ReShade Framework Released (5102.04.19.1281)

  • BrandonHortman
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8 years 11 months ago #7 by BrandonHortman Replied by BrandonHortman on topic ReShade Framework Released (5102.04.19.1281)
lol!! :cheer:
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  • BrokenDog
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8 years 11 months ago #8 by BrokenDog Replied by BrokenDog on topic ReShade Framework Released (5102.04.19.1281)

BrandonHortman wrote: Failed with this error =\
/bloom.h (441, 27): error X3004: undeclared identifier 'detectLowColor'


Same here, happens whenever I enable the GEMFX effects.
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  • crosire
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8 years 11 months ago #9 by crosire Replied by crosire on topic ReShade Framework Released (5102.04.19.1281)
Quick note: The depthbuffer in GTA 5 is not only logarithmic, but also reversed , which the depth linearization function in the latest framework shader pack does not take into account yet. This means the DOF near/far settings are reversed too.
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  • NattyDread
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8 years 11 months ago - 8 years 11 months ago #10 by NattyDread Replied by NattyDread on topic ReShade Framework Released (5102.04.19.1281)
Sadly I'm still having startup crashes ('IDXGIFactory::CreateSwapChain' failed with 'DXGI_ERROR_INVALID_CALL'! ) like may others. Are there any workarounds for that please?
I tried renaming dxgi to d3d11 but it's still the same.

edit: sorry I failed to see that troubleshooting thread
Last edit: 8 years 11 months ago by NattyDread.
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  • crosire
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8 years 11 months ago - 8 years 11 months ago #11 by crosire Replied by crosire on topic ReShade Framework Released (5102.04.19.1281)

NattyDread wrote: Sadly I'm still having startup crashes ('IDXGIFactory::CreateSwapChain' failed with 'DXGI_ERROR_INVALID_CALL'! ) like may others. Are there any workarounds for that please?

Please read this: reshade.me/forum/troubleshooting/498-gta...weetfx?start=24#4209 . Also, this thread is about the framework shader pack, whereas your problem is with ReShade itself, so I encourage you to report these issues to the linked thread or a new one in the troubleshooting section =).
Last edit: 8 years 11 months ago by crosire.
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  • vfxninjaeditor
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8 years 11 months ago #12 by vfxninjaeditor Replied by vfxninjaeditor on topic ReShade Framework Released (5102.04.19.1281)
Quick, somebody try the new depth buffer option in Dying Light! Someone confirmed awhile ago that there was a depth buffer in it, but only by tweaking the image in photoshop so much that it revealed it.
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  • Kleio420
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8 years 11 months ago - 8 years 11 months ago #13 by Kleio420 Replied by Kleio420 on topic ReShade Framework Released (5102.04.19.1281)

LuciferHawk wrote: Its Christmas in Spring :woohoo:

Pick up your present HERE

With the huge release of GTA V on PC we could of course not be idle and proudly release the second version of the ReShade Framework.
This version features plenty of improvements and additions!
Here are a few of the most important ones::
- GTA V support ;) Added RFX_LogDepth option in the Common settings to allow DoF in GTA V (alternatively you can pick up a preset used in the recent show cases HERE )
- Added all missing ME color correction shader to the CustomFX suite (that was a huge request by you guys)
- Greatly improved the ambient light shader in conjunction with the adaptation shader
- Added ambient light control of the HeatHaze (and many other) shader
- Added individual toggle keys to all individual techniques
- Added UI-Mask Helper to comfortably and automatically identify static UI - Elements
- Added the Gaussian shader from loxa (thanks! :side: )
- Added many, many other things I cannot remember :silly:
- Included many, many fixes since the first release


Now, go and enjoy our new release in Los Santos or any other virtual place which you would like to enhance visually!

wasnt working for a min but i deleted all the files quit steam again and relaunched the games i had trouble with and it seems to be working now

no nothing works shaders are not being applied
Last edit: 8 years 11 months ago by Kleio420.
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  • huss93
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8 years 11 months ago - 8 years 11 months ago #14 by huss93 Replied by huss93 on topic ReShade Framework Released (5102.04.19.1281)
look my video me custom dof
Last edit: 8 years 11 months ago by huss93.
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  • Ganossa
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8 years 11 months ago - 8 years 11 months ago #15 by Ganossa Replied by Ganossa on topic ReShade Framework Released (5102.04.19.1281)

crosire wrote: Quick note: The depthbuffer in GTA 5 is not only logarithmic, but also reversed , which the depth linearization function in the latest framework shader pack does not take into account yet. This means the DOF near/far settings are reversed too.


It is taken into account in the DoF shader itself.
#if RFX_LogDepth
	depthdiff = (scenedepth < scenefocus) ? pow(depthdiff, DOF_FARBLURCURVE) : depthdiff;
	depthdiff = (scenedepth > scenefocus) ? pow(depthdiff, DOF_NEARBLURCURVE)*(1.0f+pow(abs(0.5f-texcoord.x)*depthdiff+0.1f,2)*DOF_VIGNETTE) : depthdiff;
#else
	depthdiff = (scenedepth < scenefocus) ? pow(depthdiff, DOF_NEARBLURCURVE)*(1.0f+pow(abs(0.5f-texcoord.x)*depthdiff+0.1f,2)*DOF_VIGNETTE) : depthdiff;
	depthdiff = (scenedepth > scenefocus) ? pow(depthdiff, DOF_FARBLURCURVE) : depthdiff;
#endif
However, due to the stretched logarithm you need different values than with a linear depth buffer.
Please use the preset I posted in my first post as a start for your own tweaks.

BrandonHortman wrote: Failed with this error =\
/bloom.h (441, 27): error X3004: undeclared identifier 'detectLowColor'


Some effects in the bloom.h file are also controlled by the ambient light shader which seems to currently create a problem when the AL shader is not activated. I will fix this but in the mean time you can activate the AL shader together with adaptation.

You should also be able to fix it yourself by setting the line in bloom.h::
#if AL_Adaptation
to
#if AL_Adaptation && AMBIENT_LIGHT

You will need to do the same in the HeatHazeControle.h or you might run into a similar problem with the HeatHaze. :silly:
Last edit: 8 years 11 months ago by Ganossa.
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  • klotim
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8 years 11 months ago #16 by klotim Replied by klotim on topic 0.18
Got a simple error to report.

//Global Settings
#if RFX_Screenshot_Format != 2
#pragma reshade screenshot_format bmp //ReShade_Screenshot_Format == 1
else <--- //there
#pragma reshade screenshot_format png //ReShade_Screenshot_Format == 2
#endif
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  • Wicked Sick
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8 years 11 months ago #17 by Wicked Sick Replied by Wicked Sick on topic 0.18
Thank you, Lucifer. I fixed my issue with your help.

The lens dirt effect only works when the mix mode is set to 1 now, it seems.

I liked very much the vignette for the DoF, I am still getting used to it tho. This release is great, I am so happy to see Ioxa's Gausian there ^^
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  • Kleio420
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8 years 11 months ago #18 by Kleio420 Replied by Kleio420 on topic ReShade Framework Released (5102.04.19.1281)

LuciferHawk wrote:

crosire wrote: Quick note: The depthbuffer in GTA 5 is not only logarithmic, but also reversed , which the depth linearization function in the latest framework shader pack does not take into account yet. This means the DOF near/far settings are reversed too.

roblem with the HeatHaze. :silly:


ui mask either needs extra configuration in the uimask.h or its not working for me it fails to save a new mask .Theres little documentation on it or even simple comment saying a basic of what this function is doing if someone else were to go through and read some of this its jumbled looking and random at first glance its spose to be simple not something someone has to go google to understand , if thats what you want people releasing shaders should still be commenting explaining what its doing this just becomes frustrating for general people to use
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  • BrandonHortman
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8 years 11 months ago #19 by BrandonHortman Replied by BrandonHortman on topic ReShade Framework Released (5102.04.19.1281)

LuciferHawk wrote: You should also be able to fix it yourself by setting the line in bloom.h::

#if AL_Adaptation
to
#if AL_Adaptation && AMBIENT_LIGHT

You will need to do the same in the HeatHazeControle.h or you might run into a similar problem with the HeatHaze. :silly:



Replacing the lines in those files solved the problem :cheer: :cheer: :cheer:
You rock!!!
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  • Ganossa
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8 years 11 months ago #20 by Ganossa Replied by Ganossa on topic ReShade Framework Released (5102.04.19.1281)

Kleio420 wrote:

LuciferHawk wrote:

crosire wrote: Quick note: The depthbuffer in GTA 5 is not only logarithmic, but also reversed , which the depth linearization function in the latest framework shader pack does not take into account yet. This means the DOF near/far settings are reversed too.

roblem with the HeatHaze. :silly:


ui mask either needs extra configuration in the uimask.h or its not working for me it fails to save a new mask .Theres little documentation on it or even simple comment saying a basic of what this function is doing if someone else were to go through and read some of this its jumbled looking and random at first glance its spose to be simple not something someone has to go google to understand , if thats what you want people releasing shaders should still be commenting explaining what its doing this just becomes frustrating for general people to use


I "unfortunately" used up all my free time to get the updated released as soon as possible. There was no time yet to update the User Tutorial for this update and I did not even finish the Dev Tutorial. However, you are always free to ask about functionality.

The basic UI-Mask shader does nothing new. It uses a mask which has black to white gradients to determine where effects get applied. The mask you can find in /ReShade/Common/Textures. Activation and all options of the UI-Maks shader you can find in the /ReShade/Common_settings.cfg file. When setting RFX_UIMask_Direct to 0, you will get the default behavior described above which loads the texture from disk.

New is the RFX_UIMask_Helper which on pressing the RFX_UIMaskReset_HelperKey will start detecting static elements on the screen and draw everything else white (you will need to move in the game to help that process). RFX_UIMask_Tolerance determines how accurate/tolerant that detection process is. The higher that value the smoother is the transition to those static UI-Elements (helps especially if the algorithm does not catch all elements). Once that is done, you can press print screen on your keyboard to output the mask to disk (it is basically the ReShade screenshot). You can then use that screenshot to edit it further and overwrite the original mask texture.

Alternatively, you can set RFX_UIMask_Direct to 1 so it will load the UI-Mask you identified/created with the helper directly from memory instead of the texture on disk. Therefore, you first have to activate the RFX_UIMask_HelperKey in the game to create the mask and after pressing it again the mask will be automatically applied.

To reset the detected UI-Mask you can hit the RFX_UIMaskReset_HelperKey which will set the UI-Mask back to black. Before starting over with the detection you have to press the RFX_UIMaskReset_HelperKey once more to stop the resetting of the UI-Mask.

Hope that explains everything. :side:
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  • Kleio420
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8 years 11 months ago #21 by Kleio420 Replied by Kleio420 on topic ReShade Framework Released (5102.04.19.1281)

LuciferHawk wrote:

Kleio420 wrote:

LuciferHawk wrote:

crosire wrote: Quick note: The depthbuffer in GTA 5 is not only logarithmic, but also reversed , which the depth linearization function in the latest framework shader pack does not take into account yet. This means the DOF near/far settings are reversed too.

roblem with the HeatHaze. :silly:


ui mask either needs extra configuration in the uimask.h or its not working for me it fails to save a new mask .Theres little documentation on it or even simple comment saying a basic of what this function is doing if someone else were to go through and read some of this its jumbled looking and random at first glance its spose to be simple not something someone has to go google to understand , if thats what you want people releasing shaders should still be commenting explaining what its doing this just becomes frustrating for general people to use


I "unfortunately" used up all my free time to get the updated released as soon as possible. There was no time yet to update the User Tutorial for this update and I did not even finish the Dev Tutorial. However, you are always free to ask about functionality.

The basic UI-Mask shader does nothing new. It uses a mask which has black to white gradients to determine where effects get applied. The mask you can find in /ReShade/Common/Textures. Activation and all options of the UI-Maks shader you can find in the /ReShade/Common_settings.cfg file. When setting RFX_UIMask_Direct to 0, you will get the default behavior described above which loads the texture from disk.

New is the RFX_UIMask_Helper which on pressing the RFX_UIMaskReset_HelperKey will start detecting static elements on the screen and draw everything else white (you will need to move in the game to help that process). RFX_UIMask_Tolerance determines how accurate/tolerant that detection process is. The higher that value the smoother is the transition to those static UI-Elements (helps especially if the algorithm does not catch all elements). Once that is done, you can press print screen on your keyboard to output the mask to disk (it is basically the ReShade screenshot). You can then use that screenshot to edit it further and overwrite the original mask texture.

Alternatively, you can set RFX_UIMask_Direct to 1 so it will load the UI-Mask you identified/created with the helper directly from memory instead of the texture on disk. Therefore, you first have to activate the RFX_UIMask_HelperKey in the game to create the mask and after pressing it again the mask will be automatically applied.

To reset the detected UI-Mask you can hit the RFX_UIMaskReset_HelperKey which will set the UI-Mask back to black. Before starting over with the detection you have to press the RFX_UIMaskReset_HelperKey once more to stop the resetting of the UI-Mask.

Hope that explains everything. :side:

yes that helps,moving around part is where i was doing stuff wrong as it wasn't picking anything up for the mask only thing i didnt know that and the printscreen working as a screenshot when load from memory was disabled. Second question tho maybe its how it was setup but i did something that is causing gta v to not load shaders is the d311.dll fix still required on this ? ill check it later and see if thats whats causing shaders to not show for me, that game atm if i have steamoverlay on it breaks vsync completely so im not suprised they are having trouble like that seems they did a lot to try and break/prevent modding of any kind hopefully they find a way to encrypt the files back soon we will really see their opinion on the matter then if they change the key quickly
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  • Ganossa
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8 years 11 months ago #22 by Ganossa Replied by Ganossa on topic ReShade Framework Released (5102.04.19.1281)

Kleio420 wrote: yes that helps,moving around part is where i was doing stuff wrong as it wasn't picking anything up for the mask only thing i didnt know that and the printscreen working as a screenshot when load from memory was disabled. Second question tho maybe its how it was setup but i did something that is causing gta v to not load shaders is the d311.dll fix still required on this ? ill check it later and see if thats whats causing shaders to not show for me, that game atm if i have steamoverlay on it breaks vsync completely so im not suprised they are having trouble like that seems they did a lot to try and break/prevent modding of any kind hopefully they find a way to encrypt the files back soon we will really see their opinion on the matter then if they change the key quickly


I actually still do not think Rockstar really tries to break the modding here, we have similar bugs in other ports and this game is just huge.

You should not need d3d11.dll anymore, I run it with 64bit dxgi.dll now. If shader still do not show, please let me know which so I can double check. I would recommend to run your game in Window Mode (borderless if you need) it give me no issues so far. No crashes and no visible tearing.
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  • Kleio420
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8 years 11 months ago #23 by Kleio420 Replied by Kleio420 on topic ReShade Framework Released (5102.04.19.1281)

LuciferHawk wrote:

Kleio420 wrote: yes that helps,moving around part is where i was doing stuff wrong as it wasn't picking anything up for the mask only thing i didnt know that and the printscreen working as a screenshot when load from memory was disabled. Second question tho maybe its how it was setup but i did something that is causing gta v to not load shaders is the d311.dll fix still required on this ? ill check it later and see if thats whats causing shaders to not show for me, that game atm if i have steamoverlay on it breaks vsync completely so im not suprised they are having trouble like that seems they did a lot to try and break/prevent modding of any kind hopefully they find a way to encrypt the files back soon we will really see their opinion on the matter then if they change the key quickly


I actually still do not think Rockstar really tries to break the modding here, we have similar bugs in other ports and this game is just huge.

You should not need d3d11.dll anymore, I run it with 64bit dxgi.dll now. If shader still do not show, please let me know which so I can double check. I would recommend to run your game in Window Mode (borderless if you need) it give me no issues so far. No crashes and no visible tearing.


i was getting a shader error about a vector in the smaa debugging last time i was trying to run it , and just to see if anything was running i tried every tonemap shader going through them and none were showing up reshade keep saying the shader was compiled tho and smaa/fxaa showed no improvement in aa quality ive had trouble with this if i tried turning uimask on i have to completely delete all reshade files then put them back in at default settings or wont even start up on my system. Did get the uimask to work on another game but that solution due to it having numerous loading screens isn't effective at all star trek online.Ill take a look later to see if i can get it working then reproduce it not working , and apply it to just a screenshot and see whats up with it. Seems the graphical bugs they have either randomly hit people or i guess black lines dont exist crawling across my screen , or broken vsync turn steamoverlay off 100% fixs it turn control panel vsync on 100% fixs it.Theres a shadow bug with helicopters to at low fps shows a big black box almost like its smaller texture size and really far off.

tldr: point is their game has graphical bugs atm and i wouldn't be suprised if the game randomly wont work with reshade for people ive got a legal copy to off steam the store bought copy has a different exe file.Some people have no trouble with the game at all. Will test more on this to try and help you produce the same issue if possible to figure out why its doing that on me
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  • vfxninjaeditor
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8 years 11 months ago #24 by vfxninjaeditor Replied by vfxninjaeditor on topic ReShade Framework Released (5102.04.19.1281)
Hey Lucifer, I noticed something with the heat haze. It seems it has little to no affect on the image when being used with ambient light if the game you are playing doesn't have a depth buffer. This kinda makes me sad.
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  • Ganossa
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8 years 11 months ago #25 by Ganossa Replied by Ganossa on topic ReShade Framework Released (5102.04.19.1281)

vfxninjaeditor wrote: Hey Lucifer, I noticed something with the heat haze. It seems it has little to no affect on the image when being used with ambient light if the game you are playing doesn't have a depth buffer. This kinda makes me sad.


I will see to put an additional value for making it depth independent in the next update. :blush:
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  • Wicked Sick
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8 years 11 months ago #26 by Wicked Sick Replied by Wicked Sick on topic ReShade Framework Released (5102.04.19.1281)
I noticed something here. I am playing Dark Souls 2 but when the game is in a window the Lens Flare work but it does not when in fullscreen. Strange.

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