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3E74
Posts: 2559
Location: feels wrong
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Posted: Sat, 19th Nov 2022 16:26 Post subject: |
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RESHADE 5.5.0 RELEASED !!!!
Quote: | 5.5.0:
Features:
Added support for navigating the overlay using a XBox controller (to open/close press left + right shoulder buttons and the start button simultaneously)
This is only active when "[INPUT] GamepadNavigation=1" is set in ReShade.ini!
Controls are as follows: www.dearimgui.org/controls_sheets/imgui%...%20v6%20-%20Xbox.png
Bug fixes:
Fixed hooking in Evoland and other D3D10/11 games on Windows 7
Fixed crash with DXVK 2.0 (or other Vulkan games using the "VK_EXT_graphics_pipeline_library" extension)
Fixed crash on startup in Toontown Rewritten
Fixed tree and cloud rendering artifacts in Minecraft
Fixed bad performance while the "Add-ons" window in the overlay is visible
Fixed ReShade rendering applied multiple times to the same frame in games using "D3DPRESENT_DONOTWAIT" or "DXGI_PRESENT_DO_NOT_WAIT" present flag
Fixed modifying resource description in "create_resource" event having no effect in D3D10/11
Fixed "swapchain::get_current_back_buffer_index()" result being out of date in "present" event in D3D12/Vulkan
Fixed "command_list::copy_texture_region" not always performing blitting in Vulkan when texture dimensions do not match
Fixed "effect_runtime::get_texture_binding" not working for textures with a semantic
Fixed crash in Vulkan when destroying shared resource
Fixed crash when binding nullptr constant buffer in D3D11
Fixed nullptr descriptor heap being bound sometimes after D3D12 mipmap generation
Fixed format conversion for formats from "GL_NV_depth_buffer_float" OpenGL extension and "GL_ALPHA", "GL_LUMINANCE", "GL_INTENSITY" and "GL_LUMINANCE_ALPHA"
Miscellaneous:
Added "vkAcquireNextImageKHR" hook to update back buffer index in Vulkan
Added support for imgui command user callbacks
Added support for "command_list::copy_buffer_to_texture()" from buffer resource to back buffer in OpenGL (compatibility OpenGL contexts only)
Added support for push descriptors with multiple descriptor ranges (see "pipeline_layout_param_type::push_descriptors_ranges")
Added support for creating multisampled textures in OpenGL
Added "bind_*" events for D3D10/11/12 "ClearState" command
Added "push_descriptors" event for "ID3D12GraphicsCommandList::Set(Compute/Graphics)Root(ShaderResource/UnorderedAccess)View"
Added "bind_descriptor_sets" event for "ID3D12GraphicsCommandList::Set(Compute/Graphics)RootSignature"
Improved D3D12/Vulkan barrier access to "resource_usage" enum conversion
Changed preset saving to skip "TechniqueSorting" key when it is equivalent to the "Techniques" key
Removed automatic D3D12 descriptor state backup and restore in "render_effects" and "render_technique" (this is better done properly inside add-ons using these)
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Enjoy
Download:
https://reshade.me/
..:: Life - A sexually transmitted disease which always ends in death. There is currently no known cure::.. 
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3E74
Posts: 2559
Location: feels wrong
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Posted: Tue, 13th Dec 2022 00:08 Post subject: |
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RESHADE 5.5.1 and 5.5.2 - UPDATE / HOTFIX
Quote: | Changelog
5.5.1:
Added "screenshot" uniform source which is true while a screenshot is being taken
Changed depth buffer detection to skip depth buffers that were not used for at least a frame
Changed depth buffer list in overlay to keep showing unused items for a few frames and sort by texture dimensions
Changed loading of preset to sort techniques alphabetically when not otherwise specified in the preset
Fixed crash on startup in Vulkan games with signed build of ReShade
Fixed crash when exiting Yuzu when using OpenGL
Fixed crash in Uncharted: Legacy of Thieves Collection
Fixed crash when "vkDestroy[...]" is called with a "VK_NULL_HANDLE" object (e.g. done by VKD3D)
Fixed previous depth-stencil shader resource view not being unbound when creation of new one failed
Fixed missing resource view description for some render target/depth-stencil views in D3D12
Removed directory from add-on file name in add-on settings when it matches that of the add-on search path
5.5.2:
Added compile times for effects to log
Added compile error when texture with a semantic is used as a render target or storage
Added warning when input cannot be captured for window because it was created by a different process (e.g. in Portal with RTX)
Added "copy_buffer_to_texture" event for OpenGL texture updates from a pixel unpack buffer binding
Added format conversion for "VK_FORMAT_A8B8G8R8_[...]_PACK32"
Improved CPU-side performance of effect rendering slightly
Improved error handling for filesystem errors
Changed add-on list in overlay to hide file path for built-in add-on
Changed input handling to ignore raw input on secondary windows that are not input sinks
Changed error on choosing layered pixel format in OpenGL to a warning (this fixes a crash with Tomb1Main)
Changed shader model 5 implementation of "tex2Dgather" intrinsic overloads taking individual offsets to visually match GLSL/SPIR-V
Fixed typo in D3D9On12 exports
Fixed crash with D3D9On12 due to incorrect vertex count provided to "DrawIndexedPrimitive" (this fixes a crash in D3D9 games with 12th Gen Intel graphics processors)
Fixed crash due to use-after-free in "vkFreeDescriptorSets"
Fixed crash with Stream overlay and Vulkan validation layers due to dispatch pointer not being initialized for queues
Fixed Thief: Deadly Shadows hanging and/or not exiting
Fixed ReShade FX compiler not generating a cast to merged type for elements in array initializer expressions
Fixed ReShade FX compiler emitting an error for "for" loop statements without an initializer expression
Fixed unknown depth buffer format being shown for some depth buffers in Avorion
Fixed insufficient initial data array passed to OpenGL "init_resource" and "create_resource" events for cubemaps
Fixed hooking when multiple virtual function tables refer to the same hook function (e.g. in D3D9 games with Steam overlay)
Fixed mismatching errors being shown in editor for generated code
Fixed texture sampling of textures with a semantic in D3D9 applying incorrect pixel offsets
Fixed warning about in-use depth-stencil resource being destroyed after effect runtime was already destroyed
Removed built-in FreePIE support and instead moved it into an add-on
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DOWNLOAD: https://reshade.me
..:: Life - A sexually transmitted disease which always ends in death. There is currently no known cure::.. 
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3E74
Posts: 2559
Location: feels wrong
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Posted: Sun, 15th Jan 2023 22:23 Post subject: |
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ReShade 5.6 released
Changelog
Quote: | 5.6.0:
Features:
Added "[APP] ForceDefaultRefreshRate" global config option
Added error message to overlay when there were errors loading some add-ons
Added optional add-on initialization entry points: Add-ons can now export a "AddonInit" and/or "AddonUninit" function, which ReShade will call after loading/before unloading, to allow for more complicated code than valid inside DLLMain
Added preprocessor support for variadic macros
Added preprocessor support for backslash at end of line to skip to the next
Added error tooltip to file list in technique context menu
Added error coloring to file list in technique context menu for effects that failed to compile
Added option for stats overlays (clock, FPS, frametime) to only show while main overlay is open (filled out checkbox)
Added global alpha support in VR and increased overlay window resolution
Changed technique search in overlay to include effect file name in filtering
Changed technique ordering to keep the declaration order specified within an effect file
Changed preprocessor to concatenate in macros without expanding arguments (to follow behavior of the C preprocessor)
Bug fixes:
Fixed crash with DLSS 3
Fixed crash in Crusader Kings II
Fixed crash in Phantasy Star Online 2
Fixed duplicated input in some games (e.g. Payday 2)
Fixed ReShade not showing up in some D3D11 VR games
Fixed screen not updating in RPCS3 when using certain add-ons
Fixed depth buffer detection in Quake
Fixed effects declaring the same texture semantic multiple times failing to compile in D3D9
Fixed shader interface matching when system value semantic contains a trailing zero
Fixed whitespace in macro definition ending up in replacement text
Fixed preprocessor crash if encountering end of file in a preprocessor statement
Fixed preprocessor ignoring multiple pragma directives
Fixed line numbers preprocessor generates for lines directly following an include statement
Fixed add-on information missing in overlay when file version info is not using default translation
Fixed technique context menu not working for techniques with "enabled" annotation
Fixed open code editors for included files not updating after effect reload
Fixed code editor colorization for preprocessor directives with spaces in them
Fixed preset shortcut keys in config getting duplicated with each load
Fixed GPU timestamp queries returning invalid results sometimes in D3D10/11
Fixed push descriptor bindings in OpenGL add-on events
Fixed 32-bit value count for push constants in D3D9 add-on events
Fixed missing value conversion for some D3D9 dynamic states
Miscellaneous:
Added "dot" intrinsic overload that accepts scalars to ReShade FX
Added special behavior when calling "reshade::api::effect_runtime::render_effects" with no render target view: This now effectively disables effect rendering done by ReShade altogether, which can be useful if doing that manually via calls to "reshade::api::effect_runtime::render_technique"
Added support for "#pragma reshade showfps" and "#pragma reshade showclock" directives again
Added "create_swapchain" add-on event in OpenGL (called during "wglSetPixelFormat")
Added support for creating resource views with a default resource view description (which will create a view encompassing the entire resource)
Added render buffer creation in OpenGL for "reshade::api::resource_type::surface" and fixed automatic mipmap levels
Added log message when resizing VR effect runtime
Added internal compiler error to effect error list when pipeline creation failed
Moved "AddonPath" option to "ADDON" config section
Changed ReShade icon
Changed log fallback filename (will now attempt to open ReShadeX.log where X is a number greater or equal 2 if ReShade.log is in use)
Changed add-on manager to avoid loading add-on DLLs for disabled add-ons entirely
Changed file list in technique context menu to show relative paths
Changed preprocessor defines hidden in the overlay to include those starting with "INCLUDE_GUARD_"
Changed "present" event in VR to be called separately for both eye submits
Changed D3D11 state block implementation
Changed Vulkan copy command hooks to call events for image layer ranges rather than single layers
Simplified texture mapping using add-on API in D3D12 (can now create CPU-visible textures, ReShade will translate that into a D3D12 buffer behind the scenes)
Improved "wglSwapMultipleBuffers" implementation to behave more like the original
Removed automatic D3D12 pipeline backup and restore in "reshade::api::effect_runtime::render_effects" and "reshade::api::effect_runtime::render_technique" (better handled in add-on code)
Removed stats overlay settings in VR (since those cannot be seen there anyway)
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Forum:
https://reshade.me/releases/8539-5-6
DOWNLOAD:
https://reshade.me/
..:: Life - A sexually transmitted disease which always ends in death. There is currently no known cure::.. 
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spajdr
Posts: 1842
Location: Czechia
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Posted: Sun, 26th Feb 2023 20:29 Post subject: |
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ReShade 5.7
5.7.0:
Features:
Added auto-save option to home page and visual indicator when preset was modified but not saved yet (and removed previous option on settings page)
Added startup preset option (current preset is reset to that one every time ReShade is loaded)
Added option to create a new preset from an existing template
Added confirmation popup before deleting global preprocessor definition from configuration
Added warning message to home page when no effect files were found
Added warning log message when an effect search path could not be resolved
Added option to play an audio file when taking a screenshot
Added support for loading add-ons with ".addon32" or ".addon64" file extension (depending on whether the game is 32-bit or 64-bit)
Added "reshade_set_current_preset_path" add-on event that is called whenever the preset is changed
Added "reshade_reorder_techniques" add-on event that is called whenever the order of techniques is changed (and also added an API method to change the order)
Added add-on API method to block keyboard and mouse input
Added "%Count%" macro to include number of screenshots in screenshot file name
Changed effect caching to include used preprocessor definitions
That way the "Preprocessor definitions" category in the variable list is now hidden entirely when no preprocessor definitions need to be shown, even when an effect was loaded from cache
Bug fixes:
Fixed ReShade not showing up in No Man's Sky VR
Fixed huge performance hit in Hogwarts Legacy
Fixed crash in D3D12 on Intel hardware
Fixed crash in Cyberpunk 2077 and some other D3D12 games (requires the "Copy depth buffer during frame to prevent artifacts" option to be enabled!!)
Fixed corrupted technique handles after sorting techniques
Fixed uninitialized memory being written to log during DXGI composition swapchain creation
Fixed incorrect map flag for textures in D3D10/11
Fixed D3D9/10/11 push descriptor bindings
Fixed OpenGL cube map updates with multiple faces
Disabled alternative D3D11 state block implementation again because it breaks RTSS
Miscellaneous:
Added tooltips to preset buttons
Added log level enum to add-on API
Added a couple more dynamic pipeline states in D3D10/11
Added support for binding zero pipeline handle in D3D9/10/11/12
Added "gl[...]Separate" hooks to more accurately pass OpenGL state to add-ons
Added "glClear(...)Bufferi(u)v" hooks
Changed preprocessor error when opening included file failed to only show file name
Changed preset saving to never remove "TechniqueSorting" key from existing presets
Changed screenshot post-save command to support executables in PATH
Changed used preprocessor definition filter to hide already defined ones
Changed function parameter order of "AddonInit" and "AddonUninit" add-on entry points
Changed add-on loading failure log message level from warning to error
Changed "reshade_reloaded_effects" event to also be called after destroying previous effects during reload (to give add-ons the change to clean up invalidated handles)
Setup tool:
Added detection for EA Desktop games
Added warning message box when list of available effect packages failed to download, rather than just skipping those pages silently
Fixed crash when encountering wildcard in search path
Fixed setup tool not changing file permissions of default preset file when it does not exist yet
Changed setup tool to extract archive using memory stream instead of a temporary file
Forum:
https://reshade.me/releases/8631-5-7
DOWNLOAD:
https://reshade.me/
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Posted: Mon, 27th Feb 2023 15:23 Post subject: |
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in terms of performance hit
is there a difference between the nvidia geforce now (or whatever they call it) overlay filters VS reshade?
i am mostly using it for the clarity filter and color correction (vibrance)
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3E74
Posts: 2559
Location: feels wrong
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Posted: Mon, 10th Apr 2023 02:22 Post subject: |
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ReShade 5.8 released !!!
Quote: |
Changelog
5.8.0:
Features:
Added support for calling "reshade::api::effect_runtime::render_effects()" with a render target resource of different dimensions than the back buffer
Added "addon_event::reshade_begin_effects" and "addon_event::reshade_finish_effects" events for "reshade::api::effect_runtime::render_technique()" API calls
Added "reshade::get_reshade_base_path()" and "reshade::api::effect_runtime::last_key_pressed()" add-on APIs
Added "reshade::api::effect_runtime::get_[uniform_variable/texture_variable/technique]_effect_name()" add-on APIs
Added "reshade::api::effect_runtime::save_current_preset()" add-on API and removed automatic preset saving for "reshade::api::effect_runtime::set_uniform_value_[...]()"
Added effect scope for preprocessor definitions in presets (one can now set preprocessor definitions that are only applied to a specific effect file)
Bug fixes:
Fixed crash in Dead Rising 3
Fixed fourth available vertex shader texture sampler stage never being set in D3D9
Fixed invalid texture uploads for resources with generated mipmaps in D3D9
Fixed screenshots in Vulkan games on AMD GPUs
Fixed add-ons being able to set an invalid preset path
Fixed "addon_event::reshade_set_uniform_value" event not being called when uniform without initializer is reset
Fixed effects being reloaded multiple times when a preset referenced effect file is missing
Fixed assembly viewer editor windows not updating after editing an effect
Fixed crash when opening file in editor that has errors without line information
Fixed crash when editor for reloaded effect is updated and cursor was at a larger column before
Fixed same virtual function table hooks being installed repeatedly
Miscellaneous:
Added automatic adjustment of the default font size based on the vertical resolution
Added used ReShade API version to add-on registration log message
Changed auto save button to include "on" suffix in label when it is on to avoid confusion
Changed technique and variable tweaking to be disabled during preset transitions to avoid loss of data
Code:
PreprocessorDefinitions=GLOBAL_DEFINE=1
[MyEffect.fx]
PreprocessorDefinitions=EFFECT_LOCAL_DEFINE=1
Setup tool:
Added separate "Update" option to setup tool which will not touch preset or effect files
Fixed "Could not create SSL/TLS secure channel" error in setup tool when system does not have TLS 1.3 enabled by default
Changed setup tool to set wildcard effect and texture search paths by default
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Download:
https://reshade.me
and some more infos and general news on reshade:
https://www.reddit.com/r/ReShade/comments/12f127x/reshade_580_is_out_now/
..:: Life - A sexually transmitted disease which always ends in death. There is currently no known cure::.. 
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Posted: Mon, 15th Jan 2024 19:14 Post subject: |
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Reshade 6.0 released.
Changelog:
Spoiler: | 6.0.0:
Features:
Added localization (currently with translations for Bulgarian, English, French, German, Japanese, Simplified Chinese)
Added OpenXR support
Added support for resolving MSAA depth buffers in D3D9 (using RESZ), D3D12, OpenGL and Vulkan (when supported by the driver)
Added support for CUBE LUT files as texture source
Added API to manually manage ReShade effect runtime instances when graphics hooks are disabled ("ReShadeCreateEffectRuntime", "ReShadeDestroyEffectRuntime" and "ReShadeUpdateAndPresentEffectRuntime" DLL exports)
SpecialK e.g. uses this so that one can inject SpecialK late into an application and have it load and manage ReShade, instead of requiring ReShade to hook at application launch
Added fence synchronization add-on API ("device::create_fence", "command_queue::signal", "comand_queue::wait", ...)
Added color space add-on API ("swapchain::check_color_space_support", "swapchain::get_color_space", "effect_runtime::set_color_space" , ...)
Added ray tracing add-on API and events ("command_list::build_acceleration_structure", "command_list::dispatch_rays", ...)
Added mesh shader add-on API and events ("command_list::dispatch_mesh", ...)
Added "device::get_property" add-on API to query device information, "command_queue::get_timestamp_frequency" and more
Added various functions to effect runtime add-on API ("effect_runtime::open_overlay", "effect_runtime::reset_uniform_value", ...)
Added "addon_event::reshade_overlay_uniform_variable" and "addon_event::reshade_overlay_technique" events allowing customization of the widgets used to show uniform variables or techniques in the overlay
Added built-in "__FILE_NAME_HASH__" and "__FILE_STEM_HASH__" preprocessor macros
Added "f16tof32" and "f32tof16" intrinsics to ReShade FX
Added "tex1Dgrad", "tex2Dgrad" and "tex3Dgrad" intrinsics to ReShade FX
Added "noedit", "noreset" and "nosave" variable annotations and forced loading of "*.addonfx" effect files
Added "ui_category_toggle" variable annotation to toggle visibility of a variable category based on the uniform value
Added loaded add-on names to preprocessor definitions (e.g. "ADDON_GENERIC_DEPTH=<version>" for the Generic Depth add-on)
Bug fixes:
Fixed crash in Resident Evil 3 and other multi-threaded D3D11 games
Fixed multisampled resource creation in OpenGL
Fixed OpenGL context management to properly handle multiple windows (fixes infinite reloading with Citra's "Separate Windows" layout)
Fixed some OpenGL errors with rectangle and multisample textures
Fixed video playback issues in Unity engine games
Fixed depth buffer detection in Immortals of Aveum
Fixed "command_list::bind_descriptor_tables" not setting all descriptor heaps used by applications in D3D12
Fixed "addon_event::bind_descriptor_tables" event not being called when D3D12 root signature is changed
Fixed implicit back buffer resource creation when "effect_runtime::render_effects/render_technique" is called with a typeless resource
Fixed crash when graphics hooks are disabled
Fixed crash when uploading 3D texture data in D3D9
Fixed crash in built-in Generic Depth add-on in multi-threaded OpenGL applications
Fixed resource events for "GL_TEXTURE_BUFFER" buffers
Fixed Vulkan validation error when swap chain was created with sRGB image format
Fixed VR swap chain creating incompatible resources when format is typeless and has no sRGB variant
Fixed variable editor categories expanding upon resize of the overlay window
Fixed code editor save button mistakenly showing up for instances showing generated code
Fixed item grouping of list widgets
Fixed new preset popup closing when backspace button is pressed
Fixed scrolling in add-ons window
Fixed relative paths with ".\.\" or more dots being written to the config when the target file does not exist
Miscellaneous:
Updated imgui to 1.90 (add-ons may now use 1.90, 1.89.7 or 1.86)
Added additional depth buffer filter heuristic that only considers those matching the resolutione exactly
Added coloring to depth buffer list indicating which buffers are candidates for selection based on the configured heuristics
Added texture upload support for 32-bit texture formats (e.g. used for CUBE or HDR files)
Added proper implementation for "command_queue::wait_idle" in D3D9/10/11
Added support for "countbits", "reversebits", "firstbitlow" and "firstbithigh" intrinsics under D3D9 and 10 using emulated implementation
Added effect compile error when attempting to use texture with semantic as a render target (these are always read-only)
Added UTF-8 support to code editor
Added button to open preset folder in explorer next to preset selector
Added button to open log folder in explorer to log page
Added button to open base folder in explorer to settings page
Added note on what to do when add-ons were disabled due to network activity
Clarified log message for add-on load failure
Improved queue synchronization in Vulkan
Changed effect runtime creation to avoid allocating any resources when disabled via "[GENERAL] Disable=1" in the config and made them independent from swap chain instances
Changed typeless 16-bit format behavior in OpenGL to default to floating-point format
Changed D3D10 and D3D11 barrier implementation to only unbind resources passed to the barrier command, rather than all
Changed configuration file name selection to better distinguish between VR and non-VR effect runtime instances (ReShadeX.ini and ReShadeVRX.ini)
Changed alternative log file name to "ReShade.logX", rather than "ReShadeX.log"
Changed tutorial progress setting location to global config file (so that tutorial progress is shared for all effect runtime instances)
Changed font scaling to not get disabled after tutorial finished (instead added a message overlay window while Ctrl + mouse wheel is pressed to inform users on what is happening)
Changed preset browser popup to have a minimum width
Changed tab view of variable editor to scroll tabs instead of downsizing them
Removed toggle key annotations for techniques
Removed "[APP] EnableTransparency" config option
Renamed "[INSTALL] EnableLogging" config option to "[INSTALL] Logging"
Renamed "[SCREENSHOT] PostSaveCommandNoWindow" config option to "[SCREENSHOT] PostSaveCommandHideWindow"
Removed logging of full application command-line (since it can contain sensitive information)
Setup tool:
Added OpenXR layer registration
Added check for existing effect files (will now show an error instead of creating duplicates)
Added add-on selection page
Added detection and special handling for games modded with NVIDIA RTX Remix
Merged preset and effect packages and effect files selection into a single page
Fixed effect package toggle and renamed radio buttons on the uninstall page
Fixed crash when encountering executables without a file name before the extension
Fixed existing relative preset path not being resolved correctly
Fixed app title when no file description exists
Fixed uninstall failing when invoked through the command-line
Changed unhandled exception handling to show error instead of crashing
Changed uninstallation to remove all effect files found in local search paths
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