The ReShade thread
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jaapie18




Posts: 2452
Location: Holland
PostPosted: Sun, 1st Nov 2020 08:46    Post subject:
sinds version 4.8.1. Is see this in the statistics menu V_otis_bloomtarget (pooled) and V_textcolor HDRBC (pooled). What does it do. I haven't choose those effects.
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JBeckman
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Location: Sweden
PostPosted: Sun, 3rd Jan 2021 20:48    Post subject:
4.9.0

https://reshade.me/releases/7022-4-9

Quote:

Changelog

4.9.0:

Added effect caching
Compiled effects are now cached to disk, so that subsequent loads can use the cached data to speed up loading significantly. By default the cache is stored in %TEMP%, so that it can be shared across all ReShade installations. To override the location, change the "IntermediateCachePath" option under "[GENERAL]" in ReShade.ini . There is a new button on the Settings tab to clear the cache (sometimes necessary to ensure changes to effect files are applied).
Added support for D3D12on7 (ReShade now works in Cyberpunk 2077 on Windows 7)
Added depth buffer copy before clear in OpenGL (depth buffer detection now works in Minecraft)
Added ReShade FX support for rectangular matrices and integer matrix multiplication
Added error to log when trying to capture screenshot for 16-bit back buffer (which is not supported)
Added option to move all techniques from an effect file simultaneously in the UI technique list by pressing the shift key
Added text logging for some common back buffer formats
Added debug names to D3D11 and D3D12 objects in release builds to simplify debugging with the debug layers
Added option to filter application list in setup tool using custom search terms (start typing into the text box at the bottom of the application list to filter it)
Added warning message box to setup tool when enabling global Vulkan layer
Improved HLSL and GLSL loop code generation for simple condition expressions
Improved general frame update performance slightly
Changed editor window to support opening multiple tabs pointing to different files
Changed logging to use Win32 API directly (to allow multiple editors to open the log simultaneously)
Changed texture pooling to not share textures within the same effect file
Fixed local network traffic (on localhost) counting towards the network detection heuristic
This means that depth buffer detection is no longer blocked in games that run local servers in single player, like in Minecraft
Fixed mouse cursor being locked in a small portion of the screen in some games
Fixed corrupted depth data in D3D12 apps (e.g. Cyberpunk 2077)
Fixed ReShade not showing up in D3D9 apps that do not have an override window set for presentation (e.g. MPC-HC)
Fixed progress bar for compiling effects not actually showing any progress
Fixed enabling an effect not auto-selecting the relevant tab in the variable list if the tab UI is used instead of the tree UI
Fixed disabling "Load only enabled effects" option not reloading skipped effects
Fixed potential crash when an INI file is loaded while effects are still being loaded
Fixed OpenGL context creation using incorrect profile flags when game is using OpenGL 3.0 or 3.1
Fixed OpenGL compatibility flag not being set in some cases for legacy contexts
Fixed global app config options being read from wrong section in DXGI
Fixed D3D11 texture description not being overwritten for "ID3D11Device3::CreateTexture2D1" calls
Fixed "vkDestroyDevice" hook not being called
Fixed hook error logged on Windows 7 when "CreateDXGIFactory2" is called
Fixed it being possible to move variable editor splitter outside window area
Fixed preprocessor hanging when encountering macro with an unterminated argument list
Fixed duplicate sample and storage references in effect passes
Fixed crash if an invalid sampler or storage is referenced in effect pass
Fixed setup tool exception when extracting repository without a dedicated "Textures" directory
Renamed screenshot config section to "SCREENSHOT" instead of "SCREENSHOTS" (setup tool will update your config automatically)
Renamed depth buffer detection related config options to all reside within a "DEPTH" section instead of separate "D3D9/10/11/12/OPENGL/VULKAN" sections
Renamed all references to "shaders" to "effects"
Cleaned up punctuation in log messages

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ixigia
[Moderator] Consigliere



Posts: 65091
Location: Italy
PostPosted: Mon, 4th Jan 2021 19:19    Post subject:
The cache feature is pretty handy when it comes to speeding up the initial loading, especially with older stuff. On a side note, there have been some improvements as well with the qUINT shaders which now support more games (I managed to get one of the recent versions ghetto-style since it's been Patron-ized).

I tried the original Ghost Recon, NOLF 2 and Vampire Bloodlines, they all worked pretty well out of the box despite some minor jaggies. KOTOR 2 also, which I just started replaying with a few mods. The result isn't perfect of course but the faux ray(tm)lighting and occlusion definitely give the game more life.

Vanilla vs Reshade qUINT_rtgi:
 Spoiler:
 
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Areius




Posts: 14858

PostPosted: Mon, 4th Jan 2021 19:34    Post subject: *****
*****


Last edited by Areius on Fri, 19th Sep 2025 16:26; edited 1 time in total
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JBeckman
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Location: Sweden
PostPosted: Tue, 5th Jan 2021 11:55    Post subject:
There's also Radiant GI but I haven't played around with it much.
https://github.com/BlueSkyDefender/AstrayFX

Deband 3.0 shader with Anamorphic sharpening mostly now that TAA has almost eliminated the need and use for SMAA. Very Happy

Smart Sharp from Blue from the above repository is good too but it's very heavy if you don't balance the numerous customization options for what is I think a take on AMD CAS.


Sharpening shaders are from here filmic is the basic one anamorphic involves the depth buffer which gets really good results with some tuning to not sharpen distant elements too harsh.
https://github.com/Fubaxiusz/fubax-shaders/tree/master/Shaders

Deband 3.1 replacing 2.0 is this shader.
https://reshade.me/forum/shader-presentation/768-deband?start=100

(Post #106)

Latest version of AMD CAS for ReShade can be had here.
https://github.com/CeeJayDK/SweetFX/blob/master/Shaders/CAS.fx

Less options but good results for a fairly light sharpen effect without some of the drawbacks and also good performance.
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JBeckman
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PostPosted: Sun, 10th Jan 2021 09:29    Post subject:
4.9.1 is out. Smile

Quote:



4.9.1:

Added support for "asint" and "asfloat" under shader model 3 using emulated implementation
Improved sorting of depth stencil objects in the UI list to avoid list moving around a lot
Fixed GPU crash when switching depth buffers and missing depth buffer data in some effects in D3D12 (especially in Cyberpunk 2077)
Fixed code generation for loops under D3D9 causing artifacts and extreme slowdowns with some effects (most notably Deband.fx)
Fixed splash bar at the top not disappearing after a swap chain reset anymore
Fixed variable list not disappearing after disabling all techniques of a cached effect
Fixed D3D9 effects recompiling even when no changes were made and they are in cache
Fixed UI problems when uniform variable requests slider widget without setting "ui_min" or "ui_max" limits
Fixed saving in editor not updating the error list after effect reload
Fixed Vulkan depth buffer binding update when effect contains multiple textures referencing depth semantic
Fixed "frexp" intrinsic to write integral exponent rather than floating-point (for GLSL/SPIR-V compatibility, signature is now "float frexp(float x, out int exp)")
Fixed log containing mixed LF and CRLF
Fixed potentially duplicated uniforms after reloading an effect


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3E74




Posts: 2559
Location: feels wrong
PostPosted: Tue, 29th Jun 2021 21:18    Post subject:
Razz just you guys know if someone uses Windows 11...

Quote:
The Windows 11 leak is not compatible with the ReShade setup, not the other way around. .NET is broken.


..:: Life - A sexually transmitted disease which always ends in death. There is currently no known cure::.. Troll Dad
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3E74




Posts: 2559
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PostPosted: Sat, 2nd Oct 2021 05:49    Post subject:
Razz testing out new Toys....



..:: Life - A sexually transmitted disease which always ends in death. There is currently no known cure::.. Troll Dad
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3E74




Posts: 2559
Location: feels wrong
PostPosted: Tue, 1st Feb 2022 17:33    Post subject:
i have come with awesome NEWS my fellow Humpers.... Laughing


It's finally ready. ReShade 5.0 is a major rewrite of the underlying architecture (again, yay), for improved performance, easier maintenance and future feature additions and most importantly, an all new, extremely powerful add-on API. Note that even though ReShade went through a lot of changes in the background, as a user you don't have to worry, as everything still works the same as before, just better.

The add-on API makes it possible to modify/extend both ReShade and the games it is loaded into. It abstracts away differences between the various graphics API ReShade supports (Direct3D 9/10/11/12, OpenGL and Vulkan), to make it possible to write add-ons that work across a wide range of applications, regardless of the graphics API they use. For more information, see the documentation at crosire.github.io/reshade-docs/index.html. It can e.g. be used to implement a generic TexMod, shader replacement, game-specific add-ons that provide game information to effects, special overlays/widgets for effects, more information in the on-screen display and so on, your imagination is the limit.

Example of an add-on that displays all the textures used in a game in an overlay :



Since this is an extremely powerful API, there is potential for abuse, so the main ReShade release with signed binaries has add-on support mostly disabled to ensure it continues to be safe to use in multiplayer games! It does not allow loading add-ons and internally only hooks a very limited set of graphics API functions, just enough to make the built-in depth buffer detection work in singleplayer games still. When it detects a multiplayer game, this too is disabled completely, like before.
However, to still make the add-on API available, there is now a separate ReShade release with full add-on support that is not whitelisted by anti-cheat providers and therefore is to be used with singleplayer games only. Download link at the bottom of this post. This build does not do any multiplayer detection to disable features (but as said, using it in multiplayer games may cause bans!). The setup tools for the two different releases have a color-coded user interface to make the distinction clear.

The setup tool was overhauled to make installation easier and more streamlined and now allows selecting a preset during installation to automatically figure out which effect packages need to be downloaded. It also finally supports per-game installation for Vulkan (bit of a hack, but it works), so you no longer have to worry about turning the global Vulkan installation on or off all the time. For this to work you first need to disable any global Vulkan installation that is still active from a previous ReShade version using the old setup tool though!

In addition, this marks the first release with VR support for games using SteamVR. ReShade creates a separate effect runtime for VR, so you can configure different effects for what is displayed on the monitor to what is displayed in the VR headset. Even better, the VR instance can be configured right inside VR, using your existing VR controllers! Simply open up the SteamVR dashboard in-game and select the ReShade icon to be presented with the ReShade overlay.



Changelog:

5.0.0:

Features:

Added add-on API (this deserves much more than just one line in the changelog, but oh well)
Reworked internals and effect rendering to use an API abstraction layer rather than separate implementations for D3D9/10/11/12/OpenGL/Vulkan
This makes future feature additions much easier to implement
Reworked depth buffer detection into a built-in add-on, improved the algorithm and made all features available for all APIs
This now makes a depth buffer access work in a many games where it previously did not (in fact I have yet to encouter a game where it doesn't work, after tinkering with the provided options)
Added SteamVR support
Added fake technique items at the top of the technique list for effects that failed to compile
Added button to statistics window to save textures to image files
Added support for "[forcecase]" and "[call]" switch statement attributes to ReShade FX
Added independent blending support to ReShade FX (BlendEnable0 - BlendEnable8 etc. pass states)
Added "mul" and "transpose" intrinsic overloads for non-square matrices to ReShade FX
Added "tex2Dfetch" intrinsic overload that accepts a "storage" variable to ReShade FX (so you can both read and write to a texture)
Added "tex2Dgather" intrinsic overloads that accept individual offsets for each component to ReShade FX
Added "firstbitlow", "firstbithigh", "countbits" and "reversebits" intrinsics to ReShade FX
Added support for renaming the ReShade DLL to "dinput8.dll" to hook
Added support for Vulkan "VK_EXT_tooling_info" extension for applications to query info about ReShade
Added option to execute a command after saving a screenshot
Improved screenshot saving performance significantly
Improved "Clear alpha channel" option for screenshots to not save alpha channel to the image at all (RGB instead of RGBA)
Improved performance by automatically disabling GPU statistics gathering if statistics window is not visible
Improved performance by multi-threading invocation of the HLSL compiler during effect compilation
Improved performance by avoiding unnecessary back buffer copy on Windows 8+
Improved performance in OpenGL due to better thread local storage management
Improved performance and binary size by disabling exceptions, RTTI and switching to fast floating-point model
Improved performance a lot in general ...


Bug fixes:

Fixed crash on laptops with separate internal and dedicated graphics cards
Fixed duplicated effects/overlay in some games and on laptops with separate internal and dedicated graphics cards
Fixed crash in Metro Exodus Enhanced Edition
Fixed crash when exiting some D3D12 games
Fixed crash when attaching PIX to D3D9 application with ReShade loaded
Fixed crash in rare cases where a game has a Windows compatibility profile
Fixed crash when application has many windows
Fixed video playback in games on Windows 10 causing hangs (particularly frequent in Unity games)
Fixed overlay disappearing in D3D12 if an error occured during rendering
Fixed duplicate warnings in log when Vulkan device was created without swapchain extension
Fixed network detection mistaking traffic on localhost for genuine network traffic
Fixed "GetMessage" implementation potentially removing "WM_QUIT" messages
Fixed overlay rendering artifacts in Quake
Fixed black screen in DOOM
Fixed black screen in Yamagi Quake II
Fixed rendering artifacts in Quake III
Fixed integer overflow in memory usage calculation with very large textures
Fixed default technique toggle key specified via "toggle" annotation not working
Fixed searching backwards for a single character in text editor not updating the cursor position
Fixed effects being enabled in reverse order than their declaration in the preset
Fixed effects without any textures or samplers failing in D3D12
Fixed effects using discard and compute shaders failing to compile in OpenGL
Fixed effects using some obscure variable names which are reserved in GLSL failing to compile in OpenGL
Fixed effects using "line" as variable name failing to compile in D3D9
Fixed performance of generated HLSL/GLSL code for large constant arrays
Fixed the "mousepoint" uniform source returning out of bounds coordinates
Fixed technique tooltips and context menu not working when checkbox is disabled
Fixed misalignment of some variable widgets
Fixed uniform variables with an unknown "source" annotation showing up in the overlay
Fixed "ReShade.ini" in executable directory being ignored when there is a global config file next to the ReShade DLL
Fixed pooled textures being created even if no effect is using them
Fixed clicking on "Reset all to default" also resetting uniform variables with "source" annotation


Miscellaneous:

Added tooltip to "Clear effect cache" button showing cache path
Added config option to disable effect cache

[GENERAL] NoEffectCache=1

Added config option to disable effect reload on init for non-VR

[GENERAL] NoReloadOnInitForNonVR=1

Added option to clear effect cache by clicking "Reload" button while holding down modifier key (Ctrl or Shift)
Added control flow attributes to generated GLSL code using "GL_EXT_control_flow_attributes" extension
Added an alternative log file name to try when default log file failed to open (e.g. because ReShade is loaded by multiple processes)
ReShade now attempts to create the screenshot directory if it does not exist
Removed network traffic statistics
Removed "Failed to initialize [...] runtime environment [...]" log messages and replaced them with more descriptive errors


Setup tool:

Reworked setup tool design to look and act more like a traditional setup wizard
Reworked Vulkan installation to allow per-game selection rather than always installing globally
Warning: Uninstall any previous global ReShade installation before installing ReShade 5.0!!
Added detection of used effect packages based on a preset file
Added detection for GOG Galaxy games
Added detection for Unreal Engine executables
Changed default configuration file generation to always include the "KeyOverlay" setting
Fixed setup tool window not being visible in Windows 11

Download links:
https://www.reshade.me/downloads/ReShade_Setup_5.0.0.exe

with FULL add-on support:
https://www.reshade.me/downloads/ReShade_Setup_5.0.0_Addon.exe


..:: Life - A sexually transmitted disease which always ends in death. There is currently no known cure::.. Troll Dad
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3E74




Posts: 2559
Location: feels wrong
PostPosted: Tue, 1st Feb 2022 17:52    Post subject:
@Moderator/Admins...

how about a TITLE Change??

i can also maintain this Topic if needed Wink

Best Regards...


..:: Life - A sexually transmitted disease which always ends in death. There is currently no known cure::.. Troll Dad
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ixigia
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PostPosted: Tue, 1st Feb 2022 18:24    Post subject:
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Frant
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PostPosted: Wed, 2nd Feb 2022 13:23    Post subject:
I added "The" to the title. Razz


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Frant
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PostPosted: Wed, 2nd Feb 2022 13:24    Post subject:
3E74 wrote:
@Moderator/Admins...

how about a TITLE Change??

i can also maintain this Topic if needed Wink

Best Regards...


Please do. I use ReShade for at least 75% of the games I play.

Also: Does anybody know of any particularly good ReShade shaders that improves the visual quality in games beyond those that you can choose during installation? I usually only install the default and the qUINT shaders since the rest of the packs seem pointless for normal gaming purposes.


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: Wed, 2nd Feb 2022 15:51    Post subject:
Frant wrote:
3E74 wrote:
@Moderator/Admins...

how about a TITLE Change??

i can also maintain this Topic if needed Wink

Best Regards...


Please do. I use ReShade for at least 75% of the games I play.

Also: Does anybody know of any particularly good ReShade shaders that improves the visual quality in games beyond those that you can choose during installation? I usually only install the default and the qUINT shaders since the rest of the packs seem pointless for normal gaming purposes.



well, you could have a look here:
https://reshade.me/forum/shader-presentation

here is also a good list for information on Shaders:
https://framedsc.com/ReshadeGuides/shaderscatalogue.htm

and if you really wanna dig deep, you can do this each week Razz
https://github.com/search?o=desc&q=reshade&s=updated&type=Repositories

looking through GitHub (sorted by last update) you will find some interesting stuff Wink

there are also some listed here: (need to update that list soon Laughing - gimme a week or so and the list will be longer )

--> https://www.pcgamingwiki.com/wiki/ReShade#List_of_known_shader_repositories

That should keep you occupied for while Very Happy

and on a site note, dont use early access Windows 11 yet... Vulkan support with reshade 5.0 and Windows 11 is not working it seems.

Best Regards Smile


..:: Life - A sexually transmitted disease which always ends in death. There is currently no known cure::.. Troll Dad
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Frant
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PostPosted: Wed, 2nd Feb 2022 16:58    Post subject:
Thank you. Smile

And I'm not planning on switching to Windows 11 RC1 anytime soon.


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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diaboliquin




Posts: 401
Location: Mexico
PostPosted: Wed, 2nd Feb 2022 22:38    Post subject:
Thank you for the links 3E74. Lots of useful info.
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3E74




Posts: 2559
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PostPosted: Fri, 4th Feb 2022 21:59    Post subject:
Quick Update with a HotFix in the Bag.....

Quote:
5.0.1 hotfix is out to fix black screen/artifacts in D3D9 games, Vulkan layer installation for 32-bit games and some crashes.


Download:
https://reshade.me/


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3E74




Posts: 2559
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PostPosted: Sun, 6th Feb 2022 16:11    Post subject:
ReShade 5.0.2
5.0.2 hotfix is out to fix hooking into FiveM, Vulkan layer installation on some drivers and broken rendering in some D3D9/OpenGL games. This should be it for the time being.

Reshade 5.0.2 is out now

Changelog :
* Added notice when MSAA depth buffers were found
* Fixed ReShade not hooking FiveM
* Fixed Vulkan layer installation on some drivers
It's advisable to clean out %LOCALAPPDATA%\ReShade before installing 5.0.2
* Fixed broken rendering in some D3D9 games (e.g. The Elder Scrolls IV: Oblivion)
* Fixed broken rendering in some OpenGL games (e.g. melonDS, Call of Duty 1)
* Fixed input not working in Resident Evil 4
* Fixed setup tool not copying "ReShade.ini" from current directory to target when one exists
* Fixed setup tool not recognizing executables with capitalized file extension

https://reshade.me/


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




Posts: 6015
Location: India
PostPosted: Tue, 15th Feb 2022 09:06    Post subject:
I need some help as i came back to gaming after 4 years. I'm struggling to get this working.Have downloaded the reshade and pointed to game directory and then extracted the reshade files in game directory. But nothing comes up no effects ?
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ixigia
[Moderator] Consigliere



Posts: 65091
Location: Italy
PostPosted: Tue, 15th Feb 2022 15:00    Post subject:
NFOAC wrote:
I need some help as i came back to gaming after 4 years. I'm struggling to get this working.Have downloaded the reshade and pointed to game directory and then extracted the reshade files in game directory. But nothing comes up no effects ?

With the latest versions everything is automatized, so to speak: all you have to do is click on the Setup -> select your desired game's exe (or browse it if it's not on the list) -> select the API that the game uses -> press Next and finally, select the effects that you want to install between the ones available. Then when you're in-game just press Home to open Reshade's menu and you can start tinkering with it (the preset is an .ini file, easily shareable).

If nothing appears usually it's either because one has picked the wrong API or the wrong .exe, try running the Setup again and everything should be fine.
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NFOAC




Posts: 6015
Location: India
PostPosted: Wed, 16th Feb 2022 08:45    Post subject:
Yeah for me after selecting the exe and selecting Direct X version nothing comes up in effects just says finished.

You need to select the following "effect packages" when installing ReShade from the ReShade .exe:

Standard Effects
SweetFX by CeeJay
Color Effects by prod80
qUINT by MartyMcFly
Legacy Standard Effects

I dont see any effects during my install.
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3E74




Posts: 2559
Location: feels wrong
PostPosted: Wed, 16th Feb 2022 09:29    Post subject:
you dont have this here?


are you blocking it from internet?

also found this video here, might come in handy Wink



NFOAC wrote:
Yeah for me after selecting the exe and selecting Direct X version nothing comes up in effects just says finished.

You need to select the following "effect packages" when installing ReShade from the ReShade .exe:

Standard Effects
SweetFX by CeeJay
Color Effects by prod80
qUINT by MartyMcFly
Legacy Standard Effects

I dont see any effects during my install.


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




Posts: 6015
Location: India
PostPosted: Wed, 16th Feb 2022 10:58    Post subject:
Yes i dont see this option at all.

Probably i'll try manual copy paste from pcgame wiki
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Frant
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PostPosted: Wed, 16th Feb 2022 11:35    Post subject:
I haven't tried the standard version of 5.0.x, I've downloaded the "with full Add-on support" version. I don't know if the standard version comes with all the shaders or not.

Anyway, the "ReShade 5.0.2 with full add-on support" is available at the bottom of the official post: https://reshade.me/releases/7749-5-0#42611 or from this link (which will only work until a new version is released): https://www.reshade.me/downloads/ReShade_Setup_5.0.2_Addon.exe

Btw, I've had to copy/move all the installed ReShade files (and folder(s)) from the main game folder to the "Bin" folder where the actual "game".exe is while the main game folder only has a "launcher".exe. ReShade doesn't know whether the game binary is in the main game folder or in a different subfolder with some/all games. However, your problem is that you don't even get the choice to choose which shader packs you want to install.

I wonder why.. antivirus blocking?


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

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


Last edited by Frant on Wed, 16th Feb 2022 11:40; edited 2 times in total
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NFOAC




Posts: 6015
Location: India
PostPosted: Wed, 16th Feb 2022 11:37    Post subject:
Yes i have even tried with addon exe nothing comes up
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3E74




Posts: 2559
Location: feels wrong
PostPosted: Sat, 9th Apr 2022 02:20    Post subject:
ReShade 5.1.0 released

Quote:

Changelog

5.1.0:

Features:

Improved depth buffer detection when games are clearing them during the frame (check "Copy depth buffer before clear operations, now works again in Bioshock: Infinite and more)
Added line informing which graphics API is being used to the "Statistics" page
Added option to ignore variable limits when holding down Ctrl key while clicking drag widget buttons to adjust value
Added "reshade_overlay" event to ReShade API (called every frame for custom dear imgui code)
Added "reshade_screenshot" event to ReShade API (called when a screenshot is taken)
Added support for "R16" texture format for effects
Added "BUFFER_COLOR_SPACE" preprocessor definition which contains the color space type for presentation (0 = unknown, 1 = sRGB, 2 = linear, 3 = HDR10 ST2084, 4 = HDR10 HLG)
Added support for "#pragma warning" to configure warnings
Added option to skip shader optimization via "#pragma reshade skipoptimization" directive in effect code
Added global config option to prevent unloading of ReShade module, which can be used to work around a crash of the Fallout: New Vegas launcher
[INSTALL]
PreventUnloading=1


Bug fixes:

Fixed crash in RAGE 2
Fixed crash in NieR Replicant when running through DXVK
Fixed crash due to memory corruption during Vulkan pipeline creation
Fixed crash when exiting Resident Evil 3 in fullscreen mode
Fixed broken shadows in some D3D9 games, including Borderlands 2, Payday 2, Sims 4, ...
Fixed broken rendering in some D3D9 games, including The Elder Scrolls IV: Oblivion, Fallout: New Vegas, ReIMAGINE, ...
Fixed darkened cockpit in X-Plane 11
Fixed flickering cockpit screens in X-Plane 11
Fixed texture creation in games using the Gold Source engine
Fixed incorrect vertex ID passed to shaders in D3D9 when rendering more than 100 vertices
Fixed incorrect vertex and primitive count for D3D9 draw calls with point primitives
Fixed OpenGL mipmap generation producing artifacts sometimes
Fixed artifacts when rendering OpenGL effects that use multiple compute shaders
Fixed overlay disappearing in Vulkan after an invalid operation occured
Fixed "init_pipeline" event not being called for pipeline libraries in D3D12 (e.g. Red Dead Redemption 2)
Fixed "create_swapchain" event not being called before swap chain resizes in D3D10/11/12
Fixed "reset_command_list" event not being called after D3D12 command list creation
Fixed meaning of render pass load and store operations
Fixed missing error notification when writing screenshot file failed
Fixed "Collapse/Expand all" button showing up even when it is not usable
Fixed keyboard controls showing up even when they are not usable (e.g. in VR)
Fixed global preprocessor popup dialog size being very small sometimes
Fixed leaking process handle after executing screenshot post-save command


Miscellaneous:

Improved performance of depth buffer detection
Added error message when requesting imgui function table for unsupported version
Added preset transition when using GUI buttons to switch preset (as was already happening when using keyboard shortcuts)
Added texture format to depth buffer list shown in the GUI
Added notice when no clear operations were found for the selected depth buffer
Moved warning that texture could not be loaded into technique tooltip
Changed warning about limited add-on functionality on "Add-on" page to be less pronounced
Changed SPIR-V code generation to always initialize output variables with zero (to immitate HLSL behavior)
Changed default effect cache path to %TEMP%\ReShade, rather than %TEMP%
Removed highlighting of techniques with warnings in the technique list
Removed preset save button when performance mode is active (since it would clear out the preset)


Setup tool:

Reworked Vulkan installation (again) to use allow list that is checked when ReShade is loaded
Setup tool maintains this list in %LOCALAPPDATA%\ReShade\ReShadeApps.ini, if ReShade is being loaded into a Vulkan application from %LOCALAPPDATA%\ReShade\ReShade[32/64]\ReShade[32/64].dll, then it will only activate if that application executable path is in the list, otherwise ReShade will prevent itself from loading.
You can delete %LOCALAPPDATA%\ReShade\VkLayer_override.json, it is no longer used. Do note that you'll have to reinstall ReShade to all Vulkan games though!
Fixed "Social Club failed to initialize graphics device; error code 18" in Red Dead Redemption 2 as part of the reworked Vulkan installation method
Fixed setup tool not unloading executable image after analyzing it (and therefore keeping it locked while the setup tool is open)
Changed default configuration file generation to always include the "APP" section, so there is more awareness that it exists


Download:

https://reshade.me/releases/7951-5-1#43333


..:: Life - A sexually transmitted disease which always ends in death. There is currently no known cure::.. Troll Dad
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PostPosted: Sat, 25th Jun 2022 23:38    Post subject:
Reshade 5.2.2 RELEASED


changes starting with version 5.2.x
Quote:

Changelog

5.2.0:

Features:

  • Added separate option to enable depth buffer copying before fullscreen draw calls (for Bioshock: Infinite)

  • Added "reshade::api::swapchain_desc" API struct with more fields for "create_swapchain" event

  • Added "reshade::api::effect_runtime::render_technique" API method to render a specific technique

  • Added global config option to disable logging
    [INSTALL]
    EnableLogging=0
  • Added support for renaming the ReShade DLL to "dinput.dll" to hook

  • Added technique annotation to hide technique in screenshots
    technique MyTechnique < enabled_in_screenshot = false; > { ... }


Bug fixes:

  • Fixed deadlock in Star Wars: The Force Unleashed 2

  • Fixed crash in Forza Horizon 5

  • Fixed crash in Borderlands 2 when switching resolution

  • Fixed crash in Monster Hunter Rise

  • Fixed crash in Cyberpunk 2077 when launching with GOG overlay enabled

  • Fixed crash when "ID3D12Device::CopyDescriptorsSimple" is called with render target view descriptors

  • Fixed missing widgets in Omsi 2

  • Fixed black menu screen in Call of Duty 1

  • Fixed rendering to textures with a greater height than width failing in Vulkan

  • Fixed hang in Dragon's Dogma: Dark Arisen when changing areas

  • Fixed artifacts in Dragon's Dogma: Dark Arisen when last effect is writing using sRGB render target view

  • Fixed red and blue color channel being switched in some textures in Amnesia: Rebirth, SOMA and other OpenGL games

  • Fixed error when closing immediate command list in Farming Simulator 2022 (and presumably Prepar3D)

  • Fixed "IDXGISwapChain::ResizeBuffers" implementation not ignoring "DXGI_ERROR_INVALID_CALL"

  • Fixed changing HDR color space not recompiling effects to update "BUFFER_COLOR_SPACE" definition

  • Fixed rendering effects during the frame not working when render target format does not match back buffer format

  • Fixed mouse and/or keyboard input not working in some games using DirectInput (e.g. Max Payne)

  • Fixed incorrect handle being passed to "init_resource" ReShade API event for D3D9 vertex buffers

  • Fixed crash on exit in D3D10/11/12 VR games due to device possibly being destroyed before VR swapchain


Miscellaneous:

  • Added warning log message when add-ons are still loaded when ReShade is unloaded (since this may cause a crash on exit)

  • Added hooks for D3D11on12 devices

  • Added support for "GL_ARB_vertex_program" and "GL_ARB_vertex_buffer_object" OpenGL extensions

  • Added support for quads primitive topology type in OpenGL

  • Changed method with which to receive DLL load notifications for better compatibility with anti-cheat software

  • Improved performance of built-in "Generic Depth" add-on

  • Improved multi-threading performance of log message construction

  • Removed option to disable replacement with INTZ format from "Generic Depth" settings overlay in D3D9


Setup tool:

  • Reworked Vulkan installation (for the last time) to install globally again (but ReShade now checks if a ReShade.ini was created in the application directory and only loads if that is the case)
    Note: The ReShade 5.2 setup tool takes care of migrating any Vulkan installation done with a previous ReShade version, so no need to uninstall old versions first.

  • Fixed crash during application analyzing phase

  • Fixed setup tool sometimes showing an archive corruption error message even though the archive is fine



5.2.1:

  • Changed check for ReShade.ini to only occur when ReShade is not loaded by proxy (named d3d9.dll/dxgi.dll/opengl32.dll/...)
    Fixes ReShade not loading in FiveM when no ReShade.ini was created in the FiveM directory.

  • Fixed crash in MPC-HC and other D3D9 applications using video

  • Fixed occasional depth buffer flickering in Half Life 2 games (e.g. Portal)

  • Fixed compute shader using depth not working in some D3D11 games when placed at the very top (e.g. Prey)

  • Fixed incorrect resource type in D3D9 "init_resource" ReShade API events when surface was replaced

  • Fixed setup tool not always using most up-to-date compatibility and effect package lists



5.2.2:

  • Added support for recursive effect and texture search paths (by appending "/**" to the path)

  • Added error popup when selected file is not a valid preset

  • Added "Copy depth buffer during frame" option in D3D12/Vulkan to enable/disable costly depth buffer copies (check this when artifacts are visible, e.g. in Cyberpunk 2077, leave it unchecked otherwise)

  • Changed effect creation to allow timestamp query pool creation to fail gracefully

  • Changed preset saving error message to be more descriptive

  • Changed setup tool to unregister local machine Vulkan layers from old ReShade %appdata% installations too

  • Fixed setup tool not recognizing relative preset path during update

  • Fixed crash in RaceRoom Racing Experience

  • Fixed ReShade not loading in Star Wars: Knights of the Old Republic

  • Fixed black intro videos in Star Wars Jedi Knight II: Jedi Outcast

  • Fixed screen darkening in Portal when the Steam overlay is showing a notification popup

  • Fixed flickering depth buffer in Mass Effect 3

  • Fixed flickering depth buffer in Bioshock Infinite (mostly)

  • Fixed depth buffer detection in DOOM Eternal (check the "Copy depth buffer during frame" option!)

  • Fixed depth buffer copying in World of Warcraft (DX11)

  • Fixed potential crash in games managing residency of D3D12 descriptor heaps

  • Fixed crash when D3D12 device of the same adapter is created and released on different threads simultaneously

  • Fixed ReShade missing events in games using "ID3D11Device3::GetImmediateContext3"

  • Fixed resource usage value in "barrier" events for resource barriers with "D3D12_RESOURCE_STATE_COMMON"

  • Fixed add-on events being called when internal D3D9/11/12 resources are mapped or unmapped

  • Improved OpenGL multi-draw hook performance

  • Removed warning about unknown texture semantics



Download:
https://reshade.me


..:: Life - A sexually transmitted disease which always ends in death. There is currently no known cure::.. Troll Dad
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PostPosted: Mon, 18th Jul 2022 20:09    Post subject:
ReShade 5.3.0 is OUT !!!

Changelog

5.3.0:

Features:


Quote:


  • Added ReShade FX support for writing to different mipmap levels in compute shaders
    This includes a new "MipLevel" property on storage objects to set the level it targets and a "GenerateMipMaps" pass state to be able to disable automatic mipmap generation
    Code:
    texture MyTex {
       Width = 128;
       Height = 128;
       MipLevels = 4;
    };
    storage MyStorage {
       Texture = MyTex;
       MipLevel = 2;
    };

    void MyComputeShaderEntryPoint() {
       tex2Dstore(MyStorage, uint2(0, 0), float4(1, 0, 0, 1));
    }

    technique Test {
       pass {
           ComputeShader = MyComputeShaderEntryPoint<1,1>;
           GenerateMipMaps = false;
       }
    }

  • Added macros to manually include various date and time components in screenshot file names (%DateYear%, %DateMonth%, %DateDay%, %TimeHour%, %TimeMinute%, %TimeSecond%)

  • Added option to disable saving current preset on every modification and instead require explicit clicking on the save button ("Save current preset automatically on every modification" checkbox on the Settings page)

  • Added button to open add-on developer documentation to add-on list in overlay

  • Added missing D3D12 PIX exports, to support installation as "d3d12.dll" on Windows 11


Bug fixes:

  • Fixed crash in Star Wars: The Force Unleashed

  • Fixed crash when viewing VR overlay in D3D12 (e.g. F1 22)

  • Fixed crash on exit in OpenGL VR games

  • Fixed crash when "IDirect3DDevice9::present" is called after device reset failed in D3D9

  • Fixed hooking in Ghostbusters: The Video Game Remastered

  • Fixed hooking when application uses NVIDIA Streamline (e.g. F1 22)

  • Fixed ReShade not loading in UWP applications

  • Fixed black screen in Need for Speed Underground 2 when MSAA is active

  • Fixed screen darkening when application is using MSAA swap chain in D3D10/11 (e.g. DayZ)

  • Fixed upside down image in Google Earth VR

  • Fixed depth buffer detection in Prince of Persia: The Sands of Time

  • Fixed copying depth buffer failing sometimes in Star Wars: Republic Commando

  • Fixed mouse input and input blocking in Gothic (and other games using DirectInput 7)

  • Fixed add-on loading error code getting overwritten before it is logged


Miscellaneous:

  • Improved performance in Far Cry 6 (and other D3D12 games)

  • Improved performance in OpenGL games slightly

  • Disabled preset save button during preset transition to prevent saving broken preset file

  • Changed behavior of "execute_command_list" add-on event in D3D9/10/11/OpenGL to be called when immediate command list is flushed (either explicitly with e.g. "ID3D11DeviceContext::Flush" or implicitly during present)

  • Changed add-on list in overlay to hide version information for add-ons that do not provide any

  • Changed default screenshot path to a relative path

  • Removed unnecessary explicit global config saves from add-ons

  • Removed "Loading image files for textures ..." log message


Setup tool:

  • Preset selection page is now shown when updating an existing installation as well

  • Fixed crash when invalid path characters are put into the application search text box

  • Fixed setup tool application search for Epic Games Launcher games and when encountering recursive symlinks

  • Changed setup tool to atomatically set file permissions to grant write access to config and preset files



https://reshade.me/releases/8153-5-3#43966


..:: Life - A sexually transmitted disease which always ends in death. There is currently no known cure::.. Troll Dad
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PostPosted: Sat, 24th Sep 2022 08:28    Post subject:
ooops, forgot to post here


ReShade 5.4.0 released plus Hotfix to 5.4.2


Quote:

Changelog

5.4.0:

Features:

Added configurable preset keyboard shortcuts (right click on the preset selection button in the overlay to set a keyboard shortcut for that preset)
Added "Choose last clear operation with high number of draw calls" depth buffer detection option (enable this in Source Engines games, fixes depth buffer detection in Garry's Mod)
Added add-on API methods to enable/disable all effects and change the preset
Added "reshade_render_technique" add-on event that is called for every technique ReShade renders


Bug fixes:

Fixed crash in Tony Hawk American Wasteland
Fixed crash in vkQuake
Fixed crash when D3D9 runtime is using D3D9on12 internally
Fixed crash with VKD3D
Fixed black screen in Jak Project
Fixed config changes not saving when there are multiple runtime instances
Fixed window size used for scaling mouse position not updating after resize
Fixed incorrect SPIR-V code generation for matrix multiplications with a scalar variable (fixes MotionEstimation.fx under Vulkan)
Fixed controller force feedback not working in DirectInput games like Mafia
Fixed potential crash on old OpenGL drivers without support for OpenGL 4.5
Fixed add-on API pipeline handles created by application in OpenGL
Fixed depth buffer detection in DOOM Eternal again (and other games that render and present on different queues)


Miscellaneous:

Added support for "ID3D12Device11" and "ID3D12GraphicsCommandList8" interfaces
Added warning log messages for unknown interfaces in D3D12 creation routines
Changed hooking of "ID3D12PipelineLibrary" to use vtable hooks and only hook when an add-on requires it
Changed effect file search to skip duplicated search paths (no more duplicated techniques when a path is in search paths multiple times)
Changed default variable editor height for better visibility in VR overlay
Disabled line information in generated shader code by default to reduce effect cache size (since no file paths are added to generated code, which means it can be reused across games; can enable again by setting "NoDebugInfo" to 0 in ReShade.ini)
Improved memory footprint slightly by avoiding registration of resource/pipeline/... destruction callbacks when not required by an add-on
Removed "ReShadeGUI.ini" and instead always save window state in main config file


Setup tool:

Added txt files to preset selection file extension filter
Added support for "DepthCopyAtClearIndex" in compatibility list
Fixed display of underscore characters in setup tool effect file selection
Improved application list filtering slightly to skip common crash report and update helper executables


5.4.1:

Added highlighting for matching parentheses and brackets in the code editor
Added error log message when transient descriptor handle allocation failed
Added warning log message when unloading export module failed
Added workaround for missing "ID3D12GraphicsCommandList4::BeginRenderPass" support in VKD3D (fixes ReShade rendering in D3D12 games on Linux)
Fixed shading/banding artifacts in Call of Duty: Modern Warfare and Far Cry 6
Fixed crash in Cyberpunk 2077 patch 1.6
Fixed crash in Star Wars: The Force Unleashed 2
Fixed overlay breaking when clicking the preset undo button


5.4.2:

Added entry point name to the log for generic D3DCompiler error messages
Added warning log message when add-on unloading failed
Fixed performance issues in some games introduced by 5.4.1
Fixed runtime constantly reinitializing in Cyberpunk 2077 with d3d12on7 (Windows 7)
Fixed window becoming transparent with effects that do not return an alpha value in Ryujinx (behavior can be changed via "[APP] EnableTransparency=1" config option)
Fixed Steam overlay not working with ReShade installed in some cases
Fixed overlay docking state not being restored from config file
Fixed implicit back buffer copy failing when source resource has multiple mipmap levels
Fixed crash in D3D12 games when "reshade::api::effect_runtime::render_effects" is called during the frame
Fixed depth buffer detection in vkQuake
Improved Unreal Engine executable detection in setup tool (now finds the right executable for Sonic Omens automatically for example)
Improved setup tool startup speed by delaying archive extraction and config download



Download:
https://reshade.me/


..:: Life - A sexually transmitted disease which always ends in death. There is currently no known cure::.. Troll Dad
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PostPosted: Sun, 6th Nov 2022 14:17    Post subject:
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Last edited by paxsali on Thu, 4th Jul 2024 23:00; edited 2 times in total
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