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Difference between revisions of "List of Unreal Engine 4-5 games where HDR can be forced"

From PCGamingWiki, the wiki about fixing PC games
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{{Tocbox}}
 
{{Tocbox}}
  
'''[[Engine:Unreal Engine 4|Unreal Engine 4]]''' and '''[[Engine:Unreal Engine 5|Unreal Engine 5]]''' have native HDR output that can be forced in many newer games with mixed results.
+
'''[[Engine:Unreal Engine 4|Unreal Engine 4]]''' and '''[[Engine:Unreal Engine 5|Unreal Engine 5]]''' have native HDR output that can be forced in many newer games with mixed results. Specific details are available in each engine's version page.
 
 
Earlier versions of Unreal Engine 4 required running in [[Engine:Unreal Engine 4#Exclusive fullscreen|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,{{cn}} requiring the use of <code>-dx11</code> launch argument to run games in DirectX 11.{{Note|Running a game in D3D11 may not be officially supported and may experience additional unexpected issues unrelated to HDR.|name=dx11}}
 
  
 
'''General information'''
 
'''General information'''
Line 11: Line 9:
 
==Instructions==
 
==Instructions==
  
{{Fixbox|description=Enable native HDR output|fix=
+
{{Fixbox|description=Force the built-in HDR display output of the engine:|fix=
# For DirectX 12-only titles where forced HDR output is only possible using DirectX 11, use the <code>-dx11</code> [[Glossary:Command line arguments|command line argument]] to force it to run in DirectX 11 mode.{{Note|name=dx11}}
+
Follow either [[Unreal Engine 4#High dynamic range (HDR)|Unreal Engine 4 HDR]] or [[Unreal Engine 5#High dynamic range (HDR)|Unreal Engine 5 HDR]].
# Using [[Engine:Unreal Engine 4#Permanent console variable (cvar) changes|this guide on the UE4 engine page]], change {{File|Engine.ini}} to include these lines:
+
}}
<pre>
+
 
[SystemSettings]
+
==Game compatibility==
r.AllowHDR=1
+
{{ii}} These tables lists all tested titles and their compatibility (or lack thereof) with forcing Unreal Engine 4 and 5's native HDR output.
r.HDR.EnableHDROutput=1
+
 
r.HDR.Display.OutputDevice=5
+
===Supported===
r.HDR.Display.ColorGamut=2
+
<!-- ###
</pre>
+
 
 +
Different tickcrosses that can be used, and their accompanied tooltip:
 +
 
 +
{{User:Lilium/Tickcross-uehdr|engineini}}        - Modifying Engine.ini works
 +
{{User:Lilium/Tickcross-uehdr|limited}}          - Modifying Engine.ini works, though the game does not work as expected.
 +
{{User:Lilium/Tickcross-uehdr|hackable-ini}}    - Modifying Engine.ini works provided a '-dx11' cmd line argument is used.
 +
{{User:Lilium/Tickcross-uehdr|hackable-limited}} - Modifying Engine.ini works provided a '-dx11' cmd line argument is used, though the game does not work as expected.
 +
{{User:Lilium/Tickcross-uehdr|unknown}}          - Unknown
 +
 
 +
### -->
 +
 
 +
<table style="text-align: center; margin: 0 auto; width: auto">
 +
<tr>
 +
<td>{{User:Lilium/Tickcross-uehdr|engineini}}</td>
 +
<td><big>HDR can be forced</big></td>
 +
<td style="padding-left:25px">{{User:Lilium/Tickcross-uehdr|hackable-ini}}</td>
 +
<td><big>HDR can be forced if -dx11 is used</big></td>
 +
<td style="padding-left:25px">{{User:Lilium/Tickcross-uehdr|unknown}}</td>
 +
<td><big>Unknown</big></td>
 +
</tr>
 +
</table>
  
Optionally you can add these lines to boost the UI brightness. This might make the UI integrate better with HDR.
+
<div style="margin-top:10px"><center>Refer to the individual game notes for more details, specific requirements, or any known limitations.</center></div>
<pre>
 
r.HDR.UI.CompositeMode=1
 
r.HDR.UI.Level=1.5
 
</pre>
 
}}
 
  
==Supported games==
+
{| class="pcgwikitable wikitable sortable" style="width: 100%;"
 +
|-
 +
! style="width: 150px" | Name !! style="width: 100px" | D3D11 HDR !! style="width: 100px" | D3D12 HDR !! Notes
 +
|-
 +
| [[A Way Out]] || {{User:Lilium/Tickcross-uehdr|engineini}} || ||
 +
|-
 +
| [[After Us]] || {{User:Lilium/Tickcross-uehdr|engineini}} || ||
 +
|-
 +
| [[Blacktail]] || {{User:Lilium/Tickcross-uehdr|hackable-ini}} || ||
 +
|-
 +
| [[Fort Solis]] || || {{User:Lilium/Tickcross-uehdr|engineini}} ||
 +
|-
 +
| [[Ghostrunner]] || {{User:Lilium/Tickcross-uehdr|engineini}} || || The raytracing features will not be usable since they 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>.
 +
|-
 +
| [[Hell Pie]] || {{User:Lilium/Tickcross-uehdr|hackable-ini}} || || The raytracing features will not be usable since they are limited to D3D12<ref>{{Refurl|url=https://www.pcgamingwiki.com/wiki/Hell_Pie#API|title=PCGW API section for Hell Pie|date=2024-01-20}}</ref>.
 +
|-
 +
| [[It Takes Two]] || {{User:Lilium/Tickcross-uehdr|engineini}} || ||
 +
|-
 +
| [[Kao the Kangaroo (2022)]] || {{User:Lilium/Tickcross-uehdr|engineini}} || ||
 +
|-
 +
| [[Lego 2K Drive]] || {{User:Lilium/Tickcross-uehdr|engineini}} || ||
 +
|-
 +
| [[Little Nightmares II]] || {{User:Lilium/Tickcross-uehdr|unknown}} || || Original D3D11 version.
 +
|-
 +
| [[Little Nightmares II|Little Nightmares II:<br>Enhanced Edition]] || {{User:Lilium/Tickcross-uehdr|hackable-ini}} || || The Enhanced Version makes use of D3D12.<ref>{{Refurl|url=https://www.pcgamingwiki.com/wiki/Little_Nightmares_II#API|title=PCGW API section for Little Nightmares II|date=2023-11-26}}</ref>
  
{{ii}} The below is an attempt to list all known titles where Unreal Engine 4 and 5's native HDR output support can be forced.
+
The game looks quite different, partially losing the blue filter that prevails in SDR, and some scene transitions may fail to fade to black under certain circumstances. If the screen gets stuck on a view, pause and open the Hats menu, then upause. The game brightness setting will not work properly, requiring external tools (e.g. [[Nvidia_Control_Panel|Nvidia Control Panel]], [[Glossary:Windowed#SpecialK|SpecialK]]) if the game looks too dark.
 +
|-
 +
| [[Marauders]] || {{User:Lilium/Tickcross-uehdr|engineini}} || || Note: it seems like HDR compatibility changed in a recent update. Needs to be re-tested.
 +
|-
 +
| [[Martha Is Dead]] || {{User:Lilium/Tickcross-uehdr|engineini}} || || The in game camera can have a few problems (wrong color space).
 +
|-
 +
| [[Pumpkin Jack]] || {{User:Lilium/Tickcross-uehdr|hackable-ini}} || || The raytracing features will not be usable since they are limited to D3D12<ref>{{Refurl|url=https://www.pcgamingwiki.com/wiki/Pumpkin_Jack#API|title=PCGW API section for Pumpkin Jack|date=2024-01-20}}</ref>.
 +
|-
 +
| [[Sackboy: A Big Adventure]] || {{User:Lilium/Tickcross-uehdr|hackable-ini}} || || 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).
 +
|-
 +
| [[RoboCop: Rogue City]] || || {{User:Lilium/Tickcross-uehdr|engineini}} || Works great, even <code>r.HDR.UI.Luminance</code> can be set in Engine.ini (value in nits)
 +
|-
 +
| [[Scorn]] || || {{User:Lilium/Tickcross-uehdr|engineini}} ||
 +
|-
 +
| [[SpongeBob SquarePants: Battle for Bikini Bottom - Rehydrated]] || {{User:Lilium/Tickcross-uehdr|engineini}} || ||
 +
|-
 +
| [[Spyro Reignited Trilogy]] || {{User:Lilium/Tickcross-uehdr|engineini}} || || UI elements are displayed with the wrong gamma no matter the setting chosen.<br><code>r.HDR.UI.CompositeMode=0</code> recommended as there are banding issues otherwise.
 +
|-
 +
| [[Pacific Drive]] || {{User:Lilium/Tickcross-uehdr|hackable-ini}} || {{User:Lilium/Tickcross-uehdr|engineini}} || The ambient lighting is quite dim compared to {{Term|SDR}}, but the accessibility weather setting for "Brighter Nights" helps some, even indoors. <code>r.HDR.UI.CompositeMode=1</code> can cause UI elements, such as the menu, to become washed out, especially if <code>r.HDR.UI.Level</code> is set to greater then 1.<ref>{{Refcheck|user=Thealpha31|date=2024-04-28}}</ref>
 +
|-
 +
| [[Witchfire]] || {{User:Lilium/Tickcross-uehdr|hackable-ini}} || ||
 +
|-
 +
| [[The Outer Worlds: Spacer's Choice Edition]] || {{User:Lilium/Tickcross-uehdr|engineini}} || ||
 +
|-
 +
| [[Stray]] || {{User:Lilium/Tickcross-uehdr|engineini}} || ||
 +
|-
 +
| [[System Shock (2023)]] || {{User:Lilium/Tickcross-uehdr|engineini}} || || Results in increased dynamic range but UI is washed out, UI boosting may help.
 +
|-
 +
| [[The Forgotten City]] || {{User:Lilium/Tickcross-uehdr|engineini}} || {{User:Lilium/Tickcross-uehdr|unknown}} || Only the Microsoft Store version uses D3D12<ref>{{Refurl|url=https://www.pcgamingwiki.com/wiki/The_Forgotten_City#API|title=PCGW API section for The Forgotten City|date=2023-11-26}}</ref> and it is unknown if the <code>-dx11</code> override is needed there or if it works at all.
 +
|-
 +
| [[The Expanse: A Telltale Series]] || {{User:Lilium/Tickcross-uehdr|engineini}} || ||
 +
|-
 +
| [[The Invincible]] || {{User:Lilium/Tickcross-uehdr|hackable-ini}} || || Some images in the UI are displayed with the wrong gamma.
 +
|-
 +
| [[Visage]] || {{User:Lilium/Tickcross-uehdr|engineini}} || ||
 +
|-
 +
| [[Granblue Fantasy Versus: Rising]] || {{User:Lilium/Tickcross-uehdr|engineini}} || ||
 +
|-
 +
| [[Ace Combat 7]] || {{User:Lilium/Tickcross-uehdr|engineini}} || ||
 +
|-
 +
| [[Satisfactory]] || || {{User:Lilium/Tickcross-uehdr|engineini}} ||
 +
|-
 +
| [[Palworld]] || || {{User:Lilium/Tickcross-uehdr|engineini}} ||
 +
|-
 +
| [[Guilty Gear Strive]] || {{User:Lilium/Tickcross-uehdr|engineini}} || ||
 +
|-
 +
| [[The Ascent]] || {{User:Lilium/Tickcross-uehdr|hackable-ini}} || {{User:Lilium/Tickcross-uehdr|hackable-ini}} || DX11 fails to draw in the UI while in game. DX12 works but <code>r.HDR.Display.OutputDevice 3</code> needs to be forced after startup through the console (through external tools, like [https://framedsc.github.io/GeneralGuides/universal_ue4_consoleunlocker.htm#downloading-the-unlocker Universal Unreal Engine 4 Unlocker]. The UI has a gamma mismatch, but is still usable. The game did not seem to use SDR LUTs, so the visuals match between SDR and HDR.
 +
|-
 +
| [[Like a Dragon: Ishin!]] || || {{User:Lilium/Tickcross-uehdr|engineini}} || Crashes with Reshade
 +
|-
 +
| [[Sand Land]] || {{User:Lilium/Tickcross-uehdr|hackable-ini}} || ||
 +
|-
 +
| [[Atomic Heart]] || || {{User:Lilium/Tickcross-uehdr|hackable-ini}} || DX12 works but <code>r.HDR.EnableHDROutput 1</code> and <code>r.HDR.Display.OutputDevice 3</code> need to be forced after startup through the console with the [https://www.nexusmods.com/atomicheart/mods/9 UETools] mod. Other external tools that can usually give you access to the console, like ''Universal Unreal Engine 4 Unlocker'' or ''UE4SS'', don't work. The UI has a gamma mismatch, but is still usable.
 +
|-
 +
| [[Abiotic Factor]] || || {{User:Lilium/Tickcross-uehdr|engineini}} ||
 +
|-
 +
| [[Kena: Bridge of Spirits]] || {{User:Lilium/Tickcross-uehdr|engineini}} || || Needs more testing, but there's reports that it works with DX11.
 +
|-
 +
| [[Supraland]] || {{User:Lilium/Tickcross-uehdr|engineini}} || ||
 +
|-
 +
| [[Vampyr]] || {{User:Lilium/Tickcross-uehdr|engineini}} || || The in-game brightness slider only affects the UI in HDR, so you can set it to the lowest value to fix the washed out UI.
 +
|-
 +
| [[The Pathless]] || {{User:Lilium/Tickcross-uehdr|engineini}} || ||
 +
|-
 +
| [[Harvestella]] || {{User:Lilium/Tickcross-uehdr|engineini}} || || UI is washed out.
 +
|-
 +
| [[The Eternal Cylinder]] || {{User:Lilium/Tickcross-uehdr|engineini}} || || Engine.ini tweaks only work with DX11. The raytracing features will not be usable since they are limited to DX12
 +
|-
 +
| [[En Garde!]] || || {{User:Lilium/Tickcross-uehdr|engineini}} ||
 +
|-
 +
| [[The Sinking City]] || {{User:Lilium/Tickcross-uehdr|engineini}} || || The game seems to look very different in HDR, possibly because SDR uses LUTs, or because they customized the engine. Some effects are possibly missing. The UI has the wrong gamma by default but it can be fixed with decent results by changing the gamma in the settings.
 +
|}
  
{| class="template-infotable pcgwikitable wikitable sortable"
+
===Unsupported===
 +
{| class="pcgwikitable wikitable sortable" style="width: 100%;"
 +
|-
 +
! style="width: 150px" | Name !! Notes
 +
|-
 +
| [[Little Nightmares]] || Editing Engine.ini results in washed out image with no HDR.
 +
|-
 +
| [[Abzu]] || Editing Engine.ini results in washed out image with no HDR.
 +
|-
 +
| [[Crash Bandicoot 4: It's About Time|Crash Bandicoot 4:<br>It's About Time]] || Editing Engine.ini doesn't do anything.
 +
|-
 +
| [[Remnant: From the Ashes]] || Only works with ''UE4SS'' and a mod that forces the HDR console variables at runtime.
 +
|-
 +
| [[Remnant II]] || Editing Engine.ini doesn't do anything (can be forced by memory editing).
 +
|-
 +
| [[Hi-Fi Rush]] || Editing Engine.ini results in washed out image with no HDR. [[Special K]] is a working alternative method of getting HDR in this game.
 +
|-
 +
| [[The Finals]] || Editing Engine.ini doesn't do anything. <code>GameUserSettings.ini</code> contains a <code>bUseHDRDisplayOutput</code> setting but that also has no effect.
 
|-
 
|-
! Name !! Render API !! Notes
+
| [[Paranormal HK]] || Editing Engine.ini results in washed out image with no HDR. The UI becomes glitchy.
 
|-
 
|-
| [[Blacktail]] || D3D11 ||
+
| [[Banishers: Ghosts of New Eden]] || The is no Engine.ini file. Inis are probably included in the game data packages instead of being loose. HDR can be forced on with ''Universal Unreal Engine 5.x Unlocker''.
 
|-
 
|-
| [[Ghostrunner]] || ||
+
| [[The Gunk]] || Only works with ''UE4SS'' in DX11 and a mod that forces the HDR console variables at runtime.
 
|-
 
|-
| [[Sackboy: A Big Adventure]] || D3D11 || Raytracing and DLSS no longer work. Toggle fullscreen twice to fix blackscreen. Game brightness toggle no longer functions.
+
| [[Scarlet Nexus]] || Doesn't work. Gameplay segments have working HDR if you use ''UE4SS'', but visual novel scenes are broken.
 
|-
 
|-
| [[System Shock (2023)]] || D3D11 || Results in increased dynamic range but UI is washed out, UI boosting may help.
+
| [[Persona 3 Reload]] || The UI elements break and are very bright.
 
|-
 
|-
 +
| [[Sifu]] || Crashes with the Engine.ini tweaks
 
|}
 
|}
  

Latest revision as of 21:08, 9 May 2024

Unreal Engine 4 and Unreal Engine 5 have native HDR output that can be forced in many newer games with mixed results. Specific details are available in each engine's version page.

General information

See the official engine documentation for more details.
See High dynamic range (HDR) for more information about HDR.

Instructions

Force the built-in HDR display output of the engine:

Follow either Unreal Engine 4 HDR or Unreal Engine 5 HDR.

Game compatibility

These tables lists all tested titles and their compatibility (or lack thereof) with forcing Unreal Engine 4 and 5's native HDR output.

Supported

HDR can be forced
HDR can be forced if -dx11 is used
Unknown
Refer to the individual game notes for more details, specific requirements, or any known limitations.
Name D3D11 HDR D3D12 HDR Notes
A Way Out
After Us
Blacktail
Fort Solis
Ghostrunner
The raytracing features will not be usable since they are limited to D3D12[1].
Hell Pie
The raytracing features will not be usable since they are limited to D3D12[2].
It Takes Two
Kao the Kangaroo (2022)
Lego 2K Drive
Little Nightmares II
Original D3D11 version.
Little Nightmares II:
Enhanced Edition
The Enhanced Version makes use of D3D12.[3]

The game looks quite different, partially losing the blue filter that prevails in SDR, and some scene transitions may fail to fade to black under certain circumstances. If the screen gets stuck on a view, pause and open the Hats menu, then upause. The game brightness setting will not work properly, requiring external tools (e.g. Nvidia Control Panel, SpecialK) if the game looks too dark.

Marauders
Note: it seems like HDR compatibility changed in a recent update. Needs to be re-tested.
Martha Is Dead
The in game camera can have a few problems (wrong color space).
Pumpkin Jack
The raytracing features will not be usable since they are limited to D3D12[4].
Sackboy: A Big Adventure
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).
RoboCop: Rogue City
Works great, even r.HDR.UI.Luminance can be set in Engine.ini (value in nits)
Scorn
SpongeBob SquarePants: Battle for Bikini Bottom - Rehydrated
Spyro Reignited Trilogy
UI elements are displayed with the wrong gamma no matter the setting chosen.
r.HDR.UI.CompositeMode=0 recommended as there are banding issues otherwise.
Pacific Drive
The ambient lighting is quite dim compared to SDR, but the accessibility weather setting for "Brighter Nights" helps some, even indoors. r.HDR.UI.CompositeMode=1 can cause UI elements, such as the menu, to become washed out, especially if r.HDR.UI.Level is set to greater then 1.[5]
Witchfire
The Outer Worlds: Spacer's Choice Edition
Stray
System Shock (2023)
Results in increased dynamic range but UI is washed out, UI boosting may help.
The Forgotten City
Only the Microsoft Store version uses D3D12[6] and it is unknown if the -dx11 override is needed there or if it works at all.
The Expanse: A Telltale Series
The Invincible
Some images in the UI are displayed with the wrong gamma.
Visage
Granblue Fantasy Versus: Rising
Ace Combat 7
Satisfactory
Palworld
Guilty Gear Strive
The Ascent
DX11 fails to draw in the UI while in game. DX12 works but r.HDR.Display.OutputDevice 3 needs to be forced after startup through the console (through external tools, like Universal Unreal Engine 4 Unlocker. The UI has a gamma mismatch, but is still usable. The game did not seem to use SDR LUTs, so the visuals match between SDR and HDR.
Like a Dragon: Ishin!
Crashes with Reshade
Sand Land
Atomic Heart
DX12 works but r.HDR.EnableHDROutput 1 and r.HDR.Display.OutputDevice 3 need to be forced after startup through the console with the UETools mod. Other external tools that can usually give you access to the console, like Universal Unreal Engine 4 Unlocker or UE4SS, don't work. The UI has a gamma mismatch, but is still usable.
Abiotic Factor
Kena: Bridge of Spirits
Needs more testing, but there's reports that it works with DX11.
Supraland
Vampyr
The in-game brightness slider only affects the UI in HDR, so you can set it to the lowest value to fix the washed out UI.
The Pathless
Harvestella
UI is washed out.
The Eternal Cylinder
Engine.ini tweaks only work with DX11. The raytracing features will not be usable since they are limited to DX12
En Garde!
The Sinking City
The game seems to look very different in HDR, possibly because SDR uses LUTs, or because they customized the engine. Some effects are possibly missing. The UI has the wrong gamma by default but it can be fixed with decent results by changing the gamma in the settings.

Unsupported

Name Notes
Little Nightmares Editing Engine.ini results in washed out image with no HDR.
Abzu Editing Engine.ini results in washed out image with no HDR.
Crash Bandicoot 4:
It's About Time
Editing Engine.ini doesn't do anything.
Remnant: From the Ashes Only works with UE4SS and a mod that forces the HDR console variables at runtime.
Remnant II Editing Engine.ini doesn't do anything (can be forced by memory editing).
Hi-Fi Rush Editing Engine.ini results in washed out image with no HDR. Special K is a working alternative method of getting HDR in this game.
The Finals Editing Engine.ini doesn't do anything. GameUserSettings.ini contains a bUseHDRDisplayOutput setting but that also has no effect.
Paranormal HK Editing Engine.ini results in washed out image with no HDR. The UI becomes glitchy.
Banishers: Ghosts of New Eden The is no Engine.ini file. Inis are probably included in the game data packages instead of being loose. HDR can be forced on with Universal Unreal Engine 5.x Unlocker.
The Gunk Only works with UE4SS in DX11 and a mod that forces the HDR console variables at runtime.
Scarlet Nexus Doesn't work. Gameplay segments have working HDR if you use UE4SS, but visual novel scenes are broken.
Persona 3 Reload The UI elements break and are very bright.
Sifu Crashes with the Engine.ini tweaks


References

  1. PCGW API section for Ghostrunner - last accessed on 2023-11-26
  2. PCGW API section for Hell Pie - last accessed on 2024-01-20
  3. PCGW API section for Little Nightmares II - last accessed on 2023-11-26
  4. PCGW API section for Pumpkin Jack - last accessed on 2024-01-20
  5. Verified by User:Thealpha31 on 2024-04-28
  6. PCGW API section for The Forgotten City - last accessed on 2023-11-26