Welcome, Guest.
Username: Password: Remember me

TOPIC: 2.0

2.0 3 years 2 weeks 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:
The topic has been locked.

2.0 3 years 2 weeks 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 2 weeks ago by Sekta.
The topic has been locked.

2.0 3 years 2 weeks 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.
The topic has been locked.
The following user(s) said Thank You: Golgotha, ahnion

2.0 3 years 2 weeks 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.
The topic has been locked.
The following user(s) said Thank You: Sekta

2.0 3 years 2 weeks 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:
The topic has been locked.

2.0 3 years 2 weeks ago #86

  • ahnion
  • ahnion's Avatar
  • Offline
  • paradoXymoron
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 2 weeks ago by ahnion. Reason: Clarifying a few lines.
The topic has been locked.

2.0 3 years 2 weeks ago #87

The initial window size (and other initial values) is up to crosire. Anyway, the decision was its up to you to change it to your liking. I usually decrease the window size as can be seen in the tutorial.

The design favours a smaller window (which was one of the points). It makes the forth and back between tabs faster to navigate while at the same time show you everything related at once.

The design further needs multi tab control. Quickly swapping from tab to tab is intended and would be blocked if you had to click each time. Navigation and design are very closely related here and I will not support a conflict there (again) :)

I should not have included the click to navigate option in the first place as it only confused people about the way the assistant looked and how it was designed.

The tab focus might change when you move your cursor to another window but that is only of concern if I record a video about it like the tutorial.
Think of it as a tool tip, just that instead it gives you all access and view right away ;)
The topic has been locked.

2.0 3 years 2 weeks ago #88

  • ahnion
  • ahnion's Avatar
  • Offline
  • paradoXymoron
In that case, could I request that you consider adding an option for a timer on the tab switching, so that a quick cursor sweep to get elsewhere doesn't trigger the switching? The timer wouldn't have to be long at all (I'm guessing tenths of a second) to get around the issue of flapping tabs. :)
The topic has been locked.

2.0 3 years 2 weeks ago #89

I could consider adding that as an option. Would have to check first how that feels though, so no promises :P
Last Edit: 3 years 2 weeks ago by Ganossa.
The topic has been locked.
The following user(s) said Thank You: ahnion

2.0 3 years 2 weeks ago #90

I always find myself accidentally changing tabs way too often while trying to navigate down to the save/confirm buttons (because auto-save isn't working? I always have to save/confirm to get the effect to load in game) and then I have to spend time taking my mouse and hovering over the tabs. The earlier versions of the assistant tool had the option to disable this and I very much enjoyed that and from what it appears like some other people as well.

Thanks
The topic has been locked.

2.0 3 years 2 weeks ago #91

There will be no further change of the navigation solution for now unless is building on it. (Other than the timer option as mentioned above)

Concerning your save "issue", the auto-save should trigger whenever you change a value if its activated.
Also there was the following feature added (you might have missed that ;) )
Added save short cut (ctrl + S)

Note that both features only work if a preset is selected which can be saved to.
Last Edit: 3 years 2 weeks ago by Ganossa.
The topic has been locked.

2.0 3 years 2 weeks ago #92

So I added something similar to the timer but more of a delay.

If you wish (so it will be an option), as long as you move your mouse, it will not trigger the navigation. The sensitivity for that can be adjusted.

Last Edit: 3 years 2 weeks ago by Ganossa.
The topic has been locked.
The following user(s) said Thank You: Evan20xx, ahnion

2.0 3 years 2 weeks ago #93

Ganossa wrote:
If you wish (so it will be an option), as long as you move your mouse, it will not trigger the navigation.
Yes please.
Cheers, crosire =)
The topic has been locked.

2.0 3 years 2 weeks ago #94

Yeah, okay man, thanks for the post. I mostly get it now. I can toggle to see if the game allows access. Good. I will probably just leave linearization on as indies usually run in 4K without too many problems on my rig. For games that are online I will probably do Cee's toggle to see if there is access.

I guess I have one more question: if I leave linearization on will GTA online even start? Will I loses frames or will this setting just basically be off online because it cannot be accessed or is not allowed? I don't have GTA I was just wondering if games that are online that do not allow this will be affected at all by having the setting still on.
Last Edit: 3 years 2 weeks ago by Khronikos.
The topic has been locked.

2.0 3 years 2 weeks ago #95

  • ahnion
  • ahnion's Avatar
  • Offline
  • paradoXymoron
Ganossa wrote:
So I added something similar to the timer but more of a delay.

That looks a lot more useable from my standpoint. Thanks! :cheer:
The topic has been locked.

2.0 3 years 2 weeks ago #96

Can someone do a video on how to use a downloded preset with this version was using sweetfx before. I got the new version to work but i wanted to download a preset that was already done.

Thanks
The topic has been locked.

2.0 3 years 1 week ago #97

Why not allow the user to click the damn tab? It's a number input tool, it's not a hard UX problem to solve at all, yet there seems to be a lot of emphasis to make it more difficult than it should be.
The topic has been locked.

2.0 3 years 1 week ago #98

Khronikos wrote:
Yeah, okay man, thanks for the post. I mostly get it now. I can toggle to see if the game allows access. Good. I will probably just leave linearization on as indies usually run in 4K without too many problems on my rig. For games that are online I will probably do Cee's toggle to see if there is access.

I guess I have one more question: if I leave linearization on will GTA online even start? Will I loses frames or will this setting just basically be off online because it cannot be accessed or is not allowed? I don't have GTA I was just wondering if games that are online that do not allow this will be affected at all by having the setting still on.
Depth access is nothing you can control. ReShade does that for you. It is always on when available, with the one exception being multiplayer games, in which ReShade disables it for exploitation reasons.
The only thing you can enable or disable are shaders, one of which is "depth linearization". This is just an additional pass at the start before all other effects kick in, which normalizes the depth data into the range [0, 1]. You almost never want to turn that off. Only if you are sure you have no effects enabled which use depth data (i.e. color filters only), in that case, disabling it may give you a very, very small FPS boost (something along the lines of 0.1 FPS maybe).
Cheers, crosire =)
The topic has been locked.

2.0 3 years 1 week ago #99

Finally managed to "get" this new mediator, its good. Tho some problems for me -- first, tuningpalette. While using LUT from Tuningpallette i tried to set TileAmountZ to anything other then 1 i got error with "unexpected namespace" from Brightdecetion. Second, if im using depthhaze with any other shader, it doesnt work UNLESS i switch reshade off, THEN its actually works.
The topic has been locked.

2.0 3 years 1 week ago #100

I've been out of the loop on reshade for a while. What is up with the new UI? It is a eyesore

The old UI was good, why replace it?
Last Edit: 3 years 1 week ago by Primey.
The topic has been locked.