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TOPIC: ReShade as part of official game binary

ReShade as part of official game binary 4 weeks 1 day ago #1

Is there a way to use ReShade as part of official game binaries? I'm developing a game using OpenGL 1.x and I can modify its rendering path (presenting the depth buffer) to work well with ReShade. It would benefit greatly from the visual enhancements. Can I ship an extra OpenGL32.dll along with presets? How would I approach this? Would it be the first "official" ReShade game in existence?
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ReShade as part of official game binary 4 weeks 1 day ago #2

This is generally fine as long as credits are given/not removed.
Cheers, crosire =)
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ReShade as part of official game binary 4 weeks 10 hours ago #3

Okay, so two more questions:
  • can I ship the "official" opengl32.dll and ReShade preset files in my own .zip file (the main page says not to do this)?
  • is there an easy way to detect ReShade running from within my game (OpenGL vendor or so)? (Is detecting 'opengl32.dll' in the application folder a good indication?)
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ReShade as part of official game binary 3 weeks 6 days ago #4

The notice on the home page is there to discourage preset creators from shipping ReShade with their presets. I have no problems with making an exception for a game release.
There is no built-in way to detect ReShade. You can however just check where you loaded opengl32.dll from, then read the version information of that file and check if the product name contains "ReShade".
Cheers, crosire =)
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ReShade as part of official game binary 3 weeks 6 days ago #5

Hi Crosire,

I apologize that already made a big mistake to distributed my mods (based on Reshade 2.x and customized base shaders files) bundled with your reshade binary file (d3d11.dll and dxgi.dll) and customized Reshade 2..x framework. The reason I'm doing this because for old people like me, It's very difficult to dealing with new Reshade GUI (after 3.x or newer).
Therefore with this post (sorry, if this may impolite, since I don't know your email to ask it personally), I would like to ask your permission to still share my mods with your Reshade binary (I always mentions credits to you and the other team members as authors and give link to this site in the readme file).

But, if you don't allow it, I promise to pull out all mods that I ready made based on your Reshade 2.x from some online sites.
And I would like to apologize with all damages that I've made.

Warm regards,
Chris
Last Edit: 3 weeks 6 days ago by crubino.
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ReShade as part of official game binary 3 weeks 4 days ago #6

I would very much prefer all traces of ReShade versions before 3 disappear from the internet as I'm not exactly proud of them. It's also easier for me to deduce bug reports if I can guarantee that people are using the latest version, because they downloaded it from this site, rather than somewhere else.
The more important question here is why you have difficulties with the GUI and what can be done to fix that.
Cheers, crosire =)
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The following user(s) said Thank You: crubino

ReShade as part of official game binary 3 weeks 3 days ago #7

Thanks Crosire,
I can understand it now. Even though you should proud with Reshade versions before 3. It's so great and wonderful. At least for someone like me.
I even a big fan of all your work since eFX (yes, I was the first person that combined eFX as proxy injector with SweetFX to made it work with windows 8 ).
Some called it as "Frankenstein SweetFX" but I didn't care as long as it can work wonderful in Windows 8 in that time. :lol:


The more important question here is why you have difficulties with the GUI and what can be done to fix that.

I have a difficult time to dealing with tabs and sliders to change some values.
And i can't get precision number with that. Sure I can double click to get it, but sometimes it works, sometimes it's not.
Sure I can edit the preset directly with notepad, but still I'm getting lost with that. Especially for shader with many parameters (e.g. DOF). I'm sorry that I may not as smart as many others people out there.
Last Edit: 3 weeks 3 days ago by crubino.
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ReShade as part of official game binary 3 weeks 3 days ago #8

crosire wrote:
There is no built-in way to detect ReShade. You can however just check where you loaded opengl32.dll from, then read the version information of that file and check if the product name contains "ReShade".

OK, I'll go with that way. One more question/feature request: is it possible to have ReShade run shaders and effects at the time the (detected) depth buffer gets cleared instead of on *present() calls? I read the OpenGL injector source code and it seems to only trigger on *present(), but it might be useful to offer an 'on detected glClear(GL_DEPTH_BUFFER_BIT)'-trigger as well so that UI elements (rendered later) don't get shaded.
Last Edit: 3 weeks 3 days ago by bugmenot.
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ReShade as part of official game binary 3 weeks 3 days ago #9

crubino wrote:
Thanks Crosire,
I can understand it now. Even though you should proud with Reshade versions before 3. It's so great and wonderful. At least for someone like me.
I even a big fan of all your work since eFX (yes, I was the first person that combined eFX as proxy injector with SweetFX to made it work with windows 8 ).
Some called it as "Frankenstein SweetFX" but I didn't care as long as it can work wonderful in Windows 8 in that time. :lol:


The more important question here is why you have difficulties with the GUI and what can be done to fix that.

I have a difficult time to dealing with tabs and sliders to change some values.
And i can't get precision number with that. Sure I can double click to get it, but sometimes it works, sometimes it's not.
Sure I can edit the preset directly with notepad, but still I'm getting lost with that. Especially for shader with many parameters (e.g. DOF). I'm sorry that I may not as smart as many others people out there.

Depending on how the game is hooking up mouse and keyboard input then for some games it's on the software and nothing you are doing that is acting up. :)
Or in other words even using modifier keys like control or shift and trying to click and set a manual value will fail although dragging the slider could still work.

But for the slider then in the shader file itself there's usually lines for how much each "tick" changes this value when dragged around so you have to open them up in a text editor and probably lower the value down further to make it easier to fine tune and have precise control. :)
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ReShade as part of official game binary 3 weeks 3 days ago #10

Control+click works for me pretty reliably when double click won't do it.
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