ReShade Framework Released (5102.06.23.1246)
- Ganossa
- Topic Author
Constantine PC wrote: Then i try to toggle stuff on and click apply, then tab back in. Nothing is occurring in game.
When completely rewriting the Logarithmic Depthbuffer linearizarion yesterday,*wink*wink*
I noticed the same issue in GTA V. I am sure it worked correctly in our test environment. Could you maybe test if the issue is related to dx11 or x64?
SpinelessJelly wrote: There's a typo in LiftGammaGain that prevents Lift values from changing
It iswhen it should be#define RGB_Lift float3(1.000,1.000,1.000) //[0.000;2.000]#define RGB_Lift float3(1.000,1.000,1.000) //[0.000:2.000]
Very good find, will be fixed
- Constantine PC
I will try different direct X modes and settings for GTA V and see if it can be fixed in game.
Edit: Okay I just tested out the different direct X modes. They didn't make any difference on the issue. The depth buffer looked the exact same in each and it didn't matter if I turned off in game depth effects or not, it didn't effect the buffer. I also am not using in game MSAA either.
I used these DOF settings for my testing:
#define DOF_FOCUSPOINT float2(0.5,0.5) //[0.0:1.0] //-Screen coordinates of focus point. First value is horizontal, second value is vertical position. 0 is left/upper, 1 is right/lower.
#define DOF_NEARBLURCURVE 1000.0 //[0.4:10.0] //-Power of blur of closer-than-focus areas.
#define DOF_FARBLURCURVE 0.4 //[0.4:10.0] //-Elementary, my dear Watson: Blur power of areas behind focus plane.
#define DOF_BLURRADIUS 15.0 //[5.0:50.0] //-Blur radius approximately in pixels. Radius, not diameter.
#define DOF_MANUALFOCUS 0 //[0:1] //-Enables manual focus.
#define DOF_MANUALFOCUSDEPTH 0.0 //[0.0:1.0] //-Manual focus depth. 0.0 means camera is focus plane, 1.0 means sky is focus plane.
#define DOF_VIGNETTE 0 //[0:1000] //-Significance of near DoF at edges
Also these screenshots show why I thought it was DOF_vignette, the entire gun model looks like this even with the value at 0:
This screenshot is the same in any direct X mode with In game depth effects on or off(this is actually direct x 10.1):
This is a bonus one showing what it looks like first person in cars. It's even worse:
Oh I'd also like to mention this testing was done with the latest Reshade .dll version and the latest framework(mediator release) package.
The big issue really for me is that this happens in cut-scenes. I actually play GTA V in third-person only (pretty much).
A good mission and cut-scene to see this in is the mission where you save your son in your boat on the highway with Franklin. Michael and Franklin have a talk near his pool and all of a sudden at a random moment one of them will drop from the depth buffer and become blurred.
- Ganossa
- Topic Author
The logarithmic depthbuffer information I only threw in to inform you guys that I am working on a fix.
- Constantine PC
I'll try some dx11 games and some dx9 ones. I tried a dx10 game first and it wasn't working for me.
- NattyDread
Sry for the off but since you are touching up on the depth buffer I was wondering if it's possible to add some kind of switch to flip the detected depth buffer? Or even better have it auto-correct if it's possible so that the blacks are always near and whites far. I see in the dev blog that you corrected it for The Witcher 3.LuciferHawk wrote: When completely rewriting the Logarithmic Depthbuffer linearizarion
- Ganossa
- Topic Author
Its an entirely new algorithm, this time based on some tests I am doing with mathematical equations.
Black and white was previously swapped right from the start cause I instead only used a common algorithm/idea as base and build on top of that my stretching algorithm.
Anyway, I will add a value with which you can swap the blacks and whites for the depth buffer if needed.
- SpinelessJelly
LuciferHawk wrote: -and I always thought, when people were talking about depth flip, they meant it being flipped upside down.
Well, that would be helpful too, Unity Engine-based games still have that little upside-down issue.
So ...please?
- Ganossa
- Topic Author
Tycholarfero wrote: Splendid release. It'll take some time getting used to the configurator, but it's very well done, none the less.
Also, just wanted to mention, will we see the GTAV Lens Effect adjustments on the Gaussian flare soon? Just curious, but since the last release I never really noticed it, even though I changed all the values I could with the Ambient Light and the flare itself. It's no biggie though!
So I checked everywhere on my disk and our releases and just had to see that it was lost somewhere between the releases (it was basically only released on my own computer and then overwritten by some other update before the official release).
I will have to do it again from scratch
SpinelessJelly wrote:
LuciferHawk wrote: -and I always thought, when people were talking about depth flip, they meant it being flipped upside down.
Well, that would be helpful too, Unity Engine-based games still have that little upside-down issue.
So ...please?
Sure
- Tycholarfero
LuciferHawk wrote: So I checked everywhere on my disk and our releases and just had to see that it was lost somewhere between the releases (it was basically only released on my own computer and then overwritten by some other update before the official release).
I will have to do it again from scratch
Awh dang. Well, it definitely doesn't need to be top priority then, so take all the time you need!
- Constantine PC
When turning on Lumasharpening as well. Gamma is normal. Weird.
- Ganossa
- Topic Author
Constantine PC wrote: Lucifer I noticed a Gamma bug with SMAA with this release. When turning on SMAA alone, gamma is far too bright.
When turning on Lumasharpening as well. Gamma is normal. Weird.
Can you please check if that also occurse with a previous framework version?
By they way, what about the problem with the effects being not applied you reported earlier?
- Constantine PC
Haven't had much time to test that. I'm really busy with some irl stuff.
SMAA actually doesn't even work with lumasharpening, all using lumasharpening did was completely break smaa(thus fixing the gamma problem because it wasn't even on).
Infact SMAA might not work at all. I tried luma and color detection and they both don't work.
Yeah SMAA worked last release just fine. (with GTA V)
This bug happened back a few releases ago actually in GTA V and it seems to have came back.
I think this first happened with the actual framework GTA V release.
(then it got fixed next release)
I'll get around to testing the mediator with changing options on the fly (alt-tabbing method) and test this SMAA problem further. Sorry about the confusion.
- Ganossa
- Topic Author
- SpinelessJelly
Don't know if it's only me, but I thought it might drive off less experienced users. So *tries to be constructive* I made a UI mockup
It's practically the same as the original ...with instructions. I know it looks terrible, I know there are probably far better ways to improve the interface, I understand that most people don't even need it to change, but ...just my tuppence.
- Ganossa
- Topic Author
Just to make sure that I know what your suggestions are, a few questions.
Regarding the Application Profiles:
Do you want to to separate the profile browsing from the profile selection? (what is the difference between [games already installed] and [current game name])
Is current game automatically the application that was selected in the application browser?
What is the difference between Add and Activate? (especially in terms of the initial installation?)
How would you uninstall games?
Regarding the Application Presets:
Again, I guess you want to separate preset browsing from preset selection?
-and only one note: Presets are universal not game specific (regarding the "Presets for" box)
Maybe separating steps (what I think was the main suggestion?) is a good idea.
What do others think?
- SpinelessJelly
Same idea for the presets, separate one's preset list and activation from the "save a new preset" function, nothing more.
Presets can be used with any game even if they were created for a specific one, you are right of course, just discard that.
- Ganossa
- Topic Author
- SpinelessJelly
- santi218
is there a work around please need help? thanks in advance...
- Ganossa
- Topic Author
santi218 wrote: when i tried running the reshade framework mediator, it doesnt work an error pops out stating reshadeframeworkmediator has stopped working
is there a work around please need help? thanks in advance...
Do you have Administrator rights?
What is your operating system?
From which location do you start it?