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ReShade 3.0 Progress Discussion
- crosire
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- crosire
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- brussell
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Note: ReShade 3.0 will remove all external tools and files and do all shader and preset management right through the in-game UI.
Ehm, can you elaborate on that? Which files will be removed?
edit: I seriously hope, that you don't intend to hardcode all the shaders into the dll. That would be a very bad move and totally anti-KISS.
One should always be able to use external shader files and shouldn't need to rely on the framework, like it has always been. Ingame-UI is ok, as long as it's optional.
But I hope I've misunderstood that quote of yours...
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- MonarchX
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- crosire
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Ehm, can you elaborate on that? Which files will be removed?The DLL will be self contained. Shaders can be downloaded separatly from the web through the in-game UI. Same for presets, which are configured there too.
Overall performance improvement (although ReShade is far from slow!) ?I reduced the general overhead a bit, yeah. But don't expect wonders, there is not much optimize anymore.
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- brussell
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Ehm, can you elaborate on that? Which files will be removed?The DLL will be self contained. Shaders can be downloaded separatly from the web through the in-game UI. Same for presets, which are configured there too.
Oh boy, it couldn't be worse. I mean.. seriously? (See my previous edited post)
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- crosire
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- Tidias
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- matsilagi
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Also, about the shaders thingy: Will we still be able to install shaders the old-fashioned way? I have waay too many shaders which uses the "legacy" system
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- crosire
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Also, about the shaders thingy: Will we still be able to install shaders the old-fashioned way? I have waay too many shaders which uses the "legacy" systemProbably.
I could use some input here by the way. I posted two layout studies, but the possibilities are endless really. What features do you wish the in-game UI to have? How should it be layed out? Something like Steam, where you have one thing covering the whole screen (see image #2), or multiple movable windows (see image #1)? Be creative! =)
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- ShoterXX
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Also, instead of needing to resize the window, you could simply create a fully transparent area, so we can tune things while being safe from the issue I mentioned above.
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- SunBroDave
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Some more stuff. Ignore the version number at the top.Extremely excited for this Crosire. That realtime shader editing is fire.
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- Elimina
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- OtisInf
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For how things are laid out... a similar approach to how ENB has might work best: effect selection in one window, per effect parameter editing in another. For value editing: sliders with min/max values are great.
Editing shader code.. I'm not sure one would use an in-game editor to type text as e.g. vs code or other editor with HLSL syntax highlighting is a big help, and performance is likely much higher. I'd not invest a lot of time in that: external shader code editing in some external editor is fine I think: stuff is changed, reload/parse the files, and you can tweak the parameters in-game.
Looks great! I hope you succeed with this, would be awesome

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- DeMondo
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- crosire
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How does the original application handle the mouse input though? Does it still receive the input, or is it locked off?I rewrote the input system. It supports blocking the game input now. So if the mouse is on the overlay, the game won't receive input anymore and you can freely click on buttons and enter text without the game noticing.
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- MaxG3D
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- louiscarter88
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Any word on HUD exclusion yet, sorry to keep nagging haha.
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- Dampfnudel
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But do not forget to implement visual feedback for every ui element like changing the cursor if it enters the border or highlight the region.
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- kingeric1992
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And ppl've been fighting over the layout of off-line tool for months...LoL
The text editor is quite a feature indeed.
I would say, at this point, a off-line tool is probably only good for user-end pipeline setup.
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