The ReShade thread
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jaapie18




Posts: 2452
Location: Holland
PostPosted: Thu, 11th Oct 2018 17:34    Post subject:
Is there a reshade alternative that supports dx12?
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3E74




Posts: 2559
Location: feels wrong
PostPosted: Thu, 11th Oct 2018 19:35    Post subject:
Not as far as i know..sorry..
there might be something from this ENB Dev? Not shure doh..
Theres also "Special K" dunno if this got dx12 support, you can take a look here:

https://steamcommunity.com/groups/SpecialK_Mods
here:
https://pcgamingwiki.com/wiki/Special_K
or here:
https://github.com/Kaldaien/SpecialK

im not shure if crosire did say something about adding dx12 in the future.. U might wanna ask him in the Forums:
https://reshade.me/forum/index


greetings


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JBeckman
VIP Member



Posts: 35002
Location: Sweden
PostPosted: Fri, 12th Oct 2018 07:56    Post subject:
Crosire is using Windows 7 so DX12 support is up in the air for now, it's on the plans but no real ETA as is Vulkan support. Smile

3.0 and later mostly slowed down development to bug fixes and smaller enhancements though code submissions improving support for various things like the depth buffer compatibility has been tricking down as of later 3.x builds though so it's still going although I would not expect D3D12 or VLK support anytime soon.
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Interinactive
VIP Member



Posts: 29477

PostPosted: Mon, 19th Nov 2018 09:37    Post subject:
⁢⁢


Last edited by Interinactive on Mon, 4th Oct 2021 09:35; edited 1 time in total
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JBeckman
VIP Member



Posts: 35002
Location: Sweden
PostPosted: Mon, 19th Nov 2018 11:42    Post subject:
Nice, heard good things about it on the forums so this should be a really good upgrade from 3.x and the SpecialK version which removed a few earlier performance hindrances which might not be needed anymore. Smile
(Locking the depth buffer for example.)
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3E74




Posts: 2559
Location: feels wrong
PostPosted: Mon, 19th Nov 2018 20:25    Post subject:
niiicceee one...

heres the ChangeLog:

 Spoiler:
 


uh, nice..













damn, thats what i call an Update Smile

GREAT WORK...


..:: Life - A sexually transmitted disease which always ends in death. There is currently no known cure::.. Troll Dad
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lolozaur




Posts: 26310

PostPosted: Sat, 2nd Feb 2019 16:11    Post subject:
anyone using 4.1.1 ? any way to increase font size, ive tried every key, nothing work. Funny thing, the font was way bigger but i pressed tab and it got this small, very hard to read it

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spajdr




Posts: 1842
Location: Czechia
PostPosted: Sat, 2nd Feb 2019 16:23    Post subject:
It can be set somewhere under Settings
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ixigia
[Moderator] Consigliere



Posts: 65092
Location: Italy
PostPosted: Sat, 2nd Feb 2019 16:34    Post subject:
spajdr wrote:
It can be set somewhere under Settings

Yep, there is a small 'Font' slider both for the UI and Editor, that should do the trick Smile (mine is defaulted at 13).
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consolitis
VIP Member



Posts: 27317

PostPosted: Wed, 8th May 2019 09:12    Post subject:
Reshade now supports screen space Ray Tracing!

It can transform old (or even new!) games with very flat lighting to something much more natural and pleasant to the eye.

Take a look at F.E.A.R:

http://screenshotcomparison.com/comparison/135315

and

Far Cry: New Dawn:

http://screenshotcomparison.com/comparison/135316

courtesy of: https://www.resetera.com/threads/crysis-ray-tracing-co-op-and-mods-digital-foundry.115392/

And Crysis:



Of course for some games it won't work very well given they weren't meant to be have that kind of lighting, and also don't forget that it's a screen space effect so it comes with limitations.

Still, kinda crazy we can inject a form of ray tracing into all these games.


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Amadeus




Posts: 2356
Location: Yes
PostPosted: Wed, 8th May 2019 16:58    Post subject:
Someone uhm.. have that *cough* version to share?
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KillerCrocker




Posts: 20503

PostPosted: Wed, 8th May 2019 18:20    Post subject:
Looks weird and off but it's not a bad effect! On fear it goes from 900 to 70fps Very Happy


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tonizito
VIP Member



Posts: 51433
Location: Portugal, the shithole of Europe.
PostPosted: Wed, 8th May 2019 20:07    Post subject:
consolitis wrote:
Reshade now supports screen space Ray Tracing!

It can transform old (or even new!) games with very flat lighting to something much more natural and pleasant to the eye.

Take a look at F.E.A.R:

http://screenshotcomparison.com/comparison/135315

and

Far Cry: New Dawn:

http://screenshotcomparison.com/comparison/135316

courtesy of: https://www.resetera.com/threads/crysis-ray-tracing-co-op-and-mods-digital-foundry.115392/

And Crysis:



Of course for some games it won't work very well given they weren't meant to be have that kind of lighting, and also don't forget that it's a screen space effect so it comes with limitations.

Still, kinda crazy we can inject a form of ray tracing into all these games.
VERY COOL, especially for older games like FEAR and Crysis (the moron with the bell from youtub can have that far cry crap, though )


boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
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Badrien




Posts: 2118
Location: Netherlands
PostPosted: Tue, 21st May 2019 00:32    Post subject:
Moment I saw the crysis one I wondered what this would be like with VtM:Bloodlines, specially after seeing what it can do to HL2. Kind of on the fence getting the 20$ patreon to get alpha access, I read its cpu based and my 6600k might not like it even with an old game(at 4k).
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3E74




Posts: 2559
Location: feels wrong
PostPosted: Tue, 21st May 2019 02:09    Post subject:
Shocked


..:: Life - A sexually transmitted disease which always ends in death. There is currently no known cure::.. Troll Dad


Last edited by 3E74 on Wed, 2nd Feb 2022 16:18; edited 1 time in total
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Badrien




Posts: 2118
Location: Netherlands
PostPosted: Thu, 23rd May 2019 04:48    Post subject:
got my hands on the shader, tried it in VtmB and messed around with settings some. Created some shade in longer distance and some minor bits here and there, but 99% of the work was being done by the mxao. Judging by gpu use its defi doing something though but nothing compared to the hl 2 video(and I wasnt experiencing the noise they described either). I'll have to investigate further when I have some more time, its displaying depth buffer and AO/IL channels correctly it seems but I didnt see any real lighting sources as in the hl 2 steam on those channels

edit: No luck with deux ex HR either. the AO/IL channel is all grey there

edit2: its doing something in vtmb but its very minor, nothing at all like the hl2 stream(unless they just switched mxao on there too, its impossible to see because of their shitty coop screen stream thing)


RTX ON


Last edited by Badrien on Fri, 24th May 2019 05:05; edited 1 time in total
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Badrien




Posts: 2118
Location: Netherlands
PostPosted: Fri, 24th May 2019 04:50    Post subject:
My results with vtmb so far, had to downscale the screenshots cause I dont know a place thatll host 4k shots, they seem to be too big for imgur(it errors out)

Vanilla:
 Spoiler:
 

RT shader
 Spoiler:
 

MXAO
 Spoiler:
 

MXAO+RT
 Spoiler:
 


This is with AO setting 2 and Indirect light at 2, which seemed to give the most result. using just the RT shader (which kind of looks like mxao but much less pronounced, and does shade parts mxao does not) I can see some noise so it is working. There are scenes where it adds alot more than here, but there too it looks best combined with the mxao so far

edit: not sure if i fooked up the order, the downscaling or imgur processing did something but its alot harder to see here than on the raw screens.[/spoiler]


Last edited by Badrien on Fri, 24th May 2019 06:06; edited 1 time in total
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Frant
King's Bounty



Posts: 24650
Location: Your Mom
PostPosted: Fri, 24th May 2019 05:20    Post subject:
Barely noticeable. The only real difference I see is the floor-lamp to the right of the sofa. With MXAO on the lamp cover shows the polygon divisions.


Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!

"The sky was the color of a TV tuned to a dead station" - Neuromancer
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Badrien




Posts: 2118
Location: Netherlands
PostPosted: Fri, 24th May 2019 06:03    Post subject:
here's a better comparison, its more pronounced here(mostly in the shoulders) but still minor compared to mxao. same settings etc as the other shots.

Vanilla
 Spoiler:
 

RT
 Spoiler:
 

MXAO
 Spoiler:
 

MXAO+RT
 Spoiler:
 
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Frant
King's Bounty



Posts: 24650
Location: Your Mom
PostPosted: Fri, 24th May 2019 06:40    Post subject:
Slightly more noticeable but it doesn't seem like it's worth it in VtM:B. My knowledge about shaders and advanced techniques like MXAO & RT as well as how the VtM:B-developers used the source engine (I know the troubled history of the development having to update the engine code all the time since Valve was still developing it at the time) are very very limited so I can't say much about it.


Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!

"The sky was the color of a TV tuned to a dead station" - Neuromancer
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dannofdawn




Posts: 2227

PostPosted: Fri, 24th May 2019 09:06    Post subject:
The RT and MXAO work noticeably well with Warframe.
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Badrien




Posts: 2118
Location: Netherlands
PostPosted: Fri, 24th May 2019 23:29    Post subject:
dannofdawn wrote:
The RT and MXAO work noticeably well with Warframe.


Oeehh I play this regularly, ill try that out tonight

edit: decent results, but its verryy noisy evywhere with it

Did you test anywhere other than the ship? It doesnt seem to do anything in the missions i tried(even tho it works fine on the ship) all had all grey AO channel
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3E74




Posts: 2559
Location: feels wrong
PostPosted: Sat, 25th May 2019 04:09    Post subject:
Surprised


..:: Life - A sexually transmitted disease which always ends in death. There is currently no known cure::.. Troll Dad


Last edited by 3E74 on Wed, 2nd Feb 2022 16:18; edited 1 time in total
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spajdr




Posts: 1842
Location: Czechia
PostPosted: Mon, 27th May 2019 04:13    Post subject:
4.3.0:

Added experimental support for D3D12
Added support for saving preprocessor definitions to preset aside from config file
Added new D3D9 depth buffer detection techniques by thalixte
Added new "list" GUI widget
Added error when attempting to upload texture with unsupported format
Added workaround for OpenGL games that use fixed texture names (see reshade.me/forum/troubleshooting/5336-ho...ocity-x-issues#33628)
Added ordinals to exports since some applications import functions by ordinal rather than by name (I'm looking at you Warhammer)
Added tooltip to techniques that failed to compile which shows compile errors
Added support for clicking on an effect on the statistics page to collapse it
Added fine tuning buttons to "drag" GUI widget (similar to those for "slider")
Added buttons to switch to previous or next preset
Improved performance of file operations
Distinguish between german and international keyboard layout when displaying key names
Changed preset selection to a file dialog
Changed VTable hook installation to support multiple VTable refering to the same hook function
Changed HLSL compiler load error log message
Changed display precision of floating point display to match the one of the "ui_step" value
Disable font scaling with Ctrl + mouse wheel after tutorial finishes
Increased precision of timers
Changed error message for no matching intrinsic overload
Fixed effects not being displayed if GUI is not active and the last technique did not render to the back buffer
Fixed mouse cursor position when using up/downscaled render resolution
Fixed missing source file information in preprocessor syntax errors
Fixed preprocessor not throwing an error on malformed preprocessor expressions
Fixed "Reset all to default" button not saving preset after completion
Fixed ReShade reloading after closing preprocessor definitions popup even if no changes were made
Fixed sorting techniques by name not taking the "ui_label" annotation into account
Fixed ReShadeGUI.ini not always being stored in the ReShade DLL directory
Fixed low precision of "BUFFER_RCP_WIDTH" and "BUFFER_RCP_HEIGHT" macro definitions
Fixed constant folding of logic operations generating wrong result type
Fixed integer arithmetic on boolean values causing a compile error
Fixed texture upload/download pitch calculations
Fixed empty compile error log message when texture creation failed
Fixed loading of effect files with an UTF-8 BOM
Fixed rendering to texture clipping to window size in OpenGL
Fixed texture upload producing garbage values in OpenGL in some games because of wrong pixel storage unpack modes
Removed "WSARecvEx" hook

https://reshade.me
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dannofdawn




Posts: 2227

PostPosted: Mon, 27th May 2019 05:05    Post subject:
Badrien wrote:
dannofdawn wrote:
The RT and MXAO work noticeably well with Warframe.


Oeehh I play this regularly, ill try that out tonight

edit: decent results, but its verryy noisy evywhere with it

Did you test anywhere other than the ship? It doesnt seem to do anything in the missions i tried(even tho it works fine on the ship) all had all grey AO channel


Yea sorry I only tested it in the ship, so I probably just overstated. Wasn't planning on playing the game any time soon anyways.
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3E74




Posts: 2559
Location: feels wrong
PostPosted: Tue, 28th May 2019 00:29    Post subject:
Cool


..:: Life - A sexually transmitted disease which always ends in death. There is currently no known cure::.. Troll Dad


Last edited by 3E74 on Wed, 2nd Feb 2022 16:19; edited 1 time in total
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tonizito
VIP Member



Posts: 51433
Location: Portugal, the shithole of Europe.
PostPosted: Tue, 28th May 2019 00:53    Post subject:
Interdasting... how's the performance?


boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
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3E74




Posts: 2559
Location: feels wrong
PostPosted: Tue, 28th May 2019 02:21    Post subject:
Confused


..:: Life - A sexually transmitted disease which always ends in death. There is currently no known cure::.. Troll Dad


Last edited by 3E74 on Wed, 2nd Feb 2022 16:19; edited 1 time in total
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Badrien




Posts: 2118
Location: Netherlands
PostPosted: Tue, 28th May 2019 02:22    Post subject:
3E74 wrote:
Oh yeahhh...

FEAR never had lightning so good...

 Spoiler:
 


Whats the noise like during movement?
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3E74




Posts: 2559
Location: feels wrong
PostPosted: Tue, 28th May 2019 15:07    Post subject:
Question


..:: Life - A sexually transmitted disease which always ends in death. There is currently no known cure::.. Troll Dad


Last edited by 3E74 on Wed, 2nd Feb 2022 16:20; edited 1 time in total
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