In my opinion, while RenoDX may be a relatively simple and straight forward way to enable HDR, it doesn't do it very well. There are UE5 engine settings related to HDR that it isn't using (or not using them properly), specifically MidLuminance and MinLuminanceLog10. Still using your latest versions just minus the RenoDX. For any curious, these are what I use: [/Script/Engine.RendererSettings] r.AllowHDR=1 r.HDR.EnableHDROutput=1 r.HDR.Display.MidLuminance=54 # Start at Peak Brightness * 0.13 (go lower for darker, higher for brighter) r.HDR.Display.MinLuminanceLog10=-1.3 # -1.3: IPS/LCD monitor, -3.3: OLED (-4: default) r.HDR.UI.Luminance=85 # Lower if UI is still too bright, higher if too dark (300: default) r.HDR.Aces.SceneColorMultiplier=0.416 # Peak Brightness / 1000 (should force the color curve to work only within your Peak Brightness) The next two settings are set automatically at runtime according to your hardware, so attempting to set them in the engine.ini may be fruitless, but people with higher end HDR monitors that have more features might be able to actually set them, so I'll include them: r.HDR.Display.OutputDevice=4 # 5 is better if you can use it, 6 if you have 2000nit display r.HDR.Display.ColorGamut=2 # 4 is the absolute widest ColorGamut, however it's white point is different so beware of potential blue-shifting on whites. (note: 4 and 2 are what get set automatically for me, so I removed the lines from my ini)
My monitor has a Peak Brightness of 416 nits and I use Menu Recolor to darken the UI.
Just pure native UE5 HDR via the above settings. Then your latest preset. I don't want to use RTX HDR either (on this game), because I need that extra horsepower going to framegen and ray reconstruction - but RTX HDR also looks good if you aren't already pushing your GPU.
RenoDX seems to set a couple of those settings in the Engine.ini for the user, so in that respect it is much easier and nicer. But, otherwise it doesn't really allow you to properly tweak the rest of these HDR settings. However, I will admit, RenoDX also does a plethora of other things besides HDR, which some people may or may not want to mess with. I just don't know how compatible it will be with Engine.ini edits since it saves at least some of the values it uses into Engine.ini and won't be able to do that since it needs to be set to read-only.
I see. I've nver tried stock UE5 HDR so far as I was using RTX HDR since the beginning before this RenoDX HDR.
I'm not an expert with HDR but RenoDX HDR is good but uses different color tone (slightly colder tone). When using my old preset with RenoDX HDR, white color seems to look blue-ish tone.
Are those the only values need to set for stock HDR? I want to compare it with RenoDX HDR. So far, RenoDX HDR is the easiest way for avg users to enable HDR. Tweaking ini files might be pain in the ass for some.
It's almost all of them that I'm aware of: Unreal Engine Console Variables Reference | Unreal Engine 5.5 Documentation | Epic Developer Community There are 2 others for how HDR applies to UI, but I didn't bother looking into them once I got the Luminance where I wanted. And a Gamut Compression setting I haven't played with. I might still tweak these values further myself, but I believe them to be a good baseline.
Man, you're the greatest. This is legit Engine.ini tweak. I think I'm gonna remove RenoDX HDR in the next update. Plus, I didn't even asked his permission to use his work. So, it's a good idea to avoid issues in the future.
Please, update ur latest finding of HDR tweaks if necessary. Or maybe if u want to make ur own mod's page, share the link and I'll make it required.
Ok, so I was mistakenly looking at UE5.5 documentation which includes newer features not found in Oblivion Remaster. GamutCompression does not exist in the game's version, and my OutputDevice and ColorGamut settings are being overwritten somehow - haven't tracked that down yet. But the rest are solid and working, so far.
Got it. I still need to tune a little bit of white balance with UE5 HDR since there is slight blue-ish tone at night time especially on snowy mountain but can't confirm yet. Could be just some random sky light's color.
Alright, so it comes down to my display does not support scRGB so I cannot in anyway, shape, or form override OutputDevice or ColorGamut - at least not to higher values. So I cannot personally test those values. UE5 internally queries your monitors capabilities and automatically sets these values at runtime and will discard any attempts to set them to values it deems unsupported for your hardware. You can, technically, override them using the in-game console, but if they are unsupported UE5 will just ignore it and not actually change anything. I'll update the parent post.
Ah that's fine. scRGB HDR is more accurate than HDR10 if I'm not mistaken? But this is already a hella info for people to enable HDR until Bethesda includes the option in the settings.
About the last two code values, it's too late lol. I've already using em in the latest update (ColorGamut=4). I've tuned the white balance according to it. If value 2 of ColorGamut shifts the white point too much, then people who using it might have a different result.
And, thanks again man for all this useful infos. Please update here if necessary. I'll include em in the description.
When you open the in-game console and type: r.HDR.Display.ColorGamut Does it actually print back out 4 for you? If so, that's great. It shouldn't shift the white point a ton to begin with, ColorGamut 2 is D65 and 4 is D60. But otherwise, yeah, scRGB is more accurate, I'm pretty sure it uses 16bit values instead of 10bit.
Thank you for this. As a complete noob to manually setting up HDR(if it doesn't have an in-game setting and series of sliders, I had no experience), this has been a massive help. Took a bit to find out my peak brightness but we got there, and it looks amazing. Kudos!
Ever since the LUT Cyberpunk mod, I have been looking for other mods like it for other games, I think MDXZFR nailed it for Oblivion Remastered. I uploaded a screenshot in this mod page. There is an "FPS hit" though. But that's ok because the trade off is worth it. I was hovering around 100 to 147 fps on 3440 x 1440, full blast graphics settings. Now its around 70 to 80 fps.
Thanks man. Yeah, it hurts some fps, probably like 10. I'm using 3440x1440 too. Oled too? Love ultrawide :P Yeah, that lumen engine tweak gives a little dramatic to the light and shadow.
That's a pretty significant hit imo, but if the game is stable and you prefer it then that's awesome. I can also give a +1 to Lumen Remastered, it handles lighting really well.
Feeling that inside and shadows are a little too dark and light sources don't push out enough for light. Seems a little over exposed in the sun on the paths and walls in the imperial city. Using 0 on brightness on game. Have HDR set on in engine.ini (On linux) https://gyazo.com/41a34fc142ac837be0086e4a14d16e20
Can u try increase "Precision" value above 4 under AdaptiveTonemapper.fx? See how it does. And did you used true HDR monitor? Probably HDR compatibility issue. Enabled HDR by just tweaking Engine.ini is not accurate enough. Try follow this mod HDR Fix - Reshade Passthrough to tune native HDR. I'm using RTX HDR. Too bad this game has no native HDR and no mods like from Starfield.
I done that and I have an Alienware AW3423DWF https://gyazo.com/6a2905e37a9c46decde60b393a2e2e59 (Display settings). Pretty new to Linux so not sure if I have RTX HDR on.
So frostcrag spire is a lot better, but imperial city in the sun is pretty over exposed, it is better if I disable AdeptiveTonemapper and ContrastStretch but then it makes darker areas look same as this https://gyazo.com/41a34fc142ac837be0086e4a14d16e20
Ahh same monitor as mine. Pretty sure it's the HDR issue. Don't worry man, I'm working on it. The upcoming update will have RenoDX HDR included in the ReShade preset. So, no issue with HDR compatibility anymore after this. Need ReShade with add-on support version.
[SystemSettings] Altar.GraphicsOptions.HDR=1 r.AllowHDR=1 r.HDR.Display.MidLuminance=.41 r.HDR.EnableHDROutput=1 r.HDR.UI.Luminance=203 r.HDR.Display.ColorGamut=2 r.HDR.Aces.SceneColorMultiplier=180 I have this set is the MidLuminance wrong?
No need all those codes. Just HDR=true and nits=470 for AW3423DWF (HDR400 TB). Just wait for my new update. almost done testing. Btw, which area/place in the photo u sent? wanna go there and see if the black level is good this time
Frostcrag Spire Living Area and the over saturation is mostly the imperial city. Was on Peak 1000 trying True black now. The sun reflecting of most things makes it feel over saturated.bUseHDRDisplayOutput=True HDRDisplayOutputNits=470Keeps going back to False everytime I start game after I change it to True
In general, I like where this is going. My main criticisms in early testing are that night time is waaay too bright (even if I set ingame brightness to -10), and that during daylight hours I get weird flickering.
Hey to palliate the bright menus for the users, I'd suggest putting in "Requirements" the great mod "Menu Recolor". It'll make menus darker and not blinding lol. Until new updates widen it to in game papers etc.
Menu Recolor works great. Been using it since it came out.
I also force HDR on via ini files and change how much the HDR affects the UI with r.HDR.UI.Luminance (I set it to 50).
For v1.2, I no longer get any shimmering/flickering during the day. And night is reasonably dark/bright. If it is possible to get even darker nights (or just areas with no light sources) without affecting the daytime, that would be great, but not sure how possible it is without tanking performance. Other than that, no notes!
It is possible but then u can't see things in places like the underground tunnel. I was thinking to do that before uploaded the v1 preset but people might not like it of it's too dark. But I can make it darker than this version.
I already play on a HDR display and HDR turned on ingame and W11 HDR is on. For me this profile makes it very ugly and to much sharpening all the grass has white line artifacts around it and if i start walking everything goes dark when i stand still light and walk dark again very distracting :P I most make my own preset since these presets are very sensitive with what display you play and if you already using HDR.
But the game is to red looking and very foggy so need to fix it myself.
Oblivion has no in-game HDR to enabled. Use RTX HDR. I'll change the sharpess intensity later. Too red? On mid day? Or at dusk? The white balance looks ok to me. Thanks for the feedbacks.
Thanks for the feedback. White balance is looking white to me with Alienware oled AW3423DWF. If at night, it could happen bcs of the reflection of the sky color. Plus, the vanilla night time is bright by itself with full of lights. On the the area with almost no light like underground tunnel or cave, the contrast seems fine. Dark is dark/black. and for the brightness, I'll lower it down a bit. I agree it's too much especially when looking at white paper or while looting. Thanks for the feedback
66 comments
[/Script/Engine.RendererSettings]
The next two settings are set automatically at runtime according to your hardware, so attempting to set them in the engine.ini may be fruitless, but people with higher end HDR monitors that have more features might be able to actually set them, so I'll include them:r.AllowHDR=1
r.HDR.EnableHDROutput=1
r.HDR.Display.MidLuminance=54 # Start at Peak Brightness * 0.13 (go lower for darker, higher for brighter)
r.HDR.Display.MinLuminanceLog10=-1.3 # -1.3: IPS/LCD monitor, -3.3: OLED (-4: default)
r.HDR.UI.Luminance=85 # Lower if UI is still too bright, higher if too dark (300: default)
r.HDR.Aces.SceneColorMultiplier=0.416 # Peak Brightness / 1000 (should force the color curve to work only within your Peak Brightness)
r.HDR.Display.OutputDevice=4 # 5 is better if you can use it, 6 if you have 2000nit display
(note: 4 and 2 are what get set automatically for me, so I removed the lines from my ini)r.HDR.Display.ColorGamut=2 # 4 is the absolute widest ColorGamut, however it's white point is different so beware of potential blue-shifting on whites.
My monitor has a Peak Brightness of 416 nits and I use Menu Recolor to darken the UI.
So are u using RTX HDR instead of renoDX HDR?
RenoDX seems to set a couple of those settings in the Engine.ini for the user, so in that respect it is much easier and nicer. But, otherwise it doesn't really allow you to properly tweak the rest of these HDR settings. However, I will admit, RenoDX also does a plethora of other things besides HDR, which some people may or may not want to mess with. I just don't know how compatible it will be with Engine.ini edits since it saves at least some of the values it uses into Engine.ini and won't be able to do that since it needs to be set to read-only.
I'm not an expert with HDR but RenoDX HDR is good but uses different color tone (slightly colder tone). When using my old preset with RenoDX HDR, white color seems to look blue-ish tone.
Are those the only values need to set for stock HDR? I want to compare it with RenoDX HDR. So far, RenoDX HDR is the easiest way for avg users to enable HDR. Tweaking ini files might be pain in the ass for some.
There are 2 others for how HDR applies to UI, but I didn't bother looking into them once I got the Luminance where I wanted. And a Gamut Compression setting I haven't played with. I might still tweak these values further myself, but I believe them to be a good baseline.
Please, update ur latest finding of HDR tweaks if necessary. Or maybe if u want to make ur own mod's page, share the link and I'll make it required.
Thanks for the great job. GG
About the last two code values, it's too late lol. I've already using em in the latest update (ColorGamut=4). I've tuned the white balance according to it. If value 2 of ColorGamut shifts the white point too much, then people who using it might have a different result.
And, thanks again man for all this useful infos. Please update here if necessary. I'll include em in the description.
Does it actually print back out 4 for you? If so, that's great. It shouldn't shift the white point a ton to begin with, ColorGamut 2 is D65 and 4 is D60. But otherwise, yeah, scRGB is more accurate, I'm pretty sure it uses 16bit values instead of 10bit.
Ever since the LUT Cyberpunk mod, I have been looking for other mods like it for other games, I think MDXZFR nailed it for Oblivion Remastered. I uploaded a screenshot in this mod page. There is an "FPS hit" though. But that's ok because the trade off is worth it. I was hovering around 100 to 147 fps on 3440 x 1440, full blast graphics settings. Now its around 70 to 80 fps.
Day is bright, night is dark. BTW, I also added this mod ---> Lumen Remastered at Oblivion Remastered Nexus - Mods and community
THANKS AGAIN!
I'm using 3440x1440 too. Oled too? Love ultrawide :P
Yeah, that lumen engine tweak gives a little dramatic to the light and shadow.
BTW, I had to revert to VER 1.2, the one that I originally downloaded. Ver 1.5 made it too colorful for me. As a point of reference, this link is somewhat what VER 1.2 did to my Oblivion Remastered ---> Forest River Nature Sounds - Gentle Stream with Birdsong | 4K Relaxing Nature Ambience for Sleep - YouTube
https://gyazo.com/41a34fc142ac837be0086e4a14d16e20
Probably HDR compatibility issue. Enabled HDR by just tweaking Engine.ini is not accurate enough. Try follow this mod HDR Fix - Reshade Passthrough to tune native HDR. I'm using RTX HDR. Too bad this game has no native HDR and no mods like from Starfield.
So frostcrag spire is a lot better, but imperial city in the sun is pretty over exposed, it is better if I disable AdeptiveTonemapper and ContrastStretch but then it makes darker areas look same as this https://gyazo.com/41a34fc142ac837be0086e4a14d16e20
[SystemSettings]
Altar.GraphicsOptions.HDR=1
r.AllowHDR=1
r.HDR.Display.MidLuminance=.41
r.HDR.EnableHDROutput=1
r.HDR.UI.Luminance=203
r.HDR.Display.ColorGamut=2
r.HDR.Aces.SceneColorMultiplier=180
I have this set is the MidLuminance wrong?
bUseHDRDisplayOutput=True
Keeps going back to False everytime I start game after I change it to TrueHDRDisplayOutputNits=470
Edit: It seems to be an issue with linux and the game wanting to work with a reshade that has full addon support.
Thanks for the feedback
It'll make menus darker and not blinding lol.
Until new updates widen it to in game papers etc.
I also force HDR on via ini files and change how much the HDR affects the UI with r.HDR.UI.Luminance (I set it to 50).
For v1.2, I no longer get any shimmering/flickering during the day. And night is reasonably dark/bright. If it is possible to get even darker nights (or just areas with no light sources) without affecting the daytime, that would be great, but not sure how possible it is without tanking performance. Other than that, no notes!
On what GPU and CPU ?
I most make my own preset since these presets are very sensitive with what display you play and if you already using HDR.
But the game is to red looking and very foggy so need to fix it myself.
I'll change the sharpess intensity later.
Too red? On mid day? Or at dusk? The white balance looks ok to me.
Thanks for the feedbacks.
and for the brightness, I'll lower it down a bit. I agree it's too much especially when looking at white paper or while looting.
Thanks for the feedback