Compatibility list
- Mike Gous
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- huss93
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- SunBroDave
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- Revolvere
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- JBeckman
Revolvere wrote: The Elder Scrolls Online | Crash // Version 0.16.0 // d3d9.dll & dxgi.dll
That's normal, on the forums you can find posts stating that it's OK to use SweetFx (And ENB too under D3D9.) but the game has some form of protection so you need to use a workaround.
First we'll check said copy protection, you can skip this if you want but for verification that this actually exists go to the folder with the games exe file ( .\The Elder Scrolls Online\game\client ) and copy over Sweet.Fx or ReShade.Fx and start the game, these files do absolutely nothing on their own but the game will now crash with a error message, this is the protection I mentioned, it kicks in when it detects foreign files in the exe folder, I don't know how it works but we need to work around it (This could potentially be against some EULA or other rule so it's a risk just so you know it, I've been using it for over a week now however with no issue.) anyways copy over dxgi.dll from the 32-bit version of ReShade32.dll (Copy the file and rename it, nothing special there.) or if you have the game running in DX9 mode name it d3d9.dll instead.
I prefer to skip the welcome message from ReShade so I create a dxgi.log or d3d9.log file, this makes ReShade detect it (Used for logging information.) and the message will not show up.
With only these two files present (.dll and .log) the game will start, I guess the .dll will be accepted as a Windows file and there's no additional checks (yet) and maybe log files are OK as you can't really do anything to the game with one, I don't know why but this works.
The game starts and ReShade will give a little message in the left corner about how no effects are currently loaded, we have to correct that.
Copy over Sweet.fx / ReShade.fx and any required folders such as "SweetFX" or "MasterEffect" (And MasterEffect.h if you use MasterEffect.) now there's no way yet to reload the shaders far as I know so we need to force it by switching from borderless to windowed or well anything like that and back to your preferred again and ReShade will reload when the game re-initializes after the view mode switch.
It will work now but don't forget to remove the files after exiting the game or it'll crash when you next start it, yeah it's a mess but it's the only way at the moment to get it to work, you can keep dxgi.dll and dxgi.log / d3d9.dll and d3d9.log but everything else has to be moved back from that folder.
(Information taken from a thread in this forum, I had problems with this too until I found this information.)
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- Predalienator
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- Euda
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- SunBroDave
Its a multiplayer game right? Multiplayer = no depth buffer = no ssaoPredalienator wrote: Anyone tried getting SSAO to work in Counter Strike Source? I'm using MasterEffects + ReShade v0.16 and already disabled the in-game MSAA.
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- Mobeeuz
Wicked Sick wrote: Fahrenheit (Indigo Prophecy) crashes after selecting the profile, may crash even before that. This is the log file:
pastebin.com/7QWttPXP
However, if you disable Steam overlay, the game will boot up just fine:
If you change the fullscreen parameter in the Fahrenheit.ini if will also load.
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- Revolvere
Revolvere wrote: The Elder Scrolls Online | Crash // Version 0.16.0 // d3d9.dll & dxgi.dll
JBeckman wrote:
That's normal, on the forums you can find posts stating that it's OK to use SweetFx (And ENB too under D3D9.) but the game has some form of protection so you need to use a workaround.
First we'll check said copy protection, you can skip this if you want but for verification that this actually exists go to the folder with the games exe file ( .\The Elder Scrolls Online\game\client ) and copy over Sweet.Fx or ReShade.Fx and start the game, these files do absolutely nothing on their own but the game will now crash with a error message, this is the protection I mentioned, it kicks in when it detects foreign files in the exe folder, I don't know how it works but we need to work around it (This could potentially be against some EULA or other rule so it's a risk just so you know it, I've been using it for over a week now however with no issue.) anyways copy over dxgi.dll from the 32-bit version of ReShade32.dll (Copy the file and rename it, nothing special there.) or if you have the game running in DX9 mode name it d3d9.dll instead.
I prefer to skip the welcome message from ReShade so I create a dxgi.log or d3d9.log file, this makes ReShade detect it (Used for logging information.) and the message will not show up.
With only these two files present (.dll and .log) the game will start, I guess the .dll will be accepted as a Windows file and there's no additional checks (yet) and maybe log files are OK as you can't really do anything to the game with one, I don't know why but this works.
The game starts and ReShade will give a little message in the left corner about how no effects are currently loaded, we have to correct that.
Copy over Sweet.fx / ReShade.fx and any required folders such as "SweetFX" or "MasterEffect" (And MasterEffect.h if you use MasterEffect.) now there's no way yet to reload the shaders far as I know so we need to force it by switching from borderless to windowed or well anything like that and back to your preferred again and ReShade will reload when the game re-initializes after the view mode switch.
It will work now but don't forget to remove the files after exiting the game or it'll crash when you next start it, yeah it's a mess but it's the only way at the moment to get it to work, you can keep dxgi.dll and dxgi.log / d3d9.dll and d3d9.log but everything else has to be moved back from that folder.
(Information taken from a thread in this forum, I had problems with this too until I found this information.)
Bah! That's a bit much. Very well said though, I'll try it out for myself. Thank you!
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- Koklusz
Tested version: 0.17
Post procesing: works
Depth buffer: AA off = empty depth buffer, AA on = no depth buffer access
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- Omnipotus
I've personally tested the following:
- Antisquad
- Ascendant
- Avoid Sensory Overload
- Oddworld: Strangers Wrath
- R.U.S.E
- Strider
- Superbrothers: Sword & Sworcery EP
- Typing of the Dead: Overkill
- Valdis Story: Abyssal City
- Velocibox
- Verde Station
- Volgarr the Viking
- Words for Evil
- Year Walk
- Yaiba: Ninja Gaiden Z
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- strelokgunslinger
0.17 - working
d3d9.dll -- DirectX 9 [lol come on tecmo]
and NO depth buffer at all
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- YOBA
Exanima
API: opengl32.dll
Works perfect (with Z-access)
Just Cause 2
API: d3d9.dll
Works good (with Z-access, but very limited (disable in-game AA))
Octodad - Dadliest Catch
API: opengl32.dll
Works perfect (disable in-game AA to access depthbuffer)
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- TinchO
F.E.A.R. Works perfect, you must disable AA and Soft Shadows to get depthbuffer access
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- YOBA
About depthbuffer access:
I know about this method decision problem with disable AA, but also with disable Soft Shadows (my mistake - it was necessary to thoroughly review the compatibility list)... Thanks ! It really works !
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- kaicooper
Psychonauts
but i tried Reshade with it but its not working
it gives me Micorsoft Visual error
rest game working
what to do
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- SpinelessJelly
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- MonarchX
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- JBeckman
Revolvere wrote:
Revolvere wrote: The Elder Scrolls Online | Crash // Version 0.16.0 // d3d9.dll & dxgi.dll
JBeckman wrote:
That's normal, on the forums you can find posts stating that it's OK to use SweetFx (And ENB too under D3D9.) but the game has some form of protection so you need to use a workaround.
First we'll check said copy protection, you can skip this if you want but for verification that this actually exists go to the folder with the games exe file ( .\The Elder Scrolls Online\game\client ) and copy over Sweet.Fx or ReShade.Fx and start the game, these files do absolutely nothing on their own but the game will now crash with a error message, this is the protection I mentioned, it kicks in when it detects foreign files in the exe folder, I don't know how it works but we need to work around it (This could potentially be against some EULA or other rule so it's a risk just so you know it, I've been using it for over a week now however with no issue.) anyways copy over dxgi.dll from the 32-bit version of ReShade32.dll (Copy the file and rename it, nothing special there.) or if you have the game running in DX9 mode name it d3d9.dll instead.
I prefer to skip the welcome message from ReShade so I create a dxgi.log or d3d9.log file, this makes ReShade detect it (Used for logging information.) and the message will not show up.
With only these two files present (.dll and .log) the game will start, I guess the .dll will be accepted as a Windows file and there's no additional checks (yet) and maybe log files are OK as you can't really do anything to the game with one, I don't know why but this works.
The game starts and ReShade will give a little message in the left corner about how no effects are currently loaded, we have to correct that.
Copy over Sweet.fx / ReShade.fx and any required folders such as "SweetFX" or "MasterEffect" (And MasterEffect.h if you use MasterEffect.) now there's no way yet to reload the shaders far as I know so we need to force it by switching from borderless to windowed or well anything like that and back to your preferred again and ReShade will reload when the game re-initializes after the view mode switch.
It will work now but don't forget to remove the files after exiting the game or it'll crash when you next start it, yeah it's a mess but it's the only way at the moment to get it to work, you can keep dxgi.dll and dxgi.log / d3d9.dll and d3d9.log but everything else has to be moved back from that folder.
(Information taken from a thread in this forum, I had problems with this too until I found this information.)
Bah! That's a bit much. Very well said though, I'll try it out for myself. Thank you!
Took another stab at it, copying ReShade.fx into the .\game\client folder will allow the game to start but copying the folder "ReShade" over will cause a crash, creating a new folder with nothing in it will also cause a crash but you can place whatever files you want.
Tried opening ReShade.fx from the 0.17.1 release with the "Framework" pack of shaders and changing it to read a different path to the ReShade folder files but I guess it has to be in the existing folder as "\Reshade\*" did not work and neither did ".\Reshade\*"
No idea why the game crashes when you create a new folder in the dir with the game exe and other binaries, might just be a bug then and not some protection system against injectors but I have no idea.
(Not sure if you can set ReShade to load it's settings from another folder either.)
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