Compatibility list

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6 years 8 months ago #281 by Koklusz
Replied by Koklusz on topic Compatibility list
Resident Evil Ultimate HD

Tested version: 0.17

Post procesing: works

Depth buffer: AA off = empty depth buffer, AA on = no depth buffer access
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6 years 8 months ago - 6 years 8 months ago #282 by Omnipotus
Replied by Omnipotus on topic Compatibility list
Compatibility List has all the new info updated from our glorious community :)

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
Last edit: 6 years 8 months ago by Omnipotus.

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6 years 8 months ago - 6 years 8 months ago #283 by strelokgunslinger
Replied by strelokgunslinger on topic Compatibility list
DEAD OR ALIVE 5 LAST ROUND

0.17 - working
d3d9.dll -- DirectX 9 [lol come on tecmo]
and NO depth buffer at all
Last edit: 6 years 8 months ago by strelokgunslinger.

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6 years 8 months ago - 6 years 8 months ago #284 by YOBA
Replied by YOBA on topic Compatibility list
All these games tested with ReShade ver 0.17

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)
Last edit: 6 years 8 months ago by YOBA. Reason: my carelessness

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6 years 8 months ago #285 by TinchO
Replied by TinchO on topic Compatibility list
@YOBA
F.E.A.R. Works perfect, you must disable AA and Soft Shadows to get depthbuffer access
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6 years 8 months ago - 6 years 8 months ago #286 by YOBA
Replied by YOBA on topic Compatibility list
@TinchO
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 !
Last edit: 6 years 8 months ago by YOBA.

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6 years 8 months ago #287 by kaicooper
Replied by kaicooper on topic Compatibility list
i was happy cus finally i got my GOG release
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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6 years 8 months ago #288 by SpinelessJelly
Replied by SpinelessJelly on topic Compatibility list
@kaicooper: Psychonauts reshaded could be great. You may need to install the Visual C++ files from Microsoft first, from here www.microsoft.com/download/details.aspx?id=30679. Also, I don't think this is the right section to post similar questions, next time try "Troubleshooting" instead.
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6 years 8 months ago - 6 years 8 months ago #289 by MonarchX
Replied by MonarchX on topic Compatibility list
Toggle Key (default Scroll Lock) does not work in any game with the latest 17.1 release. The message in the upper left corner does not show up when I press Scroll Lock. It does show up when I start whichever game and it says SweetFX Enabled. I like to compare SweetFX ON and SweetFX OFF in games, which is now impossible due to non-working Scroll Lock Toggle key...
Last edit: 6 years 8 months ago by MonarchX.

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6 years 8 months ago #290 by JBeckman
Replied by JBeckman on topic Compatibility list

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.)


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 "D:\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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6 years 8 months ago #291 by jmp909
Replied by jmp909 on topic Compatibility list
Deadlight works with dxgi.dll in \Deadlight\Binaries\Win32

no usable DoF (Depth Buffer shows black). I was hoping I'd be able to blur out the background, as it's a 2.5D scroller on a 3D engine
Warning: Spoiler!

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6 years 7 months ago #292 by vfxninjaeditor
Replied by vfxninjaeditor on topic Compatibility list
The Amazing Spider-Man - 0.17.1 - D3D9 32bit - Perfect (on rare occasion there are a few areas in the game that the depth buffer glitches on or disappears. Almost all areas of the game work though.)
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6 years 7 months ago - 6 years 7 months ago #293 by jmp909
Replied by jmp909 on topic Compatibility list
Killing Floor 2 (beta) works with dxgi.dll in \killingfloor2\Binaries\Win64

Online game so no DOF (think full release has single player mode though so that might work)
Last edit: 6 years 7 months ago by jmp909.

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6 years 7 months ago - 6 years 7 months ago #294 by vfxninjaeditor
Replied by vfxninjaeditor on topic Compatibility list
Correction for Halo 2:

In-game MSAA must be enabled to get access to the depth buffer.

Doesn't this go against what we have been told? Perhaps some other games that don't have depth buffer access have the same issue. Unlikely, but I find it weird that Halo 2 is an exception in the case of "disable MSAA and/or NVIDIA forced AA when using reshade."
Last edit: 6 years 7 months ago by vfxninjaeditor.

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6 years 7 months ago #295 by JPulowski
Replied by JPulowski on topic Compatibility list
Grand Theft Auto V:
DXGI, 64-bit.
No depth buffer.

Some users are having problems during startup. There is major stutter during startup when techniques are enabled, as a temporary workaround I suggest changing "ReShade_Start_Enabled" to "0" in Global_settings.txt. After loading the game, you may enable the effects.

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6 years 7 months ago #296 by jmp909
Replied by jmp909 on topic Compatibility list
"No depth buffer"

NOOOOOOOOOO!!!!!!! :(

is that definitely for the single player too?

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6 years 7 months ago - 6 years 7 months ago #297 by Nekrik
Replied by Nekrik on topic Compatibility list
Mortal Kombat X
DXGI, 64-bit.
Running Great, With Depth Buffer.

Update!
It seems that enabling reshade in MKX make online connection for battles very slow and disables faction war page and living towers access. Strange !
Last edit: 6 years 7 months ago by Nekrik.

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6 years 7 months ago - 6 years 7 months ago #298 by Courier
Replied by Courier on topic Compatibility list
Are you sure there is no way to access depthbuffer on GTAV by disabling the MSAA/non deferred rendering compatible AA methods?
That sucks big time if all we get is a glorified sweetfx...


Also:

Red Orchestra 2 (32bit) DX9 UE4
Works perfectly with Depthbuffer access.
Careful though because online punkbuster servers will detect reshade (external dll wrapper file) and ban you/kick you.
No issuse with VAC /SO FAR/ so use at your own discretion online.
Last edit: 6 years 7 months ago by Courier.

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6 years 7 months ago #299 by jmp909
Replied by jmp909 on topic Compatibility list
you mean GTAV!

but yes maybe someone could try turning everything off in the game (MSAA, PostFX etc) and enabling Reshade DoF? then at least we'll know if it's there or not.

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6 years 7 months ago #300 by tearz
Replied by tearz on topic Compatibility list
Just tried it, didn't work :(

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