github Filoppi/Luma-Framework latest-823
Release (Build 823)

latest releases: latest-825, latest-824
one hour 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: Run SR before bloom, fix the still camera and outline jitter

Follow-up to #258: three fixes to where SR runs and where its jitter shows.

  • SR before bloom: SR ran in FXAA's place, at the end of the game's post-processing. By then bloom, lens flare and depth of field had been built from the raw jittered frame and carried its shake, and motion blur had smeared the image before SR saw it. SR now runs right before bloom, so all of them work on its stable output, the order AMD's and NVIDIA's guides recommend. A frame without a bloom pass (seen on a scene's first frame) still runs SR in FXAA's place, with a warning in the log.
  • Still camera: the game records each frame on worker threads in no fixed order, so the mod tells frames apart by their camera. A perfectly still camera made every frame look the same, so the jitter froze on one offset and the aliasing came back whenever the camera held still, like while aiming. A new frame now also starts after a present and a pause of at least 1 ms, the gap the game leaves between recording two frames.
  • Outlines: the marked enemy and night vision outlines draw after SR, straight onto the final image, but read the jittered camera. SR never sees them, so nothing cancels the offset and they shook by up to half a pixel every frame. They now get the game's own camera back right before they draw.

Tested on an RX 6800 XT at 1440p and 720p with FSR 4 and FSR 3: Mother Base at night with and without night vision, marked guards, aiming, and under full CPU load (Prime95, about 25 fps). DLSS is still untested.

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

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