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  • ColbyDash
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07 Jan 2020 01:09 - 07 Jan 2020 01:13
Replied by ColbyDash on topic The Sims 4 doesn’t launch

The Sims 4 doesn’t launch

Category: Troubleshooting

I normally run it with the x64 version of the game and I tried using Legacy Edition (x32 mode) too but it would still stop at activation ul.exe from what I can tell in Task Manager.

(Below is a example of what i'm facing; the game simply does not launch when a d3d9.dll is in one of the bin folders.)

I'm also using the latest version too, so there is no 32 bit or 64 bit versions of ReShade for me unless if it's hidden somewhere on the website or if I have to use a older version.
  • Mahogny
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01 Jan 2020 10:41
Replied by Mahogny on topic The Sims 4 doesn’t launch

The Sims 4 doesn’t launch

Category: Troubleshooting

MAke sure that youre running reshade with the same x32 or x64 as your game is.
So if you are running the sims in 32 bit mode (TS4.exe) use 32bit reshade and if your are running 64 bit (TS4_x64.exe) use 64 bit reshade
  • ColbyDash
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31 Dec 2019 05:28
Replied by ColbyDash on topic The Sims 4 doesn’t launch

The Sims 4 doesn’t launch

Category: Troubleshooting

(Thank you for being the first person to reply) Unfortunately one of the solutions did not work for me.
  • Mahogny
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30 Dec 2019 09:02
Replied by Mahogny on topic The Sims 4 doesn’t launch

The Sims 4 doesn’t launch

Category: Troubleshooting

  • ColbyDash
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24 Dec 2019 03:50
Replied by ColbyDash on topic 4.5

4.5

Category: Releases

Does anyone know any possible solutions to The Sims 4 not launching and Saints Row IV/The Third crashing while loading the game? I posted two separate topics about this about a month ago and nobody responded to it. I found a temporary solution for SRTT by switching to DXD9 mode (it also fixed the refresh rate). If you want more info, you can head over to my topics via my profile: reshade.me/forum/profile/14064-colbydash
  • commandocoki
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19 Dec 2019 02:25
Replied by commandocoki on topic Sims 4 Issues

[SOLVED] Sims 4 Issues

Category: Troubleshooting

Thank you. The weird box issue has been fixed...dof shaders are the only ones that still shut off. Might just be my pc.
  • crosire
  • crosire's Avatar
17 Dec 2019 22:50 - 17 Dec 2019 22:50
Replied by crosire on topic Sims 4 Issues

[SOLVED] Sims 4 Issues

Category: Troubleshooting

And again, has been fixed in 4.5.1 24 hours ago.
  • crosire
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17 Dec 2019 22:49
Replied by crosire on topic Newest Version not working for sims 4

[SOLVED] Newest Version not working for sims 4

Category: Troubleshooting

THis has been fixed in 4.5.1. Just update.
  • commandocoki
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17 Dec 2019 22:25 - 17 Dec 2019 22:28
Replied by commandocoki on topic Sims 4 Issues

[SOLVED] Sims 4 Issues

Category: Troubleshooting

I posted about this a week ago with no answers so I wouldn't except any tbh. Min was for sims 3 but obviously sims 4 is having issues too.
it sucks and I'm probably going to stop using reshade...but at least its good to know its not just me!


>>Picture
imgur.com/a/EmG0vy6
  • commandocoki
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17 Dec 2019 22:23
Replied by commandocoki on topic Newest Version not working for sims 4

[SOLVED] Newest Version not working for sims 4

Category: Troubleshooting

My post is one before yours about the sims 3. It reshades in the upper left corner and there is literally no fix that I know of and 6 days later no response :/ You can keep restarting it but other than that I have tried literally everything known to man and nothing works.
  • lovely58522
  • lovely58522's Avatar
16 Dec 2019 22:49
Newest Version not working for sims 4 was created by lovely58522

[SOLVED] Newest Version not working for sims 4

Category: Troubleshooting

So I recently downloaded the newest version for reshade (4.5) for the sims 4. I had been using the previous versions without a problem, but since updating I am experiencing some issues. I am only able to open up reshade once when starting the sims, I get the banner at the top telling me reshade is working, I open reshade, select my presets (even tried to create my own), and it starts off okay. Until I load into a world. The reshade only appears in the upper left hand corner of the screen, the rest of the screen looks like the plain boring colors of the sims. Then when attempting to open it in game the game pauses as if it's opened but the box doesn't appear. I can include screenshots if need be, I genuinely love playing with reshade, it makes the game so much brighter, but I can't and have no idea how to fix it. HELP!
  • ryanleeoliver
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15 Dec 2019 21:02
Replied by ryanleeoliver on topic Sims 4 Issues

[SOLVED] Sims 4 Issues

Category: Troubleshooting

I'm having the exact same problem! Tried repairing the game, reinstalling re shade and using new presets/shaders. Still facing this issue
  • thestrangeplumbob
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15 Dec 2019 19:09
Sims 4 Issues was created by thestrangeplumbob

[SOLVED] Sims 4 Issues

Category: Troubleshooting

I've been using Reshade for Sims 4 without an issue for a long while at this point. I'm not well versed in how to tweak settings, but I did do my fair share of research trying to figure out how to fix this myself.
I updated my game with the newest patch and updated Reshade as well.
After that, when I zoom into a household, the effects start to flicker and only cover a square of my screen. The square gets smaller and bigger depending on which way I turn the camera.

http://imgur.com/a/okWJbhz

I appreciate the help in advance. Thank you.
  • crosire
  • crosire's Avatar
14 Dec 2019 14:44 - 08 Feb 2020 16:50
4.5 was created by crosire

4.5

Category: Releases

The next update is around, with big improvements to the Vulkan backend, effect compiler and the GUI. Not to mention better performance in DX12/Vulkan, improved depth buffer detection in DX9 and DX12, display of preprocessor definitions as variable widgets and new options for shader developers to customize how settings should be displayed in the GUI:



Changelog

4.5.0:
  • Rework depth buffer detection code for all APIs again (They are now more similar, including more options for OpenGL)
  • Switched to using SPIR-V for shaders in OpenGL 4.6 for better performance (this needs recent drivers to work correctly)
  • Added UI widgets for preprocessor definitions to variable list
  • Added compiler error when passing a r-value to an out parameter of a function
  • Added compiler error when pass is missing shader functions
  • Added shader signature verification to effect compiler
  • Added support for assignment chains to ReShade FX (e.g. "a = b = c = 0;")
  • Added adjustment buttons to combo box widget and label to radio button list
  • Added option to show only specific color components in texture preview
  • Added context menu to technique list to edit included files in addition to the main source file
  • Added support for texture pooling via "pooled" annotation
    texture MyTex1 < pooled = true; > { Width = 100; Height = 100; Format = RGBA8; };
    texture MyTex2 < pooled = true; > { Width = 100; Height = 100; Format = RGBA8; };
    ReShade will now attempt to re-use the same memory for textures with the same dimensions and format if the pooled annotation is set. This works across effect files too.
  • Added "ui_text" annotation for uniform variables to display custom text above the variable widget (see screenshot above)
    uniform float test < ui_text = "This is text that will be rendered above the widget in the variable list"; >;
  • Added support for GPU timings in Vulkan
  • Added environment variable to override path ReShade should load the next DLL from
    You can now set "RESHADE_MODULE_PATH_OVERRIDE" to a directory for ReShade to load the next DLL, so you can chain ReShade with other injectors
  • Added OpenGL version information to log
  • Improved compiler error recovery for parsing errors in function parameter list and annotations
  • Improved Vulkan command buffer management (which improves performance)
  • Improved multi-threading of effect loading
  • Changed setup tool to install global Vulkan layer while it is open (fixes issues with RDR2)
  • Changed setup tool to use .NET framework 4.5 again for backwards compatibility
  • Changed texture preview to be hidden when effects are disabled
  • Changed COM reference counting behavior to better match COM requirements
  • Change default preset path to executable directory for Vulkan compatibility
  • Fixed memory leak in Vulkan (which worsened every frame)
  • Fixed depth buffer detection in Vulkan
  • Fixed setup tool not updating search paths to absolute paths in Vulkan
  • Fixed HLSL compiler error for variables that are named "Technique" or "Pass"
  • Fixed effect compile error with "discard" statement as last statement in a function with a return value
  • Fixed effect compiler error in pass definition not causing effect compile to fail
  • Fixed effect compiler error when multiple casts are chained in an expression
  • Fixed annotation assignments not supporting literal expressions (you can now write stuff like "< ui_min = 1 + 2; >")
  • Fixed effect compiler sometimes reporting duplicated syntax errors
  • Fixed crash in effect compiler when encountering an undeclared identifier in a shader pass state
  • Fixed empty preprocessor macros not being evaluated correctly
  • Fixed GLSL code generation for matrix indexing
  • Fixed GLSL code generation for vertex shaders with a return semantic
  • Fixed GLSL code generation for some component-wise operations
  • Fixed GLSL code generation for entry points with underscores in the name
  • Fixed GLSL code generation for boolean values in index expressions
  • Fixed GLSL code generation for arithmetic with matrices that are not floating point
  • Fixed D3D10/11 depth stencil view creation failing in some games (e.g. ArmA 3)
  • Fixed OpenGL depth texture creation failing for games using format "GL_DEPTH_COMPONENT" (e.g. Mugen 1.1)
  • Fixed OpenGL states not being restored during texture upload, which caused texture artifacts in some games
  • Fixed crash if "wglMakeCurrent" was called on an OpenGL context that was not hooked
  • Fixed access to textures in vertex shaders in D3D9 (limited to 4 bindings though)
  • Fixed "UseAspectRatioHeuristics" option not being stored in config file in D3D9
  • Fixed wrong color write mask when there is more than one render target in D3D9
  • Fixed Vulkan performance mode using wrong values
  • Fixed current depth stencil inheritance in D3D12 buffer detection
  • Fixed shared textures being deleted prematurely if a single effect is unloaded
  • Fixed preset switching always falling back to DLL directory for next preset
  • Fixed position of slider buttons
  • Fixed slider buttons being able to change value outside valid range due to floating-point precision errors
  • Fixed splash bar no longer appearing on reload after reloading a single effect
  • Fixed scaling up the font size causing cropping some buttons and the display of textures on the statistics page
  • Removed format filtering from depth buffer detection
  • Removed tutorial skip button for all but the first tutorial step

4.5.1:
  • Added "Ctrl + F" search support to code editor
  • Added "bufready_depth" source for bool uniform variables to check if depth buffer is available
  • Added error when going over the active effect limit of 50 in Vulkan
  • Added "Reset to default" context menu entry for preprocessor definitions
  • Added support for uniform matrix variables to UI and presets
  • Added list of effect files that failed to compile to "Home" page
  • Added automatic reset of preprocessor definitions if shader fails to compile after changing one
  • Added UAC shield and button to cover global Vulkan layer check box in setup tool when not running with elevated privileges
  • Changed "Reset all to default" button to also reset preprocessor defines
  • Changed Vulkan layer installation location to HKLM instead of HKCU if the global option is selected
  • Improved SPIR-V code generation for performance mode in Vulkan
  • Fixed D3D9 render state block setup using invalid states (fixes artifacts in Sims 4)
  • Fixed missing buffers in OpenGL depth buffer detection
  • Fixed OpenGL depth buffer override
  • Fixed cropped OpenGL depth buffers (in emulators, like CEMU)
  • Fixed missing buffers in D3D9 depth buffer detection when "Copy before clear operations" is active (e.g. Mass Effect 2)
  • Fixed keys getting stuck in down state (e.g. when Alt + Tabing):
    ReShade will now automatically reset the key state when it has not been updated for more than 5 seconds
  • Fixed UI corruption with lots of text on the screen
  • Fixed cursor position if render window was not visible during creation
  • Fixed floating-point display precision for sliders
  • Fixed constant folding for matrix index expressions
  • Fixed setup crash if Vulkan layer installation was not successful
  • Removed debug logging code from D3D9 that was left in by accident

4.5.2
  • Added "Ctrl + H" replace support to code editor
  • Added option to save screenshot with user interface visible
  • Fixed hooking in Alan Wake
  • Fixed inverted shaders and artifacts in OpenGL games (happens because of a driver bug, so had to disable use of SPIR-V there again)
  • Fixed missing OpenGL depth buffer copy in Dolphin
  • Fixed current OpenGL context getting lost when a different one is deleted but not current (WineD3D now works with ReShade)
  • Fixed OpenGL depth buffer detection for when pixel format does not contain depth
  • Fixed multiple ReShade instances in the same process interfering with each other by forcing a single instance
    ReShade will now exit immediately if another instance was found in the same process already.
  • Fixed crash when pressing "Shift + Tab" in code editor with an empty line selected
  • Fixed crash when searching backwards in code editor with the cursor at the end of a line
  • Fixed uniform offset calculation for matrices in SPIR-V code generation

4.5.3
  • Redesigned setup tool and added support for multiple shader repositories to download from
  • Added better error description for type conversion errors
  • Fixed "Print Screen" button status being reset every frame
  • Fixed Vulkan swapchain image view creation for sRGB/non-sRGB formats
  • Fixed Vulkan API version not being upgraded to required 1.1 in applications that use 1.0
  • Fixed namespace resolving for function calls and structure names
  • Fixed GLSL code generation for constant arrays
  • Fixed line number for errors in generated GLSL code
  • Fixed missing array size in generated HLSL/GLSL code for uniform variables
  • Fixed hangs during shader compilation with specific applications on some drivers because of driver optimizations
  • Fixed negative percentage values during effect downloading in setup tool
  • Fixed error message not showing up when screenshot creation failed
  • Fixed "toggle" annotation on techniques not having any effect anymore
  • Fixed user being able to disable techniques that are set to always be enabled via "enabled" annotation
  • Improved code generation for variable initializers for better compile times
  • Improved readability of generated code for simple vector swizzles
  • Removed cursor from UI screenshots
  • Removed unused "SPV_GOOGLE_hlsl_functionality1" extension from generated SPIR-V code

4.5.4
  • Added error message when saving the current preset failed
  • Added warning message when access to depth buffers is disabled because of network activity
  • Added option to move FPS counter to a different corner of the screen
  • Added error log messages for Vulkan pipeline creation and memory allocation failures
  • Added compiler error when encountering sRGB read/write on a texture which does not use RGBA8 format
  • Added device and driver information to UI in Vulkan
  • Improved performance by avoiding unnecessary stencil clear operations
  • Reduced memory footprint for stencil operations in OpenGL
  • Changed setup tool to automatically copy a ReShade.ini dropped next to the tool into the game directory during installation
  • Changed caption of main button in setup tool to make user interaction more obvious
  • Replaced setup tool configuration file with a common "ReShade Setup.ini"
  • Fixed Vulkan support on AMD GPUs
  • Fixed crash in DOOM when using Vulkan
  • Fixed crash on exit when Vulkan application fails to properly clean up resources
  • Fixed Vulkan queue submission synchronization
  • Fixed small memory leak in Vulkan
  • Fixed flipped channels in HDR Vulkan screenshots
  • Fixed ReShade attempting to hook Vulkan devices that are created without the swapchain extension
  • Fixed Vulkan dispatch table initialization for command buffers in release mode
  • Fixed setup tool crash when all effects are unchecked
  • Fixed "SV_VertexID" values in D3D9 when "VertexCount" pass state is greater than 3
  • Fixed D3D10/11 depth buffer detection in Guild Wars 2
  • Fixed render targets in D3D10/11 having undefined contents on first use
  • Fixed rendering to more than two render targets in D3D12
  • Fixed input in games that handle input in a child window to the main render window (e.g. Supreme Commander)
  • Fixed code editor undo history getting lost after saving and reloading a file
  • Fixed opening the same file in code editor after closing it causing nothing to happen
  • Fixed global preprocessor definition popup showing cut off sometimes
  • Fixed SPIR-V code generation for function calls with sampler arguments
  • Fixed SPIR-V code generation for "tex2Dsize" intrinsic overload without mipmap level parameter
  • Fixed SPIR-V code generation for array uniforms
  • Fixed effect parser hanging when encountering an error inside a namespace
  • Fixed effect preprocesor hanging when encountering a single-character recursive macro
  • commandocoki
  • commandocoki's Avatar
11 Dec 2019 09:15
All dof shaders stop working mid game? was created by commandocoki

All dof shaders stop working mid game?

Category: Troubleshooting

4.4.2.700
Sims 3 on windows 10
This applies to all dof shaders.
They work for about 5 minutes, then focus on a small square point in the corner.
imgur.com/a/EmG0vy6

I see this complaint listed around but no solutions.
I am interested in knowing what I am doing wrong, and why it happens.
  • crosire
  • crosire's Avatar
07 Dec 2019 23:45
Replied by crosire on topic Reshade on the Sims 4?

[SOLVED] Reshade on the Sims 4?

Category: Troubleshooting

Disable Origin in-game overlay. There are tons of topics on this, use the search next time please.
  • cutcorners
  • cutcorners's Avatar
07 Dec 2019 16:56
Reshade on the Sims 4? was created by cutcorners

[SOLVED] Reshade on the Sims 4?

Category: Troubleshooting

Hello! I was using Reshade for the Sims 4 until my computer updated, which broke it. My camera in-game spins around wildly when I try to move it. I waited for a new update for Reshade, and I just tried the November 6th version, but the same problem occurs. My computer runs DirectX 12, but the game runs DirectX 9. Could that be the issue? I see people online using Reshade with the game just fine, so I'm just wondering if there's anything I can do to fix the issue.

Thanks!
  • mshoney33
  • mshoney33's Avatar
05 Dec 2019 21:49
SIMS 4 Bright Preset Looks Dark In-Game? was created by mshoney33

SIMS 4 Bright Preset Looks Dark In-Game?

Category: Troubleshooting

I downloaded the Sunflower Syrup preset for Sims 4 and in game it looks like this? This is my first time with re-shade so can anyone help?
imgur.com/IMj6prK
  • juliaalawson
  • juliaalawson's Avatar
05 Dec 2019 04:55
Uninstalling Reshaders was created by juliaalawson

Uninstalling Reshaders

Category: Troubleshooting

I installed one of crosires reshaders for Sims 4, but its too much for my game to handle. Does anyone know how to uninstall it?
  • ColbyDash
  • ColbyDash's Avatar
27 Nov 2019 08:54
Saints Row The Third and 4 Directx problems was created by ColbyDash

Saints Row The Third and 4 Directx problems

Category: Troubleshooting

Hello!

If you read the topic’s title, then just hear me out instead of saying anything first. I know it sounds like a beginner’s mistake but it isn’t. I seem to have an issue with getting the games to load into the in-game world. I can switch into Directx 9 as a temporary fix (this also works for fixing the refresh rate too) for SRTT but there’s no option such like that for SR4. Unfortunately I couldn’t find anything that helped me online and installing the Directx 10+ version of Reshade doesn’t work either for the both of them as it’ll still crash while the game tries to load into a save game. It also seems to crash when trying to apply new graphic settings from what I seen in SR4. I’m having a similar issue with another game in another topic I’ve created: reshade.me/forum/troubleshooting/5989-the-sims-4-doesn-t-launch Someone please help me as I’m clueless about what to do next here too.

Sincerely, Colby. :)
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