check tonite
Don't worry about that, I can decompile all and search the folder for some magic values to find ubers. Takes less than a minute usually
Mmh, can't seem to find any useable shader in this at first glance.
@haughty dock
-# more Skate Story uber permutations
this game sure likes WCG!
success!
with Upgrade R11G11B10_FLOAT
without it its bt709
Color grading and tonemapping in AP1 space does that eventually. ACES moment
life is strange before the storm remastered support ?
@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.
Thanks for dumps! Started adding shaders, should be able to finish tonite (12h from now).
Doesn't game have native HDR? Some shader code suggests that.
@still flare @pale bloom @faint loom try this maybe..
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.
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 ๐ค
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.
Yeaaa it do be like that sometimes. There should also be a warning in addon about that, theoretically.
In some games this changes from one area/chapter to another, no clue about this House Party thing
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.
I did use unity addon when dumping shaders
getting this on some places
Happened before also, before dumping shaders
SDR
It's fine to use both together for dump, just don't keep devkit for actual gameplay as it can have a few side effects (mainly performance decrease).
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).
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 ๐คทโโ๏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 ๐
Any warning in addon UI? Would be right below color grading sliders.
Didnt see any warnings
ill load it up, 1 sec
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.
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
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
Uhm yea if game uses Unity's post-processing chain, then Uber would be a good starting point.
here is that shader labled uber
I wonder if battlestate games is flexing their ???????? coding here
Aw uhm, maybe start looking from the end
they are notorious for making peoples heads spin when it comes to code and logic
Like, from latest draw backward
Nah I mean, there's one thing happening. Sort of exposure maybe
Escape from Tarkov shader dump
Oooh uh
That's ReShade.log, might be helpful
np np 1 sec and ill get that done
No rush ^.^'
oooooh i miss read this lmao
i believe this is what was ordered ๐
Thanks. At first glance I can't find much interesting in there, none of the usual stuff Unity stuff anyway. Will have another look later
np ty for looking! let me know if you need anything else too
A bit trickier that I thought but this should work. Make sure to disable R8G8B8A8_typeless upgrade either in-game and restart or delete Upgrade_R8G8B8A8_TYPELESS=1 in ReShade.ini before you start game.
Woops. I should have checked with various game settings ๐
So this is cutscene maybe? Will check what's going on there
yeah, it was going up in highlights, in the first update you provided.
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?
this is the universal addon, you'd have to load renodx-devkit and dump the shaders for voosh to have a look at, it could already work in theory, you just need to try it
Thank you for responding in this section as well ๐ Or maybe there is a video or instruction on how to do this and then apply it in the game? You also need the Reshade 6.5.1 addon and what else?
#1413695723404398674 message
And Reshade 6.5.1 with addon , right ? Fully loaded game its mean i need finished the game or just a little playing then quit ?
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
latest addon reshade should be fine
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 
You doing lordโs work with submitting all LUTs.

I don't think that's me I'm really not doing anything here 
Ah this game looks interesting. Here, though I'm not sure about vhs filter. It should work if UI is drawn on top of filter, else I'll have to add some code, in which case I need to know which of t0 or t1 is "render+ui"
Works perfectly, thanks
@main wharf
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
Really? because for me it stays at 200 nits
Maybe I did something wrong
have an older build of the addon and gog version of the game
Might be RGBA8_typeless upgrade to "Any Size"..! Used to be default and now is "Output Size"
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.
Uhm, did you fully start game, as in get in gameplay section? There are only 4 pixel shaders in this, 3 being already in addon (Blit, Blit, FinalBlit).
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).
played like 2 levels, just with renodx-devkit, no unity engine addon
will devkit not dump shaders without unity engine addon or something?
-# vertex included
or maybe it's just all texture art idk
Devkit works on its own aswell, so shouldn't be an issue
Yea maybe. Well there's the Blits which addon tries to exploit in these cases
i had autodump running the entire time
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
i didnt actually try unity engine addon to be fair
๐
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.
i dont understand any of this shit ๐
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)
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
with gamma, looks closer to SDR and not insanely overbrightened anymore, still seems locked to 202nits
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
with these options set, image seems same so probably no hdr to extract
not seen analysis show anything outside of 100% BT.709 either
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
What is this cursed game you're trying to make it work V-Sync?
@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?
based on what voosh is saying, it is likely not possible to add proper HDR to the game as there doesn't appear to be any extra HDR in the art itself, you could probably SK HDR it but that's fake HDR
this is generally true for all pixel art based games i imagine
dump for Night Swarm (missing output shader)
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)
I have an SDR TV , I'm interested in whether it's possible to improve gradients , color transitions , and to have a bit rate of 10 .
ยฏ_(ใ)_/ยฏ
Here maybe, added just one shader with different tonemapper. ACES for cutscenes, while it seems gameplay would use Unity Neutral
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)
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
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?
The fact one Shader was already there from another game means new one may benefit another game aswell, eventually
Missing output shader maybe?
Addon UI would say
You can use devkit again to dump corresponding shader, I dont have game anymore
will add more to this but this is a few hrs worth of play
I don't know about this game, probably better to use dedicated addon I think.
Crash could be Exclusive Fullscreen mode if game has such setting, or some overlay maybe (Nvidia App, RTSS...)
Mmmh yea I think I intended to revisit this game. It's only one shader iirc, but it's quite unsual
Might have to do with the update to highlights and shadows sliders v3 aswell
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
@main wharf it covers most of the shaders
@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.
playing solasta using unity plugin
hdr works out of the box but depending on the scene it can switch from really bright to really dim
any idea how to fix this?
back on my beat saber bs again 
feels like there's one more thing that needs to be uncapped
ok I found the shader
Hidden/MainEffect
getting rid of the saturate allows the bloom to go so much brighter
before
after
I'm guessing this would be where you would place the renodx tonemapper
thanks for trying
Are you sure it's not just a matter of setting Swapchain Encoding to Gamma?
In compatibility section in addon. Addon tries to set that automatically but for some games it has to be set manually.
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.
Aw mmmh. Will check later thanks
@main wharf pinging in case you haven't seen this yet
Missing shader I'd guess. Addon would show a warning when output is broken. Fix is to add missing shader, you can use devkit to dump all shaders and send in this channel.
Just make sure issue triggers once with devkit addon loaded and auto-dump enabled
I've seen it. Will check when I get home tonite, shader should be in next build I share.
Wait wut. This shader is already in addon !!!
huhh?
hold on I gotta update my version of renodx untiy then
It doesn't have this though. Just game brightness, and the saturate() removed
ah mb it already is in the addon
but yeah I am thinking that it could benefit from being able to use the renodx tonemappers
Yea I just added it
nice
Yea it should be gamma indeed. Not sure why it's locked, there's absolutely nothing happening that would trigger that... 
I might have to re-record all of my lightshows with renodx HDR instead of SpecialK auto HDR
Hmm, very weird. Can I manually set it to Swapchain Gamma mode in the INI or is it going to ignore that when it thinks it detects Linear anyway?
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.
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?
build is based off that old commit.
ah
I hope there's another commit soon
What difference does it make lol
more shaders
#1413695723404398674 message there's a build here from just 2 days ago
Wuuuut. Nice one, I had no idea this would work!
I'll still try to figure what is going on, that is unintended bug in this case
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!
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
missing output shader
Yeaa I dunno. What are the textures (t0, t1)? At first glance I feel you'd be better off using ITM, whether it is SK's, ReShade Shader or addon's Fake HDR Boost/Color Grading. But it's hard to say without knowing what goes on in the game/on the screen
Try to enable Swapchain Proxy maybe
^
@main wharf
What chapter/section are these please?
Chapter 1 - Junkyard
Chapter 3 - Burned forest
Oh yea I messed up swizzling again. I must've been exhausted when I added last couple shaders, they're not even sorted in the right folder... Sorry for that xD
Here should be good ๐
colors are fixed, but some some scenes don't go above 203 nits ?
Oh yea I fixed shaders, but this would be missing resource upgrade, this game is finicky.
Any chance you can send ReShade.log after playing that scene?
Thnks, try this maybe..
I just hope it doesn't break the rest of the game ๐
do i need to upgrade resources ?
I don't think so, just means I have to try something else.
Well you can try. R8G8B8A8_Typeless should work, but it will break the object highlighting thing
Maybe I'm reading log wrong ๐ค
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
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
lmaoo
Is probably just bloom
This should fix this. Not sure what else to try for the missing resource upgrade yet...
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
Yea resources upgrades can have undesirable side-effects.
What do you mean exactly by "doesn't look right" ? Is LUT Shaper slider available and does it change anything ?
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
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...
Is it clamped, or is game just dim..?
Clamped would remain below 203 even when increasing Highlights or FakeHDR Boost Effect
ok. yeah i can get it higher with those but it looks fried (no detail)
I mean, is there any detail to recover even..?
I have no idea ๐คทโโ๏ธ
Like, even this (from Steam page) looks pretty dim, maybe the blast in the middle can get brighter I dunno
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?
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.
I dunno, you can always use SK or any ReShade effect if you prefer, I genuinely don't mind.
so it's kinda like a vampire survivors thing?
here's a dump just in case you're interested
I agree it's disappointing output compared to the difference RenoDX makes in other games, but this is also exactly the kind of games I added FakeHDR Boost for, so I wouldn't say it doesn't feel right.
I see. so a game must use some kind of lighting shader tech to make it modifiable, and these are just raw textures?
Not to make it modifiable
Dynamic lighting is where HDR comes from
Well don't quote me on that, I barely know how game render stuff, but afaik it's mainly all the lighting calculations that end up returning values beyond SDR range.
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)
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)
When I looked at Life is Strange remastered for HuntRider earlier this week, I saw in the renderdoc capture that untonemapped the sunโs colors barely hit like 0.75, so some games are just reallyyyy dim and/or just donโt really make use of HDR lighting
is it not possible that i upgrade resource, but that particular ui shader is blocked from utilising it ? dumb question
Yeaaaaaa, tho they use ACES, which adds a bunch of contrast, along with baked LUTs.
"Untonemapped" sometimes is misleading
Uhm, not with upgrades sliders since these affect all corresponding resources.
But yea the idea is pretty much what I'm currently doing: to manually target only the few required upgrades.
If you don't mind, I could do with devkit's "Trace" log.
Tricky part is that you have to hit button when game is clamped.
I guess you can get to the scene and pause game, then open ReShade/devkit UI, hit "Trace" button and send ReShade.log here
reshade log ?
Yup'
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
^
Save location: %USERPROFILE%\AppData\LocalLow\Square Enix\Life is Strange_ Before the Storm\RemasteredSaves\<user-id>\SLOT_##\*.Save
same
Wait wut. That is same scene right? It seems unclamped here, using above's build
Different game settings maybe? I'm on "Hella High" preset
i will try reinstall
this build
there must be some difference, causing this
you forgot to upgrade R8G8B8A8_TYPELESS to output size
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
This version fixed bloom
Upgrade causes this #1413695723404398674 message
hmmm...
I think voosh will have to play the game a bit more to see what's going on
This seems good guide
Nope, not in this case.
Yea I told I fixed that.
Not really, it's not a matter of playtime, just a matter of figuring what is different between TheHuntRider machine and mine
Game settings ???
aw nvm they're the same, I saw settings' screenshot now. Mmmmh
Some overlay (Nvidia App/RTSS) or something..?
Nothing, nvidia control panel default setting
I am on laptop
testing build
This will upgrade everything so should both unclamp scenes and have visual issues (highlighting etc). Point is extra logging, so please play that one scene again and share corresponding ReShade.log when you get the chance
I'll check tonite or tomorrow morning
this version seems to work great, except for ui bug
Yeaaa it's upgrading all resources, similar to having RGBA8_typeless set to Output Size.
I also added logging for every upgraded resource so I should be able to see clearly what's going on.
Comparing with my own log later hopefully will clarify things
What about this one... ๐
Same๐ค
Wtf... Ok I really don't get why this happens. Game is trolling ๐
I guess there's one thing I haven't tried but it didn't seem like it would help
๐
could you share your reshade ini
Reentry - A Space Flight Simulator seems to have extreme performance problems with reno :(
Loads fine and that but fps jumps off a cliff
Tonite when I'm home yea.
Tho RenoDX settings shouldn't really matter there
Feel free to share ReShade.log.
Can also try to disable "Upgrade Copy Destinations" maybe
Kinda expexted that:
[ 324] | DEBUG | [RenoDX] utils::shader::OnInitDevice(Hooking device: 1689090936, api: d3d12)
Dx12 game
Aw wait wut
Actually, addon loads twice somehow, and second time is dx11
Mmmh, is there some wrapper or something involved?
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
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
yeah it's proton stuff but it shouldnt interfere
Ooooooh
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
Not weird, that's expected
Turning on HDR in any game usually does that, to different extent depending the game and game resolution
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
outside of normal behaviour*
cuz all the textures of the skybox take like a minute to load instead of seconds
Aw, mmh. Well I hope this isn't some linux/proton setting thing because I'd be rather useless.
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
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.
oh yeah right lemme check
it runs fine in the menu btw, just in the levels
yeah no difference
Aw also, is game in (borderless) window? Avoid exclusive fullscreen (if available)
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?
I don't know, depends on framerate with same settings without addon..!
oO
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.
Oof. That is a lot ๐
Well I guess it depends on hardware and how much headroom before Reno is added, but yea I dunno
Might be expected maybe
Uhm ignore this univ addon, I meant to forward the picture as this is the code I disabled in above's unity addon
I see
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
i see
Yeaaa, I think RenoDX just made existing issue even worse by upgrading textures to HDR format
Well glad game's at least playable.
Regarding this I dunno, did you send a shader dump for this game?
RGBA8_typeless is the most common. Sometimes needs Output Ratio or even Any size.
R10G10B10A2_typeless could also be clamping, that is usually the case in games that use FSR1/RCAS but not only
unity doesnt have so just use devkit?


