github Filoppi/Luma-Framework latest-426
Release (Build 426)

latest releases: latest-588, latest-587, latest-585...
3 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.
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: Core and Quantum Break rendering updates (#98)

Add a set of Quantum Break rendering updates covering tone mapping, user grading/effects controls, grain handling, and preliminary super-resolution integration.

Quantum Break changes:

  • adjust tone mapping and extend tonemap coverage to remaining shaders
  • add user grading/effects sliders
  • organize main.cpp settings and runtime upgrade setup
  • scaffold SR/DLSS integration through the temporal resolve path
  • capture motion vectors, temporal cbuffer data, jitter, and render/output sizes
  • add SR output setup, reset tracking, and debug/UI controls
  • add perceptual grain support and fix vanilla grain behavior with SR
  • rename the callback macro to ENABLE_POST_DRAW_DISPATCH_CALLBACK
  • add an unused TAA/history reprojection shader reference for future work

Core change:

  • refresh the cached SRV-capable proxy source texture before reusing it in redirected CopyResource
  • prevents stale source contents when the original source texture is not shader-resource bindable

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