0.18

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4 years 9 months ago #21 by Aelius Maximus
Just thought i'd mention, ReShade has never crashed a game for me, apart from Max Payne 3 upon exiting the game. Running Windows 7 64 bit.
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  • Posts: 5
4 years 9 months ago - 4 years 9 months ago #22 by Tigertank
From 0.16 i have problems with toggle keys and I have this error message:

/SweetFX/Shaders/SMAAWrap.h(111, 21): error X3004: undeclared identifier 'depthSampler'

No problems with 0.15 and previous versions...
Thanks.

EDIT: for me problem is "SMAA_PREDICATION".
If disabled("0") all is ok, if activated("1") I have this error and toggle key dont work.
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4 years 9 months ago - 4 years 9 months ago #23 by crosire
That's a problem with the SweetFX shaders, not core ReShade, so better report that in the SweetFX forum section =)
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4 years 9 months ago #24 by Tigertank
ok ;)
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4 years 9 months ago #25 by sajittarius
Looks like toggling not working for me in Final Fantasy 14, i just downloaded the latest version (today 4/22 at 8:30 pm EST)

I play in borderless fullscreen. Just as a sanity check before i reported it, i tried normal fullscreen. It works but then my mouse cursor is invisible. I noticed in the release notes you made some changes to window/keypress detection, im guess thats whats causing the issue.

If i go back to r17 it works perfectly (with the updated framework that has the RFX_togglekey). Using that for now :)
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4 years 9 months ago - 4 years 9 months ago #26 by Martigen
Just wanted to say toggling working for now again in all the games I've tested so far. Also, is it just me, or is Reshade faster at switching on and off now with the new keyboard input system? Regardless, I like it :)
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4 years 9 months ago #27 by crosire

Martigen wrote: is Reshade faster at switching on and off now with the new keyboard input system?

Yes, that's indeed likely.
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4 years 9 months ago - 4 years 9 months ago #28 by JimGunn
I fixed this on my PC. Take a look at this post if you are having trouble getting Reshade to work with GTA V.

reshade.me/forum/troubleshooting/553-fix...g-reshade-with-gta-5
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4 years 9 months ago #29 by crosire
Updated to 0.18.1: Just two small fixes. But also updated the framework shader pack to latest version.
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4 years 9 months ago #30 by MonarchX
Metro Last Light Redux and likely Metro 2033 Redux are NOT working with ReShade 0.18 and 0.18.1 and I think some previous ones, but it used to work. I get a successful message upon starting the game, but Scroll Lock doesn't toggle and effects do not apply.

Is this technically a correct thread for reporting bugs or should it be in Troubleshooting section?
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4 years 9 months ago #31 by crosire

MonarchX wrote: Troubleshooting section

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4 years 9 months ago #32 by crosire
Updated to 0.18.2 fixing a small bug under D3D9.
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4 years 9 months ago - 4 years 9 months ago #33 by ArcticGamez

crosire wrote: Updated to 0.18.2 fixing a small bug under D3D9.


i use d3d9.dll for GTA 5 with 18.2 update it gives my game half black screen but i switch back to 18.0 it goes away plus there is no auto installer for 18.2 update
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4 years 9 months ago #34 by crosire

ArcticGamez wrote: i use d3d9.dll for GTA 5 with 18.2 update it gives my game half black screen but i switch back to 18.0 it goes away plus there is no auto installer for 18.2 update

You downloaded the version for shader developers, so that's expected behaviour.
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4 years 9 months ago #35 by GhostRider521
Hello,

will it be in the future possible to inject SSAA via driver?

Currently it is impossible to inject SSAA in to FSX when ReShade is inside, SSAA is actually completely ignored. When i move ReShade out of FSX, SSAA is again on.
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4 years 9 months ago #36 by crosire

GhostRider521 wrote: Currently it is impossible to inject SSAA in to FSX when ReShade is inside, SSAA is actually completely ignored. When i move ReShade out of FSX, SSAA is again on.

Depends on how the driver implementation of SSAA is done. But it's likely this can't be fixed easily, because the two loaded Direct3D modules (ReShade and Microsofts) confuse the driver.
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4 years 9 months ago - 4 years 9 months ago #37 by MonarchX
Use DSR or AMD's alternative. Its the safest, most productive method, although it uses lower-quality Gaussian filter, unlike GeDoSaTo that can be set to use Lanczos filter, which is sharper, but reduces performance more than DSR's filter. Make sure to set Smoothness to 0 in DSR options, otherwise it defeats the point of DSR/SSA by making it blurry as hell.

It should be possible with ReShade and I guess it is without SFX, but WHAT IS SFX?

I also assume 0.18.2 release is so successful that only small updates will come up afterwards? Is there a time-line of features/changes/fixes/addition to be released in the future? Can it be looked at somewhere?
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4 years 9 months ago #38 by crosire
Right now I'm finishing up for version 1.0, which is why the last weeks were mostly about pushing fixes and not so much about new features etc.

I have not yet decided how to continue after 1.0. There are a number of things I still want to do with ReShade, but I don't have a timetable for those yet.
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4 years 9 months ago #39 by MonarchX
I always thought that there should be one single Master Post-Effect tool, a combination of GeDoSaTo, GEMFX, and ReShade/SweetFX. One tool to rule them all!
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4 years 9 months ago #40 by crosire

MonarchX wrote: GEMFX, and ReShade/SweetFX

Those are already combined. GEMFX is part of the framework shader pack =).
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