How does reshade work?
- kcorj2244
- Topic Author
Also question for the dev: where are you actually doing your draws? There isn't much documentation on the d3d11 hook.
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- crosire
Post-processing under D3D11 happens when the game calls IDXGISwapChain::Present to mark a finished frame.
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- kcorj2244
- Topic Author
crosire wrote: ReShade doesn't run in a process. It pretends to be the DirectX or OpenGL driver, so that games load ReShade instead of the actual driver and send all render commands to ReShade. ReShade then passes those commands on to the real driver while adding and modifying some commands to do its thing.
Post-processing under D3D11 happens when the game calls IDXGISwapChain::Present to mark a finished frame.
Okay interesting that games allow that. What happens if I were to make changes to the source? I assume that game devs have some sort of whitelisting going on for you.
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- crosire
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- Tricky
crosire wrote: ReShade doesn't run in a process. It pretends to be the DirectX or OpenGL driver, so that games load ReShade instead of the actual driver and send all render commands to ReShade. ReShade then passes those commands on to the real driver while adding and modifying some commands to do its thing.
Post-processing under D3D11 happens when the game calls IDXGISwapChain::Present to mark a finished frame.
So when a game won't 'start' reshade, it won't detect the pretend driver for some reason?
Interesting. I'm trying to figure out why it won't load in Stardew Valley on Windows 10 (in my situation anyhow). Everything's installed correctly. Just nothing happens, it's being ignored. There must be a reason why it is acting like this. I decided to try and to figure out how Reshade works for now.
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