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Manual control everywhere: detection overrides, HDR mod pick/import, own ini values - #81

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ApolloF merged 3 commits into
feature/rhi-parityfrom
ApolloF/rhi-overrides
Oct 21, 2026
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ApolloF merged 3 commits into
feature/rhi-parityfrom
ApolloF/rhi-overrides

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@ApolloF

@ApolloF ApolloF commented Oct 21, 2026

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Manual control everywhere (workstream L): detection and HDR can now be set by hand per game, with "Auto (X)" first and Reset to auto.

Audit (what the app decides per game, and whether it was overridable)

  • Graphics API(s), bitness, engine, Unreal version: auto only before. Now overridable (new Detection section).
  • Main exe: auto only. Now overridable; the next scan reads API/bitness from it.
  • Mod/install folder: install folder was pickable (no Auto entry); detected ModFolder was not. Now a Detection row, becomes the default install location.
  • HDR mod match: only the Unreal Extended switch and a build pin. Now any catalog mod or your own .addon64/.addon32.
  • Engine.ini path: auto/catalog hint only. Now a typed path (also used by the Unreal frame cap).
  • Method advisor: reads the effective detection values now; its own picks are advice, applied via the existing component toggles.
  • ReShade proxy name: pickable, no auto shown. Now "Auto: X" and Reset to auto.
  • Component build picks (DLSS, NR, OptiScaler, ReShade, add-ons, Uplift, limiters, HDR build): already "Default (X)" + per-game pick; left alone. Frame limit method already had Auto + Reset.
  • ini overrides: OptiScaler.ini/ReShade.ini editor existed but ignores add-on sections; the HDR section now has "Your ini values" for [renodx...] in ReShade.ini and Engine.ini keys (win over ours, restored on Remove).

How

  • GameInfo.Effective (detected Tech plus TechOverride from GameOverride.Tech) is what every consumer reads: installer, advisor, HDR matching, ReShade naming, limiter rules, Engine.ini lookup. Tech stays the scan result so the page can show Auto.
  • Old settings files load unchanged (new optional fields).

Verified
dotnet build -warnaserror: clean. dotnet test: 1587 pass, 1 fail: InstallFolderOnAnotherVolume(unc), which needs admin on \localhost\C$ on this machine (NeedsAdminException), unrelated. New tests: TechOverrideTests, HdrManualTests, OverrideViewModelTests (55 tests).

Please check in the app (I can't see it): game page Detection section (new), HDR section (mod list + search, import, Engine.ini path, Your ini values), the proxy row under Install location, the tech badge "set by you".

@ApolloF
ApolloF merged commit 97eaf04 into feature/rhi-parity Oct 21, 2026
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@ApolloF
ApolloF deleted the ApolloF/rhi-overrides branch October 21, 2026 12:31
ApolloF added a commit that referenced this pull request Oct 23, 2026
* RHI parity: plan and research notes

* Generic component records in the install record, component registry and per-component picks (#70)

* Catalog client, verified downloads and game matcher (#71)

* Scan: keep the Steam AppID from the appmanifest on GameEntry and GameInfo

* Catalog client, verified downloader and game matcher for the catalog repo

* Game detection: graphics API, bitness, engine, UE version, upscaler signals, Battle.net and Rockstar (#72)

* Per-game NVIDIA driver profile settings with reset to previous values (#73)

* Per-game NVIDIA driver profile: DLSS, MFG, Smooth Motion, RTX HDR and sync settings with reset to previous values

* NVIDIA profile: write each DLSS preset together with its override switch again

* ReShade fully managed: library, channels, DLL naming, foreign dlls, Vulkan layer, ini template (#75)

* ReShade library, sources, DLL naming, foreign-DLL detection, Vulkan layer and ini template (core)

* ReShade tests: sources, naming, foreign dlls, Vulkan layer, library, installer, ini template

* ReShade managed: settings and game page UI, help topics, docs

* RenoDX HDR mods per game (#74)

* RenoDX HDR component: pick per game, install with ReShade, ini and Engine.ini work, updates, catalog download of the DLSS add-on

* RenoDX HDR: game page section, Settings, Update all, help topics, docs

* RenoDX HDR: install ReShade through the managed path, Vulkan layer route, per-game build pick

* RHI parity plan: manual control workstream, mirror decisions

* Per-game method advisor and DLSS5-Feeder (#76)

* DLSS5-Feeder component and the one-neural-consumer rule in the install planner

* Method advisor from the 20-row decision table, GPU detection and OptiScaler compat lookup

* Works in this game panel on the game page and the Feeder row

* Test: await the pinned Feeder build instead of blocking

* Frame limiters: driver, ReLimiter, Display Commander, Unreal cap (#78)

* Frame limit: methods, rules, settings, ini keys, library, catalog model and the service

wip

* Frame limit tests: install, switching, driver zeroing, library

* Frame limit: game view model, commands, update all

* Frame limit: game page and Settings sections, help topics, docs, view model tests

* Frame limit: anti-cheat is a confirmable warning for the add-ons, not a block

* ReShade add-ons, shader packs and presets in the app (#77)

* Catalog model for the addons and shaderPacks sections

* ReShade add-ons, shader packs and presets: planners, install service, imports, tests

* WIP: ReShade extras view models, settings and game page (paused mid-task)

* Reject import ids that aren't a plain folder name

* Notice when GitHub rate-limits the app, with a shortcut to the token setting (#80)

* Conflict rules become confirmable warnings (NR add-ons, MFG, anti-cheat, Store) (#79)

* Conflicts become confirmable warnings: NR add-ons, MFG, anti-cheat, Store installs

* Update Uplift and DFC tests for confirmable conflicts

* Settings NR add-on defaults: several allowed with a confirm and warning, no migration

* Fix tests: onboarding pick replaces defaults, clash count

* Manual control everywhere: detection overrides, HDR mod pick/import, own ini values (#81)

* Per-game detection overrides: API, bitness, engine, main exe, mod folder

* HDR: pick any catalog mod or import your own add-on, manual Engine.ini path, own ini values; proxy reset

* Tests and help for the manual-control overrides

* Download nvngx_dlssnr.dll, Lecram's add-on and ShortFuse's add-on from the catalog mirror (#82)

* DXVK and Lilium HDR as a component (#83)

* DXVK: library, channels, dxvk.conf plan, install service, Lilium present method

* DXVK: advisor entry, game page and settings sections, help topics, tests

* DXVK: advisor test follows the new entry, comments

* Luma Framework mods as a component (#86)

* WIP Luma: catalog model, handoff notes

* Luma component: per-game and generic Unreal mods, library, install, game page and Settings sections

* Release-review fixes for rhi-parity (#87)

* Vulkan layer: protected folder ACL, owner checks, fresh temp files; keep working bitness on failed update

* Full uninstall restores DXVK and frame limit driver values

* Review fixes: shared search path undo, DXVK removal restores ReShade, nightly layer refusal, catalog name/hash checks, known-folder config gate, Luma ReShade 6.6

* 3.0.0: version bump, README and release notes

* Drop docs/plans and docs/research; keep the method table in docs/advisor.md

* Pick older mirrored builds (NR runtime, Lecram, ShortFuse) in the build pickers; a pinned Lecram/DFC default stays pinned

* Label same-version catalog builds by their file version

* Demo pretends an RTX 4080; the anti-cheat caution shows once in the Works panel

* MFG Unlock only on RTX 40; Lecram auto-download switch in Settings; help text without the removed multi-add-on setting

* Retake the README screenshots for 3.0.0

* Wider LATEST column on the game page; shorter Feeder Auto label

* Detect the GPU from the right registry class; mouse wheel no longer changes closed dropdowns; Default replaces the Recommended preset

* NR runtime and DLSS files above Detection; scan skips _DLSS5_Backup; mod page link under the picked mod

* Build pickers: newest first, one entry per version, shorter labels; import-only note and Rename button on add-on cards

* Works panel: clickable method cards with one-line summaries and details; advisor prefers ready methods and skips ones that clash with the installed route

* Short one-line tips for every help topic and the long tooltips; full text stays on the guide page

* Advisor warns only about clashes an install leaves and keeps the game's add-on; advice-only method cards open their details; Lecram is import only in the public build
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