The ReShade thread
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3E74




Posts: 2559
Location: feels wrong
PostPosted: Tue, 28th May 2019 18:55    Post subject:
-oopsy


..:: 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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Frant
King's Bounty



Posts: 24655
Location: Your Mom
PostPosted: Tue, 28th May 2019 20:05    Post subject:
DOF looks meh, perhaps because you're sharpening the DOF-blur.

What kind of performance impact does that list of shaders get you?


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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3E74




Posts: 2559
Location: feels wrong
PostPosted: Tue, 28th May 2019 20:15    Post subject:
Rolling Eyes


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


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Areius




Posts: 14858

PostPosted: Tue, 28th May 2019 20:19    Post subject: *****
*****


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Badrien




Posts: 2118
Location: Netherlands
PostPosted: Sat, 8th Jun 2019 04:50    Post subject:
4.3.0 and the updated RT shader seem to do alot more in VtMB now, rivaling mxao but not appearing in as much odd places. WIll see if I can get some comparison shots made tommorow


RTX ON
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KillerCrocker




Posts: 20503

PostPosted: Sat, 8th Jun 2019 08:58    Post subject:
It looks overdone in screenshots and behaves badly in motion. The whole point of rt and global illumination is the ability of light sources not visible to camera to be reflected and cast light/shadow.


3080 | ps5 pro

Sin317-"im 31 years old and still surprised at how much shit comes out of my ass actually ..."
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Shocktrooper




Posts: 4576

PostPosted: Wed, 11th Sep 2019 13:22    Post subject:
What is the Clarity shader doing exactly? It is rather subtle but makes everything look better, I'm using it for most games now.
Performance impact is pretty high so it must be a rather complex algo
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tet666




Posts: 5092

PostPosted: Wed, 11th Sep 2019 13:50    Post subject:
Shocktrooper wrote:
What is the Clarity shader doing exactly? It is rather subtle but makes everything look better, I'm using it for almost every game now.
Performance impact is pretty high so it must be a rather complex algo


According to Marty McFly: Clarity is a local contrast filter, makes the screen look like these HDR photos.
Source looks rather complex: https://github.com/crosire/reshade-shaders/blob/master/Shaders/Clarity.fx so yeah no wonder it's pretty demanding.
Maybe someone else can elaborate about the technical details, the only thing i get from this is it applies a mask and blends it to the final image for the effect.
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Shocktrooper




Posts: 4576

PostPosted: Wed, 11th Sep 2019 14:06    Post subject:
In-game it looks like it does some kind of tonemapping to bring out more details and applies a light sharpening filter on top.


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tet666




Posts: 5092

PostPosted: Wed, 11th Sep 2019 14:22    Post subject:
Shocktrooper wrote:
In-game it looks like it does some kind of tonemapping to bring out more details and applies a light sharpening filter on top.


That's the mask and yes there is a luma sharpening pass in the shader from what i can see.
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Shocktrooper




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PostPosted: Wed, 11th Sep 2019 20:04    Post subject:
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lolozaur




Posts: 26310

PostPosted: Sun, 13th Oct 2019 20:34    Post subject:
sfx.thelazy.net down for good? it was down a couple of days ago too
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3E74




Posts: 2559
Location: feels wrong
PostPosted: Sun, 13th Oct 2019 20:40    Post subject:
sfx.thelazy.net being down for around 4 weeks as far as i know..
Im not shure whats happening there, if its down for good or just an vacation so to speak^^

I could try to contact him via Guru3d, that is if i still remember his name there.. But i did write a few words with him back then...

Question Exclamation


..:: 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: Sun, 13th Oct 2019 20:41    Post subject:
well any alternative? that site was golden Sad
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tjuma




Posts: 542

PostPosted: Sun, 13th Oct 2019 21:01    Post subject:
Quote:
Update: Server doesn't respond to rescue mode, the hosting company wants to offer new server, unwilling to get out data from old server. Looks like it'll be down for a while, and most likely will lose data from 2019


https://old.reddit.com/r/sweetfx/comments/d890qx/is_the_preset_website_down/f1e186e/?st=k1pcsvyh&sh=c4aa9690
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3E74




Posts: 2559
Location: feels wrong
PostPosted: Sun, 13th Oct 2019 22:03    Post subject:
ahh, Thanks for the INFO...


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




Posts: 4576

PostPosted: Mon, 14th Oct 2019 02:58    Post subject:
How good is the experimental dx12 support? I'm currently trying to run Rise of the Tomb Raider Dx12 mode with Reshade 4.3, it loads up the Reshade UI but then it fails to compile the shaders (d3dcompile: invalid flags specified)
I wonder if it simply doesn't work or if I forgot to change a setting or edit a file.
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3E74




Posts: 2559
Location: feels wrong
PostPosted: Mon, 14th Oct 2019 03:27    Post subject:
hmmmmm.

it should work. even with depth buffer..

Quote:

Yeahhh ! Super good news :cheer: Oddly enough, on my rig, depth buffer works perfectly for Shadow Of the Tomb Raider.
I removed the checkbox for enabling the "Copy depth before clearing mode", so can you check this line in the Reshade.ini:
[DX12_BUFFER_DETECTION]
DepthBufferRetrievalMode=0

This parameter must be set to 0 in order for the depth buffer detection to work (it is a WIP version, so everything is not already in place).

That was it. It works now.

dx12 games.
DX12 Games Tested with AMD RX 580 working
1. Strange Brigade DX12 mode. Depth Working
2. Deus Ex: Mankind Divided DX12. Depth Working
3. Warhammer: Vermintide 2 DX12. Depth Working
4. RE 2 remake DX12. Depth Working
5. Shadow of the TombRaider DX12. Depth Working


Did you try an modified DLL?
--> https://mega.nz/#!6gRGmQrQ!s4wWH1iFGubrICvF8m-glPT8mo-nGvKsQgEYMs8IsoQ

Quote:
Here is a new dll for depth buffer detection with directX12:
d3d12_64bits .zip
Should work now in Metro Exodus and Shadow Of The Tomb Raider (and maybe other games) Smile


taken from here:
https://reshade.me/forum/general-discussion/4083-depth-buffer-detection-modification?start=940


If that does not help, you might look trough the postings from "thalixte", he does the modified dx12, etc DLL for depth buffer..


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




Posts: 4576

PostPosted: Mon, 14th Oct 2019 10:17    Post subject:
Thanks. With the modified dll it's working!
This game performs much better in DX12, I thought usually it's the other way around.
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3E74




Posts: 2559
Location: feels wrong
PostPosted: Sun, 3rd Nov 2019 03:09    Post subject:
ReShade 4.4.0 Released...

ChangeLOG:
Quote:


Added EXPERIMENTAL support for Vulkan
To use, install with setup tool as usual, but run the game via the batch file it generates:
<game name>_with_reshade.bat
Added D3D12/Vulkan depth buffer detection (based on work by thalixte)
Added lots of improvements to D3D9/10/11 depth buffer detection
Added option to enable/disable aspect ratio heuristics in depth buffer detection
Added support for saving before and after screenshots of the same frame (thanks to Naomi)
Added support for "__FILE__" and "__LINE__" preprocessor macros
Added "BUFFER_COLOR_DEPTH" definition which contains the color bit depth of the frame buffer (e.g. 8 or 10)
Added "ui_spacing" annotation for spacing before variable widgets in UI

uniform int value1;
uniform int value2 < ui_spacing = 2; >; // 2 spaces away from value1 widget
uniform int value3 < ui_spacing = 5; >; // 5 spaces away from value2 widget

Added "ui_category_closed" annotation to change default open state of variable categories

uniform int value4 < ui_category = "Something"; ui_category_closed = true; >;

Added buttons to edit effect file and show generated code to technique context menu
Added buttons to show diassembled functions to technique context menu
Added screenshot support for 10-bit backbuffer formats
Added "VertexCount" pass state to change number of vertices to draw from default of 3

pass MyPass
{
VertexCount = 6;
VertexShader = SomeVertexShaderWhichCreates2Triangles;
...
}

Added Solarized Dark/Light editor styles
Added button to skip tutorial on first start
Added version information to "About" page in UI
Added highest optimization level flag to HLSL compilation
Added timeout to update check to avoid stalling startup because of a broken internet connection
Added error message when texture could not be initialized to UI
Added option to always use main depth buffer as source in OpenGL
Added fullscreen preview for textures on statistics page
Added support for filtering to preset selector in UI
Added shortcut keys for switching forwards and backwards between presets (thanks to antagonicus)
Pressing one of those keys performs a smooth transition to the next/preview preset file
Added caching for INI files to speed up config/preset loads/saves
Added option to disable line info generation for shaders:

[GENERAL]
NoDebugInfo=1

Updated setup tool to .NET framework 4.8
Improved D3D11 performance by removing global locks (now uses a "ID3D11CommandList" hook for state tracking instead)
Improved D3D12 performance by reusing a single command list
Improve responsiveness of slider adjustment buttons
Redesigned statistics page in UI
Renamed "Direct3D 10+" button in setup tool to "Direct3D 10/11/12"
Changed default of "ClearRenderTargets" pass state to "false"
Changed UI toggle key to not open/close UI when editing text
Changed preset INI check to look for "Techniques" key instead of "TechniqueSorting"
This fixes compatibility with certain older presets
Changed preprocessor definition name input box in UI to filter out spaces
Changed "ReShade.ini" lookup to first check application directory before falling back to DLL directory
Changed GUI to be usable while effects are being loaded
Changed text editor to be read-only when viewing generated code rather than editing a file
Changed vendor and device ID display to print "Unknown" if the IDs are not known
Changed keyboard shortcut widget to display "Click to set key shortcut" if none is set
Changed default number of reserved OpenGL texture names to 512 to fix artifacts in some old games
Fixed D3D12 synchronization
Fixed crash in D3D12 if reloading a single effect due to resources being deleted that were still in use
Fixed texture upload failing in OpenGL if a pixel unpack buffer is set
Fixed spelling mistake in tutorial text
Fixed UI artifacts in D3D9/12 and OpenGL
Fixed application hash (aka the "__APPLICATION__" definition) not working correctly
Fixed freezing when doing a reload while effects are already loading
Fixed stutters during effect file loading because of too many threads
Fixed GLSL code generation for struct fields with underscores in their names
Fixed postfix operators being translated to wrong HLSL/GLSL code
Fixed runtime error when evaluating a preprocessor macro with less arguments than it actually takes
Fixed crash when effect file contains preprocessor constructs that use the macro name in the definition
Fixed infinite loop constructs in ReShade FX getting translated to wrong code
Fixed floating point division/modulo by zero on constants not returning the expected results
Fixed possible redefinition error when shader contains local variable names beginning with an underscore
Fixed log not containing preprocessor errors
Fixed unnecessary texture view creation in OpenGL for textures without sRGB format
Fixed crash if two effects use same texture name but one as reference and one as normal texture
Fixed parsed strings sometimes containing data from previous tokens
Fixed text editor line number being overlayed by line highlight box
Fixed missing resource state transition for custom imgui textures in D3D12
Fixed compiled effect not listing technique if they reference a function with a compile error
Fixed wrong runtime recreation failure error message in log even though it succeeded
Fixed texture binding in "glFramebufferTextureLayer" hooks (thanks to Boulotaur2024)
Fixed potential infinite recursion in D3D device "QueryInterface" implementation
Fixed crash in UWP games
Fixed "Could not create SSL/TLS secure channel" error when downloading shaders in setup tool
Fixed background opacity of API selection in setup tool on Windows 7
Removed support for saving settings with screenshot (now can only save preset)
Removed support for compressed texture formats (they never actually worked, so officially removing them now)
Removed recommendation text from effect selection dialog in setup tool (since loading is fast now)
Disabled hooking of D3D software devices (fixes artifacts in games that use Direct2D)



https://reshade.me/


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


Last edited by 3E74 on Sun, 3rd Nov 2019 08:33; edited 1 time in total
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NFOAC




Posts: 6015
Location: India
PostPosted: Sun, 3rd Nov 2019 05:13    Post subject:
I saw Geforce has some Reshade support now ?

Adds support for ReShade filters within GeForce Experience
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3E74




Posts: 2559
Location: feels wrong
PostPosted: Mon, 4th Nov 2019 08:45    Post subject:
jup..

Full INFO:
 Spoiler:
 


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



Posts: 35009
Location: Sweden
PostPosted: Thu, 7th Nov 2019 08:35    Post subject:
4.4.1 and 4.4.2 came out fixing a couple of things since the 4.4.0 update. Smile

https://reshade.me/forum/releases/5923-4-4?limitstart=0

Quote:

4.4.1:

Fixed errors/crashes/artifacts in D3D11 games because of a bug introduced in 4.4.0 that caused some texture creation calls to fail (e.g. in ETS2)
Fixed a potential crash in D3D12
Changed preview image to stay visible when GUI is not open
Improved logging for HRESULT codes and redirect arguments


4.4.2:

Added workaround for D3DCompiler bug that causes wrong code generation with "floor" intrinsic
Fixed crash in D3D12 games
Fixed OpenGL screenshots not capturing effects
Fixed values not being reset to defaults when creating a new preset
Fixed log lines not being flushed to disk
Fixed depth buffer detection in games using indirect draw calls (e.g. Assassin's Creed Origins)
Fixed "__RENDERER__" value in OpenGL
Fixed "tex2Dfetch" intrinsic in D3D9/OpenGL
Fixed matrix math code generation for SPIR-V
Fixed GLSL compile error when an effect uses a reserved name multiple times
Fixed orientation of fragment coordinates ("VPOS/SV_POSITION") in OpenGL


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spajdr




Posts: 1842
Location: Czechia
PostPosted: Sun, 15th Dec 2019 11:22    Post subject:
Changelog

4.5.0:

Rework depth buffer detection code for all APIs again (They are now more similar, including more options for OpenGL)
Switched to using SPIR-V for shaders in OpenGL 4.6 for better performance (this needs recent drivers to work correctly)
Added UI widgets for preprocessor definitions to variable list
Added compiler error when passing a r-value to an out parameter of a function
Added compiler error when pass is missing shader functions
Added shader signature verification to effect compiler
Added support for assignment chains to ReShade FX (e.g. "a = b = c = 0;")
Added adjustment buttons to combo box widget and label to radio button list
Added option to show only specific color components in texture preview
Added context menu to technique list to edit included files in addition to the main source file
Added support for texture pooling via "pooled" annotation

texture MyTex1 < pooled = true; > { Width = 100; Height = 100; Format = RGBA8; };
texture MyTex2 < pooled = true; > { Width = 100; Height = 100; Format = RGBA8; };

ReShade will now attempt to re-use the same memory for textures with the same dimensions and format if the pooled annotation is set. This works across effect files too.
Added "ui_text" annotation for uniform variables to display custom text above the variable widget (see screenshot above)

uniform float test < ui_text = "This is text that will be rendered above the widget in the variable list"; >;

Added support for GPU timings in Vulkan
Added environment variable to override path ReShade should load the next DLL from
You can now set "RESHADE_MODULE_PATH_OVERRIDE" to a directory for ReShade to load the next DLL, so you can chain ReShade with other injectors
Added OpenGL version information to log
Improved compiler error recovery for parsing errors in function parameter list and annotations
Improved Vulkan command buffer management (which improves performance)
Improved multi-threading of effect loading
Changed setup tool to install global Vulkan layer while it is open (fixes issues with RDR2)
Changed setup tool to use .NET framework 4.5 again for backwards compatibility
Changed texture preview to be hidden when effects are disabled
Changed COM reference counting behavior to better match COM requirements
Change default preset path to executable directory for Vulkan compatibility
Fixed memory leak in Vulkan (which worsened every frame)
Fixed depth buffer detection in Vulkan
Fixed setup tool not updating search paths to absolute paths in Vulkan
Fixed HLSL compiler error for variables that are named "Technique" or "Pass"
Fixed effect compile error with "discard" statement as last statement in a function with a return value
Fixed effect compiler error in pass definition not causing effect compile to fail
Fixed effect compiler error when multiple casts are chained in an expression
Fixed annotation assignments not supporting literal expressions (you can now write stuff like "< ui_min = 1 + 2; >")
Fixed effect compiler sometimes reporting duplicated syntax errors
Fixed crash in effect compiler when encountering an undeclared identifier in a shader pass state
Fixed empty preprocessor macros not being evaluated correctly
Fixed GLSL code generation for matrix indexing
Fixed GLSL code generation for vertex shaders with a return semantic
Fixed GLSL code generation for some component-wise operations
Fixed GLSL code generation for entry points with underscores in the name
Fixed GLSL code generation for boolean values in index expressions
Fixed GLSL code generation for arithmetic with matrices that are not floating point
Fixed D3D10/11 depth stencil view creation failing in some games (e.g. ArmA 3)
Fixed OpenGL depth texture creation failing for games using format "GL_DEPTH_COMPONENT" (e.g. Mugen 1.1)
Fixed OpenGL states not being restored during texture upload, which caused texture artifacts in some games
Fixed crash if "wglMakeCurrent" was called on an OpenGL context that was not hooked
Fixed access to textures in vertex shaders in D3D9 (limited to 4 bindings though)
Fixed "UseAspectRatioHeuristics" option not being stored in config file in D3D9
Fixed wrong color write mask when there is more than one render target in D3D9
Fixed Vulkan performance mode using wrong values
Fixed current depth stencil inheritance in D3D12 buffer detection
Fixed shared textures being deleted prematurely if a single effect is unloaded
Fixed preset switching always falling back to DLL directory for next preset
Fixed position of slider buttons
Fixed slider buttons being able to change value outside valid range due to floating-point precision errors
Fixed splash bar no longer appearing on reload after reloading a single effect
Fixed scaling up the font size causing cropping some buttons and the display of textures on the statistics page
Removed format filtering from depth buffer detection
Removed tutorial skip button for all but the first tutorial step

https://reshade.me/
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JBeckman
VIP Member



Posts: 35009
Location: Sweden
PostPosted: Mon, 13th Jan 2020 07:39    Post subject:
4.5.1

4.5.2

and 4.5.3

https://reshade.me/forum/releases/6048-4-5?limitstart=0

Should fix up and possibly end current 4.5.x updates to ReShade. Smile

Quote:


4.5.1:

Added "Ctrl + F" search support to code editor
Added "bufready_depth" source for bool uniform variables to check if depth buffer is available
Added error when going over the active effect limit of 50 in Vulkan
Added "Reset to default" context menu entry for preprocessor definitions
Added support for uniform matrix variables to UI and presets
Added list of effect files that failed to compile to "Home" page
Added automatic reset of preprocessor definitions if shader fails to compile after changing one
Added UAC shield and button to cover global Vulkan layer check box in setup tool when not running with elevated privileges
Changed "Reset all to default" button to also reset preprocessor defines
Changed Vulkan layer installation location to HKLM instead of HKCU if the global option is selected
Improved SPIR-V code generation for performance mode in Vulkan
Fixed D3D9 render state block setup using invalid states (fixes artifacts in Sims 4)
Fixed missing buffers in OpenGL depth buffer detection
Fixed OpenGL depth buffer override
Fixed cropped OpenGL depth buffers (in emulators, like CEMU)
Fixed missing buffers in D3D9 depth buffer detection when "Copy before clear operations" is active (e.g. Mass Effect 2)
Fixed keys getting stuck in down state (e.g. when Alt + Tabing):
ReShade will now automatically reset the key state when it has not been updated for more than 5 seconds
Fixed UI corruption with lots of text on the screen
Fixed cursor position if render window was not visible during creation
Fixed floating-point display precision for sliders
Fixed constant folding for matrix index expressions
Fixed setup crash if Vulkan layer installation was not successful
Removed debug logging code from D3D9 that was left in by accident


4.5.2

Added "Ctrl + H" replace support to code editor
Added option to save screenshot with user interface visible
Fixed hooking in Alan Wake
Fixed inverted shaders and artifacts in OpenGL games (happens because of a driver bug, so had to disable use of SPIR-V there again)
Fixed missing OpenGL depth buffer copy in Dolphin
Fixed current OpenGL context getting lost when a different one is deleted but not current (WineD3D now works with ReShade)
Fixed OpenGL depth buffer detection for when pixel format does not contain depth
Fixed multiple ReShade instances in the same process interfering with each other by forcing a single instance
ReShade will now exit immediately if another instance was found in the same process already.
Fixed crash when pressing "Shift + Tab" in code editor with an empty line selected
Fixed crash when searching backwards in code editor with the cursor at the end of a line
Fixed uniform offset calculation for matrices in SPIR-V code generation


4.5.3

Redesigned setup tool and added support for multiple shader repositories to download from
Added better error description for type conversion errors
Fixed "Print Screen" button status being reset every frame
Fixed Vulkan swapchain image view creation for sRGB/non-sRGB formats
Fixed Vulkan API version not being upgraded to required 1.1 in applications that use 1.0
Fixed namespace resolving for function calls and structure names
Fixed GLSL code generation for constant arrays
Fixed line number for errors in generated GLSL code
Fixed missing array size in generated HLSL/GLSL code for uniform variables
Fixed hangs during shader compilation with specific applications on some drivers because of driver optimizations
Fixed negative percentage values during effect downloading in setup tool
Fixed error message not showing up when screenshot creation failed
Fixed "toggle" annotation on techniques not having any effect anymore
Fixed user being able to disable techniques that are set to always be enabled via "enabled" annotation
Improved code generation for variable initializers for better compile times
Improved readability of generated code for simple vector swizzles
Removed cursor from UI screenshots
Removed unused "SPV_GOOGLE_hlsl_functionality1" extension from generated SPIR-V code




For some of the updates and changes a few of the shaders have also been updated for anyone using effects taking advantage of these improvements like shared texture resources and more. Smile

https://github.com/crosire/reshade-shaders

Recently this also extends to ReShade.fxh itself the main or controller shader "core" file so that's a good reason to update the shader files too.

https://github.com/crosire/reshade-shaders/commit/23526fdd380edae25019a0c1e6de9521672bd42e#diff-4233593bf560b9ef18a496b4f26c9314

Or just sorting it through via date and grabbing the newer stuff for any shaders used. Smile
https://github.com/crosire/reshade-shaders/tree/master/Shaders

And while they aren't quite up to date with the 4.5.3 changes it still has support for some of the "legacy" settings (For now.) so there's no need to manually edit shader files just yet and I do like to add in adaptive sharpening.

https://github.com/Fubaxiusz/fubax-shaders/tree/master/Shaders

FilmicAnamorphSharpen.fx is part of ReShade's shader repository but that's a older version, FilmicSharpen.fx is what I like using though which is the same but not dependent on depth though with this available distance and more control over sharpening avoids issues with uniform sharpening on on everything and over sharpening to some degree.
(I do find the default 60% too strong but then it's quite variable and personal how much one wants to dial this up as well even with 10% I do notice the occasional haloing and graininess or "whiteness" and other artifacts from over sharpening and others well 100% and still complaining about it looking blurry. Razz )



And smart sharpening.

https://github.com/BlueSkyDefender/Depth3D

https://github.com/BlueSkyDefender/Depth3D/tree/master/Shaders/Alternative%20Shaders/Image%20Enhancement

Demanding comparably with other shader effects, extensive options and very good results when set up though.

Incorporates modified versions of AMD's CAS and more which gives very extensive customization even if it makes setting it up a bit more complicated and if not being careful it can very easily be one of the second most demanding effects added trough ReShade just shy of expensive depth of field or ambient occlusion (IE MXAO.) type effects. Smile
(Also does depth buffer support same as the above shader which can be toggled on or off as supported and improves things but again it does require some tuning to get the best out of this.)


About it, there's other shaders and stuff but the base preset I use is fairly simple. Smile

ReShade.fxh and ReShade_UI.fxh

Second file here bridges compatibility somewhat for older ReShade 3.x builds and 4.x before 4.5 but changes to 4.5 will see some of that deprecated eventually and requiring a higher ReShade .dll version anyway though for now many shaders do require both of these FXH files. Smile

SMAA

Basic shader post-process AA, bit less "blurry" or "soft" than FXAA and a bit more costly but once configured for being a over the scene ("post process") after effect ("post" Razz ) it cleans up aliasing well although it should not be combined with in-game TAA as this can cause jitter and in newer games with tons of aliasing including types of aliasing this shader is starting to meet it's match and it's not able to do too much.
(Geometry, shader, specular, gamma, material and transparency aliasing and such though it does a good job even with modern games and changes to rendering for being comparably inexpensive.)


Deband

Causes a bit of blur but slightly offsets color banding via dithering and grain (Which can also be slightly noticeable.) though short of the game (And display hardware!) supporting full out deep color or 10-bit or higher well this is a good way to at least slightly reduce banding but not without some trade off.


Smart or Adaptive sharpen

Mostly depends on cost and performance and how demanding the game itself is already but yeah essentially just slightly sharpens the image from effects such as ReShade itself and some shaders or the game just having blurriness of it's own like the many cheap (Performance wise mainly.) temporal anti aliasing methods in custom game engines these days or even quality modes (IE UE4) which can still be blurry even with higher performance impact from the quality presets and a good reduction in aliasing. (Generally not used by the game itself outside of ini tweaking.)

Noise and other artifacts happens at higher values but it's down to user preference and tolerance though it can never really be as good as proper integrated in-game sharpening well if it's implemented well.
(Post-process so UI elements and everything else is affected, depth support can mitigate skybox sharpening and bright surfaces and more but only partially plus it adds to the effects overall performance cost.)
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JBeckman
VIP Member



Posts: 35009
Location: Sweden
PostPosted: Sat, 8th Feb 2020 17:35    Post subject:
4.5.4 is out.

Quote:


4.5.4

Added error message when saving the current preset failed
Added warning message when access to depth buffers is disabled because of network activity
Added option to move FPS counter to a different corner of the screen
Added error log messages for Vulkan pipeline creation and memory allocation failures
Added compiler error when encountering sRGB read/write on a texture which does not use RGBA8 format
Added device and driver information to UI in Vulkan
Improved performance by avoiding unnecessary stencil clear operations
Reduced memory footprint for stencil operations in OpenGL
Changed setup tool to automatically copy a ReShade.ini dropped next to the tool into the game directory during installation
Changed caption of main button in setup tool to make user interaction more obvious
Replaced setup tool configuration file with a common "ReShade Setup.ini"
Fixed Vulkan support on AMD GPUs
Fixed crash in DOOM when using Vulkan
Fixed crash on exit when Vulkan application fails to properly clean up resources
Fixed Vulkan queue submission synchronization
Fixed small memory leak in Vulkan
Fixed flipped channels in HDR Vulkan screenshots
Fixed ReShade attempting to hook Vulkan devices that are created without the swapchain extension
Fixed Vulkan dispatch table initialization for command buffers in release mode
Fixed setup tool crash when all effects are unchecked
Fixed "SV_VertexID" values in D3D9 when "VertexCount" pass state is greater than 3
Fixed D3D10/11 depth buffer detection in Guild Wars 2
Fixed render targets in D3D10/11 having undefined contents on first use
Fixed rendering to more than two render targets in D3D12
Fixed input in games that handle input in a child window to the main render window (e.g. Supreme Commander)
Fixed code editor undo history getting lost after saving and reloading a file
Fixed opening the same file in code editor after closing it causing nothing to happen
Fixed global preprocessor definition popup showing cut off sometimes
Fixed SPIR-V code generation for function calls with sampler arguments
Fixed SPIR-V code generation for "tex2Dsize" intrinsic overload without mipmap level parameter
Fixed SPIR-V code generation for array uniforms
Fixed effect parser hanging when encountering an error inside a namespace
Fixed effect preprocesor handing when encountering a single-character recursive macro

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ixigia
[Moderator] Consigliere



Posts: 65093
Location: Italy
PostPosted: Mon, 25th May 2020 15:42    Post subject:
I've been tinkering a bit with these recent shaders, the raytracing-like ones are still bugged but they work surprisingly well on some of the older engines like id Tech 3, Source etc. that support all the effects without any slideshows.

Tried Jedi Outcast for instance, the image quality isn't optimal but the game benefits from the ambient occlusion and reflections (Quint RT Global Illumination, SSR, Bloom, Sharpen):

 Spoiler:
 



Comparison as well:
https://screenshotcomparison.com/comparison/3853



Random creations of an insane mind / Screens from Bulgaria [Early Access]


Last edited by ixigia on Thu, 25th Jun 2020 20:21; edited 2 times in total
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JBeckman
VIP Member



Posts: 35009
Location: Sweden
PostPosted: Mon, 25th May 2020 16:15    Post subject:
Yeah it needs a bit more info than what ReShade can do but there's some clever workarounds and the new 4.6.x releases also has some nice improvements plus upcoming fixes in 4.6.2 going by the latest Github commits.

I still mostly use it as a post-process AA set and forget single preset style utility but that's not going to last too long as the shader heavy and effects loaded scenes makes early FXAA, MLAA and SMAA and such attempts increasingly less effective so it's super-sampling and expensive cost on the GPU performance or temporal anti-aliasing which has it's drawbacks but can be somewhat countered by sharpening although as a full-screen post-process effect it does go on mostly everything even with newer modes like smart sharp and incorporating AMD's Contrast Adaptive Sharpen algorithm and upscaling sampler.


Marty and the shader effects from these can be really handy when set up correctly but depending on ReShade limits it can take some configuring to get it working reliably and getting good results from the effects. (There's a fair amount, just getting depth buffer reliable is becoming a challenge as well especially with ReShade disabling it for network activity and more games having online somethings in them.)

Certainly impressive to see what's possible even with these restrictions though and some improvements in ReShade itself and some shader workarounds for other restrictions. Smile
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ixigia
[Moderator] Consigliere



Posts: 65093
Location: Italy
PostPosted: Mon, 25th May 2020 16:55    Post subject:
Hehe indeed, full compatibility with the advanced shaders is rare and rather tricky. More often than not they cause visible artifacts, halos, or interfere with HUDs/menus and inventory screens, without mentioning the performance impact which can be massive. Another problem is the fact that the effects obviously don't care about materials and treat everything equally leading to some awkward results Razz
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JBeckman
VIP Member



Posts: 35009
Location: Sweden
PostPosted: Thu, 25th Jun 2020 16:26    Post subject:
ReShade 4.7 is out. Smile

Quote:

4.7.0:

Improved depth buffer detection in several D3D10, D3D11 and D3D12 games (like Bioshock Infinite, Subnautica and Titanfall 2)
Added hidden option to add new search path without opening directory selection dialog (press Alt key)
Added device and driver information to log for all APIs
Added global settings to force window mode and swap chain resolution in D3D

[APP]
ForceVSync=1
ForceWindowed=1
ForceResolution=800,600
Force10BitFormat=1

Fixed depth buffer being overwritten in some D3D9 games before it can be used in ReShade
Fixed mouse cursor stuck in the center of the screen in some applications (like Detroit: Become Human)
Fixed keyboard state getting stuck in some applications while menu is open
Fixed first effect in the list sometimes not receiving depth buffer
Fixed support for Civilization VI (because of missing ID3D12Device6 implementation)
Fixed crash in Vulkan games using "vkCreateRenderPass2" (like Hammerting)
Fixed crash when DXGI 1.2 is used on systems where render GPU is not attached to the output display (e.g. laptops)
Fixed crash if input object is destroyed in separate thread while a message is processed
Fixed calls to "IDXGISwapChain3::ResizeBuffers1" always failing with "DXGI_ERROR_INVALID_CALL" (like in Hitman 2)
Fixed screenshots in Vulkan sometimes not capturing effects
Fixed red and blue color channel being swapped in D3D9 screenshots when backbuffer format is 10-bit
Fixed mouse button state being reset every frame
Fixed uniform offset calculation for matrix arrays
Fixed SPIR-V code generation for uniform matrices
Fixed SPIR-V code generation for specialization constant arrays
Fixed half-pixel offset fix not being applied to struct output variables in HLSL code generation
Fixed font atlas texture being destroyed while still in use in D3D12 and Vulkan
Fixed incorrect handling of XBUTTON mouse events
Fixed crash when parsing vendor and device ID in OpenGL running under Remote Desktop
Removed memory copy of log and instead read it back from file when the "Log" tab is opened (to reduce RAM usage)


ReShade FX support equivalent to this version is part of FreeStyle in NVIDIA driver version 451.48.

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