github Filoppi/Luma-Framework latest-169
Release (Build 169)

latest releases: latest-343, latest-339, latest-337...
5 months ago

The current version of all Luma mods (based on latest commit).

Installation instructions:

  • Extract all the files directly in the game main executable folder (replace the previous ones if you are updating)
  • If you already had a ReShade installation (dxgi.dll) overwrite it unless it's the same version. If you have other mods that used the dxgi.dll file, find a way to proxy them
  • Boot the game
  • Press home to bring out the ReShade and Luma menus (if they don't appear, ReShade or Luma failed to install or run)
  • Customize the settings if you'd like, the defaults are already good and pick up on your display calibration

Note that not all mods here are playable, some are work in progress. Consult the wiki mod list for their state, or ask in "HDR Den" discord for more information.
Note that some mods here might not be complete, like "Prey", which misses (optional) data for the rest of the mod, these should be downloaded from Nexus.
"Test" mods are made to be tested and have tools to investigate what's going on, and help the developers gather information.
Proton should be fully compatible out of the box.


Last commit: Luma:

  • Added "Indirect" texture upgrades support (instead of changing the format directly, we create another resource alongside with the upgraded format and live swap all references to it, this often works better as it's safer, given the game doesn't really see anything changing unless they read back the DirectX state (which most games dont' do)) (they can already be upgraded by shader hash and RTV index, and automatically as a chain of upgrades from SRV to RTV etc) (the feature is also sometimes called "mirrored" textures, proxy textures, cloned textures, redirected textures etc)
  • Added ability to upgrade depth buffer from any format to R32_FLOAT, useful for old games that used cheaper depth buffers and had z-fighting
  • Polish the display composition shader (putting things in functions)
  • Upgrade code style rules
  • Fixed asserts not triggering in some debug builds, now they will at least generate a message box, with no ability to trigger a breakpoint
  • Fixed graphic debugging and graphcis state caching functions taking too much memory, and using a huge amount of stack memory (helps avoid crashing in Burnout)
  • Avoid allocating large stacks of debug cached data if we are running close to the 4GB x86 process limit (helps avoid crashing in Burnout)
  • Print samplers mip bias in the graphics capture data
  • Improve luma advanced settings (shader defines) user interface, they now have a checkbox if they are 0-1, and a dropdown list from 0 to their max value if one is specified
  • Added functions to tell if a texture format is typeless, and if two formats are compatibility for CopyResource with one another
  • Added "??" (ANY) support for memory pattern scanning. Also added a function to stop at the first result when only one is needed to avoid scanning unused results
  • Improved samplers upgrades, now they don't use a define ifdef anymore, and can be more easily toggled live
  • Fixed many potential deadlocks or crashes with resource mutexes being locked while calling functions inside of DX devices etc
  • Fix luma template projects
  • Added new settings to upgrade textures by swapchain height or width, and allow upgrading cube textures too (used by Burnout reflections)
  • Set the color space private data on the swapchain so that SK and ReShade can know how Luma changed it
  • Added "CHECK_GRAPHICS_API_COMPATIBILITY" define to allow games like Crysis Remastered to run with Vulkan devices created too, Luma will just ignore them
  • Added button to reset all dev settings at once

Burnout Paradise:

  • Almost done

Beyond Two Souls:

  • First steps towards the mod, already did some live patching and tonemapper fixes

Deus Ex:

  • Upgrade depth buffer from 24 to 32 bit to improve z-fighting
  • Fix vertical bands of SDR vs HDR view being flipped

Heavy Rain:

  • Slightly improve grading for colors beyond 0-1
  • Set color grading intensity to 0.8 by default as it was too desaturated for a modern HDR presentation

INSIDE:

  • Fixed character shaders occasionally generating NaNs
  • Fully remove dithering when dithering is enabled (it was still left in a few places)

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