Compatibility list
- Nerd
Bad news.SunBroDave wrote: By the time I get home from work someone better confirm that Fallout 4 has full depthbuffer access.
Just kidding, it seems to work.
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- JBeckman
Nerd wrote:
Bad news.SunBroDave wrote: By the time I get home from work someone better confirm that Fallout 4 has full depthbuffer access.
ReShade worked when I tried it briefly with the game (ReShade 1.1.0) but I didn't check the depth buffer, perhaps one just needs to enable the logarithmic mode though the TAA anti-aliasing method could be blocking it too but that's just a guess.
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- Nerd
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- Martigen
That's pretty standard. You can use the UI mask feature of Resahde to prevent effects being applied to certain areas, but this is a single static mask and not able to cope with dynamic pop-ups. We still need a solution for thisNerd wrote: Fallout 4 does give Reshade full access to the depth buffer but lens flares don't seem to work right and the DOF shaders blur the HUD popups
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- SilentPrayerCG
forgot something. REBIRTH ofc., default Isaac is flash game.
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- acknowledge
engine: LithTech 2.4
Hook: d3d8, 32bit
reshade version: 1.1
Status: perfect
info:
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- acknowledge
engine: Anvil
Hook: d3d9, 32bit
reshade version: 1.1
Status: good
info: just like Prince of Persia: The Forgotten Sands, depth buffer misses some elements(the player, some sturctures) of the game scene in the main game, which may lead SSAO look weird.And ingame MSAA works well with depth buffer.
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- Aelius Maximus
engine: Frostbite 3?
Hook: dxgi, 64bit
reshade version: 1.0
Status: works, depth buffer intermittent
info: Sized it down into a window for a brief moment, and the depth buffer started working randomly, already a stunning game, so you can imagine what it looked like with matso dof with bokeh light source and running with 10 samples.
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- JBeckman
(I'm using DXGI.dll but D3D11.dll should work too for ReShade64.dll renaming.)
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- BFManticore
engine: Cryengine
Hook: dxgi, 64bit
reshade version: 1.1
Status: perfect
info: Uses logarithmic depth buffer. The depth buffer is highly banded, though.
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- acknowledge
engine: CMX2
Hook: opengl32, 32bit
reshade version: 1.1
Status: perfect
info:
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- acknowledge
engine:
Hook: d3d8, 32bit
reshade version: 1.1
Status: perfect
info:
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- JBeckman
64-bit, DX11 - "dxgi.dll"
This game is one of those that potentially has a issue with SMAA when enabled and used with other shaders wherein the games brightness or gamma ramps up turning the game overly white / bright until the effect is toggled to disabled.
(Unsure if it happens for everyone or just certain system configurations, in my case enabling SMAA on it's own works but enabling any other effect with SMAA on causes this overly-bright display issue.)
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- acknowledge
engine:
Hook: d3d8, 32bit
reshade version: 1.1
Status: perfect
info: can not toggle effect ingame
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- acknowledge
engine:
Hook: d3d8, 32bit
reshade version: 1.1
Status: perfect
info: game must run in window mode(by modifing dword value stored in HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\ballance\Settings using regedit.exe)
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- acknowledge
engine: Frostbite 3
Hook: dxgi, 64bit
reshade version: 1.1
Status: perfect
info: unlike in early public beta reshade, SMAA works fine with BF4 in 1.1
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- acknowledge
engine:
Hook: d3d9, 32bit
reshade version: 1.1
Status: good
info: depth buffer works weird, so consider it to be "no depth buffer"
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- acknowledge
engine:
Hook: d3d9, 32bit
reshade version: 1.1
Status: good
info: depth buffer is upside down
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- acknowledge
engine: Enigma Engine
Hook: d3d9, 32bit
reshade version: 1.1
Status: good
info: reshade log says ingame MSAA is on, but I have no way to turn it off. It's strange that the "MSAA" does nothing to reduce screen aliasing.
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- acknowledge
engine: Ptero Engine II
Hook: d3d8, 32bit
reshade version: 0.19.2
Status: good
info: No depth buffer. Version beyond 0.19.2 will finally cause a CTD. Do not use together with VCStarter 1.5.1 tool cause it may bring in visual glitch.
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