4.9
- dborosev
- rapozaum
Idk how to provide better info but I'm willing to, so any advice is appreciated.
- rapozaum
- Blue
- Renlang
- Khronikos
Like I said seriously minor, but please consider it in the future.
- mirh
Anyway, if you start a game (Mass Effect at least in my case), and then lower the resolution, the DisplayDepth "split view" will be shifted more or less off screen.
- Opprime
- piltrafus
Added effect caching
Compiled effects are now cached to disk, so that subsequent loads can use the cached data to speed up loading significantly. By default the cache is stored in %TEMP%, so that it can be shared across all ReShade installations. To override the location, change the "IntermediateCachePath" option under "[GENERAL]" in ReShade.ini . There is a new button on the Settings tab to clear the cache (sometimes necessary to ensure changes to effect files are applied).
Crosire, I'm really interested in the potential for the new effects caching. A few quetions.
-Do the cached effects work on different resolutions? or a resolution change always require a recompiling?
-Could you delete the source effect files and just work with the cached files?
-Could this evolve in a system to store "cooked" presets? So you could store just the cache of a setup that works in case the source files change?
, thanks again for this amazing tool.
- crosire
- Topic Author
Yes and no, resolution is baked into the source via the preprocessor, so changing resolution will require recompilation. But ReShade can cache multiple variants of an effect, so if you e.g. switch between two resolutions, it will only have to compile on their first respective use and will use the cached result afterwards.-Do the cached effects work on different resolutions? or a resolution change always require a recompiling?
No, ReShade still needs to parse information from the source files (e.g. to figure out which files an effect includes). Only the preprocessor and HLSL compiler output are cached, the ReShade FX parser still runs every time (but it's fast enough for that to not matter).-Could you delete the source effect files and just work with the cached files?
The cache is system specific and sharing it wouldn't work.-Could this evolve in a system to store "cooked" presets? So you could store just the cache of a setup that works in case the source files change?
- Selvy
In my DX9 game, half the maps require a "Clear 1" depth buffer ("stencil object?") to be ticked for depth buffer access, and the other half the "Clear 2" box.
Is there any way (via mod or otherwise) to either:
a) have ReShade remember which depth buffer to tick in whichever scenario, or
b) tell it to automatically tick the Clear item with the most vertices / whose vertex count changed most recently?
I think any of these implementations would solve the issue.
I will say, these recent updates fixed issues where the active buffer / stencil object would change by camera angle (as long as I also tick the "0xNumbers" item above the Clear # list), so it's an improvement. But now the depth buffer access either exists consistently or not at all depending on the map and the buffer ticked.
- Selvy
Edit: Oh, it seems just unticking the "Clear" items and simply ticking the main buffer has it working fine in many (though not all) of those places. Was quite the contrary before 4.9, so it didn't occur to try that. Resuming testing.
- Fielran
- Selvy
- Daemonjax
- Batclark
- ODSTAT1
- Martigen
In both The Long Dark and the recently released Legend Of Keepers, the intro video and any in-game video cutscenes (that is, not rendered real-time) display at roughly 1fps, skipping and pausing and becoming unwatchable. Removing Reshade, the videos play normally.
Both games are Unity based. Both games are loading the videos as .mp4 files.
This is with the current 4.9.1 release.
- ScreamerofStars
But reshade isnt working with YamagiQ2 source port on OpenGL 3.2, the screen goes black if chosing MXAO or orther filters
OpenGL 1.4 works fine