Compatibility list

  • Posts: 6
5 years 5 months ago #221 by occiq
Works great with Attila Total War

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  • Posts: 28
5 years 5 months ago #222 by tybalitea
some games i tried with 0.14.0 :

Divinity Dragon Commander (d3d9.dll) : no depthbuffer
Avencast (d3d9.dll) : works perfectly
Elemental UE4 benchmark (dxgi.dll, reshade64.dll) : no depthbuffer
Dynasty warriors 8 xtreme legends (d3d9.dll) : works perfectly
Back to the future (d3d9): no depthbuffer
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  • Posts: 73
5 years 5 months ago #223 by FYKC
Skyrim (d3d9.dll) works with 0.14.0 with working depthbuffer access.

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  • Posts: 11
5 years 5 months ago - 5 years 5 months ago #224 by calafate
Two Worlds 2 (d3d9.dll) works with 1.40.0 with working depthbuffer acces.

I HavenĀ“t tried the Dx10 version of the game tho, it only adds MSAA to the table so probably depthbuffer won't work in there.

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  • Posts: 28
5 years 5 months ago #225 by tybalitea
Dungeon Siege 2 (0.14.0-d3d9.dll) no depthbuffer in game, only in the menu
Jagged Alliance : Back in Action (d3d9.dll) works with 0.13.2, disable AA for the depthbuffer
Gothic 2 ( Dx11 mod needed) (0.14.0-Dxgi.dll), works perfectly ^^
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  • Posts: 22
5 years 5 months ago #226 by SkacikPL
Hyperdimension Neptunia Re;Birth 1 - Works fine but no access to depth buffer.
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  • Posts: 11
5 years 5 months ago - 5 years 5 months ago #227 by calafate
Dragon Ball Xenoverse (d3d9.dll) Works perfect with access to depthbuffer, its recommended to disable the depth of field option ingame to avoid issues
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  • Posts: 285
5 years 5 months ago - 5 years 5 months ago #228 by brussell
Unfortunately Reshade 0.15 doesn't fix the issues that I have with some dx8 games. I still get these flickering graphical glitches.
Examples (no Reshade.fx applied):

UT2004 (look at the shadow)


Hitman3 (look at the street markings, also the characters are black (since Reshade 0.15))


There is a 64bit-exe for UT2004 that uses dx9 and doesn't show this behavior. It's definitly dx8 related.

Also Hitman 3 chrashes with postfx enabled ingame. Log: pastebin.com/HhEcvLC5

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  • Posts: 86
5 years 5 months ago #229 by GroinShooter
Has anyone else tested with Thief (2014)? I couldn't get it to work... I tried in both 64bit and 32bit modes but ReShade doesn't show up ingame, even the log file is absent. Strange...

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  • Posts: 504
5 years 5 months ago - 5 years 5 months ago #230 by Wicked Sick
I got a log file for Thief:

x64 log: pastebin.com/147xjLDE

x64 trace: pastebin.com/bHys4wcE

Tried with 32 bit as well, same results. Except that with the 32bit executable I got a green line on the right side and at the bottom of the screen. Tried with Steam's overlay off and with no other overlay for FPS counting.

The green line I mentioned, only happen in the Square's video when using the 32bit executable. Nothing else changes.

32 bit ss: i.imgur.com/nIvV3ze.jpg (There's also on teh right side of the screen, but Steam didn't capture it.)

64 bit ss: i.imgur.com/EA6wKul.jpg

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  • Posts: 39
5 years 5 months ago #231 by GERgta
GTA Vice City (d3d8, 32bit): Perfect!
Tested with ReShade 0.14.0.

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  • Posts: 2
5 years 5 months ago - 5 years 5 months ago #232 by robb
Thief (2014) here too has issues with 0.15.0. Both the same with x86/x64, but x86 isn't any different for me since it doesn't even display a green line or any artifacts like Wicked Sick said . Tried with and without any overlays, modded .u files, and also added the .dll/other files to the location of the other .exe's such as "/Binaries/Win64", as well as screwing around with the graphics. The info dialogue for ReShade on a first launch does appear.
Win 8.1 x64: Tracelog / Log

GroinShooter wrote: Has anyone else tested with Thief (2014)? I couldn't get it to work... I tried in both 64bit and 32bit modes but ReShade doesn't show up ingame, even the log file is absent. Strange...

If you toss them in "/Binaries2/Win##/" it should work (log wise at least)--"/Binaries/Win##/" has been ignored since an earlier patch.



Alien: Isolation still works great with 0.15.0.

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  • Posts: 7
5 years 5 months ago - 5 years 5 months ago #233 by Sorileus86
Homeworld Remastered Collection (2015) ReShade Auto detects and installs just fine, how ever once ingame the UI has lines through it and once in a loaded game the screen is black except for the UI and ship icons.

Note that this is a OpenGL based game.

So far this issue happens with all versions of ReShade I have tried, 0.15.0.716 and 0.14.0.684

**Update**

Figured out that I had Raptr running with its overlay enabled, onced I closed out of it as restarted HW:R the effects take hold etc, I can also restart Raptr after this had happend and leave the overlay on with no ill effect so far. How ever this only lasted for 1 play period, am back to square 1 as to why I am having issues with ReShade >.<'.

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  • Posts: 6
5 years 5 months ago #234 by Predalienator
Could anyone get ReShade to work with XIII?

I tested it with ReShade version 0.15.0. and renaming the ReShade32.dll to d3d8.dll and when the game launches I get a critical error "Unknown D3D format".

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  • Posts: 48
5 years 5 months ago - 5 years 5 months ago #235 by Evan20xx

Predalienator wrote: Could anyone get ReShade to work with XIII?

I tested it with ReShade version 0.15.0. and renaming the ReShade32.dll to d3d8.dll and when the game launches I get a critical error "Unknown D3D format".


FXIII? I looked up the requirements and it appears to run on DirextX 9 so you need to rename the .dll to "d3d9.dll" without quotes.

Also FXIII is on the games list here: reshade.me/compatibility and it tells you what your .dll needs to be.

Enjoy!

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  • Posts: 48
5 years 5 months ago - 5 years 5 months ago #236 by Evan20xx
On another note.

I know there is a lot of die hard Guild Wars 1 players out there who still play and may or may not come seeking ReShade to brighten up their beloved game (I know I sure did) some more.

Guild Wars // 0.15.0 // d3d9.dll (32-bit) // Perfect // Disable in-game Anti-Aliasing to get depthbuffer access.
Trials Fusion // 0.15.0 // dxgi.dll (32-bit) // Good // No depthbuffer access.

This leads me to my next point. Shouldn't the game compatibility list tell if the game is 32 or 64 bit?

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  • Posts: 34
5 years 5 months ago #237 by Omnipotus
I've been a ghost lately, my bad :(

I just updated the Compatibility List with a handfull of missed entries from the last few pages, everything is in tip-top order now :D
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  • Posts: 3750
5 years 5 months ago #238 by crosire

Evan20xx wrote: This leads me to my next point. Shouldn't the game compatibility list tell if the game is 32 or 64 bit?

Good idea, though most are 32 bit and those being 64 bit are usually pretty easy to identify (it's common to have a "x64" somewhere in the executable or folder name).

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  • Posts: 2
5 years 5 months ago #239 by papabrowman
L.A noire has full depthbuffer access, all features work on it and they tend to be perfect!
please add it to compatibility section.
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  • Posts: 6
5 years 5 months ago - 5 years 5 months ago #240 by Predalienator

Evan20xx wrote: FXIII? I looked up the requirements and it appears to run on DirextX 9 so you need to rename the .dll to "d3d9.dll" without quotes.

Also FXIII is on the games list here: reshade.me/compatibility and it tells you what your .dll needs to be.

Enjoy!


No not FFXIII but XIII

This XIII here :P

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