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TOPIC: 2.0

2.0 3 years 8 months ago #141

Ganossa wrote:
What OS are you using?
win 10 x64 [14279]
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2.0 3 years 8 months ago #142

Camiel wrote:
win 10 x64 [14279]
.NET is pre-installed there.
Cheers, crosire =)
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2.0 3 years 8 months ago #143

Camiel wrote:
win 10 x64 [14279]
Alright, then you should have .Net Framework by default installed in your system, not only because of or since ReShade. All you would need to do is update your version (which should be 3.5) to the latest version.
I did not check yet if I could be able to have everything running on an older version of 3.5 but ultimately its only a version difference which gives me as a developer more options, the framework itself should be installed by default anyway. :)

EDIT: You beat me on it crosire :P
Last Edit: 3 years 8 months ago by Ganossa.
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2.0 3 years 8 months ago #144

.NET is pre-installed there.
I'll take that as a no then, which is sad.

Perhaps i wasn't clear in my request and although it's windows,
for various reasons Net.Framework is completely removed.
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2.0 3 years 8 months ago #145

Camiel wrote:
I'll take that as a no then, which is sad.
Sure it's possible, drop the files in the game folder and rename the Reshade DLL as previously. But it's no longer officially supported.
Cheers, crosire =)
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2.0 3 years 8 months ago #146

Camiel wrote:
I'll take that as a no then, which is sad.
What crosire said and note that either you need to create a profile with the exe name or ReShade will fall back to the default preset (which you can change/overwrite).



Camiel wrote:
Perhaps i wasn't clear in my request and although it's windows,
for various reasons Net.Framework is completely removed.
How have you been able to remove the .Net Framework on Win10? :blink: I heard thats literally impossible.
Anyway, in case you want to explain your issues with the .Net Framework work, some people here in the forum might be able to help with those specific issues. (including us devs) :)
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2.0 3 years 8 months ago #147

works like a charm, thank you both
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2.0 3 years 8 months ago #148

crosire wrote:
Camiel wrote:
I'll take that as a no then, which is sad.
Sure it's possible, drop the files in the game folder and rename the Reshade DLL as previously. But it's no longer officially supported.
Not officially supported? I always use it like that (2.0 as well). I don't see how it would be impossible *not* to support that, considering the assistant just creates a junction.
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2.0 3 years 8 months ago #149

OtisInf wrote:
Not officially supported? I always use it like that (2.0 as well). I don't see how it would be impossible *not* to support that, considering the assistant just creates a junction.
I think what crosire meant is that both tools now (by default) identify the application and look for a profile created under that same name. The profile itself points then to the preset or if not existent falls back to default.
Of course you can do all that manually or just let ReShade fall back to default for all your games but the expected (here supported) installation would use profiles in one central location. (which -right- again you can still do manually :) for each app but probably not the basic user)
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2.0 3 years 8 months ago #150

Ganossa wrote:
BrokenDog wrote:
Thanks for the reply, I get this error though :
preprocessor error: redefinition of
The error message repeats with all the TuningPalette values like TuningPaletteintensity, ect.
This is using the same duplication method I was using with the previous versions, so I guess it might be related to the new version.

I understand you not supporting that feature though, since hardly anyone uses it.
You probably forgot to #undef the variables after including the original shader in the duplicate shader (as done in the example of the previous versions).
Futher the shader itself has to have a check on including the normal settings file (which should not happen in case the duplicate variable is set in the duplicate shader file).
Do you still have those previous files as references?

The way I had it working on previous version was by copying the shader file, changing the name (ex - TuningPalette2.h) and adding a number to every entry with the word LUT inside the .h file as well as changing the lut folder path to a new folder so that it wouldn't load the same one like so:

texture ColorLUT2DstTex < string source = "ReShade/CustomFX/Textures/lut2/" TuningColorLUTDstTexture; > {Width = TuningColorLUTTileAmountX; Height = TuningColorLUTTileAmountY; Format = RGBA8;};

I also duplicated the TuningPalette entries in the CustomFX.cfg ad Pipeline files and added a number to them.

I reckon it probably isn't the right way to do it but I'm completely clueless when it comes to this stuff, it did work fine that way though, I was running 4 overlapped LUTs on a single preset at one point. Tried following the example file at first, but was more successful doing this.

Sorry for the trouble.
Last Edit: 3 years 8 months ago by BrokenDog.
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2.0 3 years 8 months ago #151

I think it would be a great idea to remove the Default Profile error message, the one that says something like "Can't find the profile - will use the default one". I think a lot of people use Default profile and that message makes it seem as if something was wrong. I guess the whole upper-left corner message can be removed, but I and many others, want to keep it to know for sure if ReShade was applied and to remind ourselves about the developers who made ReShade possible.
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2.0 3 years 8 months ago #152

I also noticed that FXAA doesn't get applied on-the-fly and requires game restart...
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2.0 3 years 8 months ago #153

crosire wrote:
Nobody stops you from using ReShade without it, still works just fine. The shaders were written to fall back to the default profile and preset if no custom was created, so it's still as easy as putting the files into the game folder and renaming the ReShade DLL. To edit settings, head over to ReShade\Presets\Default.

Hello!
Please DO NOT remove this "fall back"/backward compatibility in further versions.
:blush:
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2.0 3 years 8 months ago #154

Crosire, could you please provide an official response to the issues with GOG versions of Dying Light and Grim Dawn? These game's won't start with the latest ReShade, even after all GOG Overlay-related were removed. The Steam versions work fine though, which made me think it was some GOG issue, but ReShade 1.1.0 worked just fine with Dying Light and Grim Dawn GOG versions. The game for the GOG version of Grim Fandango. Each one of the mentioned games uses a different DLL:
Grim Dawn - 32bit D3D9.dll
Dying Light - 64bit DXGI.dll
Grim Fandango - 32bit OpenGL32.dll

I assume the advice is to fall back to ReShade 1.1.0 until ReShade 2.0.1f4 issues get resolved? Or are you planning on leaving it as it is, without fixing? Its not like 1.1.0 version sucks - its great, especially with 1.1.0



As far as the Assistant goes - I still don't understand why it couldn't be simpler and why all the fancy transitions, color change options, and other "cool" stuff was used. I doubt its what people want. A single skin good ol' Windows-style window/menu with several tabs and normal layouts. It should be snappy and easy to use, not something the current Assistant provides. Its so cumbersome and difficult to navigate! I know I could not do better, but I am sure you very much could!

I have a PERFECT EXAMPLE of how Assistant / Mediator could like for easy navigation. The GUI below is one from a useful utility/tool/program called WOLF that can be found here - www.bytemedev.com/programs/wolf/ .

Here's how it looks like:


Imagine that instead of the Main, Hardware, Software, Tools, and Log tabs, we had Globals, Profiles, Presets, Shaders, and Values. That would be much easier than the current ReShade Assistant. Again, the example of KISS - Keep It Simple, Stupid. You ARE NOT STUPID though. Its just a saying that means simplicity is your friend!
Last Edit: 3 years 8 months ago by MonarchX.
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2.0 3 years 8 months ago #155

MonarchX wrote:
Crosire, could you please provide an official response to the issues with GOG versions of Dying Light and Grim Dawn?
What do you want me to say? I fixed a bug which solves the Minecraft crash and could very well fix these as well. But since I do not own them, I can't tell.
Cheers, crosire =)
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2.0 3 years 8 months ago #156

Guys, if you haven't already, you should really take a look at the new deband filter. It's a huge improvement, you can eliminate a lot of banding with it with just very little drawbacks in many cases.
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2.0 3 years 8 months ago #157

crosire wrote:
MonarchX wrote:
Crosire, could you please provide an official response to the issues with GOG versions of Dying Light and Grim Dawn?
What do you want me to say? I fixed a bug which solves the Minecraft crash and could very well fix these as well. But since I do not own them, I can't tell.

Saying something is better than saying in this case :) . Would a log help you? Is there any other way to help you?
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2.0 3 years 8 months ago #158

I'm not going to lie, I can't make heads or tails of the new UI versus the older one. Am I alone in this? Good effort though.
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2.0 3 years 8 months ago #159

diaspora2k5 wrote:
I'm not going to lie, I can't make heads or tails of the new UI versus the older one. Am I alone in this? Good effort though.

There is already an update on the way with some deeper changes which further addresses difficulties some users had/have (collected also from other forums/reddit). Should not be too long until it can be released.
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The following user(s) said Thank You: Wicked Sick, robgrab, diaspora2k5

2.0 3 years 8 months ago #160

I'm glad to hear this. I've had a real hard time with the new interface as well so I went back to using 1.1.
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