The ReShade thread
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Wed, 7th Jan 2015 18:41    Post subject:
Awesome, thanks for the reply JB! Smile
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JBeckman
VIP Member



Posts: 34996
Location: Sweden
PostPosted: Wed, 7th Jan 2015 22:48    Post subject:
JBeckman wrote:
0.11.2 is out.

Quote:

0.11.2:

Added warning if hooked interface reference counts do not match the original ones
Fixed "IDirect3DDevice8::CopyRects" failing in too many cases. Fixes a good amount of texturing issues in D3D8 games.
Fixed crashes with some D3D8 games calling "IDirect3DDevice8::GetDepthStencilView" (more of a hotfix, but works for now)

0.11.1:

Fixed Origin overlay compatibility
Fixed no rendering in some OpenGL games using multiple device contexts pointing to the same window
Fixed D3D8 adapter mode enumeration always failing

0.11.0:

Replaced entire D3D10/11 VTable hooking with interface hooking (might improve compatibility).
Added compiler warning message when texture "MipLevel" property is set to "0".
Fixed D3D8 games using "IDirect3DDevice8::ValidateDevice" producing errors.
Fixed D3D8 error when "IDirect3DDevice8::SetVertexShader" is called with a vertex declaration only.
Fixed D3D8 to D3D9 vertex shader conversion failing under certain circumstances.
Fixed D3D8 wrapper causing memory failures because the "GetLevelDesc" method was returning the D3D9 and not the converted description.
Fixed possible (but unlikely) crashes at startup due to loader lock.
Fixed hooking manager sometimes hooking an already hooked function.
Updated stb_image to version 2.0
Removed support for uncommon image formats (PSD, TGA, HDR, PIC and PNM)

0.10.0:

First bublic beta release.



However currently the download link leads to 0.11.1 but it's easy to fix by just changing the version number in the URL. Smile

https://bit.ly/ReShadeBeta-0-11-2
https://bit.ly/ReShadeBeta-0-11-2-SweetFX
(The first one does not include the SweetFx shader suite.)

(And the MasterEffect shader suite which is an alternative to SweetFx. - http://www.mediafire.com/download/5u9vs0kuaeo36w5/MasterEffect+1.0.302+Public.7z )


robco wrote:
JBeckman wrote:


However currently the download link leads to 0.11.1 but it's easy to fix by just changing the version number in the URL. Smile


Just an FYI why 0.11.2 download was removed

crosire wrote:

Because it comes with a major bug possibly crashing quite a few D3D10/11 titles on startup. A fixed version comes up shortly.



And the fixed version has been released. Smile

Quote:

0.11.3:

Fixed crash if "D3D10CreateDeviceAndSwapChain" or "D3D11CreateDeviceAndSwapChain" were called with a null pointer for the device parameter
Fixed "IDXGISwapChain::ResizeBuffers" hook logging an incorrect swapchain description
Fixed "wglChoosePixelFormatARB" hook logging invalid formats
Update NanoVG



https://bit.ly/ReShadeBeta-0-11-3
https://bit.ly/ReShadeBeta-0-11-3-SweetFX
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Drowning_witch




Posts: 10818
Location: Strawberry fields
PostPosted: Thu, 8th Jan 2015 01:07    Post subject:
Just saw this thread for the first time.

dx8 all the way up to openGL SMAA? FUCK YEAH! So Much Win


also, loled at that ss2 dof screenshot. Reminded me of ixi's ss2 nextgen edition Laughing

DOF and motion bloor are the plague. burn that shit Razz
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Cyb3r




Posts: 615
Location: USA
PostPosted: 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


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Breezer_




Posts: 10818
Location: Finland
PostPosted: Thu, 8th Jan 2015 09:22    Post subject:
Drowning_witch wrote:
Just saw this thread for the first time.

dx8 all the way up to openGL SMAA? FUCK YEAH! So Much Win


also, loled at that ss2 dof screenshot. Reminded me of ixi's ss2 nextgen edition Laughing

DOF and motion bloor are the plague. burn that shit Razz


DOF can be nice if its done properly, actually i love the effect along with nice bokeh (Alien: Isolation DOF/Bokeh is insanely good looking).
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JBeckman
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Posts: 34996
Location: Sweden
PostPosted: 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)

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Cyb3r




Posts: 615
Location: USA
PostPosted: 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


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phoketztight




Posts: 67
Location: Tha Deep
PostPosted: Mon, 12th Jan 2015 07:33    Post subject:
Okay gave it a shot but! I have a question which setting is on which is off is scroll lock on for it or is scroll lock off for it on I see the overlay on the side with fps counter thats way off the mark!
I tried it with Far Cry 3 it said i was playing at 14 fps Aww Yeah when clearly i was playing at 50 no stuttering or anything So Much Win Anyhow i toggled scroll lock on and off tryna see the difference which the game hickuped everytime doing so.But i could not see a big or minmal change in quality wise the grass had a little more greenish type tint to it but other than that!

So that brings me to another question in the readme theres some other things you can do but this caught my eye
Quote:
it itself does not come with any effects, it's a toolset for shader
developers to realize their very own imagination.


What else do i need with this to see a change in quality excuse my noobness. Rolling Eyes


Last edited by phoketztight on Mon, 12th Jan 2015 07:45; edited 1 time in total
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Cyb3r




Posts: 615
Location: USA
PostPosted: 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)


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JBeckman
VIP Member



Posts: 34996
Location: Sweden
PostPosted: 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. Smile
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Cyb3r




Posts: 615
Location: USA
PostPosted: Sun, 18th Jan 2015 10:07    Post subject:
hmmm i'll give that one a shot cheers jb


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JBeckman
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Posts: 34996
Location: Sweden
PostPosted: Thu, 22nd Jan 2015 09:54    Post subject:
Another update, has a bug with DirectX 8 but fixes a few issues with DXGI so some more D3D10 and D3D11 games should be compatible now including Assassins Creed III, IV and Unity. Smile
(Still no depth buffer access for those though so DOF - MasterEffects shader package. - and a few other effects relying on that won't work correctly.)

Quote:

0.13.1: Note that there's a quite serious bug in the D3D8 wrapper here, so try 0.13.0 on your D3D8 games, if 0.13.1 crashes =)

Added D3D8 shader assembly dump to tracelog
Changed swapchain creation in "D3D10[11]CreateDeviceAndSwapChain" to use DXGI1.1 instead of DXGI1.0
Fixed swapchain not being hooked when "IDXGIFactory::CreateSwapChain" is called with the DXGI device and not the D3D10/11 one directly
Fixed D3D8 wrapper not accepting "vs_1_0" vertex shaders
Fixed D3D8 pixelshader assembler error when negation modifier is used on a constant (just removing it for now, could cause artifacts, but at least it works)
Fixed another D3D8 crash related to the "IDirect3DDevice8::GetDepthStencilSurface" problem




EDIT:

Quote:

0.13.2:

Fixed invalid shader version reported from D3D8 "GetDeviceCaps"
Fixed D3D8 shader assembly fix for "m3x3" instruction affecting other instructions like "texm3x3" rendering the shader invalid
Fixed crash if "IDirect3DDevice8::GetTexture" wasn't supposed to return a texture
Fixed OpenGL renderer trying and failing to resize to width and height zero if game is minimized
Fixed possible crashes when games query and then use the D3D "...1", "...2" or "...Ex" interface variants via "QueryInterface"
Fixed OpenGL context creation always creating a "core" context for version 4.3, making much ower versions not work
Fixed D3D9 crashes after games calling "IDirect3DDevice9::GetDepthStencilSurface"
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Cyb3r




Posts: 615
Location: USA
PostPosted: 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


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JBeckman
VIP Member



Posts: 34996
Location: Sweden
PostPosted: Sun, 1st Feb 2015 14:11    Post subject:
0.14 is out. Smile

Quote:

Added new "pingpong" counter and "random" uniform source annotations
Added thread id to log messages
Fixed possible OpenGL cleanup errors
Fixed hook manager not catching modules loaded through other modules

(In addition to the above fixes.)
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Cyb3r




Posts: 615
Location: USA
PostPosted: 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)


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JBeckman
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Posts: 34996
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PostPosted: Wed, 18th Feb 2015 13:10    Post subject:
http://reshade.me/forum/releases/7-public-beta


Quote:
0.15.0: (Not yet released)

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.
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)
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)


The current changelog for version 0.15.0 which is currently under development. Smile
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Drowning_witch




Posts: 10818
Location: Strawberry fields
PostPosted: 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.


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JBeckman
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PostPosted: Wed, 18th Feb 2015 13:28    Post subject:
It is fairly compatible with Fraps and even ENB when set up correctly but these more advanced utilities also hook the D3D api so compatibility can be iffy.

I use MSI Afterburner and it has worked fine so far even with the framerate limiter enabled but I don't use the hardware functions of that tool so it's more of a framerate overlay with screenshot capabilities. Razz
(And a way to cap FPS when needed as I keep VSync disabled and having the GPU "idle" at 300+ FPS in some static main menu in a game isn't all that good due to heat buildup and coil whine.)
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JBeckman
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Posts: 34996
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PostPosted: 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".
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JBeckman
VIP Member



Posts: 34996
Location: Sweden
PostPosted: Fri, 20th Mar 2015 07:54    Post subject:
http://reshade.me/#download

0.16.0

Quote:

Replaced logging library with own (lighter) implementation
Added separate FPS and clock overlays, enabled via "#pragma reshade showfps" and "#pragma reshade showclock"
Added status message when toggling techniques, enabled via "#pragma reshade showtogglemessage"
Added "R16F", "RG16", "RG16F" and "RG32F" texture formats
Added "WRAP" alias for the "REPEAT" texture addressing value again
Added "tex2Dgrad" and "tex2Dproj" intrinsics
Added "toggle" option to "key" annotation
Added effect parser error when initializer or return expression don't match the corresponding type
Added effect parser error when sampler of texture variables are declared inside function bodies
Added array initialization which fills unprovided elements with zero to effect parser
Added effect parser error when parsing an invalid function parameter declaration
Added hooks for OpenGL pbuffer extensions
Changed runtime to update constants per technique instead of per pass and aligned technique and pass performance
Changed "__RENDERER__" preprocessor macro to be more detailed about feature levels and shader model version
Changed OpenGL hooks to only initialize runtime on render context if it is used for presentation
Changed D3D8 shader assembly conversion to fix a number of issues preventing usage under D3D9
Changed status overlay text color to gray for better readibility in bright scenes
Changed filesystem monitor to only reload shaders if the modified file was added via "#include"
Fixed framerate to be averaged over multiple frames
Fixed "tex2Dgather" and "tex2Dgatheroffset" not working on shader models below 4.1
Fixed parser not producing syntax error in top level when encountering unexpected tokens
Fixed missing warnings if effect was parsed successfully
Fixed effect parser to only accept two-dimensional textures for the "RenderTarget" pass state
Fixed invalid pixel format error during OpenGL context creation because of applications using the undocumented "wglSetPixelFormat" directly
Fixed D3D8 texture copying failing when copying non-rendertargets between default and system memory pool
Fixed OpenGL crash due to use of TLS
Fixed ReShade to GLSL compiler error when using floating point values to index into arrays
Fixed "CreateDXGIFactory[1]" not hooking "IDXGIFactory2" swapchain creation methods
Fixed D3D8 hooks not setting interface arguments to nullptr on failure
Fixed D3D8 texturing issues for games attempting to use "D3DFMT_R8G8B8"
Fixed effect compilation failing without error if the "RenderTargetWriteMask" pass state was used
Fixed runtimes doing cleanup even when they are not currently initialized
Fixed OpenGL hooks switching runtime every frame if game uses pbuffers
Removed effect language support for uniform structs
Removed log message when "IDirect3DDevice8::GetDeviceCaps" is called


And MasterEffect 1.1.111
http://reshade.me/forum/shaderpack-mastereffect/161-mastereffect-reborn-official-thread?limitstart=0


Also for MasterEffect post 304 and 5 respectively in these two threads explains how to fix two bugs with the SMAA shader. Smile
(Oh and for SMAA to work you also have to change the HDR level in MasterEffect.h to be either 1 or 2 as it needs the additional bitrate formats.)

http://reshade.me/forum/shaderpack-mastereffect/161-mastereffect-reborn-official-thread?start=300

http://reshade.me/forum/shaderpack-mastereffect/331-new-master-effects-no-longer-compatible-with-doom
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JBeckman
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Posts: 34996
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PostPosted: 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
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Drowning_witch




Posts: 10818
Location: Strawberry fields
PostPosted: Sun, 29th Mar 2015 14:53    Post subject:
wish they would finally code higher quality versions of SMAA into one of these.


steam: Drowning witch
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JBeckman
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Posts: 34996
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PostPosted: 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.
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Drowning_witch




Posts: 10818
Location: Strawberry fields
PostPosted: Sun, 29th Mar 2015 16:10    Post subject:
yeah, too bad those aren't a reality yet.


steam: Drowning witch
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ixigia
[Moderator] Consigliere



Posts: 65086
Location: Italy
PostPosted: 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. Razz

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 Cool Face
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Drowning_witch




Posts: 10818
Location: Strawberry fields
PostPosted: Mon, 30th Mar 2015 05:04    Post subject:
dat beautiful psi amp always gives me a boner Frap Frap Guy
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diaboliquin




Posts: 401
Location: Mexico
PostPosted: Mon, 30th Mar 2015 05:46    Post subject:
Hi guys, if I want to apply SMAA is better reshade or Sweetfx?
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Drowning_witch




Posts: 10818
Location: Strawberry fields
PostPosted: 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.


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diaboliquin




Posts: 401
Location: Mexico
PostPosted: Mon, 30th Mar 2015 06:28    Post subject:
Ok, thanks for explaining.
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KillerCrocker




Posts: 20503

PostPosted: 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?"
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