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.
The "Generic" mod will work in many games out of the box, especially if you pair it with a separate Auto HDR upgrade method.
Proton should be fully compatible out of the box.
Last commit: New mods;
- Mafia II DE (finished)
- Nioh (finished)
- Vanquish (finished)
- Watch Dogs 2 (playable) (also fixed graphical glitches with the game, unlreated to Luma)
- Titanfall 2 (WIP, main menu fixed!)
- NIER Automata (WIP)
- Shenmue (WIP)
Improved mods:
- Hollow Knight Silksong (less banding, more compatibility, improved LUT scaling, fixed blur offset (from PR))
- Just Cause 3 (DLSS, videos AutoHDR, better exposure, ...)
- Prince of Persia TLC
- Many (almost all through shared code)
General:
- Added swapchain resolution to luma cbuffers (useful to have)
- Refactored the DICE tonemapper class, making it a lot more flexible, also fixed a few major bugs with it. Tonemapping is now always done by average as opposed to by luminance
- Fix "CorrectOutOfRangeColor". Now the math works properly and it also has a smoothing in range to avoid steps in gradients.
- Add a tiny bit of highlights (per channel) saturation through PumboAutoHDR by default (applies to all mods)
- Add many helpers to fix old games post processes (e.g. smooth in raised blacks)
- Improved color conversion matrices
- Improved 1D lut extrapolation code
- Added 1D lut smoothing code (unclips LUT edges)
- Fixed bad c++ template using int32 as int64 and failing to find shader hashes (crashed some games)
- Add stencil to debug capture data (alongside depth)
- Fix conflicts with the luma data cbuffer if games had multiple command lists (e.g. Watch Dogs 2)
- Fix texture cloning failing if we forced the mip map flag (in some games)
- Add code to ignore DPIs for window size (some games don't scale properly)
- Added toggle to ignore texture samplers upgrades
- Added global Luma enabled/disabled toggle for quick modding comparison, and improved the main Luma buttons (removed the deprecated ones)
- Fixed some wrong asserts that triggered when viewing shaders in the list
- Added clear texture color to the debug capture view
- Fixed some bad conditions to debug shader passes happening in specific threads
- Fix CopyResource like functions occasionally not upgrading target textures properly (they'd take the size of the source instead of the target) (Vanquish bloom brok
- Fixed some "ignroe texture upgrades" wrong checks that might have caused leaks or errors
- Added a "no 1x1" filter for texture upgrades (avoids warnings or issues in some games)
- Fixed edge cases with debugging vertex shaders