Technical question about OpenGL backbuffer vs final output resolution

  • M4Ri0Cz
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3 days 2 minutes ago #1 by M4Ri0Cz Technical question about OpenGL backbuffer vs final output resolution was created by M4Ri0Cz
Hi Crosire,I'm trying to better understand how ReShade works with OpenGL, and I have a technical question.Let's say an old OpenGL game renders internally at 640×480, while the final image is displayed at 3840×2160 on the monitor.From my understanding, ReShade appears to process the game's original backbuffer. As a result, CRT shaders seem to generate the phosphor mask, scanlines and other effects at the game's internal rendering resolution, which are then enlarged together with the image.My goal is to apply CRT shaders to old OpenGL games while generating the CRT mask at the monitor's native resolution rather than the game's internal rendering resolution.I'm wondering about two things:
  1. Is it technically possible for ReShade to apply its effects to the final output image instead of the original OpenGL backbuffer?
  2. If not, is there any way for ReShade to work with an upscaled presentation buffer rather than the original game framebuffer?
At this point, I'm only trying to understand whether either of these approaches is technically possible. I'm not requesting a new feature—I'd simply like to know whether this is fundamentally possible or whether there is a limitation in the OpenGL rendering pipeline that makes it impossible.Thank you for your time.

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