Page 2 of 10 |
|
|
Back to top |
|
 |
JBeckman
VIP Member
Posts: 34996
Location: Sweden
|
Posted: Wed, 7th Jan 2015 22:48 Post subject: |
|
 |
|
|
Back to top |
|
 |
|
Posted: Thu, 8th Jan 2015 01:07 Post subject: |
|
 |
|
|
Back to top |
|
 |
Cyb3r
Posts: 615
Location: USA
|
Posted: Thu, 8th Jan 2015 07:50 Post subject: |
|
 |
reshade 0.11.4 out :
https://bit.ly/ReShadeBeta-0-11-4
https://bit.ly/ReShadeBeta-0-11-4-SweetFX
Changelog:
0.11.4: (HOTFIX, non-critical)
Fixed vendor and device id not being detected correctly under OpenGL
Case: Nanoxia Deep Silence 6 (Black) | MB: Msi X99A Gaming 9 | CPU: i7 5960x
CPU Cooling(temp): Corsair 110i Gtx | PSU: Evga Supernova 1000w | GPU: Gigabyte G1 Gaming 980ti 6gb | RAM: 16gb Ripjaws 4 3200mhz | Screen: Asus MG279Q / LG 23" Ips
|
|
Back to top |
|
 |
|
Posted: Thu, 8th Jan 2015 09:22 Post subject: |
|
 |
|
|
Back to top |
|
 |
JBeckman
VIP Member
Posts: 34996
Location: Sweden
|
Posted: Sun, 11th Jan 2015 19:12 Post subject: |
|
 |
Quote: |
0.12.0:
Added option to change screenshot format via "#pragma reshade screenshot_format png/bmp"
Added proper bridge between DXGI and Direct3D10/11 hooks
Fixed D3D11 renderer not restoring viewports
Fixed D3D9 hooks crashing if device was created with "D3DDEVTYPE_NULLREF"
Changed "ID3D11Device[Context]" hook to only hook "ID3D11Device[Context]1" interface if actually queried by the game
Removed setup tool from non-SweetFX version (that one is for shader devlopers anyway)
|
|
|
Back to top |
|
 |
Cyb3r
Posts: 615
Location: USA
|
Posted: Mon, 12th Jan 2015 05:31 Post subject: |
|
 |
oh that's a nice update
still sadly no support for extra D3D9 stuff like sins of a solar empire uses
it totally crashes with reshade works fine with old sweetfx cause it hooks in differently
gonna give 0.12.0 a try with sins but don't have my hopes up yet
Case: Nanoxia Deep Silence 6 (Black) | MB: Msi X99A Gaming 9 | CPU: i7 5960x
CPU Cooling(temp): Corsair 110i Gtx | PSU: Evga Supernova 1000w | GPU: Gigabyte G1 Gaming 980ti 6gb | RAM: 16gb Ripjaws 4 3200mhz | Screen: Asus MG279Q / LG 23" Ips
|
|
Back to top |
|
 |
|
Posted: Mon, 12th Jan 2015 07:33 Post subject: |
|
 |
|
|
Back to top |
|
 |
Cyb3r
Posts: 615
Location: USA
|
Posted: Mon, 12th Jan 2015 07:41 Post subject: |
|
 |
good old scroll lock still and honestly i wished the standard reshade.fx would have the stats off as standard they're annoying as hell (tho edit good old notepad++ does the trick)
Case: Nanoxia Deep Silence 6 (Black) | MB: Msi X99A Gaming 9 | CPU: i7 5960x
CPU Cooling(temp): Corsair 110i Gtx | PSU: Evga Supernova 1000w | GPU: Gigabyte G1 Gaming 980ti 6gb | RAM: 16gb Ripjaws 4 3200mhz | Screen: Asus MG279Q / LG 23" Ips
|
|
Back to top |
|
 |
JBeckman
VIP Member
Posts: 34996
Location: Sweden
|
Posted: Sun, 18th Jan 2015 09:39 Post subject: |
|
 |
Quote: |
0.13.0:
Added status code to log messages on hooking error
Added some more error handling to OpenGL renderer
Added tracelog message for return values of important hooked functions
Added error log message if OpenGL effect runtime initialization failed
Fixed ReShade to GLSL compiler error with matrix swizzeling
Fixed errors and black screens with OpenGL games using shared contexts (rewrote entire OpenGL hooking)
Fixed D3D9 renderer trying to generate mipmaps on rendertargets which don't have them
Fixed D3D9 renderer not being able to render to textures bigger than the backbuffer dimensions
Fixed OpenGL renderer not clearing default depthstencil before starting to render a technique
Fixed readme talking about OpenGL 4.0 requirement when actually OpenGL 4.3 is needed
Changed OpenGL depthstencil detection algorithm to take slightly missized candidates into account
Removed tripple buffering from D3D9
Removed unused DXGI hooks (D3DKMT... and all that stuff)
|
http://reshade.me/forum/shader-presentation/88-mastereffect-reborn-official-thread
Quote: |
Changelog:
1.0.340: Added Raymarched AO, Chapman's lensflare. Fixed several code parts, fixed splitscreen not working for Magic DOF.
1.0.321 Added magic DOF shader, a hexagonal DOF that is capable of creating insane blur amounts. Due to its nature, this method most likely produces some minor artifacts.
1.0.315: fixed mipmap count, modified SSAO for more performance, added lensflare blur, added FXAA, fixed depth check for lighting effects
1.0.302: initial release
WIP/planned
- Fixing what user matsilagi already fixed inofficially | done
- Lensflare calculation using bloom blurring algorithm | cancelled, downsampling is enough
- adding Chapman's lensflare
Planned(may appear someday)
- Alchemy SAO (right now too hard for me to understand and port)
- My own DOF shader (fully working under ENBSeries but...it's my baby, I want to keep it for a while :blush: )
- Updating border shader to support bigger border, currently 1 pixel wide
- rewrite LeiFX (stupid thing, author created unnecessarily messy code so rewriting it is difficult when nobody understands HOW it is actually working, implementation was hard enough)
- Make internally used gaussian H/V blur generic, which means freely selectable tap amount and quality, useful for low blur radii
|
That second quote is for the Master Effect shader package, a alternative to SweetFx with a couple of different shaders. 
|
|
Back to top |
|
 |
Cyb3r
Posts: 615
Location: USA
|
Posted: Sun, 18th Jan 2015 10:07 Post subject: |
|
 |
hmmm i'll give that one a shot cheers jb
Case: Nanoxia Deep Silence 6 (Black) | MB: Msi X99A Gaming 9 | CPU: i7 5960x
CPU Cooling(temp): Corsair 110i Gtx | PSU: Evga Supernova 1000w | GPU: Gigabyte G1 Gaming 980ti 6gb | RAM: 16gb Ripjaws 4 3200mhz | Screen: Asus MG279Q / LG 23" Ips
|
|
Back to top |
|
 |
JBeckman
VIP Member
Posts: 34996
Location: Sweden
|
|
Back to top |
|
 |
Cyb3r
Posts: 615
Location: USA
|
Posted: Thu, 29th Jan 2015 23:06 Post subject: |
|
 |
0.13.4: (Not yet released)
Added "RegisterClass(Ex)" hook to force "CS_OWNDC" window class style flag for OpenGL
Added warning on single buffered OpenGL pixel format request (single buffered rendering isn't supported)
Added error log message on OpenGL depth framebuffer object creation failure and fixed related crash
Fixed D3D8 rendertarget and depthstencil management, solving all the previous issues
Fixed D3D8 to D3D9 vertex shader assembly error when output texture registers weren't fully filled (now zeroes them out)
Fixed D3D8 vertex declaration translation failing after "D3DVSD_TOKEN_CONSTMEM
Fixed nothing bein drawn under OpenGL if games use "wglSwapLayBuffers" for presenting
Fixed crash on exit when targeted window was already destroyed, but game still tries to render to it
Fixed OpenGL renderer producing a black screen if shader does not return a four component vector (transcompiler now fixes that)
Fixed OpenGL hook trying to reload and apply shaders when window is minimized
Changed network hooks to properly grab network packets for statistics
can't wait on that one 13.2 is glitchier than 12.0
Case: Nanoxia Deep Silence 6 (Black) | MB: Msi X99A Gaming 9 | CPU: i7 5960x
CPU Cooling(temp): Corsair 110i Gtx | PSU: Evga Supernova 1000w | GPU: Gigabyte G1 Gaming 980ti 6gb | RAM: 16gb Ripjaws 4 3200mhz | Screen: Asus MG279Q / LG 23" Ips
|
|
Back to top |
|
 |
JBeckman
VIP Member
Posts: 34996
Location: Sweden
|
|
Back to top |
|
 |
Cyb3r
Posts: 615
Location: USA
|
Posted: Mon, 2nd Feb 2015 05:13 Post subject: |
|
 |
sweet some off those fixes where sorely needed let's see later if reshade finally works with coh1 (it's been bitching due to DX9/10 mix)
Case: Nanoxia Deep Silence 6 (Black) | MB: Msi X99A Gaming 9 | CPU: i7 5960x
CPU Cooling(temp): Corsair 110i Gtx | PSU: Evga Supernova 1000w | GPU: Gigabyte G1 Gaming 980ti 6gb | RAM: 16gb Ripjaws 4 3200mhz | Screen: Asus MG279Q / LG 23" Ips
|
|
Back to top |
|
 |
JBeckman
VIP Member
Posts: 34996
Location: Sweden
|
|
Back to top |
|
 |
|
Posted: Wed, 18th Feb 2015 13:19 Post subject: |
|
 |
One thing i would love these injectors to have is compatibility with d3doverrider.
Having jsut played venetica, a game that has large framerate fluctuations, d3d overrider was essential, but with it, reshade would simply crash, and other overlay tools like the old smaa injector simply override d3d overrider. and alternative AA methods in Venetica were sub optimal. SGSSAA required post processing off, and MSAA alone left too many jaggies.
|
|
Back to top |
|
 |
JBeckman
VIP Member
Posts: 34996
Location: Sweden
|
|
Back to top |
|
 |
JBeckman
VIP Member
Posts: 34996
Location: Sweden
|
Posted: Fri, 27th Feb 2015 16:51 Post subject: |
|
 |
http://reshade.me/#download
0.15.0
Quote: |
Replaced the entire effect parser + compiler and changed algorithm from a generated LALR parser to a fully handwritten recursive decent parser. This was a major rewrite and took quite a while, but it improves maintability, code size, code readability, and compiling performance.
Added missing "fwidth" intrinsic function
Added compiler error on encountering a recursive function call
Added "#pragma reshade skipoptimization" directive to disable compiler optimizations (except for simple ones like constant folding)
Changed the way shaders are generated under D3D9. Each pass now gets a separate list of samplers which is computed by walking through the dependency tree of the shader function. This was done to get around the 16 samplers per shader limit of D3D9.
Fixed D3D9 renderer not cleaning up the gathered depthstencils, which could lead to crashes
Fixed D3D8 surfaces created via "IDirect3DDevice8::CreateImageSurface" being placed in the wrong memory pool (this should fix the remaining graphical glitches and texture errors under D3D8)
Fixed D3D8 to D3D9 shader assembler error due to reading from unitialized temporary registers
Fixed "MaxMipLevel" sampler property not doing what it should actually do, which is setting the lowest usable mipmap
Fixed Direct3D10/11 games crashing after calling "ID3D10Device::OMGetRenderTargets" or "ID3D11DeviceContext::OMGetRenderTargets"
Removed support for OpenGL layer planes (no modern hardware supports these anyway)
Removed logging for shader creation functions again, they spam the log and are useless
Removed deprecated "noise" intrinsic (wasn't actually implemented, but ReShade's compiler accepted it nethertheless)
Removed "tex2Dbias" intrinsic as it can cause problems on Intel hardware and is rarely used
Removed D3D8 pixel shader reassembling step, instead modifying the bytecode directly
|
EDIT:
http://reshade.me/forum/releases/7-public-beta?start=84
Quote: |
Updated to 0.15.0.
Important notice:
This update breaks MasterEffect due to a bug in MasterEffect which unfortunately worked up until now because of a bug in ReShade.
To fix it yourself: Open up its ReShade.fx and replace all occurances of "MaxMipLevel=8" with "MaxMipLevel=0".
|
|
|
Back to top |
|
 |
JBeckman
VIP Member
Posts: 34996
Location: Sweden
|
|
Back to top |
|
 |
JBeckman
VIP Member
Posts: 34996
Location: Sweden
|
Posted: Sun, 29th Mar 2015 14:27 Post subject: |
|
 |
http://reshade.me/forum/releases/378-0-17
Code: |
0.17.0:
Added warning message to screen if unable to load the source image for a texture
Added namespaces to shader language
Added "__APPLICATION__" predefined preprocessor macro containing the application name hash
Added missing effect parser error message when encountering an invalid struct member declaration
Added component parameter to "tex2Dgather" and "tex2Dgatheroffset" intrinsics
Added log messages on destroying hooked Direct3D/DXGI objects
Changed keyboard polling so that multiple techniques can use the same toggle key now
Fixed D3D8 vertex shader reassembling failure when "mov" instruction from vector register to scalar output register was used
Fixed GLSL translation not handling shader input and output arrays
Fixed D3D reference counting
Fixed D3D9 texture offset intrinsics and added support for "tex2Dsize" there
Fixed effect techniques not being applied in the order they were defined in the effect files
Changed "ID3D10DepthStencilView::Release" and "ID3D11DepthStencilView::Release" hooks back to VTable hooking
|
That's the current changelog for the next version of ReShade (Not yet released.)
http://reshade.me/forum/shaderpack-mastereffect/161-mastereffect-reborn-official-thread?limitstart=0
The MasterEffect shader pack has also been updated to version 1.1.190 with some further fixes and new effects including global illumination, heat haze and HBAO (Not HBAO+) and there's two other shader packages too now.
http://reshade.me/forum/shader-presentation/372-ppfx-shaderpack-1-03-25-ssdo-gi-and-much-more
http://reshade.me/forum/shader-presentation/380-greatfx-v0-2b-by-petkagta
|
|
Back to top |
|
 |
|
Posted: Sun, 29th Mar 2015 14:53 Post subject: |
|
 |
wish they would finally code higher quality versions of SMAA into one of these.
|
|
Back to top |
|
 |
JBeckman
VIP Member
Posts: 34996
Location: Sweden
|
Posted: Sun, 29th Mar 2015 15:20 Post subject: |
|
 |
SMAA 2X/T2X and 4X you mean?
(And the SLI/Crossfire compatible version of 2X and 4X)
From what I read on the ReShade forums it was discussed but it's not possible to implement something like this via just a generic injector, they need some additional data besides just the depth buffer so at the moment it looks like it won't be possible to do anything else besides the standard SMAA 1x shader-AA.
|
|
Back to top |
|
 |
|
Posted: Sun, 29th Mar 2015 16:10 Post subject: |
|
 |
yeah, too bad those aren't a reality yet.
|
|
Back to top |
|
 |
ixigia
[Moderator] Consigliere
Posts: 65086
Location: Italy
|
Posted: Mon, 30th Mar 2015 00:25 Post subject: |
|
 |
If a game is not too recent or doesn't require too much horsepower, I just use SMAA and then downsample the hell out of it (1.78x), that's basically become my standard.
I must say that Reshade is really getting interesting, I've been testing it with some games and while I dislike most of the vaseline 1886 filters, it is possible to improve the visuals quite a lot with just some AO, sharpening, tonemap and the likes.
I even tried to use it on System Shock 2, turning it into a JJ Abrams game 
|
|
Back to top |
|
 |
|
|
Back to top |
|
 |
|
Posted: Mon, 30th Mar 2015 05:46 Post subject: |
|
 |
Hi guys, if I want to apply SMAA is better reshade or Sweetfx?
|
|
Back to top |
|
 |
|
Posted: Mon, 30th Mar 2015 06:22 Post subject: |
|
 |
SMAA is an algorithm, its the same in both as its the exact same version of SMAA.
Also, sweetfx is a part of the reshade package.
reshade is a bigger collection of injectable effects and works on more renderers.
|
|
Back to top |
|
 |
|
Posted: Mon, 30th Mar 2015 06:28 Post subject: |
|
 |
Ok, thanks for explaining.
|
|
Back to top |
|
 |
|
Posted: Mon, 30th Mar 2015 07:38 Post subject: |
|
 |
Reshade is better because it injects into every api
3080 | ps5 pro
Sin317-"im 31 years old and still surprised at how much shit comes out of my ass actually ..."
SteamDRM-"Call of Duty is the symbol of the true perfection in every aspect. Call of Duty games are like Mozart's/Beethoven's symphonies"
deadpoetic-"are you new to the cyberspace?"
|
|
Back to top |
|
 |
Page 2 of 10 |
All times are GMT + 1 Hour |