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TOPIC: 4.3

4.3 4 weeks 2 days ago #1

Changelog

4.3.0:
  • Added experimental support for D3D12
  • Added support for saving preprocessor definitions to preset aside from config file
  • Added new D3D9 depth buffer detection techniques by thalixte
  • Added new "list" GUI widget
  • Added error when attempting to upload texture with unsupported format
  • Added workaround for OpenGL games that use fixed texture names (see reshade.me/forum/troubleshooting/5336-ho...ocity-x-issues#33628)
  • Added ordinals to exports since some applications import functions by ordinal rather than by name (I'm looking at you Warhammer)
  • Added tooltip to techniques that failed to compile which shows compile errors
  • Added support for clicking on an effect on the statistics page to collapse it
  • Added fine tuning buttons to "drag" GUI widget (similar to those for "slider")
  • Added buttons to switch to previous or next preset
  • Improved performance of file operations
  • Distinguish between german and international keyboard layout when displaying key names
  • Changed preset selection to a file dialog
  • Changed VTable hook installation to support multiple VTable refering to the same hook function
  • Changed HLSL compiler load error log message
  • Changed display precision of floating point display to match the one of the "ui_step" value
  • Disable font scaling with Ctrl + mouse wheel after tutorial finishes
  • Increased precision of timers
  • Changed error message for no matching intrinsic overload
  • Fixed effects not being displayed if GUI is not active and the last technique did not render to the back buffer
  • Fixed mouse cursor position when using up/downscaled render resolution
  • Fixed missing source file information in preprocessor syntax errors
  • Fixed preprocessor not throwing an error on malformed preprocessor expressions
  • Fixed "Reset all to default" button not saving preset after completion
  • Fixed ReShade reloading after closing preprocessor definitions popup even if no changes were made
  • Fixed sorting techniques by name not taking the "ui_label" annotation into account
  • Fixed ReShadeGUI.ini not always being stored in the ReShade DLL directory
  • Fixed low precision of "BUFFER_RCP_WIDTH" and "BUFFER_RCP_HEIGHT" macro definitions
  • Fixed constant folding of logic operations generating wrong result type
  • Fixed integer arithmetic on boolean values causing a compile error
  • Fixed texture upload/download pitch calculations
  • Fixed empty compile error log message when texture creation failed
  • Fixed loading of effect files with an UTF-8 BOM
  • Fixed rendering to texture clipping to window size in OpenGL
  • Fixed texture upload producing garbage values in OpenGL in some games because of wrong pixel storage unpack modes
  • Removed "WSARecvEx" hook
Cheers, crosire =)
Last Edit: 4 weeks 2 days ago by crosire.
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4.3 4 weeks 2 days ago #2

Awesome! Thanks again for the new additions, fixes and awesomeness Crosire :].
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4.3 4 weeks 2 days ago #3

^_^
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4.3 4 weeks 2 days ago #4

Amazing!

D3D12 support is a pleasant surprise.
Can't wait to take a look the first chance I get.
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4.3 4 weeks 2 days ago #5

A very comprehensive update. Thanks Crosire!
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4.3 4 weeks 2 days ago #6

I just registered to express my deep gratitude for the beginning of support for DirectX 12. I have always loved your project and could not imagine any games without it. Hopefully in the near future we will see full support for DX12.

Thanks again!

P.S. Sorry for bad english :)

P.S. Checked now. The reshade 4.3 was recognized when the Rise of the Tomb Raider was started in DX12 API, but the shaders did not compiled, producing an "failed to compile" error.
Last Edit: 4 weeks 2 days ago by SomeMark.
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4.3 4 weeks 2 days ago #7

Create a new topic and paste log
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4.3 4 weeks 1 day ago #8

crosire wrote:
Changelog

4.3.0:
  • Added experimental support for D3D12

Thank you so much :) I'm looking forward for Vulkan too :woohoo:
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4.3 4 weeks 1 day ago #9

>Fixed texture upload/download pitch calculations

What does that mean?

EDIT: Found out myself : docs.microsoft.com/en-us/windows/desktop...t3d9/width-vs--pitch
.. it's something to do with football right? :silly:
Last Edit: 4 weeks 1 day ago by CeeJay.dk.
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4.3 4 weeks 1 day ago #10

VERY NICE. Tried Devil May Cry 5 and it seems to work. Can't get depth buffer to work tho. There aren't any options for its detection like in DX9-11, but that doesn't matter atm. What matters is that it works in DX 12 which is absolutely amazing.
Thank you Crosire, very good work.
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4.3 4 weeks 1 day ago #11

Thanks a lot for dx12 support. :) Checked in 2 games. Works fine in DMC5, doesn't work in Rise of the TR. In log says "failed to compile" for every shader you try to turn on, invalid flags specified.
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4.3 4 weeks 1 day ago #12

Tested Depth Buffer access in DMC (Unreal Engine 3), DX9, success!!!

Anyone can help me to test in Gears of war 4? Geargame. exe canĀ“t let me access..
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4.3 4 weeks 1 day ago #13

Anyone able to get this to work with The Division 2 yet?

Tried installing first with DX12 rendering enabled in-game, and the anticheat flagged dxgi.dll
Renamed the file...still no worky
Deleted all reshade files > turned DX12 rendering off in-game
Reinstalled 4.3, anticheat still flags dxgi (it didn't do this in 4.2)

Now I'm here...anyone have success?
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4.3 4 weeks 21 hours ago #14

Has anyone been able to get the PPFX SSDO effect working? I haven't been able to get it to work in any game. All games I've tried to enable it in show no effect. Is it a DX12 exclusive effect? The other PPFX effects work flawlessly.
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4.3 4 weeks 21 hours ago #15

damn man..this's huge improvement ..BIG THANX and Hug

Edit: previews versions takes short time (10 seconds)to install shaders
now it took me more than 10 minteus ! is this normal?
Last Edit: 4 weeks 21 hours ago by kaicooper.
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4.3 4 weeks 16 hours ago #16

@timberlake90 PPFX SSDO was working fine in Tomb Raider Anniversary. It's not worth it though, very expensive and quality of effect is meh compared to quint MXAO.
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4.3 4 weeks 15 hours ago #17

Hi crosire and thanks for yet another great update!

This still doesn't allow depth buffer access in DX12 games though, right?
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4.3 4 weeks 12 hours ago #18

I get following error in SOTTR
https://drive.google.com/file/d/1sSfOYcsa0xW8PNnclsQl6UnGLIKrI5p7/view?usp=sharing
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4.3 4 weeks 12 hours ago #19

I love you dude. it finally works in lego star wars! RT in lego games, nice!
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4.3 4 weeks 12 hours ago #20

cunningStunts wrote:
Anyone able to get this to work with The Division 2 yet?

Tried installing first with DX12 rendering enabled in-game, and the anticheat flagged dxgi.dll
Renamed the file...still no worky
Deleted all reshade files > turned DX12 rendering off in-game
Reinstalled 4.3, anticheat still flags dxgi (it didn't do this in 4.2)

Now I'm here...anyone have success?

This version is not whitelisted yet, so it will not run.
<-MB-> ASROCK B450M Pro4 | <-CPU-> AMD Ryzen 2600 | <-RAM-> 16GB (2x8) DDR4 Kingston HyperX Predator 3200Mhz CAS16
<-SSD-> 120GB Kingston HyperX Fury + 512GB Adata XPG SX8200 Pro
<-GPU-> Sapphire Radeon RX580 NITRO+ 8GB | 23.8" LCD Acer SA240YA
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