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
- (Linux only) install msvcrt40 and vcrun2022 using protontricks
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: Snowbreak Containment Zone: add Luma mod
Adds a per-game project for Snowbreak Containment Zone (UE 4.26, DX11),
following the same layout as the other game mods.
The game's final ScreenPercentage upscale pass is the only slot where true
super resolution is possible: the TAA slot UE4 exposes is internal
resolution -> internal resolution (DLAA at best), while the upscale pass
goes internal resolution -> backbuffer. The mod therefore leaves the TAA
slot to the game and takes over the upscale pass, which it identifies by
the pixel shader hash of the bilinear rescale UE4 emits for it.
The pass only ever rescales, so its input and output must share the aspect
ratio. When they do not - 1920x1280 into 2560x1440, seen right after
leaving a battle for the hub - it is instead blitting a subrect of its
input, and feeding the whole texture to NGX magnifies that subrect. Those
cases are detected and left to the game.
Settings are only handed to NGX when one of the compared fields actually
changed, and the motion-vector scale is held at its last plausible value:
UE4 substitutes a 1x1 velocity target on frames that never ran a velocity
pass (menus, pause, map transitions), and letting that reach the settings
tuple made OptiScaler release and rebuild the NGX feature every frame.
Tested in Publishing mode.