Anonymous edits have been disabled on the wiki. If you want to contribute please login or create an account.


Warning for game developers: PCGamingWiki staff members will only ever reach out to you using the official press@pcgamingwiki.com mail address.
Be aware of scammers claiming to be representatives or affiliates of PCGamingWiki who promise a PCGW page for a game key.

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

From PCGamingWiki, the wiki about fixing PC games
m (→‎Supported/Unsupported games: renamed to Game compatibility)
m (→‎Supported: merged -dx11 needed column into D3D11 column. Improved naming of the D3D11 and D3D12 columns)
Line 34: Line 34:
  
 
===Supported===
 
===Supported===
<!-- ### -->
+
<!-- ###
<!-- different tickcrosses for use: -->
+
 
<!-- {{User:Lilium/Tickcross-uehdr|engineini}} "Modifying Engine.ini works" -->
+
Different tickcrosses that can be used, and their accompanied tooltip:
<!-- {{User:Lilium/Tickcross-uehdr|limited}}   "Modifying Engine.ini works but game works not as expected" -->
+
 
<!-- {{User:Lilium/Tickcross-uehdr|unknown}}   "Unknown" -->
+
{{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
 +
 
 +
### -->
 +
 
 
{| class="template-infotable pcgwikitable wikitable sortable"
 
{| class="template-infotable pcgwikitable wikitable sortable"
 
|-
 
|-
! Name !! Native D3D11 !! Native D3D12 !! <code>-dx11</code> needed !! Notes
+
! Name !! style="width: 100px" | D3D11 HDR !! style="width: 100px" | D3D12 HDR !! Notes
 
|-
 
|-
| [[Blacktail]] || || || {{User:Lilium/Tickcross-uehdr|engineini}} ||
+
| [[Blacktail]] || {{User:Lilium/Tickcross-uehdr|hackable-ini}} || ||
 
|-
 
|-
| [[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>.
+
| [[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>.
 
|-
 
|-
| [[Fort Solis]] || || {{User:Lilium/Tickcross-uehdr|engineini}} || ||
+
| [[Fort Solis]] || || {{User:Lilium/Tickcross-uehdr|engineini}} ||
 
|-
 
|-
| [[Scorn]] || || {{User:Lilium/Tickcross-uehdr|engineini}} || ||
+
| [[Scorn]] || || {{User:Lilium/Tickcross-uehdr|engineini}}||
 
|-
 
|-
| [[Stray]] || {{User:Lilium/Tickcross-uehdr|engineini}} || || ||
+
| [[Stray]] || {{User:Lilium/Tickcross-uehdr|engineini}} || ||
 
|-
 
|-
| [[It Takes Two]] || {{User:Lilium/Tickcross-uehdr|engineini}} || || ||
+
| [[It Takes Two]] || {{User:Lilium/Tickcross-uehdr|engineini}} || ||
 
|-
 
|-
| [[The Forgotten City]] || {{User:Lilium/Tickcross-uehdr|engineini}} || {{User:Lilium/Tickcross-uehdr|unknown}} || {{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 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.
 
|-
 
|-
| [[Spyro Reignited Trilogy]] || {{User:Lilium/Tickcross-uehdr|engineini}} || || || UI elements are displayed with the wrong gamma no matter the setting chosen.
+
| [[Spyro Reignited Trilogy]] || {{User:Lilium/Tickcross-uehdr|engineini}} || || 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]] || || || {{User:Lilium/Tickcross-uehdr|engineini}} || Some images in the UI are displayed with the wrong gamma.
+
| [[The Invincible]] || {{User:Lilium/Tickcross-uehdr|hackable-ini}} || || Some images in the UI are displayed with the wrong gamma.
 
|-
 
|-
| [[Little Nightmares II]] || {{User:Lilium/Tickcross-uehdr|engineini}} || || {{User:Lilium/Tickcross-uehdr|engineini}} || Only the Enhanced Version is 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>. Every other version is D3D11.
+
| [[Little Nightmares II]] || {{User:Lilium/Tickcross-uehdr|hackable-ini}} || || Only the Enhanced Version is 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>. 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|Nvidia Control Panel]], [[Glossary:Windowed#SpecialK|SpecialK]]) if the game looks too dark.  
 
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.  
Line 72: Line 78:
 
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]] || || || {{User:Lilium/Tickcross-uehdr|engineini}} || 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).
+
| [[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).
 
|-
 
|-
| [[System Shock (2023)]] || {{User:Lilium/Tickcross-uehdr|engineini}} || || || Results in increased dynamic range but UI is washed out, UI boosting may help.
+
| [[System Shock (2023)]] || {{User:Lilium/Tickcross-uehdr|engineini}} || || Results in increased dynamic range but UI is washed out, UI boosting may help.
 
|-
 
|-
| [[After Us]] || {{User:Lilium/Tickcross-uehdr|engineini}} || || || HDR works.
+
| [[After Us]] || {{User:Lilium/Tickcross-uehdr|engineini}} || || HDR works.
 
|-
 
|-
 
|}
 
|}

Revision as of 18:10, 27 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
  1. For DirectX 12-only titles where forced HDR output is only possible using DirectX 11, use the -dx11 command line argument to force it to run in DirectX 11 mode.[Note 1]
  2. Using this guide on the UE4 engine page, change Engine.ini to include these lines:
[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 r.HDR.Display.OutputDevice to 6. This will change the output mode from the 1000 nits mode to the 2000 nits mode.

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

Game compatibility

The below is an attempt to list all known titles where Unreal Engine 4 and 5's native HDR output support can or cannot be forced.

Supported

Name D3D11 HDR D3D12 HDR Notes
Blacktail
Ghostrunner
The raytracing features will not be usable since they are limited to D3D12[1].
Fort Solis
Scorn
Stray
It Takes Two
The Forgotten City
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
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.

The Invincible
Some images in the UI are displayed with the wrong gamma.
Little Nightmares II
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
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)
Results in increased dynamic range but UI is washed out, UI boosting may help.
After Us
HDR works.

Unsupported

Name Notes
Little Nightmares HDR does not work. Editing Engine.ini results in washed out image with no HDR.
Abzu HDR does not work. Editing Engine.ini results in washed out image with no HDR.
A Way Out HDR works however game is unplayable. Online play does not work, local play gets to character selection screen, then crashes. Tested using EA Desktop version of game.


Notes

  1. 1.0 1.1 Running a game in D3D11 may not be officially supported and may experience additional unexpected issues unrelated to HDR.

References

  1. PCGW API section for Ghostrunner - last accessed on 2023-11-26
  2. PCGW API section for The Forgotten City - last accessed on 2023-11-26
  3. PCGW API section for Little Nightmares II - last accessed on 2023-11-26