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Created by

Ersh Pumbo Nukem Lilium ShortFuse

Uploaded by

Ershin

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About this mod

Native code plugin and game shader replacements adding true native HDR to Starfield as well as many other non-HDR exclusive improvements to the game's visuals.
NOT A RESHADE.

Requirements
Permissions and credits
Changelogs


Luma aims to rewrite the game post processing phase to drastically improve the look without drifting too much from the original artistic vision.

The highlight feature is adding Native HDR support, which is not the same as the fake official HDR implementation.
Luma goes beyond enabling simply 10bit/16bit buffers by extensively rewriting and reverse-engineering various aspects of the game's rendering engine. As a result not only is HDR now properly displayed, but includes other aspects such as gamma correction, improved color grading, and user-accessible brightness, contrast, and saturation controls.
Benefits are not restricted to HDR users, all LUTs are now normalized at runtime without needing any content changes, banding is gone, there's gamma correction, improved film grain and more.

Luma was created by 4 HDR passionate developers (Ersh, Pumbo, Lilium, ShortFuse), whom all took on different roles to achieve this expansive refactor.
It is a follow up to the "Native AutoHDR and Color Banding Fix" mod (Ersh), which just increased the quality of the game buffers to 10bit+, leaving more room for AutoHDR solutions to work.
It is a spiritual successor to the CONTROL HDR mod (Pumbo).
It includes an improved version of the "Normalized LUTs" mod (ShortFuse).
It was built by using the HDR analysis ReShade shaders (Lilium).

HDR screenshots are available as file in the downloads.

Join our HDR focused discord here (HDR Den).



  • Native HDR (both HDR10 and scRGB formats supported)
  • Increased buffers accuracy, reducing banding all around (SDR is now 10bit instead of 8bit)
  • Normalized/corrected LUTs, the grey flat look is mostly gone, while the color tint is retained
  • Fixed bink pre-rendered fullscreen videos playing back with the wrong colors and made them use AutoHDR
  • Improved the sharpening passes
  • Improved film grain to be more realistic and nice to look at (e.g. rebalancing the grain size and strength on dark/bright colors)
  • Fixed the game using very wrong gamma formulas
  • Customization settings for you to personalize the game visuals (all of the features above are adjustable at runtime)
  • More!



  • Starfield "official" HDR (Windows 11 AutoHDR): Starfield does not officially support HDR, both the Xbox Series and Windows 11 versions rely on the OS AutoHDR, meaning that the game still outputs 8bit SDR, and its visual quality is still bottlenecked by that (no proper highlights, no BT.2020 colors, banding).
    To clarify, Windows AutoHDR is a simple post process filter that generates an HDR image out of an SDR one, but it interprets games using the wrong gamma (sRGB instead of 2.2), and doesn't go anywhere beyond 1000 nits. Additionally, it can make the game UI too bright (Starfield works around this by dimming it).The game allows some basic LUT correction to stretch the black floor and peak white in HDR, but it's very lightweight compared to the adjustmenets that Luma is capable of making.
  • Nvidia RTX HDR: Compared to Windows AutoHDR, it upgrades SDR to HDR using the right gamma formula (2.2) so it doesn't cause additional raised blacks, but it's still limited by the game LUTs, which have a limited range, and highlights get clipped due to the SDR tonemapper. It's also still 8 bit, thus lower quality, even if RTX HDR adds a debanding filter (which isn't a perfect solution and removes fine detail). The UI also gets too bright. Additionally, RTX HDR massively boosts saturation by default, randomly shifting colors and ruining the artistic intent.
  • SpecialK HDR Retrofit: It can upgrade all buffers to 16bit but the game tonemapping remains SDR, and highlights gets mushed together and clipped.
  • Pumbo's Advanced AutoHDR (or Lilium HDR shaders) + NativeAutoHDR or DXVK: Same problems as SpecialK HDR.




Install the requirements.
Remove the old Native(Auto)HDR mod if you have it installed before starting Luma.
Drop the content of the mod into the game root folder, or install it with a mod manager in the game's root folder.
Vortex installation is unfortunately not supported for the ASI version as it gets completely confused by archives containing both a Data folder and other files not in Data, and the .asi plugin has to be outside Data. Install it manually instead.
If you are playing in SDR, for a banding free experience, make sure to enable 10bit output in your GPU settings control panel.

The game needs to be started through the SFSE loader or with the ASI loader (depending on your version).

If you're using the ASI loader, the most compatible way for Starfield is to rename the original bink2w64.dll to bink2w64Hooked.dll and renaming the ASI loader's .dll to bink2w64.dll. This isn't an issue with this mod but with the loader in general. For example, using the ASI loader as winmm.dll can cause it to inject into Game Pass related processes other than Starfield.exe.

You can access Luma's settings directly from the game display settings menu.
If you have ReShade installed, our settings will also be visible there through a widget.
There's a .toml config file located next to the plugin, delete it to reset settings.

To uninstall, just remove all the files (they are unique to the mod).



  • Compatible with both Steam and Windows Store versions of Starfield.
  • Incompatible with Ersh's old Native(Auto)HDR plugin (this mod does much more). Similarly, SpecialK HDR is not needed.
  • You do not need any other AutoHDR related ReShades or mods - e.g. HUD for HDR. UI is already handled properly with this implementation.
  • Compatible with DLSS Super Resolution and DLSS Frame Generation mods (FG does not support scRGB HDR, use HDR10 PQ instead)
  • You can use any LUT replacement mod (disable Luma's "Color Grading Range Expansion" setting if you do), though we heavily suggest to use the built in one as it extracts HDR detail out of the vanilla LUTs.
  • Remember that most ReShade shaders were made with SDR in mind so they will likely not play nice in HDR.
  • If you find the flashlight too bright in HDR, you can use Non-Blinding Flashlight.
  • This mod disables the ability to take screenshots directly from the game through the photo mode (because it changed buffers to HDR).
  • Compatible with all other known mods.




https://github.com/EndlesslyFlowering/Starfield-Luma
You are welcome to contribute.




Group donations (to all Luma developers):

https://ko-fi.com/hdrden
Individual donations:
https://ko-fi.com/ershin
https://ko-fi.com/endlesslyflowering (Lilium)


https://www.buymeacoffee.com/realfiloppi (Pumbo)

https://ko-fi.com/shortfuse


dukethedropkicker for DKUtil.
ianpatt for Starfield Script Extender.
ThirteenAG for Ultimate ASI Loader.

Special thanks to Nukem for the invaluable help.