ReShade 3.0 Progress Discussion
- niflexible
JBeckman wrote: That was probably for my answer above, I scrolled over the post too fast so I failed to notice those were URL's midway through the initial post.
(In general I'm used to links being blue colored. )
nvm, I figured it now after taking crosire's post url link a look.
I managed to make it work by making a new folder called rx3 in documents,
putting dlls in there with the 'whole' file of the github shaders zip pack
that had the shaders/texture subfolders. Making x.ini file in there too
I then ran the exe setup of 3.0 from the same folder, picked my jc2.exe
and it seemed to know the right api and ran it. Ingame set the paths
in settings for that rx3 folder and ran the tutorial setup. In the end,
everything loaded up with effects and values !!!!!
Here are screenshots :
snag.gy/5HrnAC.jpg
snag.gy/KTSVXb.jpg
In the end, I managed.
Thanks the both of you for the time!
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- JBeckman
(It's meant to be simpler to share 3.0 presets with just that single ini file having the shader settings in it.)
The in-game UI and tutorial will probably be refined further to make the initial set-up more straightforward and I believe it was also mentioned having ReShade grabbing files from the Github repository as requested making the initial .dll download the entire requirement without looking for the shader files yourself.
(Crosire just seem to be very busy at the moment with real life but the current available beta is fairly functional once you get used to it although there's not a whole lot of shader effects just yet.)
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- niflexible
JBeckman wrote: Yeah in regards to that last part for backwards compatibility I don't think that's going to happen although there's a thread asking for it somewhere
Now for the important part, promoting my presets!
Check my presets at :
sfx.thelazy.net/users/u/kaiddusk/
&
sfx.thelazy.net/users/u/niflexible/
I plan to eventually make them 3.0 compatible lol
I just thought I let you know I'll be around in there:)
Check them out if you like, comment, etc;
And again, thanks for the help and Crosire !!
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- crosire
- Topic Author
It's just a code file that contains some often used stuff (like a function to linearize the depth buffer content). Not really required, but it reduces code duplication, because every shader that wants to use that functionality doesn't have to implement it for themselves, but instead can simply include the file. Extension is ".fxh" because it resembles what other programming languagues call a "header file" and to make sure ReShade doesn't pick it up as a standalone shader, as you mentioned. SMAA.fxh is similar, it contains the actual SMAA code, whereas SMAA.fx is a wrapper that makes that code compatible with ReShade.JBeckman wrote: EDIT: As for ReShade.fxh well it's just text but basically a settings file for ReShade functionality, named .fxh as to not be picked up by ReShade when it detects the .fx shader files as I've understood it.
Wish I had more time right now. Answering questions here I can manage, but development is pretty stagnated until some time frees up again (still have at least one very busy month ahead of me).JBeckman wrote: The in-game UI and tutorial will probably be refined further to make the initial set-up more straightforward and I believe it was also mentioned having ReShade grabbing files from the Github repository as requested making the initial .dll download the entire requirement without looking for the shader files yourself.
(Crosire just seem to be very busy at the moment with real life but the current available beta is fairly functional once you get used to it although there's not a whole lot of shader effects just yet.)
The tutorial needs some more work, any suggestions on that end are always welcomed (I tend to think from the perspective of a developer and therefore might not always come up with the most straightforward solutions). Downloading the shader files from within ReShade is on the todo-list. I have a working prototype for that, but it's not ready for public testing. I'm also trying to reduce the compile times, which are currently pretty high because ReShade 3.0 compiles every effect it can find in contrast to ReShade 2.0, which only compiled the active ones. I have some ideas on that end (like only compile effects the first time they are enabled, multi-threading, etc.), but nothing substantial yet.
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- niflexible
Crosire, I have some feedback for you.
I like the new UI, but a few things;
Can we get more precise sliders? Cause curently,
it's pretty too fast and hard to land on the smaller digits,
almost impossible and I got my mouse on very low sens.
I felt like finding the right values for the effects hard to find,
and the search didnt find my values if I typed: Guass
into the search it wouldnt even find the guassian values for the effect.
Tha'ts one gripe I hate, looking through all the values to find the right place.
It used to be much easier in the mediator...
Like, how about we can click the effect's name after activating it
and it would drop to the values settings for that particular effect,
like it was in the mediator?
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- Ioxa
niflexible wrote:
Crosire, I have some feedback for you.
I like the new UI, but a few things;
Can we get more precise sliders? Cause curently,
it's pretty too fast and hard to land on the smaller digits,
almost impossible and I got my mouse on very low sens.
I felt like finding the right values for the effects hard to find,
and the search didnt find my values if I typed: Guass
into the search it wouldnt even find the guassian values for the effect.
Tha'ts one gripe I hate, looking through all the values to find the right place.
It used to be much easier in the mediator...
Like, how about we can click the effect's name after activating it
and it would drop to the values settings for that particular effect,
like it was in the mediator?
Make sure you're spelling the shader name correctly. I named all the settings for gaussian blur so they would be easy to find using the search option so as soon as you type "gau" you should start seeing them.
I do agree that it is difficult to find settings for individual shaders though. Maybe it would be helpful to only show settings for selected or enabled shaders.
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- niflexible
Ioxa wrote:
niflexible wrote:
Make sure you're spelling the shader name correctly. I named all the settings for gaussian blur so they would be easy to find using the search option so as soon as you type "gau" you should start seeing them.
I do agree that it is difficult to find settings for individual shaders though. Maybe it would be helpful to only show settings for selected or enabled shaders.
Yes, especially when you enable more than a few,
it's hard to sort through everything as it is right now.
I understand its beta, hence my feedback, in hope
this could be improved on.
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- Wicked Sick
- BlueSkyKnight
So I want to be able to hide sliders and have come up when I need them in the UI. To clean things up and not have a bunch of messy sliders all over the place.
Would it be possible to implement this? Because I tried to this code down here. To see if it will work. But, I don't think I did it right.
uniform bool BD <
ui_items = "Off\0ON\0";
ui_label = "Barrel Distortion";
ui_tooltip = "Barrel Distortion for HMD type Displays.";
> = false;
#if !BD
uniform float Hsquish <
ui_type = "drag";
ui_min = 1; ui_max = 1.5;
ui_label = "Horizontal Squish";
ui_tooltip = "Horizontal squish cubic distortion value. Default is 1.";
> = 1;
uniform float K <
ui_type = "drag";
ui_min = -25; ui_max = 25;
ui_label = "Lens Distortion";
ui_tooltip = "Lens distortion coefficient. Default is -0.15.";
> = -0.15;
uniform float KCube <
ui_type = "drag";
ui_min = -25; ui_max = 25;
ui_label = "Cubic Distortion";
ui_tooltip = "Cubic distortion value. Default is 0.5.";
> = 0.5;
#else
#define K -0.15
#define KCube 0.5
#define Hsquish 1
#endif
I'm a Dirty Person but I don't want others to know
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- crosire
- Topic Author
In theory yes, bit complicated though. But it won't work the way you tried. The preprocessor is simple text replacement, it has no idea what "BD" is, it only operates with #defines. Something like the following would be doable with some work:BlueSkyKnight wrote: So I want to be able to hide sliders and have come up when I need them in the UI. To clean things up and not have a bunch of messy sliders all over the place.
Would it be possible to implement this?
uniform bool BD <
ui_label = "Barrel Distortion";
ui_tooltip = "Barrel Distortion for HMD type Displays.";
> = false;
uniform float Hsquish <
ui_type = "drag";
ui_min = 1; ui_max = 1.5;
ui_label = "Horizontal Squish";
ui_tooltip = "Horizontal squish cubic distortion value. Default is 1.";
ui_hidden_if_variable_is_false = "BD";
> = 1.0;
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- Marty McFly
Also, how about something of a file tree system for the variables so in case there are 7 shaders I use, there are 7 closed sections. if I want to edit the values of the 3rd shader, I have to expand the 3rd section, like in the windows explorer. That way you don't have to scroll ages for variables if you use a lot of shaders.
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- crosire
- Topic Author
Problem about the checkbox was that the label doesn't align with all other settings, which makes navigation more complex.Marty McFly wrote: I don't know if it's just my older version but I think a drop down menu for booleans is not so cool, a tick box is way better (if that's already the plan, then nevermind ).
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- brussell
Now the question: Would you consider an option for recompilation when the file changes, as it was in all pre3.0 releases? Maybe a checkbox (respectively an option in the .ini) that says "Legacy mode" that, when checked, let ReShade look for a single ReShade.fx and monitor this file. I'm used to it and often games only work with specific versions of ReShade, thus it would make it easier to share a config between them and not having to maintain multiple versions (normal and one with new uniform defitions for gui interaction). That would be great.
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- Marty McFly
crosire wrote:
Problem about the checkbox was that the label doesn't align with all other settings, which makes navigation more complex.Marty McFly wrote: I don't know if it's just my older version but I think a drop down menu for booleans is not so cool, a tick box is way better (if that's already the plan, then nevermind ).
So checkboxes are not possible at all? Dang
Well, anyways, the UI is pretty awesome right now. Although I must say that the variable editing could be a bit more "condensed" so more information has place.
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- lowenz
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- crosire
- Topic Author
It takes a while. Just wait for it to finish.lowenz wrote: With Windows 10 AE (don't know if Windows is the culprit) I have a freeze in several games when I hit "reload" to load the shaders/textures.....
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- acrox999
Perhaps it might be better if the user didn't input the full path to file, ReShade will know and use the game's directory as the path instead of creating a temporary preset.
All in all, everything works fine for me running v3 32-bit on Test Drive Unlimited 2, Windows 10 (latest update, dunno what it's called) 64-bit. Awesome work, crosire.
P.s. no more alt-tabbing to change configurations.
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- mindu
I mean I like how it always been to have all in one place, because now even DEPTH settings appears in the config file... it is confusing when you have already your own personalized depth settings in any specific .fx and in the UI keeps appearing default depth settings...
I really like the way 3.0 is going, I just hate that config file because each preset for specific games have everything already set up in the own .fx shaders (and all goes to game folder already set up), now there is installation process, extra settings in a foreign file... there's no need for that if everything is already set up in the preset
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- crosire
- Topic Author
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- brussell
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