Difference between revisions of "List of Unreal Engine 4-5 games where HDR can be forced"
m (remove the D3D11 entry for Spyro as the game is already D3D11) |
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{| class="template-infotable pcgwikitable wikitable sortable" | {| class="template-infotable pcgwikitable wikitable sortable" | ||
|- | |- | ||
− | ! Name !! Render API !! Notes | + | ! Name !! Render API !! <code>-dx11</code> override needed? !! Notes |
|- | |- | ||
− | | [[Blacktail]] || | + | | [[Blacktail]] || D3D12 || yes || |
|- | |- | ||
− | | [[Ghostrunner]] || || | + | | [[Ghostrunner]] || D3D11 || no || |
|- | |- | ||
− | | [[Fort Solis]] || || | + | | [[Fort Solis]] || D3D12 || no || |
|- | |- | ||
− | | [[Scorn]] || || | + | | [[Scorn]] || D3D12 || no || |
|- | |- | ||
− | | [[Stray]] || || | + | | [[Stray]] || D3D11 || no || |
|- | |- | ||
− | | [[It Takes Two]] || || | + | | [[It Takes Two]] || D3D11 || no || |
|- | |- | ||
− | | [[The Forgotten City]] || || | + | | [[The Forgotten City]] || D3D11/D3D12 || no || Only the Microsoft Store version uses D3D12 and it is unknown if the <code>-dx11</code> override works there. |
|- | |- | ||
− | | [[Spyro Reignited Trilogy]] || || UI elements are displayed with the wrong gamma no matter the setting chosen. | + | | [[Spyro Reignited Trilogy]] || D3D11 || no || UI elements are displayed with the wrong gamma no matter the setting chosen. |
+ | |||
<code>r.HDR.UI.CompositeMode=0</code> recommended as there are banding issues otherwise. | <code>r.HDR.UI.CompositeMode=0</code> recommended as there are banding issues otherwise. | ||
|- | |- | ||
− | | [[The Invincible]] || | + | | [[The Invincible]] || D3D12 || yes || Some images in the UI are displayed with the wrong gamma. |
|- | |- | ||
− | | [[Little Nightmares II]] || D3D11 || The game brightness setting doesn't have any effect on the game brightness. Use external tools (e.g. [[Nvidia_Control_Panel|Nvidia Control Panel]], [[Glossary:Windowed#SpecialK|SpecialK]]) if the game looks too dark. | + | | [[Little Nightmares II]] || D3D11/D3D12|| yes || Enhanced Version is D3D12 and base version is D3D11. |
+ | |||
+ | The game brightness setting doesn't have any effect on the game brightness. Use external tools (e.g. [[Nvidia_Control_Panel|Nvidia Control Panel]], [[Glossary:Windowed#SpecialK|SpecialK]]) if the game looks too dark. | ||
The game looks quite different, partially losing the blue filter that prevails in SDR. | The game looks quite different, partially losing the blue filter that prevails in SDR. | ||
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Some scene transitions fail to fade to black under certain circumstances. If the screen gets stuck on a view, pause and open the Hats menu, then upause. | Some scene transitions fail to fade to black under certain circumstances. If the screen gets stuck on a view, pause and open the Hats menu, then upause. | ||
|- | |- | ||
− | | [[Sackboy: A Big Adventure]] || | + | | [[Sackboy: A Big Adventure]] || D3D12 || yes || Raytracing and DLSS no longer work. Toggle fullscreen twice to fix blackscreen. Game brightness toggle no longer functions as intended (it changes the UI brightness only). |
|- | |- | ||
− | | [[System Shock (2023)]] || D3D11 || Results in increased dynamic range but UI is washed out, UI boosting may help. | + | | [[System Shock (2023)]] || D3D11 || no || Results in increased dynamic range but UI is washed out, UI boosting may help. |
|- | |- | ||
|} | |} |
Revision as of 16:50, 26 November 2023
Unreal Engine 4 and Unreal Engine 5 have native HDR output that can be forced in many newer games with mixed results.
Earlier versions of Unreal Engine 4 required running in Exclusive Fullscreen (FSE) in order for this to work, while newer versions supports it for windowed modes as well, though some more recent versions have broken HDR in DirectX 12,[citation needed] requiring the use of -dx11
launch argument to run games in DirectX 11.[Note 1] Depending on the version of the engine, the UI might render with the wrong gamma and look washed out.
General information
- See the official engine documentation for more details.
- See High dynamic range (HDR) for more information about HDR.
Instructions
Enable native HDR output |
---|
[SystemSettings] r.AllowHDR=1 r.HDR.EnableHDROutput=1 r.HDR.Display.OutputDevice=5 r.HDR.Display.ColorGamut=2 If your display supports 2000 nits or higher output you can change Optionally you can add these lines to boost the UI brightness. This might make the UI integrate better with HDR. r.HDR.UI.CompositeMode=1 r.HDR.UI.Level=1.5 |
Supported games
- The below is an attempt to list all known titles where Unreal Engine 4 and 5's native HDR output support can be forced.
Name | Render API | -dx11 override needed? |
Notes |
---|---|---|---|
Blacktail | D3D12 | yes | |
Ghostrunner | D3D11 | no | |
Fort Solis | D3D12 | no | |
Scorn | D3D12 | no | |
Stray | D3D11 | no | |
It Takes Two | D3D11 | no | |
The Forgotten City | D3D11/D3D12 | no | Only the Microsoft Store version uses D3D12 and it is unknown if the -dx11 override works there.
|
Spyro Reignited Trilogy | D3D11 | no | UI elements are displayed with the wrong gamma no matter the setting chosen.
|
The Invincible | D3D12 | yes | Some images in the UI are displayed with the wrong gamma. |
Little Nightmares II | D3D11/D3D12 | yes | Enhanced Version is D3D12 and base version is D3D11.
The game brightness setting doesn't have any effect on the game brightness. Use external tools (e.g. Nvidia Control Panel, SpecialK) if the game looks too dark. The game looks quite different, partially losing the blue filter that prevails in SDR. Some scene transitions fail to fade to black under certain circumstances. If the screen gets stuck on a view, pause and open the Hats menu, then upause. |
Sackboy: A Big Adventure | D3D12 | yes | Raytracing and DLSS no longer work. Toggle fullscreen twice to fix blackscreen. Game brightness toggle no longer functions as intended (it changes the UI brightness only). |
System Shock (2023) | D3D11 | no | Results in increased dynamic range but UI is washed out, UI boosting may help. |