Compatibility list

  • Posts: 108
4 years 4 months ago #501 by acknowledge
game: Global Operations
engine: LithTech 2.4
Hook: d3d8, 32bit
reshade version: 1.1
Status: perfect
info:

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  • Posts: 108
4 years 4 months ago - 4 years 4 months ago #502 by acknowledge
game: Assassins Creed: Revelations
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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  • Posts: 290
4 years 4 months ago - 4 years 4 months ago #503 by Aelius Maximus
game: Star Wars: Battlefront
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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  • Posts: 404
4 years 4 months ago - 4 years 4 months ago #504 by JBeckman
Just Cause 3 64-bit DX11 - Compatible, logarithmic depth buffer.
(I'm using DXGI.dll but D3D11.dll should work too for ReShade64.dll renaming.)

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  • Posts: 1
4 years 4 months ago - 4 years 4 months ago #505 by BFManticore
game: Star Citizen (Pre-Alpha Patch 1.1.3)
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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  • Posts: 108
4 years 4 months ago - 4 years 4 months ago #506 by acknowledge
game: Combat Mission Shock Force
engine: CMX2
Hook: opengl32, 32bit
reshade version: 1.1
Status: perfect
info:

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  • Posts: 108
4 years 4 months ago #507 by acknowledge
game: Amanda Tanks
engine:
Hook: d3d8, 32bit
reshade version: 1.1
Status: perfect
info:

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  • Posts: 404
4 years 4 months ago - 4 years 4 months ago #508 by JBeckman
Dragon Quest Heroes

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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  • Posts: 108
4 years 4 months ago #509 by acknowledge
game: Platoon
engine:
Hook: d3d8, 32bit
reshade version: 1.1
Status: perfect
info: can not toggle effect ingame

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  • Posts: 108
4 years 4 months ago #510 by acknowledge
game: Ballance
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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  • Posts: 108
4 years 3 months ago #511 by acknowledge
game: Battlefield 4
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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  • Posts: 108
4 years 3 months ago #512 by acknowledge
game: Don't starve(original single player version)
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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  • Posts: 108
4 years 3 months ago #513 by acknowledge
game: Tiny Troopers
engine:
Hook: d3d9, 32bit
reshade version: 1.1
Status: good
info: depth buffer is upside down

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  • Posts: 108
4 years 3 months ago - 4 years 3 months ago #514 by acknowledge
game: Blitzkrieg 2: Fall of the Reich
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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  • Posts: 108
4 years 3 months ago #515 by acknowledge
game: Vietcong 1
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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  • Posts: 108
4 years 3 months ago #516 by acknowledge
game: Commanche 4
engine:
Hook: d3d8, 32bit
reshade version: 0.16
Status: perfect
info: newer version than 0.16 cause a CTD.

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  • Posts: 58
4 years 3 months ago #517 by SilentPrayerCG
Call of Cthulhu: Dark Corners of the Earth works fine.
Only one minus - game contain many screen shaders that distort image, and z-depth effects applies after ingame shaders, because of this often AO pass become visible when screen start blurring or distort because low sanity.

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  • Posts: 36
4 years 3 months ago #518 by Kumbandit
Serious Sam HD The first Encounter (classic remake): Works fine, but depth buffer issues. The game effects and shaders are extremely customizable, having dozens of parameters for manual adjust. After messing around, at best I was able to have depth buffer only on FPS hands and the sky, so practically same as none.
Hook is d3d9.dll

Enclave: Works perfectly, depth buffer working, hook is d3d8.dll (supports OpenGL too but I couldn't test it as it is unsupported on my H/W I guess)

Total Overdose: Works fine, no depth buffer, hook is d3d9.dll

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  • Posts: 4
4 years 3 months ago #519 by traceless91
The Lord of the Rings Online:
Hook: dxgi.dll (not tested with d3d9)
Status: Perfect (depth buffer access with ingame antialiasing disabled)
Description: Depth Buffer affects HUD, which can be annoying depending on used depth effects.

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  • Posts: 9
4 years 3 months ago #520 by Guilaster
Ragnarok 2 Compatibility perfect ,put file into SHIPPING or wherever the file Rag2/RagII is, disable graphic card AA or reshade effect will flicker .

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