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TOPIC: 2.0

2.0 3 years 9 months ago #67

Does not work in Mechwarrior Online. Did everything like in youtube video by Medie Hawk. Effects do not apply (lumasharpen, vibrance, curves by ceejay). And game crashes when i exit it like in version 1.0
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2.0 3 years 9 months ago #68

Okay so pop-ups are working on other games it seems. But not rocket league. Can someone tell me or update rocket league on this site for compatibility. Why would pop-ups not work for some games. I'm pretty sure they worked on RL last time.

And also I would like to know if the separate SMAA toggle is only for that. As in does the global Reshade toggle just turn off everything including depth, so I can just have SMAA on its own toggle?

Thanks for any input.
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2.0 3 years 9 months ago #69

Khronikos wrote:
Okay so pop-ups are working on other games it seems. But not rocket league. Can someone tell me or update rocket league on this site for compatibility. Why would pop-ups not work for some games. I'm pretty sure they worked on RL last time.

And also I would like to know if the separate SMAA toggle is only for that. As in does the global Reshade toggle just turn off everything including depth, so I can just have SMAA on its own toggle?

The reshade toggle key in the Global tab turns on and off all reshade processing. You won't see any pop-ups unless you have Reshade_Show_Toggle_Messages set to 1. It used to be set by default but now you have to set it up manually. You could look at the keycodes.h file to see what codes for which key but I'll share something with you that has saved me a ton of hassle: Forget about all this VK_Nonsense. The code for "0" on the num pad is simply "96" -- no quotes. 97=1, 98=2.... and so on. Now you have 10 different toggle keys you can set without having to look at that keycodes file. Just remember to make sure num lock isn't on!

So whenever you see a toggle key option in the variables of a shader -- another trick Ganossa taught me the other day -- hover over it with your mouse so it highlights and without clicking just enter 96 to 105 for 0 to 9 on num pad and thats it. However you mentioned SMAA which is a little tricky. Sure there is a toggle key in its values but when you use it, most of the sweetfx shaders like curves, vibrance, tonemapping will go on and off with it. A lot of the shaders in what used to be the customfx suite do this too... Gauss and some others would toggle in concert. You'll know whenever this is happening though because when you press the toggle it won't say SMAA disabled like other independent shaders would, it will say SMAA TECH disabled. Not certain, but I think TECH signifies shared shaders that rely on commonly used samplers. This is great for quickly auditioning shaders that correspond to ?land of the brain.

I used to be confused about the whole depth buffer thing as I heard all this talk of toggling it, but I came to realize they were talking about toggling depth buffer view, which now can be found 3rd from the bottom in the huge cornucopia of shaders in the current form of mediator. All that does is filter out everything to monochrome outlines so you can see just what the depth buffer "sees". It took an embarrassingly long time to figure out this has nothing to do with "activating" the depth buffer to get it to work in the first place, but a means to test how its working for further tweaking.

To get it working just set depth linearization to 1 in the gloabal tab. Also check your game by going to the "games" tab from this websites home page at the top. There you can check if reshade can access the depth buffer and if so, weather the game uses a reversed or, like in GTA V, a logarithmic depth buffer. In most cases, you only have to bother with the 1st setting, depth linearization. Remember to set this back to 0 if you aren't using effects that require the depth buffer like ambient occlusion, depth of field, or the predication option in SMAA.

Hope that helps :)
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2.0 3 years 9 months ago #70

There is a new update on the way (currently waiting for crosire to be available). The update will further change the handling of the ReShade Assistant towards the originally intended navigation (based on mouse gesture) for which the Assistant is designed. Therefore and because many users have been confused, the traditional navigation (click to navigate) has been completely removed.

In the following is the new ReShade tutorial which will give you an idea of some of the changes. Crosire will inform you once the update is live :side:

- ReShade Assistant Tutorial -

Hotfix #2 Changelog (ReShade Assistant)
  • Removed traditional navigation to put at the same time more emphasize on the design specific navigation
  • Tabs have been re-ordered to fit the navigation change
  • The profile tab became the startup tab to fit the new tab order
  • Upon profile creation, the default profile will be selected
  • Added auto save feature (configuration will be saved on value change)
  • Added save short cut (ctrl + S)
  • Presets can now be renamed from within the Assistant
  • Added naming conventions to presets since they are now handled like variable values in ReShade

Thank you for your support! :cheer:
Last Edit: 3 years 9 months ago by Ganossa.
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2.0 3 years 9 months ago #71

Hello, I have an issue with this

When I create a new profile and I put an .exe, nothing happens :(

Here is what I'm talking about:

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2.0 3 years 9 months ago #72

There is somehow the message missing which should tell you why but from what I see, you have ReShade + Assistant in the same folder like your target application. You cannot add the profile from there cause it would cause a symlink loop. The ReShade + Assistant have to be in a different location (and not in a hierarchy lower). :side:
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2.0 3 years 9 months ago #73

Thank you, it worked :)
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2.0 3 years 9 months ago #74

Small remark regarding the video: it might be better if you make the Reshade assistant window in the video much larger, as it's now hard to see what's on the screen unless the video is played on full screen. I know it's a lot of work to create a video, so perhaps next time ;)
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2.0 3 years 9 months ago #75

True, might be hard for some to follow if not full screen (since I recorded full resolution).

Though enlarging the window does not change the element or text size (just as usual). Its just increasing the amount of entries that can be displayed.

To enlarge the view I could have used a video editing tool or maybe lower screen resolution could have helped. (In both cases the smaller window is better) But I have no good video editing tool anymore. Its probably best to watch it in full screen or zoom in on the browser for now :)

I am sure there is people in the community that can do a better tutorial so I will leave it to them (or maybe you?). I just made sure the major parts are covered and that there is some foundation for others :P
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2.0 3 years 9 months ago #76

Updated to 2.0.1f2:
- See reshade.me/forum/releases/1791-2-0?start=66#13215
- Fixes the TuningPalette shader
Cheers, crosire =)
Last Edit: 3 years 9 months ago by crosire.
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2.0 3 years 9 months ago #77

crosire wrote:
Updated to 2.0.1f2:
- See reshade.me/forum/releases/1791-2-0?start=66#13215
- Fixes the TuningPalette shader

I hope an update will come out that fixes the DoF settings at some point :P
Last Edit: 3 years 9 months ago by Elimina.
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2.0 3 years 9 months ago #78

Golgotha wrote:
Khronikos wrote:
Okay so pop-ups are working on other games it seems. But not rocket league. Can someone tell me or update rocket league on this site for compatibility. Why would pop-ups not work for some games. I'm pretty sure they worked on RL last time.

And also I would like to know if the separate SMAA toggle is only for that. As in does the global Reshade toggle just turn off everything including depth, so I can just have SMAA on its own toggle?

The reshade toggle key in the Global tab turns on and off all reshade processing. You won't see any pop-ups unless you have Reshade_Show_Toggle_Messages set to 1. It used to be set by default but now you have to set it up manually. You could look at the keycodes.h file to see what codes for which key but I'll share something with you that has saved me a ton of hassle: Forget about all this VK_Nonsense. The code for "0" on the num pad is simply "96" -- no quotes. 97=1, 98=2.... and so on. Now you have 10 different toggle keys you can set without having to look at that keycodes file. Just remember to make sure num lock isn't on!

So whenever you see a toggle key option in the variables of a shader -- another trick Ganossa taught me the other day -- hover over it with your mouse so it highlights and without clicking just enter 96 to 105 for 0 to 9 on num pad and thats it. However you mentioned SMAA which is a little tricky. Sure there is a toggle key in its values but when you use it, most of the sweetfx shaders like curves, vibrance, tonemapping will go on and off with it. A lot of the shaders in what used to be the customfx suite do this too... Gauss and some others would toggle in concert. You'll know whenever this is happening though because when you press the toggle it won't say SMAA disabled like other independent shaders would, it will say SMAA TECH disabled. Not certain, but I think TECH signifies shared shaders that rely on commonly used samplers. This is great for quickly auditioning shaders that correspond to ?land of the brain.

I used to be confused about the whole depth buffer thing as I heard all this talk of toggling it, but I came to realize they were talking about toggling depth buffer view, which now can be found 3rd from the bottom in the huge cornucopia of shaders in the current form of mediator. All that does is filter out everything to monochrome outlines so you can see just what the depth buffer "sees". It took an embarrassingly long time to figure out this has nothing to do with "activating" the depth buffer to get it to work in the first place, but a means to test how its working for further tweaking.

To get it working just set depth linearization to 1 in the gloabal tab. Also check your game by going to the "games" tab from this websites home page at the top. There you can check if reshade can access the depth buffer and if so, weather the game uses a reversed or, like in GTA V, a logarithmic depth buffer. In most cases, you only have to bother with the 1st setting, depth linearization. Remember to set this back to 0 if you aren't using effects that require the depth buffer like ambient occlusion, depth of field, or the predication option in SMAA.

Hope that helps :)

Hello, thank you for the response. I still have some questions if you will....
I have depth linearization set to 1 on basically all my profiles because all I use in Reshade currently is SMAA at its best settings for about 30 or more games.

Anyway, because a lot of the games I play for SMAA are indies, they are unfortunately not listed in the compatibility list. Rocket League included. So I default this on unless I see a game that doesn't use it. My question was does the SMAA toggle ONLY toggle on SMAA, in case I want to use the global reshade toggle to turn OFF depth? I know I am being confusing but.... I 'd like to know if the global reshade turns off depth linearization or not in case I get an online game that doesn't use depth online but does in offline solo play.

I do indeed have popups on 1 and I still get nothing in games like RL. Depth itself was on a separate toggle before, and I got a pop up notifying me it was on or off in RL. No longer do these pop-ups seem to work in a lot of games for me. They work in some but not very many. I have no idea why and it really isn't a big deal.

My main concern was: what am I wasting by having the linearization setting on 1 when there is no access to buffer. Is there large overhead here? Because I just auto this setting to on as I cannot find if the game accepts it or not in the list.

And for online do all online games not use this setting? Or just some like GTA? Pretty sure Depth was working last time on RL with the 1.1 release.

Yeah, this tool is a massive improvement over the last tool. I had to clean out 30-40 games but it wasn't too much trouble. Took a couple hours and damn this is one fine tool now. So so much better.

One last question: I don't have to redo profiles or anything when you guys update this do I?
Last Edit: 3 years 9 months ago by Khronikos.
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2.0 3 years 9 months ago #79

  • ahnion
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  • paradoXymoron
Hello, and first of all, thank you for ReShade! It's a wonderful thing to have for those of us who like to bring that little extra to our gaming and infinitely more practical and versatile than other shader injectors. The sheer amount of shaders is getting staggering. Awesome work!

Now, about this new configuration tool: It's great to see the tool develop and I really, really like how easy it now is to change settings and have them show up in the game right away. However, I think the new layout has a few issues. Here are some of my thoughts after testing it out:
  • The mouse gestures. It's a nifty and cute function, but... is there really a problem with clicking? I don't know about you, but I click my left mouse button thousands of times a day. Do we really need the troubles that come with the mouseover system (like wildly changing tabs when you move our cursor away to get to another window) to eliminate a few more mouse clicks? I urge you most profoundly to give us back the option for "Traditional Navigation" at the very least.

  • It doesn't seem possible to change values other than by typing. In some ways, this is a step back from the old Mediator. I would suggest having left-click and drag (up or down) on an input field change the value. Using the mouse wheel could also work.

  • Reiterating and developing what piltrafus pointed out earlier in the thread: while I like the basic layout of the new assistant, the tabs themselves (barring the Assistant one) are rather oversized for what is actually in them, and switching back and forth can be tiresome. I would suggest conflating the Profile and Presets tabs into one, and more importantly doing the same to Shaders and Values. The latter would enable us to quickly select a shader and change its values before moving on to the next one without the loss of focus that happens when you have to switch tabs back and forth.

  • Echoing another of piltrafus' earlier points: the shader window should have indicators that the list is longer than the window. A scroll bar would probably be preferable. I like the mouse wheel action myself, but others much prefer using a scroll bar. Also, I would suggest grouping shaders by type (by default.)

  • There are a few simple things you could do to make the interface friendlier. For example, when a tab is empty, have an info line telling you why. (I.e. "Right click a shader in the Shaders tab to display its values here.")

  • I've noticed that right-clicking in any empty area brings up a left-right cursor, but it doesn't seem to do anything. What is this for?

  • On that note... um... I may have missed a comment on this but... what are the dots in the interface for? They give the impression of having some functionality, but as far as I can see, they don't do anything.

To end with something positive: as a bb4win (bblean to be specific) user, I was surprised and glad to see that the ReShade Assistant is one of very few applications with nonstandard windows that do not cause trouble for bbleanskin. Nice not to have to add it to the exclusions list.
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2.0 3 years 9 months ago #80

The new mouse over tab is cool but it takes 5-10 seconds to even change tabs. The program is incredibly unresponsive. It actually causes my computer to lock up and black screen momentarily. (Fresh windows 10 TH2, updated drivers, multi-gpu, fully stable in games and benchmarks)
Last Edit: 3 years 9 months ago by Sekta.
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2.0 3 years 9 months ago #81

Sekta wrote:
The new mouse over tab is cool but it takes 5-10 seconds to even change tabs. The program is incredibly unresponsive. It actually causes my computer to lock up and black screen momentarily. (Fresh windows 10 TH2, updated drivers, multi-gpu, fully stable in games and benchmarks)

Reduce the blur and transparency which cost some performance. I have no win10 OS installed currently but there should be no problem with responsiveness, you can see that in the tutorial video :side:
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2.0 3 years 9 months ago #82

I found the problem. It is a multi-gpu issue. When crossfire is disabled, the adapters just become unlinked and it is like having two seperate adapters. It doesn't actually disable the device in Device Manager. Assistant seems to be trying to use all of my graphics cards at once instead of just the primary adapter. I have to enable Crossfire (3 GPUs) or disable the other cards in Device Manager (if I have crossfire disabled, or set to 2 GPUs). Then the program works fine, responsive and no weird black screen flickers.

edit: It's still a bit slow with Crossfire enabled and all GPUs linked. Single GPU with other cards disabled in Device Manager works properly.
Last Edit: 3 years 9 months ago by Sekta.
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2.0 3 years 9 months ago #83

ahnion wrote:
  • The mouse gestures. It's a nifty and cute function, but... is there really a problem with clicking? I don't know about you, but I click my left mouse button thousands of times a day. Do we really need the troubles that come with the mouseover system (like wildly changing tabs when you move our cursor away to get to another window) to eliminate a few more mouse clicks? I urge you most profoundly to give us back the option for "Traditional Navigation" at the very least.
That is the only navigation this tool was designed for (other than some thought it was not about look but process transparency and ease of navigation). There will be no other navigation option.
There is no need to click, lets not make it more complicated that it needs to be. The fast way of navigating in such a transparent tool is as it is implemented right now unless you want a full screen tool.

ahnion wrote:
  • It doesn't seem possible to change values other than by typing. In some ways, this is a step back from the old Mediator. I would suggest having left-click and drag (up or down) on an input field change the value. Using the mouse wheel could also work.
There has been already some ideas about how to change values but first of all there has to be proper configuration parsing be implemented which is not in the current version. The tool was just released, so please give it some time ;)

ahnion wrote:
  • Reiterating and developing what piltrafus pointed out earlier in the thread: while I like the basic layout of the new assistant, the tabs themselves (barring the Assistant one) are rather oversized for what is actually in them, and switching back and forth can be tiresome. I would suggest conflating the Profile and Presets tabs into one, and more importantly doing the same to Shaders and Values. The latter would enable us to quickly select a shader and change its values before moving on to the next one without the loss of focus that happens when you have to switch tabs back and forth.
This is tackled with the current design and navigation. Just imagine how tiresome it would be with traditional design and navigation :silly:
In terms of merging tabs, we will first have to give it some time and see how it actually plays out. I already saw a comment where someone had 40-60 different profiles or presets and we also have 80+ shaders available for which some have a vast amount of variables.
So this might happen in the future or it might not, time will tell :)

ahnion wrote:
  • Echoing another of piltrafus' earlier points: the shader window should have indicators that the list is longer than the window. A scroll bar would probably be preferable. I like the mouse wheel action myself, but others much prefer using a scroll bar. Also, I would suggest grouping shaders by type (by default.)
This is a minor issue and has been treated as such. I am full aware of the scroll bar being missing as I am the one who disabled it :P
The scroll bars are not there because I had no time yet to implement a custom scroll bar. The standard scroll bar will cover too much of the view and work against the design. Again, please be a bit patient :)

ahnion wrote:
  • There are a few simple things you could do to make the interface friendlier. For example, when a tab is empty, have an info line telling you why. (I.e. "Right click a shader in the Shaders tab to display its values here.")
I planned to add the tutorial on the empty tabs but again, that was no major concern so far (you might remember I added that also in a later iteration to the Mediator). I also thought about disabling the shaders/values tab (for navigation) until a preset/shader is selected but since its only concerning the two tabs, that did not become an important issue.

ahnion wrote:
  • I've noticed that right-clicking in any empty area brings up a left-right cursor, but it doesn't seem to do anything. What is this for?
You can rearrange the tab locations using the mouse wheel or arrow keys. It is explained in the first release.
Since the latest update on navigation, this feature became less important.

ahnion wrote:
  • On that note... um... I may have missed a comment on this but... what are the dots in the interface for? They give the impression of having some functionality, but as far as I can see, they don't do anything.

The dots are validation indicators. They have a very limited use at the moment but will get important when the parsing of the configuration files gets smarter.


////

Please be patient guys, this is still a hobby and I have to choose wisely what to focus on in the time I have to contribute.
Maybe I should add to every release or update list a list of features that have not been implemented yet, so you will know its not overlooked or similar :lol:

Thanks for the feedback and enjoy this release! :lol:

@Khronikos, with the hotfixes, you do not need to update your profiles if you did not change the installation location of ReShade.
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2.0 3 years 9 months ago #84

Sekta wrote:
I found the problem. It is a multi-gpu issue. When crossfire is disabled, the adapters just become unlinked and it is like having two seperate adapters. It doesn't actually disable the device in Device Manager. Assistant seems to be trying to use all of my graphics cards at once instead of just the primary adapter. I have to enable Crossfire (3 GPUs) or disable the other cards in Device Manager (if I have crossfire disabled, or set to 2 GPUs). Then the program works fine, responsive and no weird black screen flickers.

edit: It's still a bit slow with Crossfire enabled and all GPUs linked. Single GPU with other cards disabled in Device Manager works properly.

I have only one GPU. Its maybe a driver issue.
However, I changed the mediator to software rendering to avoid such and similar problems.
I might give you an option in the next update to switch the rendering.
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2.0 3 years 9 months ago #85

Khronikos wrote:
Warning: Spoiler! [ Click to expand ]


I can't say for sure what the problem is with rocket league, but I've seen people report issues with reshade and steam overlay not playing nice.

Now someone correct me if I'm wrong, but my understanding of the depth buffer is this: All 3d games have a depth buffer that stores extra info along the z-axis, which is basically the 3rd D in 3D. This is necessary for culling, which just tells the GPU to not waste time drawing objects that you can't see anyway because it is behind another object in the game world.

In reshade, the depth_linearization value doesn't toggle the depth buffer, but rather access to the depth buffer and not all games allow reshade to hook in to that access. Also, not all shaders use it. SMAA only uses it if you enable predication in the values tab, which adds depth detection to luma or chroma detection (light or color) depending on what you have set in the smaa_edge_detection setting. To just use depth, set it to 3 and predication to 0 because it's redundant, but I've never seen anyone do that. My brain went deep-pretzel on this one some months back, thinking I could somehow use all 3, but no. Also, chroma is supposed to be slightly better (also slightly faster on AMD cards) than luma. But smaa will work just fine without depth access -- just set edge detection to 1 or 2 and predication to 0. I haven't tested it specifically since the update but depth buffer access used to cost me around 2-3 FPS.

So basically what I think is happening is that you are confusing toggling depth buffer viewing with toggling depth buffer access. I used to be confused in that exact same way because people would shorten it to "toggle depth" when talking about it. As far as I know you can't set a hotkey for access -- only 1 or 0 for depth_linearization in assistant.

Depth buffer viewing, however, is your ticket to enlightenment. I don't think I was clear before, but I was trying to explain how to use it to test weather or not a game has depth buffer access and if it is working right. DisplayDepth - Ceejay 3rd shader from the bottom. Check it and by default F12 will toggle depth buffer viewing in game. If the game allows access everything will be gray with black outlines. If you can't see outlines, then depth isn't working.

I highly recommend that you go back and reread the section in my last post about how to best take advantage of the individual hotkey toggles you can set for individual shaders -- it changed everything for me! I was in a reshade rut and couldn't be bothered to try out random shaders -- now I'll set a few random ones to hotkeys on a whim in seconds -- if it doesn't work out just toggle off and keep playing. I also explain specifically about how SMAA and some others are kind of weird, special cases.

Oh, and most online games don't allow access to the depth buffer because some people will use that code path to cheat. Also GTA V uses a logarithmic depth buffer, so make sure you enable that in global (offline, of course)

With the latest updates I just went into the presets and profiles folders and copied the folders to the new presets and profiles folder, then in assistant go to profiles tab, click on game name, then click on the tiny little circle arrow button in the top middle and that will refresh the link to the updated version.

If anything still doesn't make sense, just ask. I'm serious about that custom toggle key method, though! :evil: I've been trying to turn someone else on to it, but people seem to selectively ignore it as though I were some religious fanatic or some imperious homeless person improvising a coronation where you are crowned with a cardboard ring encrusted with fecal peanut jewels. I'm obviously a sane person. :whistle:
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2.0 3 years 9 months ago #86

  • ahnion
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Thanks for the quick answer! :)


Ganossa wrote:
The tool was just released, so please give it some time ;)

(...)

Please be patient guys, this is still a hobby and I have to choose wisely what to focus on in the time I have to contribute.
Maybe I should add to every release or update list a list of features that have not been implemented yet, so you will know its not overlooked or similar :lol:

Thanks for the feedback and enjoy this release! :lol:

Oh, absolutely. As I said initially, I like where ReShade is heading. At the same time, I figure it's nice to offer feedback and suggestions. Brilliant as you guys obviously are, no-one thinks of everything. :)
That said, if you're not intersted in this type of feedback, feel free to tell me to kindly shut up. ;)

A "not implemented or currently disabled" list would be very useful for feedback purposes.


Ganossa wrote:
ahnion wrote:
  • The mouse gestures.
That is the only navigation this tool was designed for (other than some thought it was not about look but process transparency and ease of navigation). There will be no other navigation option.
There is no need to click, lets not make it more complicated that it needs to be. The fast way of navigating in such a transparent tool is as it is implemented right now unless you want a full screen tool.

Actually, from my perspective, the current type of navigation would make more sense in full screen, because that would preclude moving the cursor through the window to get elsewhere. (This has already happened to me quite a few times, and would honestly drive me bonkers if I had to use it at length.)

Also, I don't follow your argument that it's the only way to navigate this interface. The option for clicking the tab titles in the f1 release worked wonderfully. The mouseover system is probably great for some people (how many, we can't know at this point) but I can testify that for others, it is very frustrating. Furthermore, this is likely to get even more fiddly with a scrollbar attached to the edge of the workspace, as one will inevitably overshoot the cursor movement now and again, and end up switching tabs instead of using the scrollbar.

People are different. Having the option to change tabs by clicking them makes the tool practical for more people. :)


Ganossa wrote:
ahnion wrote:
  • I would suggest conflating the Profile and Presets tabs into one, and more importantly doing the same to Shaders and Values.
This is tackled with the current design and navigation. Just imagine how tiresome it would be with traditional design and navigation :silly:

Hm. I would say that the issue with traditional UI design isn't the clicking, but the switching between views. This breaks focus (rather like how moving from one room to another can make you forget what you were doing, but on a smaller scale) and slows down the workflow.


Ganossa wrote:
In terms of merging tabs, we will first have to give it some time and see how it actually plays out. I already saw a comment where someone had 40-60 different profiles or presets and we also have 80+ shaders available for which some have a vast amount of variables.
So this might happen in the future or it might not, time will tell :)

With the Assistant started in the default size, the columns in these sections take up less than half of the available space. Seeing as the lists seem to be single-column anyway, does it really matter (for the purposes of a more "parallel" layout) how long they are?


Again—cheers for the quick answer. I'm looking forward to seeing how the Assistant develops. :)
Last Edit: 3 years 9 months ago by ahnion. Reason: Clarifying a few lines.
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