Compatibility list
- jim2point0
Works fine with 11.4 (the only other version I have).
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- apu889
Just tried the v0.13.2 using d3d8.dll now it works perfectly, [strike]but the performance slower than using the d3d9 wrapper[/strike]. Nope, my bad. i let the old d3d9.dll of ReShade on the gamedir, i think its not being loaded since i already using d3d8.dll version of it, but it loaded too, so im using 2 ReShade at once.apu889 wrote: Marc Ecko's Getting Up: Content Under Pressure,
using d3d8.dll of ReShade directly gimme this error:
but, using d3d9 and chained it with Boris Vorontsov's DX8 to DX9 convertor it works fine
ReShade v0.13.0
i don't know exactly which the plugin's files, i got the game from russian torrent site. try this: dropcanvas.com/qmxr0strelokgunslinger wrote: Do you know any good patches to fix aspect ratio / resolution / fov / hud for that game? Marc Ecko's Getting Up: Content Under Pressure,
Or you can purchase the game on Steam, the updated version has controller (Ginput?) support and widescreen res from the devs.
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- Blackhand
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- Thaerryn
My first post here
I've been testing re-shade for 4 days now, using the latest package available on this site:
here are my findings
1) The Bureau XCOM DEclassified - Reshade WORKS no issue so far - 32bit - D3d9.dll
2) The Bureau XCOM DEclassified - MasterEffect Reborn WORKS no issue so far - 32bit - D3d9.dll
3) Dragon Age Origins: - Reshade + SFx Serious glitches - unplayable (*)
ReShadeSetuP crashes when doing "autodetection"
Testing with 32 bit DLL (D3d9.dll) - the game starts but flashing and flickering. I can't see the game start menu at all
Tried also the DX10 version (Dxgi.dll) - no effects visible at all
I have a modified game EXE (using www.ntcore.com/4gb_patch.php ) to allow larger memory usage. serious mods here :P
Tried the 64bit version but nothing happens at all
I will try to edit this post with a log should I found anything interesting in there
Here's the LOG
24/01/2015 14:56:13,306 | INFO | Initializing Crosire's ReShade version '0.13.1.665' built on '2015-01-21 20:07:07' loaded from "\Steam\steamapps\common\Dragon Age Ultimate Edition\bin_ship\d3d9.dll" to "\Steam\steamapps\common\Dragon Age Ultimate Edition\bin_ship\DAOrigins.exe" ...
24/01/2015 14:56:13,320 | INFO | Registering hooks for "C:\Windows\system32\d3d8.dll" ...
24/01/2015 14:56:13,321 | INFO | > Delayed.
24/01/2015 14:56:13,321 | INFO | Registering hooks for "C:\Windows\system32\d3d9.dll" ...
24/01/2015 14:56:13,321 | INFO | > Delayed.
24/01/2015 14:56:13,321 | INFO | Registering hooks for "C:\Windows\system32\d3d10.dll" ...
24/01/2015 14:56:13,321 | INFO | > Delayed.
24/01/2015 14:56:13,321 | INFO | Registering hooks for "C:\Windows\system32\d3d10_1.dll" ...
24/01/2015 14:56:13,322 | INFO | > Delayed.
24/01/2015 14:56:13,322 | INFO | Registering hooks for "C:\Windows\system32\d3d11.dll" ...
24/01/2015 14:56:13,323 | INFO | > Delayed.
24/01/2015 14:56:13,323 | INFO | Registering hooks for "C:\Windows\system32\dxgi.dll" ...
24/01/2015 14:56:13,323 | INFO | > Delayed.
24/01/2015 14:56:13,323 | INFO | Registering hooks for "C:\Windows\system32\opengl32.dll" ...
24/01/2015 14:56:13,324 | INFO | > Delayed.
24/01/2015 14:56:13,324 | INFO | Registering hooks for "C:\Windows\system32\ws2_32.dll" ...
24/01/2015 14:56:13,324 | INFO | > Libraries loaded.
24/01/2015 14:56:13,326 | INFO | > Found 8 match(es). Installing ...
24/01/2015 14:56:13,375 | INFO | > Installed 8 hook(s).
24/01/2015 14:56:13,375 | INFO | Initialized.
24/01/2015 14:56:13,377 | INFO | Installing delayed hooks for "C:\Windows\system32\d3d9.dll" ...
24/01/2015 14:56:13,391 | INFO | > Found 9 match(es). Installing ...
24/01/2015 14:56:13,391 | INFO | > Installed 9 hook(s).
24/01/2015 14:56:13,511 | INFO | Redirecting 'Direct3DCreate9(32)' ...
24/01/2015 14:56:15,313 | INFO | Redirecting 'IDirect3D9::CreateDevice(037807E0, 0, 1, 000405BA, 68, 196A3B20, 0723FADC)' ...
24/01/2015 14:56:15,440 | INFO | Recreated effect environment on runtime 0AFFB1E8.
24/01/2015 14:56:17,673 | INFO | Loading effect from "\Steam\steamapps\common\Dragon Age Ultimate Edition\bin_ship\Sweet.fx" ...
24/01/2015 14:56:17,701 | INFO | > Successfully compiled effect.
24/01/2015 14:56:24,561 | INFO | Saving screenshot to "\Steam\steamapps\common\Dragon Age Ultimate Edition\bin_ship\DAOrigins 2015-01-24 14-56-24.png" ...
24/01/2015 14:56:25,604 | INFO | Destroyed effect environment on runtime 0AFFB1E8.
24/01/2015 14:56:26,169 | INFO | Exiting ...
24/01/2015 14:56:26,169 | INFO | Uninstalling 20 hook(s) ...
24/01/2015 14:56:26,236 | INFO | Exited.
Here's the screenshot with SEPIA and SPlITSCREEN
drive.google.com/file/d/0B9lSw4dt3arMLWl...WXc/view?usp=sharing
KEEP UP THE GREAT WORK !
THAERRYN
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- SunBroDave
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- turboscalpeur
MSI Afterburner used for screening.
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- SunBroDave
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- SunBroDave
But then when I rotated the camera up to the ceiling looking down at the player character, I got what appeared to be the environment depthbuffer being displayed properly, and the player character depthbuffer BEING DISPLAYED UPSIDE DOWN, NOT MISSING AS HAD BEEN PREVIOUSLY ASSUMED BEFORE.
Does this mean that it would be possible to keep the environmental depthbuffer the way it is but correct the orientation of the player character depthbuffer? I haven't tested the other AC games to see if they have the same issue with the upside down player depthbuffer, but being that every AC had previously thought to just not show the player depthbuffer, i think its likely that the upside down issue is prevalent amongst every title in the series.
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- alfski
Earth allows you to switch render mode in Tools>Options
issues: only renders when Earth data for scene has 100% downloaded, renders upside down.
i'm testing with NVIDIA Quadro K5000
opengl may have color mapping issue that doesn't affect directx.
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- Thaerryn
Thanks for rechecking from your side
I guess is either
1) the modified EXE to allow 4Gb Memory
2) my config ?
I will make a try later with "Original Exe" and "Nvidia untouched setting" in Inspector
let's see if something happens
Ciao
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- Thaerryn
Reshade + SFx Serious - WORKS D3D9.dll 32 bit Library
Modified game EXE (using www.ntcore.com/4gb_patch.php ) to allow larger memory usage has no impact
Nvidia inspector: MANDATORY to "DISABLE AA" either ingame or via Inspector
any forced AA will corrupt ReShade
Tried the MasterEffect Reborn WORKS D3D9.dll 32 bit Library
Thanks for the support and crosschecking
see ya soon
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- crosire
- Topic Author
Glad you got it working! It says that thing about forced AA at the bottom of the compatibility list by the wayThaerryn wrote: any forced AA will corrupt ReShade
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- alfski
ISSUES:
- all the color stuff works fine with DirectX d3d9.dll (tonemaps, etc) however using OpengGL colors are tinted weirdly.
- depthbuffer is upside down in both d3d9 and opengl32. easily fixed in the shader itself.
- the scene geometry has to be completely downloaded before anything that is geom based will draw (again eg. DoF & AO), so they only draw once the scene has stopped moving for many seconds. So not really good for general use of Earth, nice for screenshots though!
EXAMPLES: Google Earth 7.x - ReShade sample DepthVis (Y flipped) d3d9.dll
Google Earth 7.x - ReShade + MasterEffect fx with raymarch AO and MagicDOF (again needs Y flipped)
Andrew | Wonderama Lab | UWS
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- Konstantinov
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- Thaerryn
I have 2 more questions for you
1) WHY
why does ReShade need "no forced AA" ?
I may understand if I use FXAA or similar shaders
but why it's also needed to avoid forcing AA if I just use pure color shaders (CURVES, VIBRANCE etc )
sweetfx 1.5 had no such issue even when using FXAA or SMAA - am I right ?
2) warning message below I don't know how to handle or avoid it
truly, it comes from MasterEffectReborn - so maybe it's the wrong thread...
well, maybe you can hava a look at it anyway...
25/01/2015 15:43:02,763 | WARN | > Successfully compiled effect with warnings:
\Steam\steamapps\common\Dragon Age Ultimate Edition\bin_ship\Shader@0x0C887030(1458,10): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them
Thanks
Thaerryn
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- crosire
- Topic Author
I was referring to driver MSAA. Not more, not less. Nothing wrong about AA otherwise, you can use ingame MSAA, you can use whatever else AA the game or driver provides. Just not driver MSAA. For the why: Because the driver then starts messing around with resolutions and game-specific hacks, which bypass or corrupt ReShade, sometimes producing a black image instead of the actual one. This is not something specific to ReShade, but should happen with all injectors.Thaerryn wrote: why does ReShade need "no forced AA" ?
I may understand if I use FXAA or similar shaders
but why it's also needed to avoid forcing AA if I just use pure color shaders (CURVES, VIBRANCE etc )
The shader warning there is related to MasterEffect, nothing to be done on my end, correct.
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- robgrab
Works PERFECT with version 13.2 using [d3d9.dll]. Now if only there were a way of disabling the HUD.
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- NattyDread
Are there any plans on addressing the no depthbuffer issue in UE3 games?
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- crosire
- Topic Author
As I said before, the algorithm is not perfect yet and is subject to be improved. So yes.NattyDread wrote: Are there any plans on addressing the no depthbuffer issue in UE3 games?
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- JPulowski
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