Depth buffer detection modifications
- Laitauriz
In Far Cry 1 i can get an incomplete depth buffer at best, and in deux Ex ( Revision Mod, directx 10 or directx 9 ) i have nothing except the weapon sometimes. I tried all that i could ( de inverted, preserve depth etc....)
- JBeckman
(Can't quite be compliant with the intended way of using this. Runtime itself is here with the latest being 1.1.120.2 and it's backwards compatible so I tend to update it when a new version comes around. vulkan.lunarg.com/sdk/home#windows )
Will be interesting to see how this is compatibility wise though I see the merge request for VLK depth buffer support now got included in the ReShade code and pending is a inclusion for UWP support, nice to cover that too when that gets included.
EDIT: Hello JSON files and full logging and the ability to enable validation layers, this could have some use for Surge 2 and Vulkan and ReShade troubleshooting if it works the way I'm thinking.
EDIT: GBuffer
Geometry buffer related crash then at least for this title though that's what I see in the log so it might not be the full story for what's happening here.
EDIT: Hmm no ReShade doesn't use or hook the G Buffer far as I know so it's probably where it crashes as the game initializes what looks like the particle system and not why it crashes just somewhere around there in the startup process and chain of events...so then the validation layers...
- NattyDread
He apparently hooks dx11 DLL with The Surge 2.
Have no idea what's happening...looks legit
- JBeckman
There's also several references in these files to the bridging .dll files used by other programs and games but the game doesn't have these files itself, might be one reason next to outdated GPU drivers (Vulkan 1.1 and whatever dependencies and vendor specific instructions they are drawing upon setting the minimum needed here.) anyway particularly for those on Windows 7 the game might not be very functional as the updates for this are optional or manual download only just as something I've observed so far.
Videos are in a WebM format too curios enough but that explains the FFmpeg codec instead of just going with BIK2 though in turn yeah that could be one method to get ReShade loaded.
(Game also supports DirectX 12 but will crash if this is attempted to be loaded since it's not entirely complete at least for the actual code otherwise that would have been a way too.)
EDIT: And for ReShade I'd probably try the latest compiled .dll (4.3.1.400) from this topic as it has a number of code additions plus the D3D12 depth buffer fix and Vulkan depth buffer support code but there's general changes and updates to ReShade itself and it might benefit API's such as D3D9 - 11 and OpenGL although it's not a final release version and anti cheat software would also be more strict with letting anything not 4.3.0 through.
EDIT: Nope it wouldn't be that simply as it turns out, hmm. Well with luck and the games ridiculous open engine and extensive logging info this might be possible to get more info out of.
- Rayman_77
pastebin.com/mQXvwVjP
- mirt81
RiverTunerStatisticServer 7.2.2 lets run NMS - Vulkan with ReShade
RiverTunerStatisticServer 7.2.3 pevent NMS - Vulkan run with ReShade
- Wicked Sick
thalixte wrote:
Niko of Death wrote:
I'm trying with GOG NMS, still no luck. Tried with both your zip and compiling from latest source myself. Here's my debug log: pastebin.com/QVa9GNfRthalixte wrote: Can you please test this one ? It normally gives access to depth buffer in all Vulkan games i tried
Reshade setup.zip mega.nz/#!a1BknSZK!1unWubf_jffPqhQB2iOgNDUxzHLKP6ga6jfqljeXQJI
To test it, you have to use the Reshade installer, which will create a .bat file in the game folder. In order for Reshade to work with the vulkan API, you have to launch the game with this created batch file.
For Steam user: it conflicts with the Steam vulkan layers. So, disable them before testing.
More luck with this one: mega.nz/#!f1whxQDb!uC21xGpMgIfObf8WLl17JasiLVml6Ac9Ix8ejFeoKVY ?
- thalixte
- Topic Author
mirt81 wrote: For Infomatik
RiverTunerStatisticServer 7.2.2 lets run NMS - Vulkan with ReShade
RiverTunerStatisticServer 7.2.3 pevent NMS - Vulkan run with ReShade
Well, thks a lot for this info ! Will check as soon as i can...
- thalixte
- Topic Author
Wicked Sick wrote: Do you guys have success opening this link? I get an error. I would like to try again.
thalixte wrote:
Niko of Death wrote:
I'm trying with GOG NMS, still no luck. Tried with both your zip and compiling from latest source myself. Here's my debug log: pastebin.com/QVa9GNfRthalixte wrote: Can you please test this one ? It normally gives access to depth buffer in all Vulkan games i tried
Reshade setup.zip mega.nz/#!a1BknSZK!1unWubf_jffPqhQB2iOgNDUxzHLKP6ga6jfqljeXQJI
To test it, you have to use the Reshade installer, which will create a .bat file in the game folder. In order for Reshade to work with the vulkan API, you have to launch the game with this created batch file.
For Steam user: it conflicts with the Steam vulkan layers. So, disable them before testing.
More luck with this one: mega.nz/#!f1whxQDb!uC21xGpMgIfObf8WLl17JasiLVml6Ac9Ix8ejFeoKVY ?
Well, here is the latest build i made:
Reshade setup.zip | mega.nz/#!C0ojlQbI!HTTPIw1wMCVDHPad_gB-esCFVYjQSl0UN4TpNSBZOdQ |
- JBeckman
(.386 and .385 specifically with the newest I am aware of being 4.3.1.400 from the 13th.)
Not a big issue as such and the current low-level games installed would be Rage 2 and Surge 2 but there's some smaller possibly game specific issues and for the rest it's working really well. Nice to see initial support and code for UWP titles too from comparing with the newest Github commits.
(Outer World from Obsidian might benefit from that when it comes out since I am not a huge fan of EGS until that deal is over with 6-12 months later on.)
Hmm wonder if the next version is getting close to a release state once this UWP support code has been merged in and then there's one more pending code commit for a shader feature I think?
Looking good.
(VLK, UWP, D3D12 and other general fixes and improvements since 4.3.0 came out.)
EDIT: Also need to see what's doing that with Mega Upload but eh it's not a huge problem, more of a curiosity though I can hopefully find out and resolve it eventually.
- thalixte
- Topic Author
JBeckman wrote: Wonder if Mega is acting up again, this gives builds from September 10th.
(.386 and .385 specifically with the newest I am aware of being 4.3.1.400 from the 13th.)
Not a big issue as such and the current low-level games installed would be Rage 2 and Surge 2 but there's some smaller possibly game specific issues and for the rest it's working really well. Nice to see initial support and code for UWP titles too from comparing with the newest Github commits.
(Outer World from Obsidian might benefit from that when it comes out since I am not a huge fan of EGS until that deal is over with 6-12 months later on.)
Hmm wonder if the next version is getting close to a release state once this UWP support code has been merged in and then there's one more pending code commit for a shader feature I think?
Looking good.
(VLK, UWP, D3D12 and other general fixes and improvements since 4.3.0 came out.)
EDIT: Also need to see what's doing that with Mega Upload but eh it's not a huge problem, more of a curiosity though I can hopefully find out and resolve it eventually.
Hi Jonas Why don't you join us on the Reshade Discord server ? The latest experimental builds are also available on it...
- JBeckman
Hitting a couple of issues and trying to figure out what those were from although looking at the broader picture with the numerous less than standard implementations and solutions in code for games and elsewhere it's almost surprising software like ReShade works a well as it does and is as compatible as it is so it's been quite a learning experience after seeing that.
No wonder there's all these options and settings and many others could probably be added but would likely be complicating the software setup for ReShade and profiles greatly.
Will be interesting to see how UWP and Win10 Store support ends up too since by default without getting creative users have limited access to these folders though that can be resolved in various ways if the files have to be in various folders short of using a loader or proxy injecting the ReShade .dll files.
(VLK and D3D12 are interesting too though there's the game side itself and then third party software and the driver side plus for VLK the runtime software and for D3D12 the Windows OS itself and now also in some capacity Windows 7 too.)
EDIT: Wait...does that mean that is the latest build then? Hah so what's this other version then and where did that even come from. Confused but oh well nothing new there.
(No those were indeed the latest files and then the other one was some test for something else possibly D3D12 related but only for the x64 dll file. )
- mirt81
Are ReShade Version 4.3.1.400 existing ? dont have knowledge to build self frrom Git
So far because RivaTuner i using 7.2.2 wouldnt harm me:
- sajittarius
thalixte wrote: Hi Jonas Why don't you join us on the Reshade Discord server ? The latest experimental builds are also available on it...
I joined, had to join Reshade Discord and go to #relevant-discords channel, then joined PGhub and went to #reshade-builds
Thanks for the info!
Edit: looks like there are a few builds, some have UWP support, some regular. For example:
"Latest, non-UWP with Emulator support" says 4.4.0.844 (x86) + 4.4.0.845 (x64)
"up-to-date with UWP stuff." says 4.4.0.838 + 4.4.0.839
So basically, some good stuff in there
- JBeckman
github.com/crosire/reshade/commits/master
Code cleanup, something for the video players and a few other merges.
For Vulkan itself it looks like the September 25th additions are a good inclusion and then there's a couple of pending commits and probably a bit more work on emulation and what the UWP commit will end up as once it's merged in and finished.
Pretty extensive update for 4.4.0 though it's been a while since 4.3.0 now so no surprises really.
EDIT: From my understanding at least, game specific issues and compatibility quirks are also a thing but well that's how things are I suppose.
EDIT: Although for the emulator merge I think it's mostly from using profiles for a specific couple of emulators which Crosire is trying to avoid with ReShade which considering the number of titles using API's wrong or doing all kinds of weird stuff that's pretty impressive how that design has held up over the years now.
- sajittarius
At least Nvidia Freestyle works, at the very least it helps with fixing gamma/contrast (the lighting in Surge 2 is kind of weird, like they were going for super harsh cinematic lighting or something).
- JBeckman
There's various Windows system files and even the Vulkan loader files directly in the game folder for compatibility reasons I assume instead of relying on the OS and the Vulkan loader or runtime also bundled with the display driver.
Although since it's not modified further ReShade64 called as a extension should still be loaded but it sounds like it still crashes.
From what I am hearing the beta also worked better and looked less messy but at least the gamma issue is being investigated since it seems either broken or something was scaled back or adjusted from the beta and review builds to the release build which is why the game look a bit odd or even flat at times.
Guess Youngblood, Rage 2 and now Surge 2 aren't going to be very cooperative even with the latest VLK additions for ReShade included.
Had hoped to get more info particularly from Surge 2 with it's pretty in-depth logging functionality but that hasn't helped quite as much and some of the dev and debug features were quietly disabled in the first hotfix so that also removes a few of the things that could have been tested.
- sajittarius
- Aelius Maximus
- sajittarius
Aelius Maximus wrote: Does anyone know how to test the new UWP builds on any of the UWP titles? Seems pretty impossible to me considering everything is encrypted and locked down?
I'm also curious how this works. I know the Vulkan support creates extra stuff (json and bat file in the games exe folder), but UWP apps restrict the folder pretty heavily.