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: feat(Quantum Break): refine super resolution integration (#100)
Update the Quantum Break SR path after the initial scaffold to run SR on linear color
and simplify the runtime/debug surface.
- add pre-SR gamma-to-linear decode and post-SR linear-to-gamma encode passes
- run DLSS with linear/HDR input, neutral pre-exposure, and disabled auto exposure
- use normal depth and unjittered motion-vector settings
- derive SR render/output sizes from bound texture descs instead of unstable cbuffers
- reduce cbuffer readback to only live SR inputs
- hardcode FSR sharpness, MV scale, and jitter scale defaults
- hide SR debug UI behind development/test builds and make debug sections collapsible
- document the current upscaling flow and remaining validation points