- Posts: 123
Compatibility list
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engine: LithTech 2.4
Hook: d3d8, 32bit
reshade version: 1.1
Status: perfect
info:
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- Posts: 123
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
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- Posts: 290
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
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- Posts: 404
(I'm using DXGI.dll but D3D11.dll should work too for ReShade64.dll renaming.)
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- BFManticore
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- Posts: 1
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: 123
engine: CMX2
Hook: opengl32, 32bit
reshade version: 1.1
Status: perfect
info:
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- Posts: 123
engine:
Hook: d3d8, 32bit
reshade version: 1.1
Status: perfect
info:
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- JBeckman
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- Posts: 404
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: 123
engine:
Hook: d3d8, 32bit
reshade version: 1.1
Status: perfect
info: can not toggle effect ingame
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- Posts: 123
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: 123
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: 123
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: 123
engine:
Hook: d3d9, 32bit
reshade version: 1.1
Status: good
info: depth buffer is upside down
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- Posts: 123
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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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: 123
engine:
Hook: d3d8, 32bit
reshade version: 0.16
Status: perfect
info: newer version than 0.16 cause a CTD.
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- SilentPrayerCG
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- Posts: 80
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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- Kumbandit
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- Posts: 36
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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- traceless91
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- Posts: 4
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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- Guilaster
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- Posts: 9
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