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TOPIC: 1.1

1.1 1 year 1 month ago #1

  • crosire
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Below are the changes made to the ReShade 1.1 binaries. This update also features some major changes to the ReShade Framework Mediator tool by Lucifer, which is much simpler to use now. This includes an introduction tutorial/wizard when the Mediator is first started, direct jumping between the pipeline tab and settings via clicking on the desired effect (and jumping back with a right mouse click) and more. Besides the changes a whole bunch of new effects where added too (like there weren't enough already ;) ). Also added a REFERENCE.txt file to the download with a full list of features of the ReShade FX shader language.

Changelog

1.1.0:
  • Added basic Direct3D 12 hooks (but no renderer yet)
  • Added some simple GUI widgets for testing (currently disabled)
  • Changed uniform updating to happen only once per frame instead of on every technique
  • Changed some renderer calls for minor performance improvements
  • Changed network traffic detection to only observe upload traffic
  • Fixed OpenGL renderer initialization not preserving the OpenGL state
  • Fixed internal shader compiler error when using expression sequences in variable declarator lists
  • Fixed rendering failing in Direct3D9 if software processing is enabled
  • Fixed hook installation returning an error if hook was already installed
  • Fixed OpenGL renderer not cleaning up effects
  • Removed draw activity check from Direct3D9 renderer
Cheers, crosire =)
Last Edit: 1 year 1 month ago by crosire.
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1.1 1 year 1 month ago #2

  • Enko
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God bless. The moment I get my paycheck I'll donate in a heartbeat. Than you so much to all for this.
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1.1 1 year 1 month ago #3

  • MonarchX
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Thanks! Weren't there 40+ changes? I guess they were very technical changes, several changes per a single listed change.
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1.1 1 year 1 month ago #4

  • crosire
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MonarchX wrote:
Thanks! Weren't there 40+ changes? I guess they were very technical changes, several changes per a single listed change.
Yes. Those were the number of GIT commits, not all of them relate to things that make sense to put on a changelog. Plus I ended up reversing some changes again, because I didn't like their outcome.
Cheers, crosire =)
Last Edit: 1 year 1 month ago by crosire.
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1.1 1 year 1 month ago #5

  • OtisInf
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Thanks for including the reference text! :)
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1.1 1 year 1 month ago #6

  • Ganossa
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MonarchX wrote:
Thanks! Weren't there 40+ changes? I guess they were very technical changes, several changes per a single listed change.

Well then, let me add to that list with changes to Mediator and Shader of which Crosire already mentioned a few ;)

Mediator Changes (big thanks to all your feedback)
  • Many, many fixes according to the user feedback
  • Integrated Step by Step tutorial
  • Full screen offline preview (in its first iteration)
  • Improved offline preview rendering order
  • Direct (Left-Click) link from pipeline to shader tabs and back (Right-Click)
  • Fixed pipeline flickering
  • Increased support for tabs for one shader from 2 to 5 (see new DoF shader from Marty)
  • Overhauled relationship between and purpose of application profiles and presets

Shader Changes (big thanks to all the user ports and of course Marty's and JPulowski's hard work)
  • As requested, added Magnify shader
  • As requested, added pseudo depth buffer option
  • As requested, added DOSFX shader
  • As requested, added HSV shader
  • As requested, added HQ4X shader
  • As requested, added VHS shader
  • As requested, added DaltonizeFX shader
  • Added Marty's Improved Reflective Bump Mapping shader
  • Added Marty's new Depth of Field shader
  • Added Marty's overhauled AO shader
  • Added Marty's YACA shader
  • Added overhauled Adaptive Sharpen, implemented by JPulowski
  • Fixed AO and DoF reordering issue

I might have forgotten a few changes but that should be most of them.
My thanks go to all the people that worked on this update and also the user support (especially many users that port shader for others which makes it easier for me to include them into the final release) and feedback!

Enjoy and thank you for the release and constant improvements Crosire!
Last Edit: 1 year 1 month ago by Ganossa.
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1.1 1 year 1 month ago #7

  • Wicked Sick
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Lucifer, what about if the Mediator showed to the user it's version and ReShade's dlls version stored in it's folder somewhere on the front tab? Like the "Powered By LuciferHawk" is.

Also, thank you all for this.

Edit:

I forgot to mention that the Common tab presents a link that returns a 404ed page.
Finding relief somewhere between a tree's branch and its shade.
Last Edit: 1 year 1 month ago by Wicked Sick.
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1.1 1 year 1 month ago #8

  • Ganossa
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Yeah thats the old link indeed, you can change it in the common.cfg if you like ;)
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1.1 1 year 4 weeks ago #9

  • jigurdan
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LuciferHawk wrote:
  • Added overhauled Adaptive Sharpen, implemented by JPulowski
Many thanks guys.
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1.1 1 year 4 weeks ago #10

  • Qsimil
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Thank you guys, my life is complete now :woohoo:
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1.1 1 year 4 weeks ago #11

  • piltrafus
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Thanks all for the hard work. Is working great so far an the mediator changes are really welcome.

Although there's a bunch of new shaders I was really hoping to see LuciferHawk anounced "DaVinciCode(WIP)"
Quote:
"A new algorithm that I am currently working on and which is inspired by the an-isotropic diffusion effect in photoshop..."

Lucifer, could you please share some more info about the status of this shader? Did you forgot about it? Is it coming as a separate shader? Still WIP?
Thanks.
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1.1 1 year 4 weeks ago #12

  • Mobeeuz
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Perhaps it's only on my end but after creation, the game folder in the profiles directory only contain the profile.ini - No cfg's at all.
What is The Ashrealm?
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1.1 1 year 4 weeks ago #13

  • crosire
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Mobeeuz wrote:
Perhaps it's only on my end but after creation, the game folder in the profiles directory only contain the profile.ini - No cfg's at all.
As far as I know effect configuration is stored in presets and thus the "Presets" directory.
Cheers, crosire =)
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1.1 1 year 4 weeks ago #14

  • Kleio420
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crosire wrote:
Mobeeuz wrote:
Perhaps it's only on my end but after creation, the game folder in the profiles directory only contain the profile.ini - No cfg's at all.
As far as I know effect configuration is stored in presets and thus the "Presets" directory.
ik you dont directly work with the configurator but do you have any idea what would cause this to happen. I install into a game reshade starts up then as soon as that happens reshade quits working entirely and no effects are applied , log has shown reshade thinking msaa is being applied when the game clearly doesnt support it nor does it run it driver or engine based all the info ive got atm i got tired of this happening last night so i stopped trying to either repeat it in other games or get it to stop doing it really wanting to use this for fallout 4 later tonight :D
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1.1 1 year 4 weeks ago #15

  • Mobeeuz
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crosire wrote:
As far as I know effect configuration is stored in presets and thus the "Presets" directory.
Correct, v1.0 works as intended. All the CFG's are stored in the games folder under Presets. In 1.1 the folder is created, inside the folder is a single file - profile.ini. No CFG's.
What is The Ashrealm?
Last Edit: 1 year 4 weeks ago by Mobeeuz.
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1.1 1 year 4 weeks ago #16

  • Ganossa
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Mobeeuz wrote:
Correct, v1.0 works as intended. All the CFG's are stored in the games folder under Presets. In 1.1 the folder is created, inside the folder is a single file - profile.ini. No CFG's.

As written in the change log ...
  • Overhauled relationship between and purpose of application profiles and presets
... and explained in the new mediator tutorial.
There was a confusion/mismatch/redundancy in the purpose of profiles and presets. Since both stored shader settings in ReShade v1.1, people have been confused with which was actually active. Therefore, profiles now only store application data and global presets store all the shader settings data. To make this work, profiles now link to a global preset which allows to combine the application data with the shader settings data.

1. You create an application profile for a game which will store meta data to where the application is located. ReShade binaries will be installed to this location.
2. You create a global preset that stores shader settings and to which the selected application profile is linked to.

Every time you select the application profile from a list, it will also switch to the global preset that is linked to that profile. :)

Hope that is more clear now but the tutorial should explain it too. I understand that after using ReShade v1.1 this might not work as expected but it actually is and has a number of benefits compared to the prior solution. ;)


Note: As it is currently handled, there is the following process on updating a global preset
1. Load/select a global preset
2. Make changes in the mediator
3. Press "Apply" to apply the changes to the current configuration (which will also compile them in your application so you see the results)
4. This does not automatically overwrite your selected global preset. It is important to know that you need to press "Update" in the global preset section to initiate the actual overwrite with the current setting!
Last Edit: 1 year 4 weeks ago by Ganossa.
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1.1 1 year 4 weeks ago #17

  • Ganossa
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piltrafus wrote:
[...]
Lucifer, could you please share some more info about the status of this shader? Did you forgot about it? Is it coming as a separate shader? Still WIP?
Thanks.

I did not finish it, indeed. The an-isotropic diffusion already produces results like in photoshop (though without the usual artifacts) but I am still not pleased with outlines which I'd like to add (similar to the cartoon effect in SFX).
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1.1 1 year 4 weeks ago #18

  • Tom Yum 72
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Martys advanced Dof is inside now...YAY... Thank you Guys for your hard work. :)
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1.1 1 year 4 weeks ago #19

  • Sh1nRa358
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I can't get stretching to work. Trying on RE HD. Default values, you can only see the upper left square of the game. Modified values, nothing happens. I'm trying to get rid of the black bars on original aspect ratio mode.
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1.1 1 year 4 weeks ago #20

  • Ganossa
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Changing values for the Magnify shader works for me. You might want to check whether they actually change in the BasicFX.cfg?
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