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

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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.
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'''[[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.
 
 
Unreal Engine supported HDR since 4.14. 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}} Depending on the version of the engine or the way it renders UI, the UI might use the wrong gamma and look washed out. Additionally, some color correction features of the SDR tonemapper as skipped in HDR, like parts of the filmic grading and color correction LUTs.
 
 
 
Some games don't acknowledge user config changes, for these it's sometimes possible to force HDR by runtime memory editing.
 
  
 
'''General information'''
 
'''General information'''
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{{Fixbox|description=Force the built-in HDR display output of the engine:|fix=
 
{{Fixbox|description=Force the built-in HDR display output of the engine:|fix=
<ol>
+
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]].
<li> Refer to the below [[#Game compatibility|compatibility lists]] for details about whether the built-in HDR display output can be forced for the game.</li>
 
<li> 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]
 
r.AllowHDR=1
 
r.HDR.EnableHDROutput=1
 
r.HDR.Display.OutputDevice=5
 
r.HDR.Display.ColorGamut=2
 
</pre>
 
 
 
'''Optional changes:'''
 
* If the display supports 2000 nits or higher, change <code>r.HDR.Display.OutputDevice</code> to <code>6</code> to use the 2000 nits output mode.
 
* Add these lines to boost the UI brightness which may make it integrate better with HDR (and fix HDR in DX12 in some Unreal Engine versions):
 
<pre>
 
r.HDR.UI.CompositeMode=1
 
r.HDR.UI.Level=1.5
 
</pre>
 
</li>
 
<li>If DirectX 11 must be forced for HDR output to work, launch the game using the <code>-dx11</code> [[Glossary:Command line arguments|command line argument]].{{Note|name=dx11}}</li>
 
<li>The game should now launch with HDR display output enabled and working.</li>
 
</ol>
 
 
}}
 
}}
  
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| [[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.
 
| [[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|engineini}} || ||
+
| [[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|engineini}} || ||
+
| [[Witchfire]] || {{User:Lilium/Tickcross-uehdr|hackable-ini}} || ||
 
|-
 
|-
 
| [[The Outer Worlds: Spacer's Choice Edition]] || {{User:Lilium/Tickcross-uehdr|engineini}} || ||
 
| [[The Outer Worlds: Spacer's Choice Edition]] || {{User:Lilium/Tickcross-uehdr|engineini}} || ||
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| [[Palworld]] || || {{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}} || 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.
 
|}
 
|}
  
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|-
 
|-
 
| [[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''.
 
| [[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.
 
|-
 
|-
 
|}
 
|}

Latest revision as of 16:51, 29 April 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.

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 Editing Engine.ini results in washed out image with no HDR. Special K is a working alternative method of getting HDR in this game.
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.


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