Difference between revisions of "List of Unreal Engine 4-5 games where HDR can be forced"
(add note for Ghostrunner as it's unknown to me if the HDR works in D3D12 + change titles of references) |
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| [[Blacktail]] || D3D12 || yes || | | [[Blacktail]] || D3D12 || yes || | ||
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− | | [[Ghostrunner]] || D3D11 / D3D12 || no / unknown || The raytracing features are limited to D3D12<ref>{{Refurl|url=https://www.pcgamingwiki.com/wiki/Ghostrunner#API|title=PCGW API section Ghostrunner|date=2023-11-26}}</ref>. It is unknown if HDR works in D3D12. | + | | [[Ghostrunner]] || D3D11 / D3D12 || no / unknown || The raytracing features are limited to D3D12<ref>{{Refurl|url=https://www.pcgamingwiki.com/wiki/Ghostrunner#API|title=PCGW API section for Ghostrunner|date=2023-11-26}}</ref>. It is unknown if HDR works in D3D12. |
|- | |- | ||
| [[Fort Solis]] || D3D12 || no || | | [[Fort Solis]] || D3D12 || no || |
Revision as of 17:05, 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 / D3D12 | no / unknown | The raytracing features are limited to D3D12[1]. It is unknown if HDR works in D3D12. |
Fort Solis | D3D12 | no | |
Scorn | D3D12 | no | |
Stray | D3D11 | no | |
It Takes Two | D3D11 | no | |
The Forgotten City | D3D11 / D3D12 | no / unknown | Only the Microsoft Store version uses D3D12[2] and it is unknown if the -dx11 override is needed there or if it works at all.
|
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 | no / yes | Only the Enhanced Version is D3D12[3]. Every other 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. |
Notes
References
- ↑ PCGW API section for Ghostrunner - last accessed on 2023-11-26
- ↑ PCGW API section for The Forgotten City - last accessed on 2023-11-26
- ↑ PCGW API section for Little Nightmares II - last accessed on 2023-11-26