github Filoppi/Luma-Framework latest-787
Release (Build 787)

latest releases: latest-800, latest-792, latest-791...
2 hours 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
  • (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: Metal Gear Solid V The Phantom Pain: Add Luma mod

Replaces the game's FXAA with FSR 4, FSR 3 or DLSS at native resolution.

  • Jitter: Halton offsets go into the main view's scene constants as the game uploads them (the engine already supports off-center projections). Frames are keyed on their camera state, because the game records them out of order on worker threads.
  • Motion vectors: a compute pass rebuilds camera motion from depth in full precision and camera relative (the game's own velocity buffer is 8 bit), and keeps the game's object motion where objects move.
  • SR point: FXAA is recorded on a deferred context, so its command list is split at the FXAA draw and SR runs on the immediate context in between (like Persona 5 Royal).
  • The game quits at startup when its D3D11 device's vtable isn't inside d3d11.dll, which ReShade's device wrapper breaks. A SafetyHook on GetModuleInformation gives the game's own check ReShade's module instead (found by ghostinthecamera/mgsv-reshade-fix, MIT).
  • It never loads in Metal Gear Online (mgsvmgo.exe), which shares the game folder.

Needs Motion Blur on and Post-Processing High or above, the only settings where the game renders its velocity pass; otherwise FXAA stays. Tested on an RX 9070 XT at 4K and 1080p with FSR 4 and FSR 3; DLSS is untested.

Co-Authored-By: Claude Opus 5.5 noreply@anthropic.com

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