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  • Posts: 131
4 years 11 months ago #341 by BrandonHortman
No depth buffer on Wolfenstien The New Blood
=,(
SMAA darkens the entire screen.

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4 years 11 months ago #342 by amoebae
Latest release 0.18.2 (w/Framework) works with The Sims 4 (which I'm sure you're all super glad to know).

Toggle doesn't reliably work, but then I've never been able to get the toggle to reliably work in earlier versions in other games where it was working fine for others, so it could well just be that I haven't sacrificed the correct number of puppies to the right gods yet. F12 to toggle split screen worked twice, but sadly no more. It's like I use up my allotted key press allowance and then am denied any more until I eat my greens.

I have no experience with depth buffer effects so I don't know what I should be looking for or how to test if that works. Trying each AO version does nothing but TS4 has its own version already. DOF blurs the entire screen, but that could just be that I don't know how to use it yet (is there a tutorial anywhere?). Turning off manual focus removes the blur and replaces it with weird lines on everything. TS4 has its own peculiar (and terrible) version of dof -- no idea if there's some interacting/conflicts going on under the hood.

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  • Posts: 133
4 years 11 months ago #343 by SpinelessJelly
Hey Amo. Right next to the split screen option in Common_settings.cfg there's a displaydepth setting (F12 should toggle that, not the split screen?). If there's a depth buffer detected you should be able to see the scene rendered as simple black and white objects - if not you'll get a completely black or white screen. Driver AA interferes with depth buffer detection so it should be off, ingame MSAA too. The effects that need depth info are mainly ambient occlusion and dof.
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  • Posts: 290
4 years 11 months ago #344 by Aelius Maximus

BrandonHortman wrote: No depth buffer on Wolfenstien The New Blood
=,(
SMAA darkens the entire screen.


Strange seeing as The New Order has a depth buffer?
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  • Posts: 123
4 years 11 months ago #345 by strelokgunslinger

Aelius Maximus wrote:

BrandonHortman wrote: No depth buffer on Wolfenstien The New Blood
=,(
SMAA darkens the entire screen.


Strange seeing as The New Order has a depth buffer?


give me 1 more hour so I can test that
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  • Posts: 131
4 years 11 months ago #346 by BrandonHortman
I'm not sure. The version of ReShade did some wild stuff to The New Order when I was playing it, I heard they fixed it since though, I just moved on to other games.

I just got a black screen when I set #define RFX_DisplayDepth to 1 also

Manual focus almost worked, but it blurred all kinds of stuff. =\

I haven't bought a first person game yet that had depth buffer access. I want my money back because ReShade doesn't work haha

*I think the game is shaded really well though*

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  • Posts: 28
4 years 11 months ago #347 by tybalitea
@strelokgunslinger
Could you make a depthbuffer test with turok please ?

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  • Posts: 131
4 years 11 months ago #348 by BrandonHortman
Wolfenstein: The New Order DOF works. :cheer:

I was mistaken. It surprisingly works perfectly fine now. I have no idea why I couldn't get it to work in the first scene.

Both AA techniques darken the screen significantly.

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4 years 11 months ago #349 by Ganossa

BrandonHortman wrote: Wolfenstein: The New Order DOF works. :cheer:

I was mistaken. It surprisingly works perfectly fine now. I have no idea why I couldn't get it to work in the first scene.

Both AA techniques darken the screen significantly.


For SMAA at least I know that the OGL fix is not yet implemened cause it threw me errors on dx9 when I tried last time. I will look into it again for the next release.
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  • Posts: 123
4 years 11 months ago #350 by strelokgunslinger

tybalitea wrote: @strelokgunslinger
Could you make a depthbuffer test with turok please ?


If it wasn't noticeable the depth buffer works, I made the far focus 1.0 and near focus was 10 in the video
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  • Posts: 209
4 years 11 months ago #351 by SunBroDave
Reshade v0.18.2, opengl32.dll, 32-bit

Project64 + GlideN64 v1.0 Plugin - Depthbuffer Access works



Only problem is that when objects are in motion, the depthbuffer lags behind the actual object. Here's an example (look at the dog, and the AO trying to catch up to him):


Crosire, anything you can do about that?

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4 years 11 months ago #352 by crosire

SunBroDave wrote: Crosire, anything you can do about that?

I can only do as much as grabbing the depth buffer, actually modifying it isn't done easily.

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4 years 11 months ago #353 by Kleio420

SunBroDave wrote: Reshade v0.18.2, opengl32.dll, 32-bit

Project64 + GlideN64 v1.0 Plugin - Depthbuffer Access works


Crosire, anything you can do about that?

maybe try getting into contact with the group who has been running the emulator project see if they have any input on it this might get you further then asking here :silly: cause this would be great to go back and replay these games with updated visuals

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  • Posts: 292
4 years 11 months ago #354 by matsilagi
Re-Volt OpenGL (RVGL) - Good
Depth Buffer access is problematic on this one, works correctly only when in the pause screen/menu/car is respawning.

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  • Posts: 15
4 years 11 months ago #355 by valkyrjur
SMAA through reshade makes fifa 15 crash. I disabled all interfaces layers (Origin) and with radeon pro closed, just reshade 18.0.3 + framework with only smaa active and the game crash after few minutes playing a match (offline and online).
I tried smaa through radeonpro and works fine.

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  • Posts: 249
4 years 10 months ago #356 by Constantine PC
Forgive me if this was already said, but GTA V has no depth buffer access online.
Or at least it didn't for me. I didn't host any lobbies I was in the freemode lobby and I had no access.

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  • Posts: 133
4 years 10 months ago - 4 years 10 months ago #357 by SpinelessJelly
Reshade switches off depth buffer access as soon as net code kicks in, that's for every game out there.
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  • Posts: 95
4 years 10 months ago #358 by NattyDread
The Witcher 3 works ok I guess with ReShade 0.18.4 Public Beta with Framework
The depth buffer (logarithmic only) seems to be inverted as the manual focus depth works inverted. The outcome is that close objects (in focus) leave some kind of halo on the bg (look at Geralt's head) and AO looks broken.
I can't seem to get the raw depth buffer to display (F12) and toggle (VK_SCROLL) doesn't work (I guess that's linked).

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  • Posts: 123
4 years 10 months ago - 4 years 10 months ago #359 by strelokgunslinger

NattyDread wrote: The Witcher 3 works ok I guess with ReShade 0.18.4 Public Beta with Framework
The depth buffer (logarithmic only) seems to be inverted as the manual focus depth works inverted. The outcome is that close objects (in focus) leave some kind of halo on the bg (look at Geralt's head) and AO looks broken.
I can't seem to get the raw depth buffer to display (F12) and toggle (VK_SCROLL) doesn't work (I guess that's linked).


most of the dof artifacts so to speak can be fixed by using auto focus


Then again using it for gameplay is never an option for me only screenshots.

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4 years 10 months ago #360 by Merpitymerp
Space Engineers (64 bit), d3d9, perfect.

I just tested Space Engineers (installed into /Bin64/) with d3d9.dll and it works perfectly with a depth buffer. It looks like something out of a space-y movie.
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