#Unity Engine

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fiery vapor
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the lightshows can be created by community members

main wharf
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I don't think those 4k nits are all bloom (you can try to disable Bloom, Bloom slider should work)

fiery vapor
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so some people like to set the lights to very high values

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also using a mod that allows old environments to be modified

main wharf
fiery vapor
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fun thing is, if a lightshow is very bright in HDR, chances are it's gonna be that bright in VR

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despite VR being SDR

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colours really pop though

main wharf
fiery vapor
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the newer environments that allow you to manipulate them in vanilla game like an animation tool are much less brighter

main wharf
fiery vapor
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or they're just so bright that it doesn't matter

main wharf
fiery vapor
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oh yeah in this image there's some blowout

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but that could be from me uncapping the peak

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I'll post a vid

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I can't wait for screens to be powerful enough where "HDR skin burn" becomes and actual thing

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I feel like I should FC this map then record it in HDR for youtube

proper vine
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goofy ah song

fiery vapor
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S3RL moment

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every S3RL song is like this

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URP version seems similar to 0x74AAB469

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@main wharf could you pass the modified version of D44C30D0?

main wharf
fiery vapor
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ah

main wharf
fiery vapor
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actually I might be able to figure it out

fiery vapor
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ah perfect

main wharf
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I just copied block at the end, it does everything (tonemap + game brightness scaling)

fiery vapor
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ah

fiery vapor
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I'll see if it does tonemapping

fiery vapor
analog mauve
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I tried the new build these are what I have found out so far.

  • UI Brightness affects Game Brightness

  • Game Brightness is clamped by UI Brightness
    The last image shows the UI Brightness setting at 1,500 nits. ๐Ÿ’€

  • Particle effects and the border of the minimap are the only things able to reach maximum brightness.

  • White text telling the player to go to sleep late at night causes clamping.

  • The character model appearing darker in the menu is a vanilla issue due to a lack of light sources.

fiery vapor
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I guess I'll wait for you to take a look at the shader

woven crag
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It works fine for me

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Wait I didn't have to upgrade

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You're describing issues I had with the old build. Then Voosh fixed it and it was perfect, I posted pictures

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Did you get this one specifically? @analog mauve this works for me no issues except the one with the inventory screen I posted earlier

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You can leave everything at defaults and it works

main wharf
fiery vapor
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ah

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this line?

woven crag
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How? But it works for me. Also when I was clamped I was clamped to 200 you're at 400?

analog mauve
woven crag
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Right

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Did you try messing with upscaling

analog mauve
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Look amazing when setting UI to 1,500 but then the UI burn my eyes off

woven crag
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Wait

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Set resource upgrade to output ratio

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I think that's it

analog mauve
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Yeah I just went and turn off upscaler then it worked

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I have the scaling set to 100% though

main wharf
woven crag
woven crag
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Yeah if you do that here it actually crashes the game. But I did went and try each one by one kekpepehands

analog mauve
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It actually did not crash for me but everything are unicorn rainbow lol

woven crag
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Force borderless, prevent exclusive

analog mauve
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Nope still the same

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Also UI slider still affect game brightness for me even with upscaler turned off

woven crag
fiery vapor
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eyy I did it

woven crag
fiery vapor
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might be able to tonemap the final shader for ULTRAKILL as well

analog mauve
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It has been getting updates everyday since the EA release

main wharf
woven crag
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I was just playing it a few hours ago I doubt it

main wharf
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Aw wait, uhm this happened yesterday already, wuuuut

analog mauve
woven crag
torn rose
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Hello. No news on missing terrain bug in some games?

woven crag
analog mauve
woven crag
analog mauve
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Its very weird because it look like occlusion culling because some chunks of terrain reappear in certain camera angle for me when it happens

torn rose
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I know 2 games thus far

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Hellish Quart and Gunner HEAT PC

woven crag
woven crag
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this works for me with ingame settings DLLS resolution scale 50%

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couldn't find anything brighter since time of day is iffy, there's that at lamp near max nits and skybox tonemapping (excecpt the sun/moon) looks very tasteful and feels realistic

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I love my cozy sim slops

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they always have a vibe going for them but this one specially feels the most appealing of all, it's got a little bit of that genshin impact magic in it. polished UX and atmosphere make it feel cohesive, and this tasteful HDR on top is just perfect

rotund steppe
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It does look pretty cool tbh

woven crag
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And you're using my ini?

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This just shouldn't be possible with the exact same settings and addon

main wharf
analog mauve
woven crag
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So it is an upscaler problem

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Well, I would never use SHITSR

analog mauve
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Can't test DLSS since OptiScaler crash the game for me

analog mauve
woven crag
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Can you just run it natively?

analog mauve
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Game doesn't have any form of anti-aliasing

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๐Ÿ’€

main wharf
woven crag
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Ok so

  • the original build had shaders built for fsr but it stopped working for me once we got to live with DLSS so I made Voosh add new shaders

  • you reported HDR was working for you on the old build at first but you had broken textures? And now it doesn't work at all anymore, or was it always cooked?

analog mauve
woven crag
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It's how I was coping with in demo as well until we got all the shaders

analog mauve
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SFSR Off

woven crag
woven crag
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SFSR - Seriously Fucked Super Resolution

analog mauve
main wharf
# analog mauve Dumping with Upscaler off atm

You'd want to trigger the "missing output" shader with devkit loaded and auto-dump enabled.
So if I understand correctly that happens with SFSR enabled only, which you want to reproduce so corresponding shader is dumped

analog mauve
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Should I make a dump of both enabled and disabled together?

Or should I seperate them

main wharf
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Just dump everything all together it's fine.
The more shaders the better, I'll figure the rest out

analog mauve
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Alright

main wharf
woven crag
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Oh and make sure you open/close and fuck around with inventory screen a lot, because that's one that's iffy for me still

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Character shader gets turned to UI brightness there for me

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And it looks super wrong

analog mauve
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Walking through the entire map

Both twice with SFSR Enabled and Disabled

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Can't do for DLSS though

woven crag
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It could be possible I might have missed it

analog mauve
fiery vapor
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@main wharf how do I make a shader get affected by the fake HDR boost slider?

main wharf
main wharf
# woven crag Character shader gets turned to UI brightness there for me

Oh, just had a thought. There is a chance the Scaling Offset setting is available in this menu, and even slighter chance a different value separates character from UI.
That said it reaaaaally depends on how menu is built, and if it works it may also break scaling in main game soooo...
Still worth a try, it's a quick test

woven crag
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Good idea, will take a look

main wharf
woven crag
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actually works, with scaling only (and "on"): offset 2, however it also lower exposure in the main game. I wonder which one is more correct?

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(but it still looks like HDR, it's not that badly clamped)

analog mauve
woven crag
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SDR for comparison

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oh I get it

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it's because with blit copy hack offset 2, it does the UI=game brightness again

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it fixes the character screen but also well, the whole game is UI affected too

analog mauve
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UI Slider no longer affect game brightness for me other than inventory screen

With SFSR Disabled

woven crag
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you mean inventory screen?

analog mauve
woven crag
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it also looks like it's not upscaling the character that's why

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it actually looks like 50% res without dlss

analog mauve
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I don't have any Upscaler on

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It would break if I have it on anyway

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This game doesn't have anti aliasing

woven crag
analog mauve
fiery vapor
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I wonder what causes the highlights in turbo overkill to saturate in the menu blur?

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wait hold on is Turbo Overkill rendering with ACES, THEN rendering with the final tonemapper?

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oh right, alt grading exists (then just set contrast to 75%)

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turbo time creates NaNs

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oohhh
turbo time on alt grading creates NaNs

main wharf
main wharf
fiery vapor
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Ah

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I think it's saturated but still pretty bright

fiery vapor
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Soon...

proper vine
main wharf
proper vine
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oh yeah i forgot about the demo i wonder if it has new shaders

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I had already did the tutorial in the demo and it saved progress (idk if i can even go back)

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ty tho ill check it out in a bit

main wharf
proper vine
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oh darn thanks for letting me know i was using dlaa

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it's so nice being able to get 240fps with dlaa on

woven crag
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I'll take 60 fps and Reno mod over higher FPS every time ๐Ÿคท

main wharf
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yea demo runs super nice already. I don't know if I can do anything about DLSS/AA, will try to investigate some more.
FSR3 should just be about adding one or a couple more shaders to addon, at least I can see its shaders/code and interact with it.
DLSS is... trickier

woven crag
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Is this normal for DLSS to be "trickier"?

main wharf
woven crag
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But aren't the new models supposedly running before tonemapping? Would that change anything at all?

main wharf
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Tho you may have a point in that maybe newer models don't clamp to bt709 (even when ran after tonemapping)

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Will test this when I get a chance, would be great if it did

fiery vapor
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once I figure out how to make shaders follow the fakeHDR slider, I'll see about submitting a pull request

rotund steppe
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How do you dump shaders while playing? I never see the option

kind kernel
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@rotund steppe ^

rotund steppe
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Ohhhhh ok

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So if say I want to get the storm lut for cairn. When I get a storm ingame I just active the addon and thatโ€™s it right?

fiery vapor
main wharf
fiery vapor
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will all of the shaders that you've added to the binary addons get pushed to git?
ah nvm you did

main wharf
fiery vapor
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ah, gotcha

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so, for a game that uses gamma, do I use &CountGamma instead of &Count?

fiery vapor
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huh well damn, I got game brightness working

main wharf
fiery vapor
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ah

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next I gotta get the tonemapper working

rotund steppe
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Cairn dump, dunno if it caught anything new. But I got a couple "purple screens" while playing so I hope it did @main wharf

main wharf
proper vine
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looks pretty good so far ty voosh

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ill let you know if i see anything weird

rotund steppe
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Might be a different issue with this purple transitions

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It happens specially when going in an interior

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Game makes a harsh transition to an interior lut but screen gets purpleish for a few seconds while transitioning

rotund steppe
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I had to drop the mod for cairn in the end. A lot of luts break. Specially indoors

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It just makes constant harsh transitions to another LUT the mod probably doesnt have and it shows up purple

pallid wagon
rotund steppe
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I had many purple transitions like that when auto dumping in that .rar so if thereยดs anything missing it should be there

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If not, its probably another issue and the game might need a custom mod or something

main wharf
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Could be a typo in the shaders I added without testing.
I'm off work now for a couple days, will double check everything and try to figure what's going on.

sacred drift
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I was wondering whether to use this unity engine hdr mod or the mod available on nexus mods for V Rising?

main wharf
sacred drift
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okies thanks

woven crag
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I still can't get over what an upgrade reno is in this game

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in order; sdr, aces, daniele, reinhart

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aces has a bit more color than daniele, which has brighter highlights and is probably my favourite and most balanced, reinhart is much punchier and brighter (contrasty), something gamingtech and everythingoled would probably prefer AcesBunny

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I literally can't imagine playing this without the hdr upgrade. if you use gamma fix in sdr it's not that bad (most of these comparisons we post are without the gamma fix applied and you could maybe even get it looking decent with some curve adjustments within sdr) but with the mod it's an entire new world

fiery vapor
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oh damn fraud tomorrow, time to try and get the tonemapper working in ULTRAKILL

fiery vapor
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yay I got the tonemapper working in ULTRAKILL (just the regular shader and underwater shader, haven't figured out how to get the DW and under water + DW shaders working yet)

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turns it it's not a good idea to bind the boosted shaders to fake HDR boost

fiery vapor
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you really need the right kind of mental illness for this game (I do not have it)

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the DW shaders are gonna give me an aneurism ๐Ÿ˜ญ

main wharf
fiery vapor
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I feel like I'm getting REALLY close, just have to figure out where to tonemap the Dual Wield shader

fiery vapor
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ok this is just gonna be me flexing my gamerโ„ข skills in HDR lol

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f.t fitting guitar solo

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I'll try and get the DW shaders working tomorrow I'mma go to sleep

fiery vapor
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when I return to working on the shaders (FRAUD is very close to releasing) I'll post a video showing what issue I'm having and the shader

fiery vapor
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FRAUD TODAY

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(still haven't figured out the post processing shaders)

fiery vapor
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aannnddd I still can't figure this shit out ๐Ÿ˜ญ

woven crag
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In a dark world, a new adventure begins. Explore maps, level up powers, kill monsters. Find treasures.
From the somehow triple-BAFTAโ€‘winning creators of Vampire Survivors, Vampire Crawlers: the turbo wildcard from Vampire Survivors turns the snowballing thrill of Vampire Survivors into a turbo turnโ€‘based, cardโ€‘driven BLOBBER with rogue-โ€ฆ

Release Date

To be announced

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Demo is out. It's like it was made for deck. Fits the format even better than the original

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Would this worth be checking if we can make HDR work for it? I saw some effects that look like it might be less "raw" this time around

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Sorry for crappy phone photo but I think it gets the point across

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Actually let me just try out the add-on if it already covers the shaders first lol

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I was so excited to try it I forgot I can do that, don't have access to Reno on my Deck yet but working on it

woven crag
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I think it's working, but I'm also testing it on deck for now. Forgot to grab Liliums tools

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It's working but in some places its borked

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It changed shaders completely when moving 1 tile back and forth

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Generally it's no issue so far it seems to be only inside thar forest

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UI slider not working but not an issue - some UI effects have very nice highlight FX I wouldn't want to mess with. A lot of the game HDR FX is actually in the UI highlights which is ok (like card foils, shimmer effects and sparks)

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Just need to find a fix for that black screen

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(tried scaling offset didn't help)

dense thorn
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Is it good tho

main wharf
# woven crag

Missing output shader likely (PQ decode on Linear color)

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Thouuuuugh. Oh I guess maybe UI is post-processed, else scaling would work when things look fine.
Unless maybe there isn't always grading, I dunno.
Feel free to send dump as usual, or I'll have a look at demo within next days.

woven crag
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Might be new favourite deck game

woven crag
woven crag
hearty bronze
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hey has the addon been updated to fix the purple issues in cairn?

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ive only seen it happen a few times but i think there are a few shaders that arent patched properly yeah

main wharf
woven crag
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is the black stuff supposed to be coming out of the chest? I only noticed in the screenshot. it's probably fine? i'll do another test in sdr

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hmm yeah some highlights black out. maybe missing upgrade or something?

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reducing bloom to 25 gets rid of it

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it's not affected by other sliders, even with fake hdr+100 it doesn't break it, it's only the bloom (default 50) that makes it go green-black

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found it, tonemap offeset=2 or more fixes it

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chest is fixed too ๐Ÿ‘

bronze galleon
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Working superbly in this week's Epic free Boxes: Lost Fragments ๐Ÿ™‚

main wharf
woven crag
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I think it's actually fine. Just like with the previous game (and a game like Ball X Pit) it's hard to say what is UI and what is "game".

I like the fact that cards have sparkly effects on them. Think of it like Hearthstone. I wouldn't want the cards to be dimmer than the board. It's all part of the game.

It's not like a conventional HUD that needs to be adjusted for HDR/oled display concerns.

What changed in this version was that UI slider affects the "in development" text and for some reason the menu parts of the game - the hub area, where you pick your characters and upgrades and choose the map. Although it uses the same assets as the game. I think it's just interesting. So both UI/Game should be left at default, except for the in development watermark which is just for the demo so everything is ๐Ÿ‘

But if you would have to do additional tweaks so it would work out of the box without the offset, idk, i don't need it for myself the fix works just fine. could just add comment to do the offset if you'll list it as compatible (I bet this game will be big just like the original, the concept is a lot of fun and novel with all the expected VS charm)

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I would be willing to bet on it will become the most played steam deck game

torn rose
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Anyone tried this with Eternal Return?

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Nothing is broken, just brightness is capped at 203.. what would be the first option to try?

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Swapchain Proxy didnt help

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would shader dump help? btw game is free to play

main wharf
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Oh, I played that a bit years ago

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Didn't think ReShade would hook since anti cheat, good to know. I can check game some day.

torn rose
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well at least it launched

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cant see any anti cheat

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warning or whatever

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i am about to play with a friend

main wharf
torn rose
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first one didnt help and there is no advanced settings

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might try actually load into match

main wharf
# torn rose

Awell yea shaders dump would help indeed. Though there may still be something else clamping the game.
Will have a look soon-ish

torn rose
main wharf
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Well good news at least we can hook ReShade addons in this!

torn rose
pallid wagon
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Did you have the time to look into cairn?

main wharf
pallid wagon
fiery vapor
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ngl, I think some of the games that the unity addon supports might need their own addon, since it seems that some of the upgrades just apply a tonemap over an already tonemapped image

main wharf
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I'm guessing Beat Saber, yea I'm pretty sure I would've mentioned that as soon as I checked the very first dump you said.
Still ended up adding the few output shaders at your request, but yea no way I add hundreds of game specific shaders in this addon.

fiery vapor
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unless you use the alt rendering, it looks like it's applying another tonemapper over ACES

main wharf
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I haven't checked game for awhile, but it used to be a game specific mod anyway

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Was merged into Unity Engine addon without any "loss", it's the same.
Replaces Unity's SDR ACES with HDR equivalent.

fiery vapor
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hmmmm

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I've also been told that I should make a standalone addon for ULTRAKILL

rotund steppe
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Life of Goldman demo is supported?

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I launched it but its all mega washed out

fiery vapor
main wharf
fiery vapor
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I've been patching your addon to make it work

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it's...

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well it works, but I think you'd be able to pull it off better

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but also the shaders need deeper modification in case there's information that's being tonemapped before being tonemapped again

main wharf
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Yea I've seen the few pics/videos you sent, sorry I didn't have time to have a look but I'd like to help when I get the chance.
Whether it ends up being in Unity addon or its own dedicated mod I mostly don't care, unless there's an extreme amount of game-specific shaders to add that won't benefit any other game.

fiery vapor
main wharf
rotund steppe
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Yeah its on steam next fest now

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It has HDR but its pretty subpar

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I would look insane with proper HDR

fiery vapor
main wharf
rotund steppe
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OH

fiery vapor
rotund steppe
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Damn it works!

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So beautiful man

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This game is gonna be fire, day one for me

main wharf
fiery vapor
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wait, if there's no tonemapping, wouldn't that be better then?

main wharf
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Like uuuh, being underwater and/or dual wielding and what not

fiery vapor
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oh yeah for that they're just different output shaders

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there's 4 output shaders in total

main wharf
fiery vapor
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yeah it's unclamped with resource upgrades, but with NaNs

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I know you posted something to fix the NaNs

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and I did apply them

main wharf
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It may not even be rendering in HDR originally I dunno, would explain why upgrading stuff makes shit go crazy

fiery vapor
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I just need to figure out how to "fix" the DW and DW underwater shaders

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since the regular shader and the underwater shader are fixed with my patch

main wharf
fiery vapor
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oh, with the tonemapper the NaNs reappear

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but I do have an idea on how to "fix it" (bandaid patch)

main wharf
main wharf
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Not sure what you mean exactly, I don't mind either way.
I feel file may be large for just a swapchain upgrade, compared to AutoHDR addon or even the actual generic RenoDX.
Then again I don't mind, if you think that'd be helpful go for it!

main wharf
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Oh, I haven't been able to keep up, I assume you mean in Display Commander?
Well maybe this AutoHDR addon can help..? Afaik it is really just focused on upgrading swapchain.
I think you probably already know about @cursive matrix's example addons, especially swapchain_override.

main wharf
# torn rose

Taking a quick look at this, game's doing something I haven't seen yet and not really in line with how this addon works by leveraging Unity's post-processing.

It seems that rather than using Unity's own grading (Internal LUT) or Unity's external LUT support, they went with slotting a baked Arri LUT into internal LUT slot.

I could make a custom rule in this addon to handle this, though in this case I feel a dedicated addon might make more sense. On the bright side either way should be pretty straight forward. Will try to get this to work within next days.

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Ah lol, post-processing is skipped when setting game's Graphics to "Low" so it's unclamped there with just resources upgrades.

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Means addon will have "Normal" or above requirement, at least in the first place.

torn rose
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Thank you

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I've been playing all evening and wasnt banned for reshade, so i think its okay

woven crag
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You should be fine. But since its f2p you could always test it on another account

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Although even that might take a long while. I just don't think it's even possible to actually get banned for using a Reshade mod like this.

If it's a competitive game they have their hands full with going trough actual cheating reports and that's what really matters you'd have to get reported first unlikely they even check you this much unless anticheat actively flags you for an immediate ban but I don't remember a single case of this happening yet

And for other games like gacha they only check for cheating the currency etc which is always server authority based

main wharf
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Honestly, my PoV on this is that if Anti-cheat allows it, it's ok.

Like, how would they ban you for their anti-cheat being malfunctionning..?

main wharf
# torn rose Thank you

You can try this, though be aware I wrote addon at work during break so I wasn't able to test anything nor even launch game with it...

Also I think I might use this addon to test newest RenoDX shenanigans when I can, so like, this really just is a draft, probably a lot can/will be improved at some point later.

bronze galleon
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@hearty bronze are you really gonna make a RenoDX mod for Monument Valley 3 ?
If so, hopefully you'll find out the key for generic unity to support dx12 ๐Ÿคž

hearty bronze
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i mean i'll take a look and see how complex it is i guess

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will give it a go

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didnt realise it was unity until you said

bronze galleon
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Best of luck then โค๏ธ

torn rose
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brightness seems ucapped

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but the graph can go higher than set cap

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dunno why, maybe some post processing shit

bronze galleon
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Yeah, unlike first 2

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Dunno why they did that

main wharf
hearty bronze
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does peak work in its dx11 mode then?

main wharf
main wharf
hearty bronze
#

right ok

bronze galleon
main wharf
bronze galleon
hearty bronze
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nice

hearty bronze
bronze galleon
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Ah, so Unity not as flexible ootb as UE ig

main wharf
bronze galleon
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Well, can't hurt trying ๐Ÿ˜Š
I'll give it a shot soon !

hearty bronze
bronze galleon
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And let you know what they report ofc

main wharf
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Same with - force-d3d12, though be careful as I know some games don't work properly when doing this, e.g. all post-processing is skipped and such.

main wharf
bronze galleon
# main wharf

All right, so it does work with -force-d3d11 ๐Ÿ™‚ SK and RTSS both report d3d11
What's strange tho is that default settings look nothing like vanilla SDR, not even remotely close
Had to halve the exposure slider, push contrast, saturation and highlights saturation to get something that kinda gets to look closer to vanilla SDR but still can't quite figure it out

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Tbf tho, in MV 1 & 2 I also push contrast saturation and highlight saturation to get something closer to vanilla SDR than defaults offer (which are "way off" the og look) but no need to touch exposure for them

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Whatever they're doing vanilla before it reaches the display in all 3 games is really unlike most other Unity games I've tried RenoDX in

main wharf
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Assuming slider isn't locked... There is a very slight chance it locks on the wrong setting, that'd be a bug I gotta fix. ๐Ÿ˜…

fiery vapor
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the dual wield shaders need to be fixed

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(and maybe the output shaders need to be less slapped together lol)

bronze galleon
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Thank you so much, I'd never have thought of that LmaoRoflLaugh

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It was set to Linear ootb, setting it to gamma it looks exactly as it should with default values

#

It's so gorgeous now ๐Ÿฅฒ

#

They are gorgeous now (all 3 games render in gamma)

main wharf
#

I have a theoretical way to improve and make encoding detection more reliable (also with way less work for me).
Just gotta figure how to realize it, as I got no idea what code to use there. Probably gonna bother SF when I get some time to work on addon other than adding shaders.

main wharf
bronze galleon
#

I do indeed. Got it ๐Ÿ™‚

hearty bronze
#

would love to see

bronze galleon
#

Will do by tonight

bronze galleon
main wharf
#

Just forwarding so I remember, sorry I forgor

fiery vapor
#

:)

main wharf
# fiery vapor oh joy there's another shader for 0-S

I'm not forgetting, this is just one of these things that might take more time than just adding the usual Unity shaders.
I'll probably need to spend some time on the game myself to figure out its flow as it's defo unusual/custom stuff.
Working 7/7 days exceptionally current week, but feel free to harass me next one so I start digging when I'm off.

tidal peak
#

@warm geyser any progress about Tales of Berseria Remastered?

main wharf
#

DIRECTX: Version 12

#

'This real or d3d11on12

#

No demo ):

#

I've read some about Unity's dx12 progress and plans to make it default API, been waiting for this for a bit...
Please lemme know as any game might allow me to extend addon's compatibility (if needed).

woven crag
#

DX12 default would be a good thing?

main wharf
# woven crag DX12 default would be a good thing?

No idea really. It allows a lot of modern stuff (RT, FG...) but I'm not sure stability-wise...
Unity imo has been relatively careful about performance (hi Unreal ๐Ÿ™ˆ), and it's been awhile since dx12 came out so one can hope.
That said, most games take several years to release so it might be a year or two before we get Unity-2025 codebase/native dx12 releases I dunno.

#

Ngl most of the stuff I barely understand. Still an interesting read though

warm geyser
#

but it uses none of the unity render pipeline

#

its a straight clip game

main wharf
warm geyser
#

it seems to draw a new set of shaders depending on the region you're in

#

and settings

#

also the game has no hdr rendering

#

its rgba8u throughout

#

you still get some highlights on effects, but nothing crazy

hearty bronze
main wharf
hearty bronze
#

no i meant i thought there were a few things that look tonemapped that could be unclamped

#

could be unorm resources

main wharf
#

As I said, that's pretty much exactly what Clipping slider does.
It's customizable, and nothing to do with resources.
Just increase value and clipping goes away, at the cost of some punchiness.

#

I mentioned here already that if users find good values for specific games I can add them to addon.
For now it is just an arbitrary 4 I think, which in some games can feel low.

hearty bronze
#

sorry yeah i guess im thinking on more of a per-game kinda context instead of unity specifically

#

i guess its more standardised then?

hearty bronze
main wharf
#

I mean who knows, if interested you can always plug devkit and/or addon into some of the games.
I couldn't find a way to read jxr on phone so I haven't seen pics.

bronze galleon
bronze galleon
main wharf
#

No worries, that's on me for not having any other HDR screen.
*currently except phone

woven crag
#

(I mean when I did I never noticed any differences or maybe it wasn't available that often, I can't remember) but the way you described it sounds like something id definetely like to adjust I just don't remember ever seeing it working

main wharf
bronze galleon
#

Say, Voosh, idr... why in some games I can use Reinhard but in others not ?

#

Is it tied to Unity versions or smth ?

main wharf
tidal peak
warm geyser
#

use rtx hdr for now

tidal peak
#

aye

#

Btw, Legacy Of Kain:Defiance Remastered just popped out, if anyone that love soul reaver series, interested on checking it out? ๐Ÿ˜‚

haughty dock
#

@main wharf for some reason the shaders you added for sektori from this dump don't seem to be in the mod from the latest snapshot

#

giving a missing output shader warning

main wharf
main wharf
haughty dock
#

Weird

main wharf
#

Huh

main wharf
haughty dock
#

Unless the snapshot link in that script is outdated it should be latest

haughty dock
#

๐Ÿ˜ญ

#

Ill see if I can figure out what went wrong

main wharf
#

Happens dw

bronze galleon
#

Welp, super nice new little Unity racing game dropped, iRacing Arcade, but it's dx12 only, can't use -force-d3d11 argument so it's a RenoDX rip ๐Ÿ˜ญ

#

Hopefully dx12 support is around the corner (pun intended), this game has a great HDR upgrade potential ๐Ÿ™‚

woeful timber
#

When you said Unity Racing game. Carx Street came to my mind. So I tried it. Sadly UI controls all the brightness, peak kinda works. No other sliders work.

main wharf
#

Comes to my mind Syberia Remastered for example

#

That is assuming it is in fact just dx12 presentation through d3d11on12, which so far most Unity games are using.

bronze galleon
#

Hmm guess I should try then ๐Ÿคž

haughty dock
#

I installed as 64 bit, then it didn't work cause the game was 32 bit. So I reinstalled with the script and didn't update reshade/addon because "it just downloaded". I forgot that it only downloads the addon based on the 32/64 bit selection

#

so 32 bit was outdated af

#

sorry to waste your time ๐Ÿ˜…

main wharf
main wharf
bronze galleon
#

UI doesn't show at all lol (text, buttons)

woeful timber
bronze galleon
#

@main wharf apologies but can you briefly guide me through the dumping process with devkit ?

#

Been such a long while since last time I did it I forgot everything

main wharf
bronze galleon
#

Thanks and my bad, should have thought of the pins

#

Will load it up rn

main wharf
main wharf
#

I probably should

bronze galleon
#

I wasn't using it but now with both addon and devkit, the UI shows

#

Go figure... lol

main wharf
haughty dock
#

@main wharf I'm going through some old unity mods and seeing what I want to deprecate in favor of this one. Would you be cool with me making a PR with settings auto applying?

bronze galleon
#

(Should it matter, this was with all graphical options turned on and cranked)

bronze galleon
#

Interestingly, some little renders (like small cars or characters in UI cards were upgraded when the main render (background in the menus) wasn't

main wharf
bronze galleon
#

If only Unity exposed HDR to users who want it

main wharf
haughty dock
#

okay only one of the mods I'll deprecate needs anything added

bronze galleon
#

Jon says he'll deprecate some mods -> dsxBlobSweat
checks witcher 3 channel for new messages ๐Ÿ˜ฐ
feels relieved

heavy axle
#

The latest "renodx-unityengine.addon64" from February is messing with the color grading of the game I'm currently playing (Berry Bury Berry), I don't have any issues with the version of december / january, is this a known issue ?

main wharf
heavy axle
# main wharf Internal LUT I assume? Possibly, I rolled back some change that was causing issu...

I figured out before you replied to me but yes it's related to the "LUT Shaper" setting, it was set to PQ by default for both versions but the latest is significantly changing the colors so I just swapped to Vanilla and it's now look as intended.

I did the testing on the January version between Vanilla and PQ and the difference is extremely minor at least in the scene I tested so it's not a big deal for me.

Thank you for your work, a pleasure to help ๐Ÿ˜

main wharf
#

aw wait, forgot I had this in addon:

void OnInitDevice(reshade::api::device* device) {
  if (device->get_api() == reshade::api::device_api::d3d12) {
    renodx::mods::shader::force_pipeline_cloning = true;
  }
}
#

Wonder if it's even doing anything ๐Ÿค”

#

I guess no, else devkit wouldn't make a difference, unless it's something else it does I'm not aware of

#

Let's make a toggle and see

#

Ah nevermind, it doesn't ever run:

//reshade::register_event<reshade::addon_event::init_device>(OnInitDevice);
#

Makes sense

main wharf
bronze galleon
#

Welp, still no UI elements and if I enable pipeline cloning, it just won't boot

#

Something is wacked with that game ๐Ÿ˜ข

#

(with or without SK)

main wharf
#

Mmmh. Nah, might just be skill issue tbh, I probably derped something.

bronze galleon
#

Eh, whatever it is, not worth losing sleep over it

#

๐Ÿ˜‰

main wharf
#

Yeaaa will have clearer mind when I wake up then I see

bronze galleon
#

Yeah I got races to win dsxGiggle

#

Forgot to mention it does a weird horizontal full bright white bar right after booting, at one of the first splash screens

main wharf
#

Can try pipeline cloning off, just with devkit loaded instead to at least try HDR.
But playing with devkit can cause performance drop/instabilities so I wouldn't recommend long sessions.

bronze galleon
#

I'll give a try, but yeah it caused some very noticeable stutters

#

Nope, something is very wrong, on track sessions are all weirdly colored, with missing textures

verbal lotus
#

hey gang, let me know if I'm doing this right. Trying to do an upgrade to Esoteric Ebb (using demo right now). Seems to black out when set to PQ. I got the reshade log/shader dump, let me know if there's anything else I'm supposed to provide for the process:

woeful timber
#

I've setup renodx and tried to do it myself. I found the shader and just added the

" o0.rgb = renodx::draw::RenderIntermediatePass(o0.rgb);" line and I guess it's a start. Game brightness works but ui has something that renders to the peak nits so gotta fix it later. Or at least try cuz I have no idea what I'm doing. Bloom might be clipping too.

warm geyser
#

voosh doesnt use the draw:: functions

#

he probably has the equivilent of intermediatepass somewhere

main wharf
# woeful timber this is the shader I'm working on.
  // Arri Log C1000 Encoding
  r0.xyz = r0.xyz * float3(5.55555582,5.55555582,5.55555582) + float3(0.0479959995,0.0479959995,0.0479959995);
  r0.xyz = max(float3(0,0,0), r0.xyz);
  r0.xyz = log2(r0.xyz);
  r0.xyz = saturate(r0.xyz * float3(0.0734997839,0.0734997839,0.0734997839) + float3(0.386036009,0.386036009,0.386036009));
  // 2D Lut Sampling
  r1.xw = float2(31,0.96875) * r0.xz;
  r0.w = floor(r1.x);
  r1.yz = r0.yz * float2(0.0302734375,0.96875) + float2(0.00048828125,0.015625);
  r0.x = r0.x * 31 + -r0.w;
  r1.x = r0.w * 0.03125 + r1.y;
  r2.xyzw = t4.SampleLevel(s5_s, r1.xz, 0).xyzw;
  r0.yz = float2(0.03125,0.015625) + r1.xw;
  r1.xyzw = t4.SampleLevel(s5_s, r0.yz, 0).xyzw;
  r0.yzw = r1.xyz + -r2.xyz;
  o0.xyz = r0.xxx * r0.yzw + r2.xyz;
#

You could work in this shader, but I would definitely check where LUT comes from by clicking corresponding 1024x32 SRV in devkit, then History on the right side.
It should show which draw generates the LUT, at least in dx11 and if lutbuilder draws every frame/doesn't hide.

Another way would be to dump and decompile all shaders, then search the folder for 13.60 which should be part of corresponding Arri Decoding. Usually gives away lutbuilder shader, in which color grading and eventually tonemapping code are.

main wharf
# bronze galleon Nope, something is very wrong, on track sessions are all weirdly colored, with m...

Weirdly colored might be a different output shader? Couldn't find any typo in the one I added already, but permutations are fairly common.
You'd want to make sure to dump these shaders aswell by actually getting in game with devkit, not just title menu.

That said I have no idea about crash on launch with pipeline cloning... Button is simple, just enables the flag. I guess the fact it's crashing means button itself work, but then why the crash when it works with devkit mmmmh...

Maybe share ReShade.log from the crash, in case it shows something obvious.

bronze galleon
#

I had gone in game and played a complete race with devkit before sending the dumps and even went back to the same track to make sure once that weird color + missing textures issue showed up, applied to all shrug

#

I'll reproduce the crash and send logs indeed, as soon as back on PC

woven crag
#

why does it say this on pcgaming wiki and who can edit it, if we have a working unity engine addon for it?

#

recommending autohdr over reno is yikes

#

I was also checking the patch notes, includes "HDR compatibility fixes" that's all they said ๐Ÿคทโ€โ™‚๏ธ

#

I bet it's garbage. i'll test it out

uneven sluice
#

generic mods aren't allowed to be mentioned on pcgw

#

only the specific mods can be added to the reno page and that will populate the hdr section for said game

#

with "X - No Native Support: HDR experience can be improved with reno"

#

E33 for example

woven crag
uneven sluice
#

ask the mods

#

these comments are probably from before the big reno/hdr discussion

woven crag
#

yeah this was a weird discussion

#

I feel like we should definetely talk to them more about this

#

it just makes no sense

#

anyway here's game's official "fixed HDR" clamped to 400 nits (i'm not sure it's getting any new detail, can you tell?), reno 400 nits and reno 1000+

#

just looking at the graph for native it tells me it's garbage

#

why is everything like this?

uneven sluice
#

i doubt we'd achieve much more than a year ago
maybe we can get a small footnote on Unity/UE pages about the generic mods, but that's it

woven crag
#

I read trough that and it still just blows my mind they're ok with dedicated mods (which can be based upon generic so it's technically the same thing or even more of a "hack") and just straight up recommending the autohdr addon, but not universal addon, do pcwg mods even understand what does all this do? the autohdr push as an "easy fix for all things hdr" is really frustrating to see

uneven sluice
#

you're forgetting that a lot of game notes are community sourced and not always double-checked by mods

#

ie Valorant had a note about w11 AutoHDR working with the game

woven crag
#

if it would be me I would just add a fixed note to all UE/Unity games "possibly working with universal reno addon, check github/wiki etc" just direct users to research themselves

#

at least send them to the right path instead of pushing autohdr as "the fix"

bronze galleon
#

(Game pops a small unity window thingy with progress bar (looks like a crash handler collecting stuff imo) before the game actually shutsdown)

main wharf
main wharf
#

Tonemap to SDR/Clip, then scaled later before PQ encoding.
A bit nasty ngl...

#

At least usable/not fully broken

main wharf
#

Shaders are registered twice, everything is fine.

#

14:42:36:677 [48252] | ERROR | [RenoDX] utils::shader::PipelineShaderDetails(Failed to replace pipeline)
I'm guessing this would be the issue. Mmmh, wonder if it's worth updating to most recent RenoDX codebase...
I'm a bit scared I break everything lol

main wharf
# woven crag it just makes no sense

Makes even less sense given Unity addon was built out of a bunch of individual game mods... It's even better than the dedicated mods I did before since I learnt in the meantime.
But yea, it is what it is, won't lose time arguing with PCGW staff about it. Let users enjoy AutoHDR I guess, I somehow don't mind. Not gonna claim what I do is better, ultimately to each their own ๐Ÿคท

main wharf
#

Aw shit, uhm... Not sure how to push to a branch in downstream. Ugh

#

Aw nvm, pressing "Publish branch" allows me to select downstream. Don't mind me, no idea wutimdoin

#

Works, nice

main wharf
#

Maybe this..? I got a bunch of settings linked to cbuffers.

#

Aw is advanced settings... Nevermind I don't have this.

woven crag
#

A clean reinstall and then slowly adding stuff in is ussually the best approach. Load with just Reshade, then Reno with everyting disabled (use .ini) and start turning stuff back on. Should be fixable

main wharf
woven crag
#

Honestly I have no idea what was the cause, but I know exactly the popup crash window they're talking about, all I ussually tried is just retrace steps reinstall and toggling everyting is all you can do kekwsit and eventually I got it working, without ever knowing what it actually was

woeful timber
main wharf
# woeful timber It shows like this

Oof, yea so either baked LUT or hidden lutbuilder. It looks like it's sampled in two different draws though, maybe two post-processing passes (?).
Dump all decompile all may work, provided shader actually decompiles. Some have to be decompiled to .asm, edited, then to .hlsl and edited back because 3dmigoto issues...

main wharf
#

Definitely a lutbuilder with usual (HDR) grading, though I'm not sure about the end...
I'm at work now kekpepehands

#

Looks like srgb decode kinda but whyyyyyy, there's no encode

woeful timber
golden lotus
#

#1398229844722057327 message

mega necro from hdr den, but booted Oxenfree 1 today and if I understand correctly, swapchain encoding set to Gamma but UI slider is capping peak brightness?

verbal lotus
main wharf
verbal lotus
main wharf
#

Uuuuh, gonna take one or two more days, laptop issues

woven crag
#

Homura Hime, the cute anime Nier like arpg (that also feels kinda nostalgic of older games somehow) that we fixed HDR for in the demo is out, and it's getting great reviews I recommend giving it a look (or a try) it's definetely on my must play list

#

Gameplay is often described as a mixture of a little bit of Touhou x Sekiro x DMC

lapis schooner
#

not tried unity engine reno yet

bronze galleon
#

Trying Planet of Lana out and noticed a couple oddities

#

Reno will show frostbite, hermite spline and dice in the main menu and start of the intro

#

But then it will shows daniele, reinhard and hermite spline once the first enemy encounter happens

#

And at that point I can't figure the correct tonemapper to match vanilla's look, something doesn't really match

#

Hmm seems like LUT Shaper is the key ๐Ÿ™‚

#

Both it and toneapper set to vanilla actually*

bronze galleon
#

Ah, at some point it says missing output shaders, I'll replay from the start and dump it all up until that point, hopefully it's all that's needed for the rest of the game

bronze galleon
#

I'll keep playing with devkit and auto dumping just in case but here are hopefully all the necessary shaders dumped

bronze galleon
#

Yeah

#

Waiting for the second to drop on GOG before getting it

main wharf
# bronze galleon But then it will shows daniele, reinhard and hermite spline once the first enemy...

That isn't unusual.
Basically game is just not tonemapping in title menu, but tonemaps (ACES) in game.
Addon follows that behavior, default tonemapper should always be right one.
Ultimately it's not really intended behavior, just a side effect of addon being universal. It can't make a difference between two situations in same game or two different games, just adapts to whatever original code is at any given point.

bronze galleon
#

Well that's the odd thing, is that so far it is mainly "not tonemapping" then

#

Only some stylized moment does get tonemapped iiuc

#

And unfortunately, all tonemappers but vanilla are "incorrect looking" at that point

main wharf
#

This will change when I get time to update code.
I'll likely remove ACES/Daniele in favor of extended curves + display mapping, so it will always be Frostbite/Dice/RenoDRT (something something psycho).

main wharf
bronze galleon
#

Bruh, so sorry to hear that... cursed be that mofo who stole it

main wharf
#

Thanks btw! @lapis schooner aswell

bronze galleon
#

You're welcome, least I can do

main wharf
#

On the bright side is opportunity for upgrade. Though I might have to delay buying HDR screen by a month or two despairge

bronze galleon
#

Big city bruh then

#

Oppotunity for upgrade is one way to see it sure but damn, I suppose you weren't insured against theft ? :/

main wharf
#

Nope

lapis schooner
bronze galleon
covert zephyr
# main wharf

I would pay you, I mean like, $30 but hey I would pay you lol. I really like how the game looks with it installed but I have to use rtx hdr for now and it is not really even comparable.

pulsar plinth
bronze galleon
#

Defaults are good ๐Ÿ˜‰

#

You might want to switch to vanilla tonemapper and vanilla instead of PQ for LUT Shaper in some moments tho

#

Otherwise it will mostly just work ootb ๐Ÿ™‚

pulsar plinth
#

thanks man!

main wharf
#

New laptop โœ…
VS Code and stuff set-up โœ…
Finally a couple days off โœ…

Right time to bother me with stuff folks

#

Aaaw, well I guess I already got quite a lot of stuff to look at. Soonโ„ข

bronze galleon
#

Enjoy that new rig ๐Ÿ˜Š

dense thorn
main wharf
#

Intel 275HX, RTX 5080 (16GB vram). Not highest tier but still huge gap from 7yo laptop. Jumped one GPU gen, and mostly twice VRAM. 8GB was quite limiting for gaming.
First things first gonna replay Forspoken.

pulsar plinth
#

seen one of those, its a big boy

main wharf
#

A bit confused about AI and NPU stuff, no idea about that tbh...
Will see incoming days how it goes, so far I just spent hours installing and configuring stuff.

#

Still missing HDR screen tho, but yea it is what it is ๐Ÿ˜…

bronze galleon
#

No HDR display ? How can you live ?

#

๐Ÿ˜ญ

main wharf
bronze galleon
#

It'll come fast, June is like just around the corner

woven crag
# main wharf New laptop โœ… VS Code and stuff set-up โœ… Finally a couple days off โœ… Right time ...

A lot of the games seem to just work out of the box by now so hopefully we don't have to, much, anymore Stronge what do you think the odds are as more and more shaders are bundled in, that these are reused and increases the odds for out of box compatibility for other (new or untested) games?

How do these shaders even work from the developer side? Is it something they pick from the engine, or something they create themselves?

Probably a bit of both? so if a game has custom shaders that's when it will always have to be manually added, but how common it is that games use unified shaders, like for example if you added new shaders we discovered in X game, how often does this even help other games or are we mostly doing custom shader hunting now?

main wharf
# woven crag A lot of the games seem to just work out of the box by now so hopefully we don't...

๐Ÿ˜…
More and more shaders dumps only have like 1 on 5 missing shaders, 4 others being already in addon.

I don't know anything about the dev-side of things, that'd be a question for a GameDev, maybe @strange shoal.

Shader-wise it very much depends on the pipeline used. Always shader permutations occur when different post-processing effects are used.

HDRP seems more consolidated as it has the lowest shaders / game ratio.
URP is a mess, something about cbuffers...

Custom post-processing shaders seem rather rare. They mostly come from either Unity, or some of its store assets, both of which are added to addon.

I'm pretty sure Unity has been working and adding stuff for HDR too. A smartest approach to this rather than "shader hunting" may be a more engine-specific mod, e.g. BepInEx, that uses Unity's native HDR stuff to upgrade games... But that's way out of my league

strange shoal
#

usually post processes are made with internal HDR in mind so display HDR should work naturally

#

Especially HDRP, URP on the flip side probably still has people doing naughty shit like they did in BIRP

main wharf
bronze galleon
#

Thank you ๐Ÿ˜Š

dense thorn
#

oh nice i had put that on my wishlist a few days ago

verbal lotus
verbal lotus
main wharf
verbal lotus
fiery vapor
#

looks like the shading for the game is intentionally flat, not sure if it's gonna go past 203 nits imo

verbal lotus
#

Tbf this was testing in a cave, I'll see/post a new screenshot in the outside to see how it looks

main wharf
main wharf
#

Thanks for that!

bronze galleon
#

Tried Mirage7, addon breaks rendering pretty bad so I was about to dump shit from it but I can't take it anymore that game is such a PoS lmao

#

I could only cope with it for like half an hour, it's that bad catkek

main wharf
# bronze galleon Tried Mirage7, addon breaks rendering pretty bad so I was about to dump shit fro...

It's not missing output shader, is it ?

Probably resources upgrades then. Make sure you've got minimum (just default one) enabled. Actually, a very few games don't need any upgrade at all, except swapchain which is always upgraded anyway (scRGB or HDR10).

Could confirm by disabling the one default upgrade and see what happens. If upgrade is needed, then Resource Cloning sometimes helps with stuff that breaks.

bronze galleon
#

Hmm, nope, didn't prompt me about that, ootb seems to do the right things upgrade wise, it's a 32bit game tho (if that even matters)

#

But it's just some terrain appearing higher on the Z axis than should be, some distant shit not rendered... tho judging by the gameplay, VA and graphics, I'd bet this game is held together with gaffer tape nyehehe

#

Uninstalled anyway

sonic fern
#

Do we have a like step-by-step guide on how to dial in / verify the effects pinned somewhere?
When I drag up the Brightness sliders, the game becomes brighter. Does that mean it's actually working?
Though some other sliders seem to do nothing at all.

When I checked the screen recording in Premiere Pro, the brightest spots form a flat line in the lumetri color.
I guess that's because a general mod like this can only affect the whole output, rather than making a bright spot actually brighter, right?

main wharf
main wharf
sonic fern
#

I just installed the analyze shader, and it seems to output to 500 nits at least
Yes, I know how to process videos in HDR workflow

sonic fern
#

Game is Gakuen Idolmaster
(PC version is on DMM)

main wharf
#

Yea nah something is off. Game brightness is not Peak.
Though I get it can be confusing as Peak Brightness slider is missing (which means addon doesn't find a shader to apply tonemapping in).

sonic fern
#

Speaking of which, the majority of the game is affected by UI Brightness, only a tiny amount is affected by Game Brightness (e.g. the outline of the characters)

main wharf
#

Aw wait I see black bars. You may need to increase R8G8B8A8_typeless upgrade to Any Size to unclamp things.

Then uhm, can try to change BlitCopyHack to "On" to allow tonemapping/grading. You may have to play with Scaling and Tonemap Offsets sliders (all in Compatibility settings) to get things working properly eventually.

#

Ultimately this seems to be F2P so I'll try to have a look.
Don't get your hopes up, the few mobile gachas I looked at were pretty tricky to get working properly.

sonic fern
#

The sliders in the Compatibility section are all locked (detected automatically I guess?)

I just tried setting the R8G8B8A8_TYPELESS to Any size, and the analysis now shows up to 1000 nits; and the color now contains a whopping 0.1% DCI-P3 XD

Though, it now causes some flickering...
I will try Output ratio I guess

main wharf
#

I doubt Output ratio works. Ratio is not preserved because of letter-boxing (black bars).

#

Well, unless you can somehow disable letter-boxing, either in game settings or with a mod, but I guess that's a smartphone game quirk

sonic fern
main wharf
# sonic fern Oh yeah, I got it now Previously when it wasn't working correctly, it's only ren...

Yea. Game Brightness is basically "the point between SDR and HDR" (or in this case UI Brightness but that's because addon isn't properly working in this game).

Anything between 0 and Game Brightness value is still SDR, so pushing Brightness to crazy high values will effectively just produce brighter SDR, which is usually undesirable.

With the right resources upgrades, the extra range you get above Game Brightness value is effectively unclamped HDR, details unseen in SDR.

#

Ultimately this seems to be F2P so I'll try to have a look.
aaaah, needs a VPN and all. despairge

sour drum
#

Is there a good strategy to finding working settings for untested games, besides just blindly trying everything?
For example, Superhot mind control delete works with these settings. But the only slider that works is peak.
Do I need to try different upgrades/options, or do I have to dump shaders?

main wharf
main wharf
sour drum
sour drum
#

Because I might miss some

main wharf
sour drum
# main wharf Had to google RXDC ๐Ÿ˜… I assume is https://discord.com/channels/1408098019194310...

I think it scraps the wiki and puts game specific notes in the info button on the game's card. But for specifics you'd have to ask @surreal haven .
Iirc, the only override it currently does to reshade.ini is auto disabling generic depth/runtime sync.
It added signs for generic unity/ue games to clarify their status (working, wip, not tested), so I thought it'd be good to add entries to the wiki.

surreal haven
main wharf
main wharf
main wharf
sour drum
#

Actually I did find something. UI brightness controls game brightness

#

I'll try dumping now

sour drum
#

Was looking through my library for unity games to test. I'll do this one in 2032

verbal lotus
main wharf
main wharf
verbal lotus
main wharf
# verbal lotus gosh dangit, you're right haha. <:patrickNotes:1410072116082118778>

Yea sorry about that... Quirk of addon trying to be "smart" and only show things that are available.
It's aimed at making more obvious when a game isn't compatible (no peak slider means addon isn't currently tonemapping), but as a side effect this can happen.
Fwiw I don't think this is reversible though, so if you go back from game to title menu, slider might still be there.
Will likely disappear again after a game restart until past title menu, but values are saved/restored all the same.

main wharf
# sour drum

Uuuuuh, I don't like the look of this. Looks tricky

main wharf
sour drum
main wharf
# sour drum Tested around a bit, seems to mostly work. Sliders all work (I thought UI brigh...

Oh lol, that bloom applies to text too. Yea these would be affected by game brightness as I placed scaling after post-processing (bloom included). I guess parts of UI are rendered before that. sigh

The windows I dunno, might have to buy the game to have a proper look and try to fix that stuff. Things are definitely custom here, looks nothing like Unity's usual post-processing.

#

Aw, it's on sale on GoG... mmh, though I wouldn't look today, kind of stuff that may take time and I'm about to eat and catch some sleep. Back to work tomorrow

sour drum
#

I'll maybe go back to retest the first one, if the wiki is accurate or not

main wharf
sour drum
#

noooo clustertruck is dx9 wth, would be such a great game for hdr

#

but no luck even with dxvk

main wharf
#

Oof. Well I've read dx9 support is in a good place now, I have yet to do first dx9 mod though.
Would've been Guild Wars if @haughty dock didn't manage it first.

The few games I'd like to mod first aren't Unity though (DMC, Bayonetta).

No idea if dx9 Unity games have shaders in common, between themselves and with dx11 ones.

Probably will have a look someday

haughty dock
sour drum
#

@main wharf Could you explain the lut shaper vanilla/pq?
My friend pedro is listed on the wiki as just swapchain proxy + tm/cg not in real time, but LUT shaper at PQ seems to lose the og color grading.
HDR works with vanilla here, but I've seen games where it clamps to SDR.

#

looks like there's a lot of post processing going on, so might have something to do with that?

#

I thought Unity was everywhere you looked, but turns out I don't own a whole lot of it myself

main wharf
#

Vanilla LUT Shaper, depending on pipeline/game, is Linear or SRGB (both SDR) or Arri Log C1000 (HDR, raised black level because borked decoding formula in Unity source).
PQ (with bt2020) is HDR (proper black level, WCG friendly).

main wharf
woven crag
#

If a game looks broken in PQ and reverts to normal with vanilla it means it just needs a shader dump? Seen this happen in Bloodshed, but was confused since HDR seemed to be working in the menu/background (and ui slider works as well I think) but the game in PQ is broken (everything looks black and oversaturated)

If its not a lot of work for you when it's "almost working" and we get this obvious sign of PQ being broken is what im basically asking, I've seen this before

#

I could make a dump although that game is going fully for that old school raw style, but it could maybe benefit, it looked nice on the menu screen background

main wharf
# woven crag If a game looks broken in PQ and reverts to normal with vanilla it means it just...

Yea needs a shaders dump.
LUT Shaper affects two shaders, lut builder and lut sampler (= Uber).
If one is missing, then it causes a mismatch. Most of the time it is the Uber, for which addon has a warning.
I didn't set warning for missing lutbuilder because it's way more rare.
To give an idea there are a few tens builders for over a thousand Ubers in addon.
Can still happen though and addon wouldn't warn about it.

#

Yea it's not much work, if sliders are available and working, even if game looks broken, that's already partially working.
Recent dumps have been about adding one or two Uber, which I all know by heart now, could edit them eyes closed in a minute.

woven crag
#

Nice. I'll post a dump next time I play

sour drum
sour drum
#

PQ LUT in pummel party is still bitching about missing output shader on some maps/minigames and deepfries the image, but I am not dumping this thing againkekpepehands

#

because let's make each of the ~50 minigames use unique shaders why not

main wharf
#

I don't think different shader is intended from devs, that'd just be Unity's optimization to not run unused code.
And that's mostly a URP thing, as HDRP enables/disables effects with cbuffers.

sour drum
#

Tested some games and didn't try resource upgrades yet. But here's what I have so far:
Firewatch - swapchain proxy on. Works, but the brightness above SDR is pretty inconsistent. A lightbulb can be 700 nits and the sky/sun are 250-300.
Gang Beasts - doesn't work, needs a dump
Human Fall Flat (listed on wiki) - works like listed on wiki (32 bit/swapchain proxy/both offsets +1) - but like with firewatch it's pretty dim beyond SDR
Keep talking and nobody explodes - swapchain proxy on, seems to work.
Lost in Vivo - sliders work with swapchain proxy, but the game is caped at 203.
My Friend Pedro (listed on wiki) - seems to work with the settings from wiki
Pummel Party - works out of the box, some shaders are still missing. Vanilla LUT shaper mostly works, PQ sometimes freaks out.
Superhot (listed on wiki) - works. Bloom is weak, and most UI is tied to game brightness.
Superhot Mind Control Delete - swapchain proxy+gamma encoding. Works, but parts are clamped, bloom is weak and parts of UI are tied to game brightness
Total Chaos remake (demo) - seems to work out of the box, but haven't done much testing yet

main wharf
sour drum
#

Forgot these two:
The Stanley parable remaster - 6 years to see The Bucketโ„ข in glorious HDR.
Clustertruck - DX9, rip

#

I'm thinking of going through some possible missing UE games, but hell naw I am NOT dealing with file sizes there

#

Unity games are pretty light at least

main wharf
#

Common troubleshooting

Do NOT use Exclusive Fullscreen mode (in game's display/graphic settings).
These steps assume all addon settings are set to default, and game is not yet in wiki compatibility list (use ctrl+F on the page to search for a game).

Game is dim, washed out => check addon UI for a warning about swapchain proxy.

  • Warning => enable Swapchain proxy in Resources upgrades section
  • No Warning => change Swapchain encoding to Gamma in Compatibility section

Highlights are limited to Game or UI brightness => try the following resources upgrades, added one-by-one with game restart in between so they take effect:

  • R8G8B8A8_typeless from Output Size to Any Size
  • R10G10B10A2_typeless

Ultrawide monitors/game with internal resolution not matching monitor => use dedicated mod to get proper resolution or some generic app (e.g. SpecialK). Else needs R8G8B8A8_typeless from Output Size to Any Size.

Colors are clamped to bt709 space, even when pushing Saturation slider up => upgrade R11G11B10_float

Game Brightness slider misbehaves/controls UI => try different Scaling Offset in Compatibility section. If not available, first set Blit Copy Hack to Scaling Only.

Grading sliders misbehave/don't affect render or include UI => try different Tonemap Offset in Compatibility section.

Game is deepfried => check addon UI as it's likely warning about missing output shader. Follow below's instructions to provide shaders 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. Make sure to reach the point game is deepfried.
Then you can send zipped renodx-dev in this channel, with ReShade.log could help.

main wharf
sour drum
#

Ok, I'll start from Lost in Vivo, since it's the only one capped so far:

Sliders work w/ swapchain proxy on, but the game is capped to game/ui brightness + bt709.
UI also controls post fx on highlights like bloom. (offsets don't help)
R8G8B8A8_typeless any size does nothing
R11G11B10_float does nothing (but the game could just not have WCG, so it's probably fine)
(was just one area, there is wcg)
R10G10B10A2_typeless causes artifacting (white flickering shapes) and still doesn't unclamp
Probably needs a dump

sour drum
lapis schooner
#

Planet of Lana 2 was so nice with this Stronge

bronze galleon
#

Damn, iRacing Arcade is cursed astronooo

#

SK's HDR isn't bad but not getting RenoDX to work properly is itching me

pulsar plinth
lapis schooner
bronze galleon
#

It being on game pass but not on GOG yet is frenchgry

unkempt roost
#

Are there any tips for Cult of the lamb?
Just tried with default settings (itโ€™s empty column on the mod page, however I found a screenshots where it was upgrade suggestion for r8g8b8a8_typeless some time ago)

Everything seems to work fine, but probably something wrong with colors. If I set peak brightness more then SDR, lamb fur converts from whitish to something like purple I guess, maybe violet. Any way to fix that?

hearty bronze
#

Cairn still has some missing luts - I can dump some if needed

main wharf
main wharf
sour drum
lapis schooner
#

Got to be something to do with licensing agreements or something idk

woven crag
#

SDR - RenoDRT - Frostbite

#

can also try blowout=50 to reduce yellowing on the white fur

#

strange, it's very different from what i remember the fur was always white (from autohdr)

main wharf
main wharf
# woven crag can also try blowout=50 to reduce yellowing on the white fur

White is R=G=B, so strong light in SDR can easily end up 1,1,1 due to technical limit (not accounting for tonemapping since game has none, per channel tonemapping which seems the most used in SDR would have similar effect anyway).
(Native) HDR's extra range allows RGB channels to go above 1, and when not equal has hue.
Funny you mention yellow fur when previous comment was about purple one, I guess it depends on room's lighting and is definitely more accurate.
Then again if that is an issue, ITM is a existing alternative.
Though as you said it's just a matter of fine-tuning color grading to get the look you want.
Newest RenoDRT version (psychoTM or something) may result in something closer to SDR aswell, but I still haven't had the time to try it.
Definitely will update addon to include it.

main wharf
#

Ugh I really suck at explaining stuff, hope this makes at least a little sense.
(Also am a bit drunk kekwsit)

woven crag
#

Ah yes it makes total sense how it stayed white, normally I expect more details and colours in highlights in true HDR, but this is just some fur it should kinda be a flat texture? I'm really confused how it could change the colour so drastically, I was also thinking if it could be affected by other light sources but I'm not too sure on that

main wharf
# woven crag Ah yes it makes total sense how it stayed white, normally I expect more details ...

Texture is likely white yea.
Not idea what science/maths is behind, but even IRL white just gets any hue you light it with. Green light would make it green, blue light would make it blue etc...
(Matte) Black remains black whatsoever (reflections can be colored on reflective surfaces).
I mean, put some red light on a sheep and ๐Ÿ‘ is red, not sure how to express this in a better way but it seems to just make sense to me.

It is definitely affected by other light sources, likely character's texture has "strong" RGB values so it pops out, for visibility matter.
Then it's easily clipped to 1,1,1 in SDR with surrounding lighting and remains white.
HDR prevents clipping and allows texture to be hued by whatever atmosphere game has.
I genuinely don't know what behavior is the most desired here, I feel that's the kind of thing people don't agree with each other when it comes to HDR.
Not gonna claim my way is the right one, which is why I offer so much customization in my mods, so hopefully everyone can get what they expect.
I genuinely won't mind someone who prefers AutoHDR/RTX HDR, I'm not being hateful or anything when I say ITM is an alternative.
Still I'm really open to feedback, so keep it coming, thank you. โค๏ธ

unkempt roost
#

The start of the game is in the night time. Thatโ€™s why itโ€™s blueish I guess

#

Especially when staying in the shadow of clouds

#

Then I went further and next chapter is daytime. And there is no blue.

Frostbite / Reno / SDR

#

And same behavior as @woven crag mention with renodrt make fur yellow compare to frostbite

proper vine
#

Been playing gtfo looked alright but it said it was missing output shader figured i'd dump it

main wharf
proper vine
#

oh bruh it must've not registered my ctrl a input when compressing lmao

#

i swear it had everything highlighted idk what happend

#

for some reason peazip doesn't compress multiple files?

main wharf
main wharf
sour drum
#

today's 64 bit snapshot doesn't work

main wharf
#

Yea it will, it's likely still building right now

main wharf
sour drum
woven crag
main wharf
main wharf
main wharf
sour drum
rustic wharf
#

ultros has this issue

#

seems to be fixed with o0 = max(0, o0); in some of its shaders

#

only these 2 so far

main wharf
rustic wharf
#

no worries

#

not sure if using max(0, ... is the proper fix but it gets rid of the issue lol

rustic wharf
main wharf
bronze galleon
#

Say, Voosh, I forgot to ask you, in iRacing Arcade, when upping the contrast, saturation highlight or highlight sat, I get black patches, would this be a clue regarding what to do in order to have it work properly eventually maybe ?

main wharf
bronze galleon
#

But it needs devkit to show UI elements and it's messing up lots of stuff

main wharf
bronze galleon
main wharf
#

Aye, will check dump again for some pow or srgb encode/decode

woven crag
#

ok so I get this warning, but whathever I do I get a black screen when enabling reno ๐Ÿ’€

#

with swapchain proxy=1 it CTDs, =2 still have a black screen

#

toggling between fullscreen/windowed/borderless to no avail, but the game doesn't seem to have it's own borderless option maybe that's why. There's only windowed and "fullscreen" not sure if fullscreen is actual fullscreen I think it's borderless

#

ever had this before?

main wharf
main wharf
rustic wharf
#

Thank you!

main wharf
woven crag
#

Yeah I already tried the game seems a little borked itself (some are unable to make it run need to force DX12) tons of stuttering but it looked like a very fun one. I will dump shaderinos later and I'm also hopeful for some serious patches on their end

#

Looks like my kind of fun. Typical waifu anime unity slop, also it has... Gundams??

crimson spear
woven crag
woven crag
# main wharf Maybe missing upgrade... Can't remember if Upgrade Copy Destinations is enabled ...

I am an idiot. Sort of. I noticed this before but sometimes my reshade.ini is adding this line on top "addon search path=..." and then it grabs addons from some other game folder, I have no idea why is it doing that but it keeps repeating the same one. Surely I'm not crazy and copy pasting an old reshade.ini with this error? It's a mistery to me why it keeps happening.

Anyway, deleted the line and now it actually grabbed the correct stuff and everything loaded normally, missing output shaders, dumping

#

does this matter which one I use?

woven crag
main wharf
bleak anchor
main wharf
#

Will check all these when at home later or tomorrow, thanks folks

bleak anchor
#

oh no i thought i was supposed to have in game enabled

#

should i disable and redump

#

had to have hdr enabled for re9 so assumed the same here

main wharf
bleak anchor
#

when i disable hdr ngl it just gets darker with reshade installed lol

main wharf
#

Or output/uber shaders may be the same for HDR and SDR, stuff mostly happens in lutbuilder (and later during Blit for HDR10 encoding but addon should get rid of that).

bleak anchor
main wharf
bleak anchor
#

would the game look better if we got reshade to work with in game hdr enabled or does it not matter

woven crag
#

I hope not entire game is that same dungeon despairge

#

Random framedrops are yikes tho but I really want to see this in HDR

main wharf
# bleak anchor would the game look better if we got reshade to work with in game hdr enabled or...

Is native HDR bad/unusable to begin with?

I'm not sure, shouldn't matter unless using SDR path causes issues, mainly from resources upgrades. Though I'd believe SDR/HDR output only changes at post-processing level, which is where addon works so... Yea I don't think there'd be any difference.

It's just that there are so few native HDR Unity games I don't want to support that, addon's big enough already and working on SDR path benefits more games eventually.

bleak anchor
#

native hdr was just very dark and ive used reshade to fix that before

#

i was hoping it would match sdr brightness here too

woven crag
#

I ran into exactly 1 unity game with perfect HDR out of the box. It didn't even have gamma missmatch! And it seemed to follow my windows HDR calibration? I just couldn't believe it.

#

Perfect native HDR out of the box

#

No adjustments, but it's pretty much as i would set it up

main wharf
#

Looks ACES'y.

#

Anyway, yea tbh I'm not surprised, Unity seems to have solid stuff available for HDR, it's really just up to devs to care enough to implement that correctly.
Which sadly seems rare given the amount of games that ship straight up broken deepfried stuff...

proper vine
main wharf
#

@woven crag has Rustil stuff
@crimson spear has My Time In Sandrock stuff
No Rest For The Wicked seems to compile all shaders indeed, which now I realize is pain since there are like 70 output shaders in dump... I genuinely doubt game uses all these though

#

Woops forgot file lmao

#

Regarding No Rest For The Wicked I'm thinking I could add all shaders to addon but without editing them at first, just so replacement is logged.
Then if someone plays the game and sends ReShade.log I should be able to figure out what's actually used.
Maybe I don't even need to add shaders, just their hashes, did that in the past in a few games with a stupid amount of permutations.

#

Heading to work though, I'll see later

main wharf
#

To log used shaders by hash without having them in addon, putting this here in case someone else ever has a use for it

main wharf
#

@bleak anchor Please run game in SDR with this for a bit, then share just ReShade.log here.
If doing multiple sessions don't forget previous log gets replaced when game is relaunched.
I don't know much about the game, but like if there are multiple areas or game modes you may want to visit them all. And if there are Post-Processing toggles (Bloom, Vignette, CA, Lens Dirt...) you may want to try different combinations.
Else just play as usual.
Also @quick robin @storm vapor hope y'all don't mind the ping.

main wharf
# sour drum

Aw yea this has interesting stuff, I just missed it first time. Gonna add this tonight or tomorrow

main wharf
main wharf
storm vapor
main wharf
#

Don't force yourself into replaying everything that'd be pointless for the purpose.

#

Shaders permutations happen when different post processing is used.
Let's say casting a special skill adds lens distortion, you just wanna do that once so corresponding shader is logged.
That's about it.

storm vapor
main wharf
#

Thanks, though ugh, that's a whole bunch of shaders ๐Ÿ˜…

#

Yea all 70 something... Fml

storm vapor
#

yeah the game is huge, with lots of custom stuff. it's almost like a mini MMORPG

main wharf
#

I still hope it does something funky and I don't have to add all shaders despairge

#

Especially since early access, like what if shit changes on release, sigh

bleak anchor
#

tbf it probably gonna be in early access for like a year or maybe two lol

#

ill redump it tmrw night

main wharf
bleak anchor
#

oh cool cool

woven crag
woven crag
#

I don't know what I did but i completely broke the game doesn't load anymore with the addon even if I turn everything off. Reinstalling

woven crag
#

I don't understand. Even after fresh reinstalls of the game, reshade, as soon as I put the add-on in the folder it ctds on startup (with that unity error popup)

#

I tried older versions of add-on, older versions of reshade... But it worked just fine until now? No matter what I change in the ini or if I make a fresh ini it just won't boot despairge

#

it's like it's going in a loop unloading and loading the addon

woven crag
#

Tried deleting all temporary files in /appdata as well, didn't help. It's completely broken, I ran out of ideas

main wharf
#

Game settings can be stored in registry, in which case reinstalling game wouldn't get rid of them.
I'd just boot game without addon to check. Alt+Enter combo changes fullscreen mode. A few games are funky with that.

woven crag
#

Tried that too, made no difference ๐Ÿ˜”

#

Could it be something with dxgi.dll? I remember we had to rename the file for Arknights and some others reported game failing to launch without forcing dx12 (but it works just fine as long as there is no addon)

main wharf
#

Aw, exclusive fullscreen usually has a second ReShade.ini created, for Unity games anyway.
So having ReShade2.ini would support that theory.

#

D3D11On12CreateDevice Ah.

#

[RenoDX] utils::shader::PipelineShaderDetails(Failed to replace pipeline) Ah.

#

Mmh this all sounds really familiar all of a sudden...

main wharf
# bronze galleon

Yup', same situation, same issue.
Ok I have two days off now, will try to figure out wth is going on.

main wharf
#

It likely worked previously because you loaded devkit along addon.
That's how @bronze galleon was able to get past CTD.

woven crag
#

Hmm yeah I was thinking that too, but on the very first boot it was without the devkit, but I'll try again adding it back in I didn't try that yet

main wharf
#

It's the new button I added in latest snapshot, trying to solve missing UI issue (devkit forces pipeline cloning I believe so I added that to replicate and fix UI issue). It may not be required for your game, so make sure that is disabled.

Pipeline cloning enabled is what caused crash for them.

#

But then it should've been disabled on fresh install on your side so... doubt

woven crag
#

That would make sense but I think I already tried with setting everything to =0, fresh reinstalls etc

#

It is so frustrating me because I literally had it just working moments ago, and then I changed a setting (upgrades etc) and ever since then nothing works anymore ๐Ÿคทโ€โ™‚๏ธ

#

It was literally working just fine

main wharf
main wharf
woven crag
#

Oh right why didn't I try just deleting the ini instead of editing it, I'll try the text ๐Ÿ™

main wharf
#

Lemme know if you find something out, though I'll try to reproduce on my side and figure out what's going on. Will keep the both of you posted

#

Just to be sure, no overlay/background app/SpecialK..?

woven crag
woven crag
main wharf
#

Rebooting computer sometimes helps, this goes especially for people who never completely shutdown it and just use Sleep instead. Windows be weird more often than not.

main wharf
woven crag
#

I was almost sure it broke something within the game and it's temp files so I found those and wiped everyting (including saves) and it still didn't help. At that point I was just despairge

main wharf
#

Nvidia App, RTSS are the most usual culprits, though it is possible Steam/Epic overlays cause a few issues I dunno.
I just disable everything all the time so I wouldn't know.

woven crag
#

Ok I didn't actually completely disable Nvidia overlay

#

I'll take a look at registry too

main wharf
main wharf
#

You want to open Rustil_ELC_Data/app.info file in game folder. Gives dev name and app name.

#

Then registry location would be: HKEY_CURRENT_USER\Software\*dev_name*\*app_name*

#

Also regarding localappdata which you mentionned (I do clear Temp folder there every once in a while aswell, I think that's what you were talking about ?).
I'm fairly sure Unity games mostly use AppData\LocalLow folder, at least unless devs did set a different location.
From there it'll follow same architecture as registry, so AppData\LocalLow\*dev_name*\*app_name*

#

Be careful not to lose your save file though, might be in there...

#

I'd make a backup just in case before deleting anything.

woven crag
#

Yes it was there, made backup of course. I'll try the registry too thanks

main wharf
#

So about No Rest For The Wicked, I'm finding multiple people saying that HDR there looks great.
I dunno if I wanna bother to be honest...

bronze galleon
#

Have they done it Ori 2 style ?

#

God I hope not dsxGiggle

#

Also, NRftW is pure dx12 isn't it ? If so kudos on supporting it ๐Ÿ™‚

main wharf
bronze galleon
#

Usually games implementing fg are running on dx12

main wharf
bronze galleon
#

Oh, I must be misremembering then astroconfused

uneven sluice
bronze galleon
#

Eh, fair enough

main wharf
#

Game looks interesting, though I might wait for release date to pick it up. Will see then if there's actually stuff I can improve to HDR, but honestly I doubt given the few comments about it I've read in HDR Den.

Whoever has issues with its native HDR, it might be worth reaching devs about it, sure they're open to feedback, would be the whole point of Early Access.

Or maybe another modder will make a mod by then.

bronze galleon
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Release date ?! It's still in early access ? ๐Ÿ˜ฎ

main wharf
bronze galleon
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Bruh

main wharf
bronze galleon
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Holy moly, slow ass development

main wharf
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Heeeh, good games take time to dev, or so I heard anyway

bronze galleon
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Sure but idk, feels weird having such a lengthy early access

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It's just the name though, like if it were called pre release beta, it would make more sense to me

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Just used to early access being like a couple weeks/days pre-release access usually

main wharf
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2 years next month it seems

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Alright so trying to clear backlog...

Please remind me if I forgot some game/dump... I know I have to figure out Cities Skylines still. Also to fix Turbo Overkill, Cairn, and take a look at ULTRAKILL.
Anything else ?

bronze galleon