github Filoppi/Luma-Framework latest-177
Release (Build 177)

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: - Add Thumper mod (pretty much finished)

  • Add a button to ignore all indirect texture upgrades live, giving the ability of showing how the game looked with vanilla textures (and shaders) with a click
  • Add a callback to the custom draw function to trigger the original draw call, in case we quickly and reliably wanted to add behaviours after it
  • Default the device resolution to the display resolution before the swapchain is created, Thumper creates textures before that, so texture upgrades failed (this might help in a few other games too)
  • Improve borderless mode, some flags were potentially missing
  • Fix device data mutex deadlock on resources destruction etc
  • Add tighter checking for overlaps between game native CBs and Luma's CBs, making sure we never overwrite the game's ones
  • Add MS Copy Shaders, and add "max 0" copy shaders for sanitizing some types of textures
  • Show all n samples of MS textures when debugging them, instead of the first sample only
  • Add support for custom ops in shader live patching
  • Burnout: add DoF toggle
  • Burnout: fix potential crash due to reading invalid memory
  • Deus Ex: revert upgraded depth buffer, still WIP
  • Fix some bad memory deallocations (debug stuff)
  • When a pass has subtractive/inverse blends, print them out as red in the debug capture, to show they'd be broken with float render targets (if the original textures were UNORM)
  • Fix a few issues with cbuffer debugging, with the highlightet resource tracking

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