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5 years 2 months ago #43 by perseusveil
Grid 2 - perfect - dxgi
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5 years 2 months ago - 5 years 2 months ago #44 by robgrab
Updated my previous list to include:
Condemned: Criminal Origins - Works great although the depth buffer access is so light that it makes everything blurry. Here's a video I did of the depth buffer. Stupid question: Is there a way to increase the "contrast" of the depth buffer? [d3d9.dll]

I also get these two lines whenever I enable Tonemap
C:\Program Files (x86)\Steam\steamapps\common\Condemned Criminal Origins\/SweetFX\Shaders\Tonemap.h(31, 18): warning X3206: implicit truncation of vector type
C:\Program Files (x86)\Steam\steamapps\common\Condemned Criminal Origins\Shader@0x05F67860(26,7): warning X3206: implicit truncation of vector type
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5 years 2 months ago - 5 years 2 months ago #45 by strelokgunslinger
@crosire my steam is having dem issues..

but...

pre release version 0.13.0.657

trace: pastebin.com/c5L6itnS

Wolfenstein TNO seems to work well now

some effects used from the latest ME fx
#define USE_CHAPMAN_LES
#define USE_SWFX_TECHNICOLOR 1
#define USE_BLOOM 1

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5 years 2 months ago - 5 years 2 months ago #46 by crosire

strelokgunslinger wrote: Wolfenstein TNO seems to work well now

Great! So 5+ hours of banging my head on the keyboard and basically rewriting the whole OpenGL hooking system finally did make a change =)
A lot of "Failed to present" in the log there, but whatever, as long as it works...

robgrab wrote: I also get these two lines whenever I enable Tonemap

Find the line that says
float A2 = Bleach * color.rgb;
int the tonemap shader and replace it with (I think that line is already there, so just comment the wrong line out and the following line in)
float3 A2 = Bleach * color.rgb;
EDIT: About the depthbuffer: Yes, that is possible, the depthbuffer "depths" are changing from game to game, so to use (and visualize) it values are linearized with a common near and far plane constant. Those can be usually changed in the shader configuration for the DoF shader you want to use.

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5 years 2 months ago #47 by perseusveil
When loading Chronicles of Riddick : Assault on Dark Athena, I got the same error code as I did in Rage. Looks like that's fixed in .13? Can't wait!

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5 years 2 months ago #48 by perseusveil
FEAR 3 (F3AR) - works, no depthbuffer acess - d3d9
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5 years 2 months ago #49 by Nekrik
Crosire i just tried ACE COMBAT ASSAULT HORIZON Enhanced Edition with all reshade versions. Works ok but with no depth buffer access
hook: d3d9.dll
Reshade Version 0.13.0
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5 years 2 months ago #50 by SpinelessJelly
Alan Wake: Works perfectly.
Reshade version 0.13.0 with MasterEffect ReBorn 1.0.340.
Used d3d9.dll, the automatic setup routine fails.
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5 years 2 months ago #51 by perseusveil
Risen 2 : perfect : d3d9.dll
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5 years 2 months ago - 5 years 2 months ago #52 by matsilagi
MegaRace 3 with ReShade 0.13.0

Now works perfectly
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5 years 2 months ago - 5 years 2 months ago #53 by apu889
Marc Ecko's Getting Up: Content Under Pressure, using d3d8.dll of ReShade directly gimme this error:
File Attachment:
but, using d3d9 and chained it with Boris Vorontsov's DX8 to DX9 convertor it works fine Tony Hawk's: American Wasteland,works perfectly using d3d9 hook. But sometimes if you go to skateshop and selecting your created graphic deck, the game crashesReShade v0.13.0
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5 years 2 months ago - 5 years 2 months ago #54 by strelokgunslinger

apu889 wrote:


Do you know any good patches to fix aspect ratio / resolution / fov / hud for that game? Marc Ecko's Getting Up: Content Under Pressure,

0.13.x , Watch Dogs, perfect + depth buffer
might have a glitch with steam, needs confirmation from another person


right click view image, for full size

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5 years 2 months ago #55 by Deriest
Rift crashes after character selection. I tested with versions 11.1, 12, and 13.
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5 years 2 months ago #56 by strelokgunslinger
SNOW The Game -- early access

0.13.x
Supported with Depth Buffer
dxgi.dll / x64 [tested with x64 exe.. CryEngine so there are two to choose from]
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5 years 2 months ago #57 by robgrab
Saint's Row IV

Works PERFECT! [dxgi.dll]

I even made a Preset for it.

Here's a COMPARISON.
Here's the PRESET .

Make sure Post Processing Detail is turned OFF in-game.
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5 years 2 months ago - 5 years 2 months ago #58 by ZabaZu
I goofed again. Guild Wars 2 works (at least with 0.13.0), I had supersampling on in-game (I forgot that was even an option, sorry). The depth buffer is....kinda there. It is perfect while standing still. However, after moving for about 1 sec, ReShade can no longer read it. Stopping again makes the depth buffer show back up. Also, crashing problems are fixed if you don't use supersampling. To sum it up in easy to read form:

Guild Wars 2, d3d9.dll, 0.13.0, Disappearing depth buffer.

Also, there are a few games where you can force real AA and still get access to the depth buffer. In Sonic Generations, I'm using 4xSGSSAA along with ReShade and get perfect depth buffer access.
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5 years 2 months ago #59 by strelokgunslinger
Crash Time II [2]
d3d9 / x86
0.13.x supported
with depth buffer
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5 years 2 months ago #60 by ScarecrowDM
The Witcher 1 (DX9) is working flawless, but no depthbuffer access as far I could see.
Using 0.13 + Master Effect.

Warning: Spoiler! [ Click to expand ]
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5 years 2 months ago - 5 years 2 months ago #61 by SiriusHours
all version have worked fine with GTAIV. d3d9.dll. Depth buffer works too, havent noticed any issues with either sweetfx version or Martys MER.
I dont know if you care or not but ENB works, but lots of crashes for whatever reason. Never had an issue on a vanilla/fresh install for the game either. Patch 1.0.7.0 and EFLC.

LOGS pastebin
--When it works w/ENB. log as is
Warning: Spoiler! [ Click to expand ]


--When it doesnt work w/ENB
Warning: Spoiler! [ Click to expand ]
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5 years 2 months ago #62 by crosire

SiriusHours wrote: I dont know if you care or not but ENB works, but lots of crashes for whatever reason.

Looks to me like the hooking interfers (which depending on who hooks first works or crashes): The crashing log shows "Direct3DCreate9" called repeatingly, which I asume means it calls itself again and again, because the information about where the original function lies is lost during that overwriting.

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