Depth buffer detection modifications
- thalixte
- Topic Author
Jesped wrote: Tried Wolfenstein II The New Colossus.
No depth, but normal is showing, although the Reshade part covers just the lower part of the screen, with the edge flashing.
The Reshade UI blinks ? I have that sort of pb in Wolfenstein Youngblood. I hope Crosire will find a solution for this.
I guess it is a pb of synchronization between Reshade and the game rendering.
There should be a better way to ensure that the game has finished rendering the frame before Reshade applys on top of it.
The depth buffer is available, as you can see on your screenshot. If the normal view works, the depth view also works. If it does not display correctly, just adjust the RESHADE_DEPTH_INPU_IS_REVERSED param, and if it still does not work, you can play with the far plane.
- JBeckman
I need to re-read how that worked, there's some pretty neat features and ways to do some things but not sure how that would best apply for ReShade and how some of the games on VLK might be doing things if that might affect things as well between 1.0 and the current 1.1 version and various updates over time. (1.1.121.0 I think is the absolutely latest though there's no pre-compiled SDK or runtime of that yet short of building it from the code.)
EDIT: Though it's more of an idea or theory and the existing implementation probably relies on some of these anyway for when ReShade should be doing it's thing especially now with more modern rendering techniques involved.
- thalixte
- Topic Author
JBeckman wrote: Vulkan might have some different means for checking that sort of thing for when a frame is drawn although it might require some more changes to ReShade.
I need to re-read how that worked, there's some pretty neat features and ways to do some things but not sure how that would best apply for ReShade and how some of the games on VLK might be doing things if that might affect things as well between 1.0 and the current 1.1 version and various updates over time. (1.1.121.0 I think is the absolutely latest though there's no pre-compiled SDK or runtime of that yet short of building it from the code.)
EDIT: Though it's more of an idea or theory and the existing implementation probably relies on some of these anyway for when ReShade should be doing it's thing especially now with more modern rendering techniques involved.
Hi, Jonas... Vulkan provides the vkWaitForFences method.With this and the getFenceStatus method, it should be possible to check for unsignaled fences, and wait for them... The pb here is that my nvidia driver dll does not returns to me the address of the vkGetFenceStatus method, so i cannot hook it...
- JBeckman
Learning quite a bit here, seems a common issue is also that the wait command should have a timeout value greater than zero but from how it sounds like it's not so much that it doesn't return the state but it doesn't include the information you would require.
Hopefully the driver issues won't be too much of a blocker though or maybe less issues and more limitations against something like a development oriented driver rather than the regular consumer ones.
Good to see it does have the functionality I vaguely recalled but unfortunately it doesn't provide the data which would help with this particular problem and then from reading there's all kinds of examples and ways this could be used but the Khronos documentation already seems pretty extensive for all of these functions and how to utilize them optimally.
- Niko of Death
{
"file_format_version" : "1.0.0",
"layer" : {
"name": "VK_LAYER_reshade_overlay",
"type": "GLOBAL",
"library_path": ".\\ReShade64.dll",
"api_version": "1.1.73",
"implementation_version": "1",
"description": "crosire's ReShade post-processing injector for 64-bit",
"enable_environment": {
"ENABLE_VK_LAYER_reshade_overlay_1": "1"
},
"disable_environment": {
"DISABLE_VK_LAYER_reshade_overlay_1": "1"
}
}
}
set VK_LAYER_PATH=No Man's Sky\Binaries;%VK_LAYER_PATH%
set VK_INSTANCE_LAYERS=VK_LAYER_reshade_overlay
@start "" "No Man's Sky\Binaries\NMS.exe"
- thalixte
- Topic Author
Niko of Death wrote: Just to clarify, this is what the .json should look like
and this is what the bat should look like{ "file_format_version" : "1.0.0", "layer" : { "name": "VK_LAYER_reshade_overlay", "type": "GLOBAL", "library_path": ".\\ReShade64.dll", "api_version": "1.1.73", "implementation_version": "1", "description": "crosire's ReShade post-processing injector for 64-bit", "enable_environment": { "ENABLE_VK_LAYER_reshade_overlay_1": "1" }, "disable_environment": { "DISABLE_VK_LAYER_reshade_overlay_1": "1" } } }right? This is what is auto generated for me.set VK_LAYER_PATH=No Man's Sky\Binaries;%VK_LAYER_PATH% set VK_INSTANCE_LAYERS=VK_LAYER_reshade_overlay @start "" "No Man's Sky\Binaries\NMS.exe"
yes, it is. You can also add the VK_LAYER_STEAM environment vars, in ordeer to ensure they are disabled; like that:
set DISABLE_LAYER_NV_OPTIMUS_1=1
set DISABLE_VK_LAYER_VALVE_steam_overlay_1=1
set DISABLE_VK_LAYER_VALVE_steam_fossilize_1=1
but, according to Crosire, the Reshade layer should not conflict with the Steam layer...
The batch set the env vars necessary for the Reshade layer to start, then it starts the game...
Have you tried to launch without enabling any shaders ?
- Niko of Death
Yes, I deleted all shaders (excluding reshade.fxh, reshadeui.fxh and stuff like that), and there is no defaultini.inithalixte wrote:
Niko of Death wrote: Just to clarify, this is what the .json should look like
and this is what the bat should look like{ "file_format_version" : "1.0.0", "layer" : { "name": "VK_LAYER_reshade_overlay", "type": "GLOBAL", "library_path": ".\\ReShade64.dll", "api_version": "1.1.73", "implementation_version": "1", "description": "crosire's ReShade post-processing injector for 64-bit", "enable_environment": { "ENABLE_VK_LAYER_reshade_overlay_1": "1" }, "disable_environment": { "DISABLE_VK_LAYER_reshade_overlay_1": "1" } } }right? This is what is auto generated for me.set VK_LAYER_PATH=No Man's Sky\Binaries;%VK_LAYER_PATH% set VK_INSTANCE_LAYERS=VK_LAYER_reshade_overlay @start "" "No Man's Sky\Binaries\NMS.exe"
yes, it is. You can also add the VK_LAYER_STEAM environment vars, in ordeer to ensure they are disabled; like that:set DISABLE_LAYER_NV_OPTIMUS_1=1 set DISABLE_VK_LAYER_VALVE_steam_overlay_1=1 set DISABLE_VK_LAYER_VALVE_steam_fossilize_1=1
but, according to Crosire, the Reshade layer should not conflict with the Steam layer...
The batch set the env vars necessary for the Reshade layer to start, then it starts the game...
Have you tried to launch without enabling any shaders ?
- thalixte
- Topic Author
Niko of Death wrote: Yes, I deleted all shaders (excluding reshade.fxh, reshadeui.fxh and stuff like that), and there is no defaultini.ini
You should also remove the Reshade.ini file...
- Niko of Death
Still no luck, unfortunatelythalixte wrote:
Niko of Death wrote: Yes, I deleted all shaders (excluding reshade.fxh, reshadeui.fxh and stuff like that), and there is no defaultini.ini
You should also remove the Reshade.ini file...
EDIT: Do you use RTSS/MSI Afterburner? I usually have the overlay active, maybe that's causing it? (I have tried turning off RTSS but maybe its still hooking?)
- mirt81
Niko of Death wrote:
Still no luck, unfortunatelythalixte wrote:
Niko of Death wrote: Yes, I deleted all shaders (excluding reshade.fxh, reshadeui.fxh and stuff like that), and there is no defaultini.ini
You should also remove the Reshade.ini file...
Maybe Keep in mind the AdminRigts for NMS.exe . . . last change for me G0Gversion now i hat not to Set the AdminRights like before for Run ? ? ?
( after reinstall same Win10 with self made ISO)
- Jesped
Is there any way to fix this?
- thalixte
- Topic Author
Reshade setup.zip | mega.nz/#!34p0DCSZ!XjuEXIaQvsClfn2hDjDzhMX2j-Hh2kIGDeQxLpYIhlw |
- klotim
Is that fixable? I would really appreciate the help since its the same with brotherhood and revelations as well.
- Rayman_77
- thalixte
- Topic Author
Rayman_77 wrote: Reshade 4.3.0 crash start in the Gear 5 dx12.
Which version ? The one i provided, or the official Reshade release ? have you tried renaming dxgi.dll to d3d12.dll ? What are the Reshade's logs ?
- klotim
klotim wrote: I have an issue with Assassin's creed 2 with the depth buffer, it works perfect but the characters is not included, which ruins it since the characters gets more or less transparent at cases.
Is that fixable? I would really appreciate the help since its the same with brotherhood and revelations as well.
@thalixte Anything i can provide to help you with this issue?
- Jesped
thalixte wrote: Can you please test this one ? It fixes a bug in some D3D12 games
Same result:
It has something to do with letterbox?
- thalixte
- Topic Author
Jesped wrote:
thalixte wrote: Can you please test this one ? It fixes a bug in some D3D12 games
Same result:
It has something to do with letterbox?
Hmmm. It was not intended to fix the depth buffer viewport in Man of Medan (due to the letterbox), but 'm currently on it (don't know if i will find the clue).
- thalixte
- Topic Author
klotim wrote:
klotim wrote: I have an issue with Assassin's creed 2 with the depth buffer, it works perfect but the characters is not included, which ruins it since the characters gets more or less transparent at cases.
Is that fixable? I would really appreciate the help since its the same with brotherhood and revelations as well.
@thalixte Anything i can provide to help you with this issue?
With my last release, i have no pb with Assassin's Creed II:
- Rayman_77
thalixte wrote:
Rayman_77 wrote: Reshade 4.3.0 crash start in the Gear 5 dx12.
Which version ? The one i provided, or the official Reshade release ? have you tried renaming dxgi.dll to d3d12.dll ? What are the Reshade's logs ?
The official one, I'll try with this post and d3d12, just try Dxgi.dll.