github Filoppi/Luma-Framework latest-488
Release (Build 488)

latest releases: latest-557, latest-553, latest-536...
one month 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: * refactor(Quantum Break): source upscaling depth from linearization input * fix(Quantum Break): stabilize DLSS jitter and transitions - Convert Quantum Break's temporal resolve SSAA jitter from raw normalized UV units to DLSS/FSR input pixel units. - Prefer ssaa.g_vSSAAJitterOffset[0] as the authoritative jitter source because QB's temporal resolve adds it directly to current color/depth sampling UVs. - Flip the converted jitter Y value to match the SR convention used by DLSS/FSR integrations. - Avoid projection-style half scaling for the SSAA jitter path; g_vSSAAJitterOffset[0] is already UV-space and needs full render-size scaling. - Treat the cb_update_1.g_vJitterOffset fallback as already pixel-space if it is ever used, since captured scene frames showed it as zero and other QB shaders add it to SV_Position. - Document the logged QB 4-sample jitter sequence and its expected render-pixel values for the observed 2560x1440 internal render size when QB's own upscaling is enabled at 4K output. - Add transition guards for temporal-resolve variants that bind scene-looking resources without valid scene constant buffers. - Skip those invalid transition resolves instead of replaying them through the post-SR path, avoiding the DLSS AA-off save-load device hang. - Add DLSS scene warmup counted in valid temporal resolves so DLSS does not start on unstable loading-to-gameplay frames. - Keep DLSS history reset across no-scene/title/loading periods and SR resource rebuilds. - Copy generated PDBs for symbol-producing Quantum Break addon configurations to make runtime debugging easier. - Update the Quantum Break upscaling notes with current jitter behavior, transition handling, PDB behavior, and validation status.

  • Source SR depth from the depth-linearization pass input instead of the already-linearized output.
  • Cache the pre-linearized clip/device depth from 0xA43343D6 PS SRV0.
  • Convert Quantum Break's temporal resolve SSAA jitter from raw normalized UV units to DLSS/FSR input pixel units.
  • Prefer ssaa.g_vSSAAJitterOffset[0] as the authoritative jitter source because QB's temporal resolve adds it directly to current color/depth sampling UVs.
  • Flip the converted jitter Y value to match the SR convention used by DLSS/FSR integrations.
  • Avoid projection-style half scaling for the SSAA jitter path; g_vSSAAJitterOffset[0] is already UV-space and needs full render-size scaling.
  • Treat the cb_update_1.g_vJitterOffset fallback as already pixel-space if it is ever used, since captured scene frames showed it as zero and other QB shaders add it to SV_Position.
  • Document the logged QB 4-sample jitter sequence and its expected render-pixel values for the observed 2560x1440 internal render size when QB's own upscaling is enabled at 4K output.
  • Add transition guards for temporal-resolve variants that bind scene-looking resources without valid scene constant buffers.
  • Skip those invalid transition resolves instead of replaying them through the post-SR path, avoiding the DLSS AA-off save-load device hang.
  • Add DLSS scene warmup counted in valid temporal resolves so DLSS does not start on unstable loading-to-gameplay frames.
  • Keep DLSS history reset across no-scene/title/loading periods and SR resource rebuilds.
  • Copy generated PDBs for symbol-producing Quantum Break addon configurations to make runtime debugging easier.
  • Update the Quantum Break upscaling notes with current jitter behavior, transition handling, PDB behavior, and validation status.

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