If you’ve ever tried to capture that perfect in‑game lighting on film, you know the margin for error is razor‑thin. Below is my step‑by‑step 101 on ge
Help: How to merge UE5.2 Nanite meshes with the Elden Ring 1.07 modding kit for a 4k raytraced showcase on PS5
i spent the last two weeks hacking together a tiny UE5.2 sandbox inside the Elden Ring 1.07 toolkit. used nanite on the leyndell catwalk and slapped dlss 3.7 on top. result: a 4k raytraced render of a boss arena that actually runs at 60fps on my ps5 (yeah, i know, it sounds crazy).
what i did:
- exported the original meshes via G1EXtractor v2.3, re‑imported into ue5.2, enabled nanite and raytracing.
- swapped the default lumen lighting for AMD fidelityfx superresolution (fsr3) to squeeze out the extra frames.
- patched the game dll with a custom hook (see attached zip) to load the ue5 runtime at startup.
- baked the environment maps using hdrp 13.5 and forced the engine to use the ps5's hardware accelerated raytracing cores.
this is all untested on pc, i only have the ps5 build. i’m looking for any devs who can tell me if the dll hook is actually safe or if i’m just flirting with a crash on the next patch. also, any r4 mods out there that already do similar things? i’m ready to trash the ones that claim “ultra realistic lighting” but can’t even get the shadows right.
anyone got the guts to try this? drop a comment if you think i missed something obvious or just want to see the raw .exr files i’m pushing to the thread. i’m not looking for pats on the back, i want solid critique or a battle of techniques.
p.s. for those who say “you can’t mod console games,” i’ve already bypassed the signature check with a custom bootloader. no, it’s not illegal if you own the console, get over it.
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