What is the ReShade Framework and what was its initial motivation?
ReShade (the source and its idea) is mainly focused on enabling shader developers to develop and widely distribute their work to the community, their users. Since previous wrapper/injectors did not support ReShade's freedom, in the initial attempt (and existence of ReShade), cohesive and non-distinct shader packages have been created that challenged individual users -that were looking for shader combinations from different packages- to implement a specific merge. Furthermore, non-distinct shader needed to be developed/reused/maintained at least twice for different packages by independent shader developers.
Therefore, a platform was needed for both shader developer and users to create distinct shader suites that prevent multiple implementations of the same effect and allow more freedom in selecting and arranging specific shader. This platform is the ReShade Framework.
What are the main features of the initial ReShade Framework?
1. It allows advanced (and especially hobby) shader developers a comfortable platform to develop and distribute their ideas, while mixing them automatically (plug&play) with any existing shader/shader suite.
2. It allows users easy and limitless access to all existing shader and their ordering.
What shader suites will be available from the start and how are they organized?
With the initial release there will be 4 shaders suites available, plus a few common shader to allow global border/splitscreen/mask effects. 1. CustomFX, this shader suite will be available to new shader developers and already include the paint/cel shader by JPulowski as an example. 2. GemFX, this shader suite will be manged by me (Luciferhawk) and initially contain all lighting based shader, including shader that have been formerly developed by Marty McFly. 3. McFX, this shader suite will be managed by Marty McFly and initially contain all DoF, SSAO based and vision changing shader that have been available in the MasterEffect packages. 4. SweetFX, this shader suite will be managed by Ceejay and initially contain all color correction shader and everything that does not fit into the 2nd or 3rd suite. Therefore it will include all SweetFX and some MasterEffect shader.
Are there any specific and neat features that ReShade introduces with the framework release?
Thanks to Crosire's work on ReShade, the framework will support namespaces, which will allow shader developers to work in their own domain and therefore automatically prevent conflicts between shader/shader suites.
What features are planned for the (near) future?
Once the framework is stable, the first big new feature will probably be the already announced configurator that will introduce a graphical user interface to simplify the configuration of the framework.
What is the (current) team behind the ReShade Framework?
Currently there are (counting myself) 6 people involved into the Framework implementation. Crosire is supporting us with important implementations in the source code of ReShade. CeeJay, Marty McFly and myself (Luciferhawk) are working on their individual shader suite in the framework and the framework structure itself.
JPulowski and Ioxa are involved with implementing various individual shader and at the same time help testing the accessibility of the framework for new shader developers.
How can I get started as a shader developer, using the ReShade Framework?
With the release of the framework, we will also create a tutorial thread for shader developers that will grow with time and community contribution.
How can I get started as a user, using the ReShade Framework?
The framework, its installation and basic configuration works similar to existing shader packages for ReShade. However, there will also be a tutorial thread available for user, once the framework got released, to explain its structure and more advanced features in detail.
Is there any known performance trade-off for using the ReShade Framework?
The "brain" of the framework is based on pre-processor commands and has therefore no negative effect on performance. So far all shader from existing shader packages that have been ported didn't need to be changed in terms of structure or semantics that would cause additional performance impact.
How will the framework be updated alongside the shader suites?
The framework itself will probably be updated frequently, which means probably one time a month or one time in two month (unless there are some major bugs).
However, shader suites will be updated infrequently, according to the individual developer and intermediate changes can be picked up in their related forum topic. For each framework update, all individual suite changes will be tested and merged.
What is the plan for the ReShade Framework forum topic?
There will be more threads available once the framework got released to explain about features and introduce people to its structure and use.
For now, we are concentrating on finishing the first version of the ReShade Framework so you can get your hands on it as soon as possible.
When will the ReShade Framework be released?
The first version was released on March 29th 2015.